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TRANSCRIPT
AS MEDIA – Media Industries and Audiences
Case Study – Assassin’s Creed III: Liberation
Revision Booklet
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Produced: 2012Company: UbisoftFormat: Handheld, ConsoleDistributor: PlayStation
AS Component 1: Investigating Media Industries and Audiences
Focus areas:Media ContextsAudiences Media Industries
“The video game industry has prospered as games continue to not only alter the entertainment landscape, but change business, sports, arts and education. While 20 years ago games were a niche entertainment medium, today they are a strong enough engine for innovation across sectors. Our industry plays a significant role throughout society.” (www.theese.com)
Theorists to consider:
Blumler and Katz – Uses and GratificationsAudiences make active use of the media to fulfil certain needs
Albert Bandura – Media Effects
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Audience reflects behaviour taken from a media product
George Gerbner – Cultivation TheoryAudience views, values and habits formed through regular or repeated consumption of media
Henry Jenkins - Fandom Fans are active participants in production and circulation of media products
Livingston and Lunt – Media RegulationThe role of regulation on both product and audience
David Hesmondhalgh – Cultural Industries Mainstream products seek to minimise risk and maximise audiences
Areas to focus on:
Historical context
Product context
Economic context
Social and Cultural contexts
Technology
Production, distribution and circulation
Regulation
Audience
Media Effects
Cultural Industries
HISTORICAL CONTEXT – THE GAMES INDUSTRY
Rapid growth in recent years
Financial profits rivalling major films
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Sales of mobile gaming and other hardware expanding
The image above shows the actual growth of the global games market from 2012-2018 and the projected growth for the following three years
The expansion of mobile gaming has come at the expense of both PC and Console gaming, although all three areas are forecasted to get bigger
The expansion in mobile gaming, in particular, can also be found in the next illustration
PRODUCT CONTEXT
Variety of consoles offer a diverse gaming experience
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PlayStation launched Assassin’s Creed III: Liberation on the handheld mobile device PS Vita
The game offers familiar pleasures to existing fans of the Assassin’s Creed franchise, such as narrative situation of Assassins v the Templars and open world gameplay
Introduced new elements to target a wider audience, such as availability of the product through devices and the use of a strong female protagonist (to be drawn upon in the Audiences section of this booklet)
ECONOMIC CONTEXT
Video games are financially significant across the major territories
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Release of new game can be a media event
Initial sales of Assassin’s Creed 3: Liberation were very good
Originally released exclusively on PS Vita (2012) – hand-held device
2014 – Released on a range of consoles and platforms to ensure economic success, including PS3, Xbox360, Microsoft Windows for PC
Considered to be part of the current 8th generation of games technology
WATCH
Watch the video ‘Market analyst Stephanie Llamas on China 's growing gaming industry’ (‘Assassin’s Creed’ Moodle folder)
https://www.youtube.com/watch?v=l0F88ZXITw&feature=youtu.be
In terms of the economic situation (market value) of the Games Industry in the UK comparing 2017 and 2018, this can be seen through the illustration below:
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SOCIAL and CULTURAL CONTEXTS
Profile of gamers has changed over time
Gamers are diverse in age, demographic and gender
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Assumptions that the vast majority of gamers are adolescent/young adult males is a myth
In recent years there has been the rise of multi-player which broadens experience and brings audience together
Gaming is now a global phenomenon
Playing of computer games taken more seriously
Video game products valid for academic study
Becoming more complex in construction and demanding of the player
Problems with regulation due to wide availability (see REGULATION section)
TECHNOLOGY
WATCH
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Evolution of Video Games In 3 Minutes or Less (1940-2018)
https://www.youtube.com/watch?v=33-uJiUwMN8
PS Vita
2012 – building on increasing success of mobile technology
PS Vita designed with features associated with smartphones
Brought high game production values to mobile gaming
Distribution – purchased online through PS Networx and other major outlets
The illustration below demonstrates the popularity of devices in the UK (2018)
PRODUCTION, DISTRIBUTION and CIRCULATION
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Part of successful Assassin’s Creed franchise (ensuring financial success?) developed by Ubisoft, the French video games company and released through Sony
Launched alongside Assassin’s Creed 3
Most economically successful of the franchise at that time
Biggest launch in Ubisoft’s history
Maximum impact for sales of both titles
Released through Sony on their PlayStation hardwareMarketing and Distribution
WATCH
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The trailer for Assassin’s Creed III: Liberation (link also in the AC3 folder on Moodle)
https://www.youtube.com/watch?v=zfpfhztOBVI
WATCH
Game playing videos on YouTube suggesting different playing techniques (link also in the AC3 folder on Moodle)
https://www.youtube.com/watch?v=cqrKfrgmnwc
Additional content downloadable to enhance playing experience. This relates to changing patterns of consumption
Use of convergent technology to allow wider access of additional content and to play the game on a variety of devices (see next section)
Use of the female protagonist, Aveline, within the marketing campaign
DIGITALLY CONVERGENT MEDIA PLATFORMS
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What do these words mean?
