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Component One: Section B Investigating Media Industries and Audiences

This section provides a summary of the textbook's key terms and definitions related to Assassin's Creed 3: Liberation, including PEGI ratings, MMORPGs, persistent worlds, CRPGs, augmented reality, avatars, PlayStation Vita, Ubisoft, and transgressive behavior in video games.

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Component One: Section B Investigating Media Industries and Audiences

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  1. Component One: Section B Investigating Media Industries and Audiences Assassins Creed 3: Liberation Summary of Textbook p.115-119

  2. Key Terms and Definitions: PEGI: Pan European Game Information. The PEGI system is usually the age rating of a game, such as a 18 rated game would have violence in the game in order for it to become an 18 rated game. This is done to protect children across Europe. MMORPG: an online role-playing video game in which a very large number of people participate simultaneously. Such as Finaly Fantasy XIV, RuneScape, Elder Scrolls Online, Maplestory Persistent Worlds: It's a server that stays online (most of the time) and the changes that happen to it are "persistent" meaning permanent. You will be able to play with others who will advance their characters just like you do. CRPG: Is a video game genre where the player controls the actions of a character (and/or several party members) immersed in some well-defined world. Such as Skyrim, Fallout, Oblivion, world of Warcraft. Augmented Reality: A technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view. Such as Pokémon go. Avatar: An avatar is the graphical representation of the user or the user's alter ego or character. An icon or figure representing a particular person in a video game, Internet forum PlayStation Vita: The PlayStation Vita is a handheld game console developed and released by Sony Computer Entertainment. It is the successor to the PlayStation Portable as part of the PlayStation brand of gaming devices. Ubisoft: Ubisoft Entertainment is a French video game company headquartered in Montreuil, France, with several development studios across the world. Transgressive Behaviour: Of or relating to a genre of fiction, filmmaking, or art characterized by graphic depictions of behavior that violate socially acceptable norms, often involving violence, drug use, and sexual deviancy.

  3. Historical Context of Video Games Industry Popular Consoles: PS Vita PlayStation 3 Xbox 360 Overview: It is fairly, growing from the 1970s. It has constructed “the gamer”. Video games are culturally and financially significant across three major territories (Japan, Europe and the USA). Assassin Creed was released on the PlayStation Vita. It was developed by Ubisoft and released Assassin’s Creed III on the PlayStation 3. The simultaneous release might be an attempt to have maximum impact on the three major markets for console and video game release (Japan, North America and Europe).

  4. Regulation of the Video Games Industry Overview: • Video Game regulation depends on what part of the world it comes from, but is becoming standardized, across many European countries. • In the UK until July 2012 video games had been regulated by the BBFC. They are now largely regulated by the Video Standards Council (VSC) applying the PEGI system (Pan European Game Information). The PEGI system can be discussed in terms of its process (age ratings as well as visual descriptors of content) and also its attempt to harmonise the protection of children across Europe.

  5. Regulation of the Video Games Industry What is PEGI? PEGI is Pan European Game Information is a European video game content rating system established to help European consumers make informed decisions when buying video games or apps through the use of age recommendations and content descriptors. Why is regulation necessary? PEGI 12, 16 and 18 ratings and will result in clearer, unambiguous guidance about the suitability of games content for specific age groups. It is there to better protect children from exposure to inappropriate material.

  6. What’s the Audience Appeal of Video Games? The game has a female protagonist. This is unusual in the franchise and may be considered in terms of appealing to a different demographic The existence of a female protagonist can be constructing audiences by asking whether this game might offer a platform for female gamer identification. • 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.

  7. Set Product: Assassins Creed 3: Liberation Production, Distribution and Circulation: • Assassin’s Creed III: Liberation hand held game could be linked to the full PS3 console version of the game which is significant because, owning both versions would unlock additional game content. This use of convergence is relevant in terms of promotion/marketing and circulation. • Released on the PlayStation Vita, it was a multinational development • Biggest launch in Ubisoft’s history and third biggest launch of any game in the UK in 2012 • The internet/Wi-Fi functionality of the PS Vita allows users opportunities to get DLC’s 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.

  8. Set Product: Assassins Creed 3: Liberation Economic Context Summary: • PS Vita is the 8th generation of technology and was released to compete with the popular Nintendo DS • Video games are culturally and financially significant across three major territories (Japan, Europe and the USA). The release of new gaming technology or games from popular franchises can be major economic events. The Assassin’s Creed game franchise has been marketed and received across the three major territories. • The simultaneous release might be an attempt to have maximum impact on the three major markets for console and video game release (Japan, North America and Europe). • Video game sales are getting increasingly more competitive.

  9. 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 of a video game is important, because it gives the backstory or the main plot of the video game, in this trailer it begins with telling a story of what happened to her mother, and what the game is essentially about. Older AC fans, will know that this is the first women who is black playing the main assassin, which was widely taken well. The purpose of the trailer to make it exciting enough for people to play the game. It can generate hype.

  10. Set Product: Assassins Creed 3: Liberation What is the Unique Selling Point of the PS Vita?: The PS Vita is for gamers, who enjoy playing video games and is an immersive for the gamer to play instead of playing on the console/TV, the ‘on the go’ device allows them to be more flexible. Who is the Target Audience?: The release of the game on the PS3 and Xbox 360, it shows that gamers who are used to be play traditional games on a console. Why do you think the creators of the game included the (female/mixed race) character of Aveline de Grandpre? The creators of the game may of included a female mixed character, to show diversity, and to show that women can be empowered and that women can also play and experience the game.

  11. Set Product: Assassins Creed 3: Liberation Social and Cultural Context: What issues are subject to debate in the gaming industry and why? • In the gaming industry, games are all the same sort of genre, a plot to kill or harm the villain, it’s an overused plotline in the gaming industry, there is no innovation in the industry anymore. Games become a ‘game like GTA’ or ‘a game like Dark souls’ Elderscrolls and Dark souls are often compared as being similar games, Dark souls being the harder game of the two. • Gender roles in the gaming industry is that women and girls do not play video games. • Games are becoming increasingly more expensive to produce.

  12. 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? • Assassin's Creed III: Liberation is the only title in the franchise to feature a female protagonist, Aveline de Grandpre. Women in many video games are very sexualised take Dragon age, women are extremely sexualized there. In AC Liberation, Aveline is seen as a women who isn’t very sexualized, and is strong. However that being said even if it’s an 18 rated game, most people under 18 will still play the game, and her as a female role model, who is doing violent activities isn’t the best role model. But, that is assuming if younger children play the game, she overall is a good role model, as she is a bit similar to lara croft from tomb raider, who is seen as the most influential and biggest female role model.

  13. Key Theory: Bandura – Media Effects What does Bandura suggest in his idea? (3 key points) • Albert Bandura is an American psychologist who conducted research into media effect • His social learning theory suggested that audiences may learn aggressive behavior from viewing others. • The media implant ideas the mind of the audience directly • Audience acquire attitudes, emotional responses and new ways of behaving through copying those they observe. • This theory is also known as the hypodermic needs theory.

  14. 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? In the experiment, children were seen to watch an adult kick, pummel, and use violent nature against the dolls. When the child was left with the doll, they showed to copy the acts that they saw. A real life case that can illustrate the role of observational learning is the case of Thompson and Venables and the killing of Jamie Bulger. It was considered that these boys had watched violent films such as Child’s play, which may have led them to copy some of the actions they saw in the movie. However that being said. I think video games can influence some audiences, it depends I believe on nature and nurture. If a person who easily more convinced, then I think there is a chance, but overall no, no I don’t think that.

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