Video games- Industry and Valhalla Flashcards

1
Q

what are the top five global video game conglomerates?

A

Sony, Tencent, Microsoft, Nintendo and Neteast

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2
Q

is Ubisoft on the same level as the top five global video game businesses?

A

Ubisoft is not on the same level as the top five global video game conglomerates, but it is still a conglomerate which is primarily vertically integrated.

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3
Q

What are the reasons why the video game industry is the biggest growing entertainment industry?

A
  1. the widespread adoption of smartphones
  2. ready availability of mobile connectivity
  3. increase average spend per user
  4. the growing popularity of the free-to-play revenue model (users can download and play games without having to pay for them)
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4
Q

how much is the video game industry worth, and where is it most lucrative?

A

The video game industry is worth $400 billion and the game industry is most lucrative in the Asian pacific. In 2021, the value of the global video game industry was estimated to be $138.4 billion increasing from $52.8 Billion in 2012.

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5
Q

what was the estimate in 2021 of how much the video game industry had increased in worth since 2012?

A

the global video game industry was estimated to be $138.4 Billion increasing from $52.8 Billion in 2012

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6
Q

what is curran and seaton’s profit and power theory?

A

the idea that the media is controlled by a small number of companies primarily driven by the logic of profit and power- companies such as Nintendo, Microsoft and Sony are the biggest gaming companies and dominate the industry. The power of these conglomerates also leads to media concentration, which reduces variety, quality and creativity.

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7
Q

what is Hesmondhalgh’s cultural industries theory?

A

Media companies (typically conglomerates) use tried and tested strategies to appeal to us in order to minimise risk- creative decisions are made based on what is likely to be financially successful rather than creative. The video game industry is a high risk business- it is very difficult to predict what audiences will engage with and therefore media producers tend to stick to ‘tried and tested’ formulas instead of producing innovative, unusual content. However, we should be concerned that only a few hold a little power- media concentration. These conglomerates compete against each other for a limited amount of consumer attention and disposable income, advertising revenue and technical labour. These media texts (video games in this case) can influence our understanding of the world and they yield power to construct social meaning- this can be very dangerous if you take into account livingstone and lunt.

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8
Q

what is horizontal integration and what are some benefits of this?

A

where multiple companies merge or a conglomerate absorbs another company’s title that works in the same level of production or distribution. This can often be known as ‘buying out’, where a conglomerate absorbs the title of one of their competitors to ensure they have domination in the media industry and less competition. This can reduce expenses and is much more efficient as materials can be shared across multiple companies.

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9
Q

what is vertical integration?

A

when a media company owns different businesses which operate in different sectors of the production and distribution process.

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10
Q

What territories are video games particularly culturally significant in?

A

Japan, Europe and USA

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11
Q

who is ubisoft owned by?

A

Ubisoft is a family owned business that has been controlled for more than three decades by the guillemont brothers.

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12
Q

what happened in 2022 in relation to Ubisoft?

A

In 2022, Tencent, a giant conglomerate in the video game industry acquired half of Ubisoft holdings in an attempt to save future takeover attempts and long term stability

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13
Q

How does being vertically and horizontally integrated affect ubisoft?

A
  1. Global production: Ubisoft owns and operates multiple development studios worldwide. Being globally produced allows Ubisoft to control the entire development process, from concepts to release, reducing reliance on external studios, and ensuring quality control, it also allows ubisoft to have greater control over quality and cost
  2. Distribution: Ubisoft can have all control over their distribution process including publishing, distribution and marketing
  3. Diverse portfolio: being horizontally and vertically integrated means that Ubisoft can produce a variety of different games across a wide range of genres, appealing to a wider and broader audience and reducing reliance on a single genre.
  4. New technologies : By Ubisoft having a wide range of subsidiaries, the company now has access to new technologies, talent and intellectual property which can all be used in the production of new games
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14
Q

Overall, how has been vertically and horizontally integrated affected ubisoft?

