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Component One: Section B Investigating Media Industries and Audiences

Explore the regulation, audience appeal, and economic context of video games through the case study of Assassins Creed 3: Liberation. Discover the impact of PEGI ratings, the immersive world of MMORPGs, and the marketing strategies used for this popular game.

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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 age rating system to help parent make decisions on buying video games MMORPG: Massively multi-player online role-player game Persistent Worlds: A feature of MMORPG games, meaning that the game world continuous even when the gamer is not a part of it. CRPG: Computer role-playing game Augmented Reality: Computer-generated content overlaid on a real-world environment commonly used in video games Avatar: The player’s representation of themselves within the game PlayStation Vita: A hand-held game console developed and released by Sony. It is the successor to the Playstation Portable as part of the Playstation brand of gaming devices Ubisoft: A French global computer game publisher and developer, its currently the third largest game publisher in bot Europe and the USA Transgressive Behaviour: Behaviour that goes beyond the norms of social acceptability

  3. Historical Context of Video Games Industry • Popular Consoles: • Xbox One • Playstation • Playstation Vita • Nintendo Switch Overview: • Relatively new in comparison with other media industries • Its profits have rivalled those of major films and sales of consoles are still expanding • Gamers are now of all ages and demographics, of both genders • Playing computer games is now taken more seriously as a media industry

  4. Regulation of the Video Games Industry Overview: • The regulation is a sensitive issue and there are regular reports regarding the suitability of the content and accessibility to young people. • Research showing that children much younger than the age restriction were playing games has caused concern with parents and the government • Until 2012 the classification of video games was carried out by both PEGI and the BBFC • This is now the role of Video Standards Council (VSC) although the BBFC is still reasonable for all the non- game content i.e. trailers • The role of VSC is to regulate and classify games using he PEGI system to give a game rating and additional information about the content of the game

  5. Regulation of the Video Games Industry What is PEGI? The Pan-European Game Information age rating system to help parents make informed decisions on buying computer games. Why is regulation necessary? Regulation is necessary to make sure that the suitable consumer buy and play the games.

  6. What’s the Audience Appeal of Video Games? • They give the user experiences not available in other products. • These huge multi-player games are also unique in that they have persistent worlds which adds to the realism • The gaming phenomenon of 2016 was Pokemon Go(!), a game incorporating augmented reality and location-based technology targeted at the whole family. • Computer games are available on a range of different platforms which, in turn, will affect the user experience • One of the main distinguishing features of the MMORPG is the use of avatar. This is a key element of this type of game and allows gamers choice about how they will represent themselves in the game.

  7. Set Product: Assassins Creed 3: Liberation Production, Distribution and Circulation: • This video game is part of the successful Assassin’s creed franchise; it was developed by Ubisoft. • The game casts the player as Aveline, a young woman living in New Orleans before and during the American Revolution • As part of the marketing and distribution, a trailer for the game was released. Continued marketing includes game-playing videos on YouTube introducing newcomers to the game and suggesting different playing techniques • Another marketing strategy was to enable gamers to download additional content, for example the tomahawk belonging to Connor, a unique Alligator Hunter hat and additional memory, enabling the gamer to relive Aveline’s adventure in New2 York from Connor’s point of view.

  8. Set Product: Assassins Creed 3: Liberation Economic Context Summary: • Video game sales are very competitive across platfrms and producers. • Ps Vita is part of the 8th generation of gaming technology and was released to compete with the popular Nintendo 3DS. • The game was originally exclusive for PS Vita but in a further marketing strategy it was release in 2014 in a modified HD version across a larger ranger of consoles and platforms, including PS3 and Xbox 360 consoles, to expand the audience reach and ensure grater economic success.

  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 shows key point of gameplay so the consumers know what they might see/ experience. The trailer also shows off the new, HD graphics that were the best of the time. This makes the consumers want it to buy it more as the game will be more realistic and exciting for them. It also shows the background of the character and where the game is set, making it more enticing and revealing more about the game.

  10. Set Product: Assassins Creed 3: Liberation What is the Unique Selling Point of the PS Vita?: It’s a handheld device that can play new and modern games, most consoles were plug in or just computers whereas this you can taker anywhere. Who is the Target Audience?: Gamers are now starting to cover any demographic but the main target audience is 18 year olds. Why do you think the creators of the game included the (female/mixed race) character of Aveline de Grandpre? Because most games only have male protagonists, they wanted one that would include females to entice the female audience and be different from other companies and games.

  11. Set Product: Assassins Creed 3: Liberation Social and Cultural Context: What issues are subject to debate in the gaming industry and why? • The age rating of games- some feel the ratings are too high or low depending on the type of fame and storyline • Accessibility- its now easy for younger people to bjuy and accsess games that they shouldn’t be playing.

  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? • I think she is. She shows that a female can have many roles in society and still be a badass. Its also rare to have a main female lead in a video game so makes it stand out from the other, especially when this game was first released.

  13. Key Theory: Bandura – Media Effects What does Bandura suggest in his idea? (3 key points) • Behaviour is learned from the environment through the process of observational learning. • Video games is an easy way for children to learn negative and violent behavior. • Children are more likely to pick up behavior from vieo games as its immersive and they control their avatar.

  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? • I think that video games may have an effect on audiences if that’s all they do. I think that if they socialize then they won’t necessarily imitate them as they know what is right and wrong. • However, I think that if you play violent video games from a very young age then you maybe more violent towards others, but wouldn't’’t necessarily imitate that.

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