Assassins creed industry and audience revision

Explain the impact of recent technological changes on the videogame industry. Refer to the AC franchise to support your answer [8]

Recent technological changes have greatly impacted the videogame industry in a number of ways. In order to explore this I will look at the Assassin’s Creed Franchise, an action/RPG/ open world hybrid produced by Ubisoft.


key facts to use in this question: INDUSTRY

  • triple AAA game
  • conglomerate company
  • fandom and audience online platforms promoting online engagement, opening new forms of advertising and able to purchase the games online rather than in store
  • available on multiple platforms and video games consoles
  • more recent introduction to mobile gaming making it more accessible maximising their potential audience increasing their profit as mobile phone gaming is increasingly popular
  • realistic gameplay and graphics
  • lots of similar games
  • high production value, high draw distance 
  • multiplatform release
  • Curran and Seaton - power and profit, guaranteed audience who enjoy the games hence the repetition of games
  • highly interactive game features
  • different game modes 
  • regulation, regulation isn't typically effective for video games as there is piracy, and most platforms make these games more accessible 
  • games are extremely interactive and realistic violence  and the lack of regulation could potentially encourage these behaviour
explain how the video game industry targets audiences, refer to the Assassins creed franchise to support your answer:

the video game industry targets a range of audiences  but in particular maximises profits by targeting existing fans, in order to explore this I shall look at the assassins creed franchise, n action/ |RPG/ open world hybrid produced by Ubisoft

  • online media platforms to engage with pre existing fans
  • henry Jenkins fandom and  platforms from fans to engage with each other rand make related content
  • Ubisoft is benefitted by audience engagement nd content creation could potentially serve to target a wider audience and promote more engagement
  • repeated game structure and several releases of different versions of the game often, pre existing fans will be drawn to the newer releases based on the established qualities of the previous games
  • fantasy elements and action genre, making the game more aesthetically pleasing and engaging for the audience 
  • diverse representations of different individuals of different ethic backgrounds. ex assassins creed mirage, set in the middle east , with representations of middle eastern culture and individuals
  • explicit violence, which may be engaging to the audience 
  • Ubisoft do not typically produce stereotypical and hypersexualised representations of women to further target their audience which is atypical within the video game industry 
  • by not including hypersexualised representations of women, 
  • Ubisoft are avoiding the risk of producing controversial content, in order to, minimise risk and maximise profit
  • use of interactive features allows for an escapist mode of address
  • the young male audience is targeted though the use of violence, the use of explicit blood and graphic content stereotypically appeals to teenage boys over the violence can be describes as moderate and fantasy violence that is highly unlikely to traumatise the audience 
  • in certain games ex. Valhalla a choice of gender is provided allowing the franchise to target female audiences
  • the use of intertextual references to previous games appealing to the pre sold audience
  • David gauntlet theories of identity: audiences can use elements of assassins creed to form their own identity 






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