A

By being vertically and horizontally integrated, Ubisoft have maintained their position within the gaming industry , and this has also enabled them to control the entire value chain, reduce costs and increase profitability.

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15
Q

what are the four main steps of video game development?

A
  1. pre-production
  2. production
  3. play testing
  4. marketing
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16
Q

what happenes during the pre-production of a video game?

A

An idea is pitched alongside a story for the video game- in the case of Assassin’s creed, the idea for the storyline comes from a particularly poignant and interesting point in history, although the whole initial idea for the franchise was based from Ubisoft’s previous franchise, ‘Prince of Persia’

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17
Q

what happens during the production of a video game?

A

the level design and programming. Advances in technology have shaped video games by the inclusion of more complex gameplay, highly developed graphics and advanced CGI.

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18
Q

what is playtesting?

A

Playtesting involves prototyping and testing the game to ensure that it works with no major faults or glitches. Testing is integral to the success of a game- anything that is playable in the game is tested and adjustment recommendations are made before the game is formally released. There are also ‘stress testes’ where testers deliberately ‘break’ the game to identify potential problem areas.

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19
Q

what is alpha testing?

A

Alpha testing involves developers releasing an ‘alpha’ version of the game to a small consumer audience to gather vital data about gameplay and explore flaws. These consumers may be video game influencers. After this, a ‘beta’ version is released.

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20
Q

what is ‘beta’ testing?

A

A beta version is followed after an alpha version of a game- it is a more finished version of the game than alpha and tends to be basically complete with minimal bugs or errors. they are still used to make final tweaks before the official release.

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21
Q

How is marketing of video games done?

A

advertising- the publisher’s marketing team targets the game for a specific market and then advertises it. They will identify a specific feature or highlight of the game to focus the marketing materials on (the unique selling point). As technology has developed, the marketing of video games increasingly involves synergy (releasing things at the same time as one another) across media platforms to attract as wide an audience as possible. e.g the development of technologies has allowed Assassin’s creed to be marketed on social media such as Tiktok.

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22
Q

How have changes in technology affected the Assassin’s creed franchise?

A
  1. Assassin’s creed Odyssey was released with new technological features which gave players a more immersive experience than previous games
  2. Assassin’s creed liberation III was launched on PS vita
  3. in 2021, it was announced that the AC franchise would release Assassin’s creed infinity
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23
Q

how did new technologies affect the Assassin’s creed Odyssey game?

A

Assassin’s creed Odyssey was released with new technological features which gave players a more immersive experience than previous games- e.g the game shifted away from the traditional Assassin’s creed formula, offering a more open world RPG experience with player choices, character progression and a focus on exploration which created a much more immersive experience for the audience.

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24
Q

what was Assassin’s creed Liberation III released on?

A

PS Vita- this was a smart decision to tap into the increasing popularity of mobile gaming (smart phones, tablets etc- any hand held device). The PS vita was designed with many features usually associated with smartphones such as touchscreen, WIFI capability and 3G. The release on the PS vita could also be seen as an attempt to bring high production values to the burgeoning new mobile gaming arena. AC Liberation III was originally exclusive to the PS vita but was released in 2014 on a range of consoles and platforms (including PS3, Xbox 360 and Microsoft windows)

