assassin's creed franchise

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23 Terms

1
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product context? (3 points)

  • published by ubisoft

  • 12 games plus spin-offs

  • released in 2007. 155mil sales by 2021

2
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historical contexts to video games? (3 points)

  • video games are a newer media form that has grown since the 70s

  • the industry is fast-paced and difficult to regulate

  • popular in japan, the us and europe

3
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economic contexts for video games? (3 points)

  • global games market valued ~$140bil in 2021, more than double of 2012

  • mobile games are the fastest growing area

  • ownership is significant to the success of a franchise

4
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(impact of) production, distribution and circulation processes? (4 points)

  • the industry has become competitive and demanding

  • franchises are profitable, recognizable production models

  • tech advances - complex gameplay, graphics and CGI

  • games are produced as a part of multinational development

5
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why was AC iii: liberation released on PSVita?

to tap into the popularity of mobile gaming

6
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example of games in the franchise adapting to tech developments?

AC valhalla released in 2020 with the PS5 and the xbox series x

7
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why are games often released on multiple generations of consoles?

more opportunities to circulate games, more profit

8
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why was AC infinity advertised as a live-service game with multiple historical settings? (2 points)

  • to ensure the longevity of the franchise

  • ability to add new content without launching a new game

9
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which system gives games age ratings in the UK?

PEGI system

10
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example of digital convergence in the assassin’s creed series?

AC iii: liberation gave exclusive content to players who had the game on both PSVita and PS3

11
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impact of digital convergence on media production, distribution and circulation? (3 points)

  • convergence is important for marketing, circulation, and rereleases

  • social media convergence promotes fan engagement

  • risks of piracy and leaking content

12
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which theory was presented by livingstone and lunt?

regulation

13
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any questions to discuss regarding regulation theory? (3 points)

  • should industries self-regulate?

  • how should consumer-based regulation models be applied to the games industry?

  • should regulation be more flexible?

14
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which theory was presented by hesmondhalgh?

cultural industries theory

15
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how might cultural industry companies attempt to minimize risk and maximize audiences? (2 points)

  • genres let audiences know what to expect, minimizes risk

  • sequel formula is familiar, but gives enough differences to ensure excitement for a new game

16
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social and cultural context? (2 points)

  • AC games have a majority male audience

  • female characters are introduced in later games - could subvert or reinforce expectations of female game characters

17
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how might producers try to target, reach and construct audiences? (2 points)

  • allowing players to make decisions about narratives and gameplay, like choosing your character’s gender

  • broadening appeal with female characters and different historical settings

18
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proof of the interrelationship between media techs and patterns of consumption and response? (2 points)

  • distribution of games increases audience consumption and draw in more fans

  • DLCs are made possible through convergent tech

19
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how might audience interpretations reflect social/cultural circumstances? (2 points)

  • gamers will have diverse social/cultural backgrounds and different interpretations of the game

  • players may choose things in accordance to their identity, eg girls playing as the female character

20
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which theory was presented by bandura?

media effects theory

21
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how might we consider media effects theory? (2 points)

  • AC has an 18+ PEGI rating due to violence

  • some believe players become more violent because of games - consider bobo doll experiment

22
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which theory was presented by jenkins?

fandom theory

23
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how might we consider jenkins’ fandom theory? (2 points)

  • fans can impact game development as critics

  • video games are interactive, fans can participate online and in a role-playing environment

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