assassins creed

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Last updated 5:54 PM on 5/13/26
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25 Terms

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Video games
Collaborative and interactive media where players influence the narrative and feel a sense of ownership.
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Gaming community
Gamers are part of an online and offline community that shares content
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Player agency
Players can influence outcomes and make creative decisions within the narrative.
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Avatar identification
Players identify with their in-game character and feel involved in the game world.
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Fan base
Loyal fans help make a game successful through engagement and promotion.
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Fan sites and content
Fans create reviews
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Ubisoft
Hosts discussion forums
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Technology and skills development
Video games can develop problem solving
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Diverse audiences
Gaming communities include players from different social and cultural backgrounds.
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Audience targeting
Some games aim for wider reach by including new characters
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Narrative crossover
Storylines connect across games such as between Assassin's Creed Valhalla and Assassin's Creed Odyssey to keep interest.
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Expansion packs
Downloadable content that adds new missions
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Female representation
Later games in the Assassin's Creed franchise include female protagonists like Aveline de Grandpré and Kassandra.
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Gender debate
Female characters may challenge stereotypes but can still reflect traditional expectations.
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Brand identity
The franchise has a strong identity that creates audience expectations and loyalty.
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Platform distribution
Games are released across multiple consoles and platforms to increase consumption.
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Convergent technology
Interlinked products and downloadable content encourage players to engage across platforms.
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Participatory culture
Fans interact with producers and influence future development of games.
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Identity construction
Players choose games and characters that reflect their personal identity.
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Escapism
Games provide immersive worlds that allow players to escape reality.
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PEGI 18 rating
Some games receive an 18 rating due to violent content.
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Albert Bandura – media effects theory
Suggests audiences may imitate violent behaviour through observation and imitation (Bobo Doll Experiment).
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Active audience debate
Players actively choose violent actions in games
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Henry Jenkins – fandom theory
Argues that fans are active participants who create meaning and contribute to participatory culture.
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Online fan communities
Digital platforms allow fans to share opinions