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product context? (3 points)
published by ubisoft
12 games plus spin-offs
released in 2007. 155mil sales by 2021
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
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
(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
why was AC iii: liberation released on PSVita?
to tap into the popularity of mobile gaming
example of games in the franchise adapting to tech developments?
AC valhalla released in 2020 with the PS5 and the xbox series x
why are games often released on multiple generations of consoles?
more opportunities to circulate games, more profit
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
which system gives games age ratings in the UK?
PEGI system
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
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
which theory was presented by livingstone and lunt?
regulation
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?
which theory was presented by hesmondhalgh?
cultural industries theory
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
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
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
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
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
which theory was presented by bandura?
media effects theory
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
which theory was presented by jenkins?
fandom theory
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