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This text explores the key terms and definitions related to the video game Assassin's Creed 3: Liberation, including PEGI, MMORPG, CRPG, augmented reality, avatar, PlayStation Vita, Ubisoft, and transgressive behavior.
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Component One: Section B Investigating Media Industries and Audiences Assassins Creed 3: Liberation Summary of Textbook p.115-119
Key Terms and Definitions: PEGI: Company that decide the age rating for games. MMORPG: Massive Multiplayer Online Role Playing Game Persistent Worlds: Where the world in the game exists and develops even when a player is not active. CRPG: Computer Role Playing Game Augmented Reality: Generates a superimposed image into the real world. Avatar: A players created profile PlayStation Vita: Handheld console developed by Sony Computer Entertainment Ubisoft: Game developer studio Transgressive Behaviour:
Historical Context of Video Games Industry Popular Consoles: Xbox/360/one Playstation 1/2/3/4/Vita Nintendo wii/switch/DS Overview: Atari 2600 was the first games console released (1978) 2005-2012 (7th generation) – Wii released, PC gaming became popular 2013(8th generation) – Wii U, PS4, Xbox One
Regulation of the Video Games Industry Overview: .Association for UK Interactive Entertainment (UKIE) – UKs leading video games trade body. .Independent Game Developers Association (Tiga) is the trade association which represents the interests of independent games developers.
Regulation of the Video Games Industry Why is regulation necessary? Regulation is necessary as is it Is important to check certain Games for content that Only a certain age group can See. What is PEGI? A European video game content rating system.
What’s the Audience Appeal of Video Games? • Video games can be a form of escapism for audiences to entertain themselves with. Playing videos games helps people to take a break from the daily grind. Video games can also tell important and deep stories that audiences will want to consume.
Set Product: Assassins Creed 3: Liberation Production, Distribution and Circulation: Developed by Ubisoft Games in 2012 alongside Assassins Creed 3, it was first introduced as a PS vita exclusive, but in 2014 was released onto last gen consoles. The game was a Multinational Development.
Set Product: Assassins Creed 3: Liberation Economic Context Summary: The game was first released onto the Playstation Vita which was a rival to the hugely popular Nintendo 3DS, in a further marketing strategy, the games developers released a HD version for the Xbox 360 and PS3.
Set Product: Assassins Creed 3: Liberation Watch the trailer https://www.youtube.com/watch?v=q5RxYUw4DFY How important is the trailer in the marketing of the game? The trailer is important for the marketing of the game as it introduces gameplay footage, but not too much, this teases the audience in wanting to see more, creating hype for the games release.
Set Product: Assassins Creed 3: Liberation What is the Unique Selling Point of the PS Vita?: Its portable and handheld. Who is the Target Audience?: the target audience are 18 – 25 year old males. Why do you think the creators of the game included the (female/mixed race) character of Aveline de Grandpre? – To break the trope of a white male protagonist, to try and experiment with new ideas.
Set Product: Assassins Creed 3: Liberation Social and Cultural Context: What issues are subject to debate in the gaming industry and why? The main debate and issue in games are the representation or lack of representation of gender, its because the issue of gender misrepresentation can be subjective, with both sides of the argument very vocal.
Set Product: Assassins Creed 3: Liberation Study the following gameplay: https://www.youtube.com/watch?v=L97VKWGPo78 https://www.youtube.com/watch?v=VVmgHaL-ljs Key Question: Do you think that Aveline is a positive role model for female game players? • I think that she is a strong female character. • However she does murder people, so not so positive.
Key Theory: Bandura – Media Effects What does Bandura suggest in his idea? (3 key points) 18 Age rating – have psychological effects on audience
Key Theory: Bandura – Media Effects Key Question: Do you agree with his theory? Can playing violent video games lead audiences to imitating them in real life? No I do not believe his theory is correct, I believe that it is not down to the video games that are played, I believe it is solely in the mind of the player, sometimes the game is only violent due to players choices. Also committing violent acts in a video game does not mean you are to do those acts away from the game.