Digital Media Convergence – the ability for media producers to make varied media content available through the same device; e,g. being able to watch films and play games through a mobile phone, or accessing the internet and social media through a games console etc.
Media Platform – the way through which a media product can be accessed, e.g. cinema, smart TV, mobile device, DAB radio, games console etc.
Hand held PS Vita could be linked to full PS3 console version – able to unlock additional content
Use of convergence relevant to promotion, marketing and circulation
Link back to accessibility of the game and widening audience participation
The illustration below highlights the possibilities for digitally convergent media platforms currently in the UK
REGULATION - UK
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Video games largely regulated by the Video Standards Council (VSC)
Applies the Pan European Game Information system (PEGI)
PEGI – similar to British Board of Film Classification (BBFC) for film
Rates games according to AGE and VISUAL CONTENT
Seeks to protect children across Europe
AC3: Liberation classified as an 18 rating
due the level of violence in the game being
considered as gross – certain acts may be
seen as horrific methods of killing
Livingstone and Lunt state that regulation (control) across the various digital media industries is difficult, due to easier access to the material by the audience through digital technology.
Many concerns have been raised about the fast development of technology, the access to it, and the ability of regulators to keep pace with it.
READThe following link provides a good understanding of how the PEGI regulation system works (or maybe doesn’t)
https://www.kotaku.co.uk/2015/01/13/uk-video-game-age-rating-system-works-doesnt
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AUDIENCE
Video games are useful texts to study in relation to GENDER ISSUES
These can be through:
Representation of female characters
Often sexualised and used as secondary characters
Represented through costume and body shape rather than personality
One of the most iconic of female characters in computer games is Lara Croft, from the Tomb Raider franchise
As this illustration shows, her characterisation has changed to some significant extent over time, from her first appearance in 1996 to present.
Other video games and franchises (including Tomb Raider) regularly feature female characters in terms of appearance, and frequently of a highly-sexualised nature
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Through the character of Aveline, Assassin’s Creed III: Liberation were seeking to subvert the stereotype:
Through costume
Through action
Through ethnicity
We can perhaps take from this that the creators of the game are attempting to not only change the perception of a female character, but to also potentially make the game appealing to a female audience? This would, again potentially, widen the demographic.
A further gender issue to consider is the under-representation of females within the gaming industry. This may have some connection to the representation of female characters and players within the industry and wider gaming community
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Video games can also be studied through the representation of those who play them, which again can be often linked to the player’s gender
It is worth revisiting the illustration which identifies the relatively small percentage gap between genders, in terms of game playing
The illustration below may seem slightly frivolous, but the message is clear, in terms of how female games players, and not just characters, are sometimes represented, considered and constructed
AUDIENCE APPEAL OF COMPUTER GAMES
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Below are a selection of possibilities for the appeal of computer games – you may be able to consider more, especially if you are a games player
Gives the user a unique experience
The player can become characters
The player can change or adopt a different identity when playing
Some games allow a player to determine different outcomes
The engagement with fantasy or ‘alternative worlds’ – AC3: Liberation has ‘open world play’, which allows the player to have freedom to explore the virtual world
The participation in gaming communities and forging relationships
It is not uncommon for players to shape and influence the industry itself (see FANDOM)
We can incorporate Blumler and Katz’s ‘Uses and Gratifications’ theory into the playing of games, and these can be applied to the playing of Assassin’s Creed III: Liberation
Surveillance Some games linked to world events – AC3:Liberation is set in 18th century New Orleans, America
Personal Identity Players able to change or reinforce identity
Interaction Multi-player functions allows for interacting with others
Escapism Engagement with extraordinary environments
AUDIENCE ENGAGEMENT
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Made for PS Vita (hand held device) – unique selling point
Potentially aimed at more casual or mobile gamer – opposite to traditional console and PC gamers
Received positive reviews from female game players
Use of female protagonist – unusual in the franchise
May appeal to a different demographic – gender, ethnic, age
Might appeal to female players on a mobile – rather than traditional male
stereotype sitting at a console for hours?