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25
what was announced in 2021 in relation to the Assassin's creed franchise ?
ubisoft would release Assassin's creed infinity, which has now been rebranded to be known as the Animus hub, and is inspired by the success of games such as Fortnite (Hesmondhalgh’s cultural industries theory- Ubisoft are using risk averse formatting from the success of games such as Fornite to minimise risk and maximise profit). Assassin’s creed infinity/ Animus hub would be a fully live service game / platform which would expand the franchise and enable the games to time jump and include multiple historical settings rather than a single setting (a hub that links all the games together). This would also ensure the longevity of the franchise and ability to add new content rather than launching a completely new game.
26
what are DLC's?
As technology has evolved, the growing preference for gamers appears to be purchasing digital copies of games as opposed to physical editions. DLC (downloadable content) is now often offered in advance as ‘pre-order bonuses’ or ‘season passes’ which allow producers to release various editions of the game at increasing price points.
27
what is a franchise?
In the context of media content, franchises are series that share simliar themes, characters, content, imagery etc. in the same way that conglomerates can dominate the media, as Hesmondhalgh and curran and seaton argue, franchises can also dominate the industry. Examples of this are game franchises such as Pokemon and Mario, both dominating franchises from the video game conglomerate Nintendo
28
what are examples of franchises that dominate the media?
Mario and Pokemon, which are franchises of the video game conglomerate Nintendo
29
How many products have been released in the Assassin's creed franchise since it begun?
There has been one main product released yearly beginning from 2007. However, there have also been spin-off releases released alongside the major releases such as side quests, and 'discovery tour series'.
30
what is the discovery tour series?
a series of dedicated games that lets gamers roam freely around historical settings, such as Ancient Greece Ancient Egypt and the Viking age to learn more about their history and daily life.
31
what are the conventions of the Assassin's creed franchise?
the AC franchise generally features historical fiction, science fiction, and characters intertwined with real-world historical events and figures. For the majority of the time, players control an Assassin in the past history, hunting down their templar targets
32
what did the AC franchise take inspiration from?
the novel 'Alamut' by the slovenian writer Vladmir Bartol, whilst building upon concepts from the 'Prince of Persia' series, a franchise that was created by Ubisoft.
33
what is the 'Prince of Persia' series?
a video game franchise that is owned by Ubisoft, and peaked in the 90s and early 2000s, whereas AC began in the late 2000s and really took off in the 2010s.
34
How did Ubisoft producers develop the 'Prince of Persia' series into Assassin's creed?
In the early 2000s, the Prince of Persia series was becoming less successful and producers were growing tired of the protagonist always being a prince, so they developed the game into a similar franchise- Assassin's creed. This is an example of Hesmondhalgh's cultural industries theory
35
How is Ubisoft developing the 'Prince of Persia' franchise into 'Assassin's creed' an example of Hesmondhalgh's cultural industries theory?
Ubisoft saw how the prince of persia franchise was failing, but used the tried and tested formula of this game style to produce Assassin’s creed. The Assassin’s creed franchise is a perfect example of Hesmondhalgh’s ideas about minimising risk in order to maximise profit- the game play in the game releases and spin-offs throughout the franchise has remained very similar; This appeals to fans who enjoy the experience and appeals to producers as it is financially safe to produce.
36
what are the unique selling points of the Assassin's creed franchise?
-High quality production, also known as AAA -Based on historical time periods and each game released almost yearly is a different historical setting -the yearly releases and consistency encourages audiences as they know new games will continuously be released
37
In 2021, the franchise recorded sales of what?
155 million units since its introduction in 2007- this was aided by the launch of AC Valhalla
38
why is the different historical settings a unique selling point and how does Valhalla apply to this?
Ubisoft claim that their games are entirely historically accurate due to professional historians working alongside developers of the games. E.g in the production of AC Valhalla Ubisoft worked with leading specialists in Norse and Anglo-Saxon history.- these were not just advisors but also key developers used in the game and the discovery tour Valhalla add on- Ubisoft also noted that they received contributions from The British Library, York Archaeological trust, the national museum of Denmark and Preston museum and grounds.
39
