Set Product - Assassins Creed Flashcards

1
Q

Where are the three main places for game to be culturally significant?

A

Japan, Europe, Usa

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2
Q

Until 2012, who regulated games in the UK?

A

BBFC

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3
Q

Who now regulates games in the UK?

A

They are now largely regulated by the Video Standards
Council (VSC) applying the PEGI system
(Pan European Game Information)

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4
Q

How does David Hesmondhalgh’s cultural industries theory apply to AC?

A

The game is part of an established franchise
with a large fan-base. Producers are clearly
attempting to harness the popularity of this
franchise to encourage sales both of the game
itself and the hand-held device the PS Vita.

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5
Q

How did AC use digital convergence well?

A

Assassin’s Creed III: Liberation hand held game could be linked to the full PS3 console version of the game (owning both versions would unlock additional game
content). This use of convergence is relevant in
terms of promotion/marketing and circulation.

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6
Q

In regard to convergence, how has the internet/wi-fi functionality of the PSVita been helpful?

A

allows users opportunities to
download additional content (DLC) such as
weapons, characters and “skins” or outfits.

It also affords users the chance to engage
in multiplayer versions of the game.
These features promote gamer engagement
and identification with the game.

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7
Q

How are gender issues addressed within the game?

A

The representation of female characters, under-representation of women in video game development and an assumed minority of female video games players are areas that could be explored

The protagonist being effective in its subversion is an obvious point

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8
Q

How do producers target, attract, reach,

address and potentially construct audiences?

A
The game is for a hand held device.
This may imply it is aimed at a more
casual or mobile gamer (a discussion
here about “on the go” gamers playing
mobile games versus traditional console
and PC gamers may be useful).

The game features a female protagonist.
This is unusual in the franchise and may
be considered in terms of appealing to a
different demographic (possibly linked to
the “on the go” gamers discussion above). The
existence of a female protagonist may also be
discussed in terms of constructing audiences
by asking whether this game might offer a
platform for female gamer identification

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9
Q

How does Livingstone and Lunt’s regulation theory apply?

A

New technology (in this case the
convergent PS Vita with access to internet
etc.) opens up new opportunities and arguably
new risks that complicate regulation.

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10
Q

What are the questions that may be discussed in relation to Livingstone and Lunt?

A

Should regulation be more flexible?
Should industries self-regulate?
Should individuals be empowered to make their own decisions?
Should individuals be expected to
develop ‘media literacy’ and make informed decisions for themselves?

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11
Q

How does Albert Bandura’s theory of media effects relate to AC?

A

Imitations of violence; explore bobo doll experiment

A useful discussion might be had in relation
to the active role adopted by a player of
video games. Question whether Bandura’s
conclusions are invalidated or made more
relevant if audiences are choosing to commit
acts of violence in a video game rather
than watching/imitating violent acts.

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12
Q

How does Henry Jenkins’ theory of fandom relate to AC?

A

Interaction and community :)

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13
Q

Give a quote (or multiple) which the ‘Into The Creed’ documentary outlined

A

‘never compromise the brotherhood resonates with a lot of the fan community especially because they see themselves as the brotherhood’

‘everybody feels that sense of belonging’

‘people from different walks of life come together for one particular thing’

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