FANDOM
We can certainly include the notion of ‘participatory culture’ as highlighted by Henry Jenkins, with reference to the playing of computer games generally, and applying it to AC3: Liberation, specifically.
It is worth noting that the evolvement of video games has occurred alongside the development of the Internet, which naturally allows players to interact on many levels, both with games and other players.
In this sense, the player is always ‘active’ in playing the game, but also in developing online material, such as ‘walk-throughs’, reviews and commentaries. The ‘activity’ also extends to how subsequent versions of the game are developed, changed or adapted.
The Assassin’s Creed franchise has a strong and developed fan-base, which is also reflected in the use of ‘cos-play’ at franchise and games conventions, such as Comic-Con
EFFECTS THEORY
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A theory often associated with Albert Bandura
Media implants ideas directly into the audience
Also referred to as Social Learning Theory
Audiences are ‘modelled’ to acquire attitudes and emotional responses
Based on repetition and over-exposure
Represents Transgressive Behaviour
What is Transgressive Behaviour?
Behaviour which goes beyond norms of social acceptability
Often associated with violence and physical aggression
Leads audience to imitate and replicate a form of behaviour
Often referenced in Bandura’s famous ‘Bobo Doll’ experiment (1961-1963)
WATCH
The ‘Bobo Doll’ experiment (3.47)
https://www.youtube.com/watch?v=dmBqwWlJg8U
Video games often criticised for assumed effect over-exposure has on behaviour
Considered to affect the young and impressionable, in particular
Immersion in a game can lead to difficulties in distancing from what is real and what is fantasy
Many academic studies have been carried out regarding the possible link between playing video games and their supposed negative effect on the player, particularly in terms of violence and sexualized content
CULTIVATION THEORY
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George Gerbner’s theory may also be applied to the playing of video games, and for AC3: Liberation
The theory sets out the media can be responsible for shaping, or ‘cultivating’ audiences’ conceptions of social reality
Can be linked to gamers having a pre-conceived perception of female characters
Also could be linked to how female gamers are perceived by male gamers, or how male gamers are perceived by the games they might play
CULTURAL INDUSTRIES
We can use David Hesmondhalgh’s theory to explore the way in which cultural industry companies, such as Ubisoft and Sony, might attempt to minimise risk and maximise audiences
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The game is part of an established franchise with a large fan-base. Producers are clearly attempting to harness the popularity of this franchise to encourage sales both of the game itself and the hand-held device the PS Vita.
The video game industry offers many comparable examples of attempts to use software (games) to sell hardware (games systems and platforms).
Exam-style questions
Having gone through this revision booklet consider how you might answer the following exam-style questions:
Briefly explain what is meant by the term ‘regulation’
Explain how the producers of video games ensure their financial success. Refer to Assassin’s Creed 3: Liberation to support your points
Explain the impact of recent technological changes on the video games industry. Refer to Assassin’s Creed 3: Liberation to support your points
Explain how audiences might be positioned to engage with video games. Refer to Assassin’s Creed 3: Liberation to support your points
Explain how the range of platforms used to distribute video games might affect the experience of playing them. Refer to Assassin’s Creed 3: Liberation to support your points
Explain the impact of digitally convergent media platforms on global production, distribution and circulation. Refer to Assassin’s Creed 3: Liberation to support your points
Explain some of the issues related to female characters in video games. Refer to Assassin’s Creed 3: Liberation to support your points
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