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Assassin’s Creed

What is it

video game franchise

Historical Contexts

Video games are a relatively new media form.

Economic Contexts

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. It would be useful to

explore the way that games and technology (and

specifically those from within the Assassin’s Creed

game franchise) have been marketed and

received across the three major territories.

• In 2021 the value of the global video games

market was estimated to be $138.4 billion

increasing from $52.8 billion in 2012. Mobile

gaming is the fastest growing area.

production

• Advances in technology have shaped video games
by the inclusion of more complex gameplay,

highly developed graphics and advanced CGI.

• In terms of production the games in the franchise

are part of a multinational development which is

typical of game production in larger studios such

as Ubisoft.

regulation

• Video game regulation differs around the world
but is becoming standardised 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

Convergence

• The convergence between social media platforms
promotes gamer engagement and identification

with the game across the fan community.

• Digital convergence is important to Ubisoft as an

individual producer in a competitive market, it

also benefits fans as individual producers of game

content, for example through gameplay videos.

• However, there are some possible risks including

piracy and leaked content.

Cultural Industries – David Hesmondhalgh

• The video games industry is designed to make
a profit, they operate in a competitive market.

One of the ways they minimise risk is through

genre-formatting, this is evident in the

Assassin’s Creed franchise. The marketing of a

new game uses audience recognition of the

game and the brand as part of the franchise.

Audiences therefore know what to expect.

• The sequel formula of the franchise model

gives audiences clues of what to expect, but

enough differences through themes and

setting to ensure anticipation and buzz around

the launch of a new game.

• The video games industry is dominated by large

multi-national conglomerates. Ubisoft is the fifth

largest video game company but is now also in

competition with tech companies including

Facebook, Google and Amazon who have recently

become major players in the games industry

backed by huge financial reserves.

Social and Cultural Context:

The
representation of female characters, underrepresentation of women in video game development

and an assumed minority of female video games

players are areas that could be explored.

• The Assassin’s Creed franchise has made

adaptations over the different versions of the

game to address changes in society and culture

and audience expectations. There are examples of

female protagonists in the later games (Aveline

and Kassandra).

How does the franchise target their audience?

The brand identity of the Assassin’s Creed
franchise is a key strategy for targeting audiences.

A fan community already exists and gaming

audiences have a preconceived idea of what to

expect from a game in this franchise. This will be

used in the marketing of a new game

• As a result of developments in technology, the

games are distributed across a range of different

media platforms which facilitate the targeting of

diverse audiences.

• Games in the franchise may attract audiences

through creating a sense of identity, for example

through identification with characters in the game

or interacting with online fan communities.

• Games producers construct audiences through

the decisions they make about characters,

narratives and gameplay. For example, Assassin’s

Creed Odyssey offers players a choice between

playing as a male or female character, Alexios or

Kassandra, allowing for different interpretations

of the narrative.

• Games in this franchise have broadened their

appeal, by, for example the inclusion of female

protagonists and different historical settings.

consumption

• The distribution of games in the franchise across
different platforms is a strategy to increase

audience consumption. This might be also

considered as an attempt to draw gamers from

different platforms to purchase additional

hardware and adopt new gaming habits.

• Gamers might be being encouraged to have a

more complete or satisfying experience by using a

range of interlinked products that offer exclusive

downloadable content. This is only made possible

through convergent technology and gamer “buyin” to the value of the exclusive content.

• The franchise has a well-established fan

community enhanced by digital convergent

platforms facilitating interaction and responses to

the game to be shared. Fans can play a role in the

future development of the franchise.

Fandom - Henry Jenkins

y video games
have evolved closely alongside the internet.

Video games offer social experiences (online

multiplayer options) as well as communities

outside of the core game experience. Fans may

be passionate exponents of a game or

• the harshest critics and can often impact the

development of games directly.

• The developments in video games technology

have expanded the ways in which fans can

interact with games producers and the fan

community, creating a participatory culture.

• Video games are interactive, enabling fans to

construct their identities through the

participatory online experience and the roleplaying environment

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