what types of audiences did the discovery tour appeal to?
Younger audiences- such as school children as the discovery tour was used in an interactive and educational way, teaching through immersive experiences- e.g someone is not just learning about Viking ships in the Valhalla discovery tour, but also building one. The discovery allows the player to experience history in a very personal way and have fun engaging in quests and never realise that they are actually learning something.
40
what are the wider revenue sources of AC?
The AC franchise has a wider revenue source through the fact they sell action figures, merchandise and have released a film based on the video game franchise. Ubisoft also makes money from ‘micropurchases’ such as DLC packs that are released alongside major game releases typically annually, as well as from user subscriptions and advertising.
41
what have ubisoft even further done with their discovery tours?
Partnered with Universities and Technology Learning & cognition lab to create curriculum guides for the discovery tour.
42
why are brand values for important?
Brand values are important as it can generate brand loyalty from employees in the company or by customers- they will recognise the brand as someone they can trust and will continuously return to because of their brand values.
43
what are the brand values of Ubisoft?
1. educational: allow players to learn about the history of the time period whilst playing the game 2. enrich the lives of players by developing high quality games that resonate with all kinds of personalities 3. bring people together and allow everyone to learn and grow whilst having fun 4. family values- connectivity, showing new perspectives 5. Diversity: 'our team members come from diverse background and are passionate about solving thrilling challenges everyday' 6. 'we are putting DIA (diversity, inclusion and accessibility) at the heart of everything we do and focus on community' 7. quality, originality, community, education, diversity and inclusion
44
how could the brand values of ubisoft be applied to curran and seaton's profit and power theory?
Curran and Seaton argue that conglomerates are primarily driven by the desire for profit and power- However, Ubisoft make it seem as though they are enriching customers' lives rather than being solely driven by the desire for profit and power through the brand values they display on their website.
45
what is Assassin's creed Valhalla?
an open world quest/adventure game played from the third person perspective and is the 12 major installement and 22nd release in the Assassin's creed franchise since 2007.
46
Assassin's creed Valhalla is the first AC game to what?
be released on 'the next generation'meaning fastert processing graphics 4K
47
AC valhalla has what game rating?
AAA, meaning it has high value production values
48
when was AC Valhalla released?
10th November 2020
49
what time period is Valhalla set in?
873 AD- the game recounts the fictional stories during the Viking Invasion of Britain.
50
what character does the player control in AC Valhalla?
the character of Eivor, a viking raider who becomes embroiled in the conflict between the brotherhood of Assassin's. Eivor could either be made or female, and the female version was rather androgynous, not sexualised in anyway and worse the same clothing as the male version of the character.
51
The release of Valhalla coincided with what?
The launch of new consoles including Playstation 5 and Xbox series X
52
what was so significant about the release of Valhalla?
It sold more copies during its first week of release than any other Assassin's creed game. According to Ubisoft, Valhalla's number of active players on launch day were double that of AC odyssey which was released in 2018. Valhalla has also reached viewership and engagement numbers on Twitch and Youtube that surpass that of any other ubisoft game launch
53
what percentage of mobile and tablet video game players do women represent and why is this relevant in terms of Ubisoft and AC?
51%- this is incredibly relevant and we can see that Assassin’s creed (ubisoft) has acted upon this; AC have developed their games
54
Prior to AC Valhalla, what other games featured a female protagonist?
- Liberation III (released in 2012) -Syndicate (released in 2015) -Origins (released in 2017) -Odyssey (released in 2018)
55
what is significant about the female protagonist in AC Liberation III?
Prior to Assassin’s creed liberation III (released in 2012), all the games in the franchise had only an option for a male main character. Liberation III, a spin off instalment introduced the first female protagonist named Aveline, who was also mixed race. However, there were still several issues with this
56
what were the issues with the female protagonist Aveline in Liberation III?
-many argued it was a very stereotypical representation of a female avatar and had a lack of promotion in the marketing materials -many suggested the representation of Aveline was very sanitised and sexualised, and appealed to a male audience who would enjoy the voyeurism of playing with this female character.
57
