video games- component 1, section B

Key terms:

Distribution: how a media product is received and gets to the audience.

Globalisation: interconnectedness of the world coming together.

Convergence: the coming together of perviously separate media industries.

Horizontal integration: where a corporation owns another corporation in the same industry.

Vertical integration: when a media institution buys a business in different stages of production.

Institution: a company with its own identity.

Synergy: when two things work well together.

Digital technology: any technology that involves a computer.

Multimedia integration: the use of digital technology to bring together different industries.

Conglomeration: where one business buys out another business to form a big business.


Explore how ownership has shaped assassins creed III liberation?

Plan:

  • Owned and produced by Ubisoft montreal- they produced all assassins creed video games.
  • Available on playstation Vita 2012- a poorly performing console.
  • PEGI 18- only suitable for adults, implying the game has mature contexts and themes.
  • multi platform release- re-released for home consoles. 
  • the regulation in the video game industry is confusing and ineffective
  • re- released twice, in 2019 for the second time.
  • heavily criticised and underperformed- 600,000 copies sold (not enough for a high production game).- shows that Ubisoft are a major producer, who produce high budget games with high production values. 
  • trailer- looks more like a mainstream theatrical film trailer.
  • Latest assassins creed game gives out assassins creed 3 as a bonus item- used to promote newer products and encourage audiences to buy.
  • both niche and mainstream
  • hasn't sold as many copies as the past games that include white male protagonist- maybe target audience don't like the idea of playing as a black woman. 
  • high budget mainstream, major label game.
  • released on a portable playstation vita- means you can carry it around, making it more immersive.
  • has subtitles in many different languages as it is a high production value game.
  • released in japan as assassin's creed: lady liberty. game has been twisted to appeal to a Japanese audience, localisation.
Assassins Creed 3: liberation poster:

  • cover tries to hide the fact that the character is a woman- mes of hat hides her face, mes of outfit is typically masculine.
  • this game is trying to appeal to a mainstream male audience.
  • selected a mixed race woman.
  • this is a straightforward cover, targeting a mass audience.
  • repetition of genre conventions.









The silver case: the 25th ward:

  • no recognised logo like Ubisoft
  • not mainstream- very indie.
  • characters look east asian, may put off some western audiences.
  • logo goes through the characters faces
  • game is called the silver case: 25th ward but is written the other way around- to confuse audience.
  • cover is black and white- very low production values.
  • cover is misleading- image of a woman holding a gun suggests that this is an action game similar to some mainstream ones where characters fight with one another- it isn't an action game but a text based graphic adventure game.
  • low production values- only has subtitles for two languages- english and Japanese. 


Explore the ways in which audiences can use and take pleasure from video games (make explicit reference to assassin's creed III: liberation)
  • idea of beating a challenge, they can be challenging
  • levelling up, getting through a hard level
  • play with friends- interaction
  • fandoms- communities come together, people can make friends from video games through playing and going to fan events such as conventions.  
  • escapism- escape reality and do things that you wouldn't be able to in real life such as murder, climbing stuff, free running, exploring etc you can explore notre dame cathedral , data could be used to help rebuild the cathedral.
  • part of a franchise- those who liked previous assassin's creed games will want to buy this one.
  • this game has high production values- people will be willing to pay to play a game that looks, sounds and feels good.
  • soundtrack is out for sale- targets a very niche specialised target audience.
  • allows audiences to identify and play as a black woman- could appeal to a wider female/ poc target audience.
  • breaks 4th wall- postmodern, simulation 
  • information- historical info, eg when climbing up buildings like notre dame, audiences can learn more about architecture.
  • cultural capital of ownership- buy a special edition



















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