what was the original plan for the female protagonist of Kassandra in Odyssey (2018)?
the original plan from Ubisoft was that Kassandra would be the sole protagonist and that there would be no option for a male character. However, some execs at the publisher demanded the sequel include an alternative male protagonist, reportedly telling the team that ‘women don’t sell’.
58
how do the lack of female protagonists in the AC franchise relate to hesmondhalgh's cultural industries theory?
The fact that Ubisoft only had male characters in their franchise from 2007-2012, and the first inclusions of a female protagonist was either in a spin off (liberation III) and was provided with an alternative male character fits in within Hesmondhalgh’s cultural industries theory- they do not want to risk the audience (who are predominantly male) response by releasing only a female protagonist- they challenge this by offering the option of a male protagonist and do not amplify the fact that there even is an option for a female protagonist
59
what is Hall's reception theory?
according to Hall, there are three different ways that an audience may read a text- a preferred/intended, negotiated and oppositional
60
what does a preffered/intended meaning mean?
The audience accepts the encoded message from the media producer.
61
what does negotiated meaning mean?
The audience understand what the encoded message is, but do not accept it entirely or can adapt it to suit their own belief system, audiences may have a negotiated reading by the fact that there is a female protagonist, however Ubisoft may have avoid an entirely oppositional reading as they have given the option to play a male character- such as Kassandra in Odyssey 2018 with the option to play her brother, Alexios
62
what is an oppositional reading?
where audiences may entirely go against the encoded message of the producer- e.g they may dislike the fact the main character in Valhalla is Androgynous, or may be opposed to other factors such as the heavy focus on gore, violence and death.
63
How does the female protagonist in some of the AC games relate to Henry Jenkins fandom theory and Gauntlet theory of identity?
Jenkins- The representation of a female protagonist may be quite empowering for a female audience, and fans may use to this to create fandoms- such as the 'AC sisterhood' Gauntlett- the empowering representation of a female authoritative protagonist may be inspirational for female audiences and they may wish to construct their own sense of identity against this.
64
who did Ubisoft partner with on the marketing of Valhalla, and what were they responsible for?
Biborg- the company was tasked with the social media marketing, but also physical in person marketing
65
How did the Valhalla marketing begin?
The beginning of all the valhalla marketing took place through Twitter. Ubisoft social media accounts announced that fans could tune in to a livestream to see the live reveal of the next Assassin’s creed game setting. The reveal was in the form of an 8 hour long art demonstration, an innovative and creative way of showing fans the setting of the next AC game.
66
How were trailers and videos used in the marketing of Valhalla?
Ubisoft followed standard marketing and released various cinematic and gameplay trailers for Valhalla e.g the world premiere trailer, gameplay trailer (which offered a first look at the female protagonist) and cinematic trailer.
67
how many views did the world premiere trailer of Valhalla receive and when was it launched?
100m views in the first 10 days and was released 7 months before the game's launch
68
There were two cinematic trailers released- were they released at the same time, if so why?
Two versions of the cinematic trailer were released simultaneously, featuring both a male and female version of the character of Eivor to attract a wide audience and allows audiences to relate personally with the character, engaging the audience even more.
69
what did the trailers for Valhalla follow?
The trailer does not break conventions of an AC game as we see that there is a clear narrative to the game whilst still being action packed and having lots of fighting/war sequences- this relates to Hesmondhalgh's cultural industries theory
70
How do the trailers for Valhalla fit within Hesmondhalgh's cultural industries theory?
The trailers did not break the conventions of the AC game franchise and featured several fighting/war sequences and showcased a historical narrative. This relates to Hesmondhalgh's cultural industries theory: through keeping to the conventions of the AC franchise, Ubisoft can target fans through a sense of familiarity shown in the trailer. However, the trailer also introduces new characters and different storylines to the franchise, which would be intriguing to the fans of AC as they are able to explore new adventures in the franchise- Ubisoft using risk averse formatting, a found successful formula. However, it could be seen as a risk that Valhalla had the opinion of either a male or female protagonist, Eivor.
71
How and why does Ubisoft use audience recognition in the marketing materials of games such as Valhalla?
The marketing of new games such as Valhalla uses audience recognition of the game and the brand as part of the franchise. Audiences therefore know what to expect. However, the sequel formula gives enough differences through themes and setting to ensure anticipation and buzz around the launch of a new game. (Hesmondhalgh’s cultural industries theory)
72
How does the brand identity of AC act essentially as a marketing technique?
Assassin’s creed franchise is a key strategy for targeting audiences. A fan community already exists and gaming audiences have a preconceived idea of what to expect from a game in this franchise. This will be used in the marketing of a new game.
73
How has the development of technologies allowed for Valhalla to be marketed?
The development of technology since the first release in the franchise has allowed Valhalla to be marketed on social media which facilitates the targeting of diverse audiences; for example, they advertised the release of Valhalla on tiktok in an ad which allowed audiences to comment with the character of Eivor replying. Valhalla was also advertised through an online trailer which featured ‘~LikeAViking’ which suggested links to twitter and other social media. (this relates to Shirkys end of audience theory and Jenkins fandom theory)
74
what is Jenkins fandom/ participatory culture theory?
Jenkins argues that audiences are no longer passive consumers of media texts, but are active participants (participatory culture) Fans also act as textual poachers, meaning they take elements from media texts and use this to create their own culture and identities, and form their own communities and interpretations. They create communities, produce new creative forms, collaborate to solve problems and shape the flow of media.
75
what is 'AC sisterhood'?
as a way to counteract and challenge how Ubisoft has treated its female Assassin characters, the Assassin creed sisterhood has been set up. The group is dedicated to empowering women throughout the Assassin’s creed community. The sisterhood has two initiates- to create a ‘warm and inviting environment’ and to celebrate the female characters found so far in the franchise whilst also calling attention to the way that the games can be improved. The fan initiative has also been created in the wake of the wave of sexual assault and misconduct allegations involving Assassin’s creed developers.
76
How has the development of new technologies and DLC's affected the distribution of AC Valhalla?
The development of news technologies also allows the game to be distributed digitally (DLC- downloadable content). This means that the game can be continuously edited and the customer will have access to exclusive content.
77
what social media pages does AC have?
Assassin’s creed has several pages including on Reddit, facebook, wiki etc- this relates to Shirky’s ideas that with the introduction of digital and social media, audiences no longer play a passive receiving role; they become active participants and content creators.
78
social media is a powerful tool to targeting global audiences and what else?
social media platforms present producers with greater opportunities to quickly engage with small, specific ‘pockets’ of their target audience- niche audience members. This is often done through shorter, quicker posts on specific aspects of a game which might appeal to these niche audiences. E.g AC valhalla marketing team put up posts for animal fans.
79
what types of # were used in the marketing of Valhalla and what did this allow for?
Ubisoft also leveraged relevant Hashtags such as #AssassinsCreedValhalla and #LIKEAVIKING to increase visibility and encourage user generated content
80
what physical marketing was there for Valhalla?
Collectible items and merchandise which were release to coincide with the release of the game (synergy) such as Shoes, collectible art statues, Valhalla stickers available in the Ubisoft store, T-Shirts and a soundtrack EP released. Ubisoft also released limited edition bundles that included physical merchandise and exclusive in-game content enticing collectors and dedicated fans.
81
who did Ubisoft partner with for physical marketing for Valhalla?
Ubisoft partnered with Reebok to release limited edition shoes, creating a unique marketing opportunity that appealed to both gamers and sneaker enthusiasts.
82
How did Ubisoft use influencers in their marketing?
They collaborated with popular gaming influencers to generate buzz and reach a wider audience through reviews, playthroughs and social media promotions
83
why could Ubisoft get away with not spending too much money on their marketing?
assassin’s creed franchise has a strong, well developed fan base- this could benefit ubisoft as they can spend less money on marketing because the game is already well known and played by many gamers.
84
what is diversification and what examples of this are there from Ubisoft?
When companies branch into different types of media to increase their chances of success and reach audiences. The discovery tour is a perfect example of this.
85
how is the discovery tour diversifcation an example of Hesmondhalgh's cultural industries theory?
Ubisoft know that the historical accuracy and quality of their games, there unique selling point, is what is successful and attracts audiences, and therefore by using this tried and tested formula but altering it slightly, they are appealing to audiences who do not enjoy violence, minimising risk and maximising audiences.
86
what legal requirement was put in place in 2012?
There should be a PEGI rating on any game - the ratings are either 3,7,12,16 and 18
87
up until 2012, how was the Video Game industry regulated?
Up until 2012, the video game industry was largely regulated by the BBFC (which also regulates films) and PEGI (which was not that well known at the time), now the video game industry is largely regulated by VSC- video standards council. The VSC have the responsibility of checking the games content and assigning an official PEGI age rating
88
what is PEGI?
an age rating system which provides consumers with information about gaming content. the PEGI code tells parents whether games contain depictions of violence, swearing, gambling etc. Games which carry PEGI 12,16 and 18 must not be sold or hired to persons under the respective age bar. The VSC are responsible for looking at the content of the game and assigning a relevant PEGI age rating
89
what does PEGI ensure?
that parents can choose age appropriate games for their children, however in 2015 UKIE research revealed that just 2.5 parents buy their children age appropriate games.
90
PEGI has enhanced it's in-game-purchase descriptor to include what?
an additional notice below the age rating label which informs consumers if an in-game purchase includes paid random items (such as loot boxes or card packs)
91
why is Assassin's creed rated an 18?
-players use stealth to discreetly kill human targets -players use weapons such as swords, axes, arrows and siege weapons to kill multiple enemies -combat is highlighted by screams of pain and frequent blood-splatter effects -some weapons allow players to decapitate enemies, zoomed in sequences depict victims bones, organs and muscles getting damaged -there is some sexual material; such as a mission taking place in a brothel, topless women straddling men, a character agreeing to lay with a man etc -a handful of sequences depict screen distortion/discolouration and impaired movements after the player's characters consume mushrooms. -characters can engage in drinking contests
92
what is the VSC?
The video standards council they have the responsibility of checking game content and assigning a relevant PRGI age rating for the game by looking at PEGI criteria. The VSC has a code of practise designed to promote high standards within the video and computer game industry. The VSC does deal with complaints but they are essentially an organisation to look after retailers.
93
what are the criticisms of PEGI?
1. it is essentially the industry self regulating themselves 2. it is too restrictive or too confusing, and that the American system is much broader and much more detailed with 6 different categories. 3. PEGI restricts personal choice as a gamer who is under a certain age cannot purchase the game
94
what is Bundura's hypodermic needle theory?
Bandura argues that the media can have a tremendous influence on the audience’s opinions and actions because we accept and absorb the text's intended meaning- the media can implant ideas into the mind of the audience directly. He also suggests that the media representations of transgressive behaviour such as violence or physical aggression can lead audience members to imitate those forms of behaviour such as committing violent and aggressive acts. The assassin’s creed franchise could be considered damaging to a passive young player due to the fact they are vicariously living through a character in a role playing game which is violent towards other humans. This is ultimately the reason the game received an 18 rating from PEGI due to largely violent content.
95
what is Livingstone and Lunt's regulation theory?
Livingstone and lunt suggest the needs of the consumer (variety and creativity) are often at odds with the needs of the citizens (protection from harmful materials). Traditional regulation is at risk due to increasingly globalised media industries, the risk of digital media and the way that products are marketed and distributed. Livingstone and lunt suggests that the principle function of the independent bodies who regulate the UK’s media is to protect children and other vulnerable groups from the effects of harmful content
96
who are the two major protagonists in the upcoming assassin's creed shadows game?
Yasuke- an African Samurai Naoe- a fictional shinobi ninja character
97
do the new characters in the Assassin's creed shadows game reflect Hesmondhalgh's cultural industries theory?
the new game is highly reflective of Hesmondhalgh cultural industries theory- it could be said that Ubisoft are taking a major risk in the game by having the two central protagonists be both a female and a male character of colour- both tend to be very underpresented within the video game industry and could pose a risk to audiences responses and commercial success