Wednesday, 26 April 2023

Explore how digital technologies have affected the regulation of the video game industry. Make reference to the Assassin’s Creed franchise to support your answer [8]

Breakout (1976) is a wonderful example of how far production values in video games have progressed in a comparatively short space of time. Digitally convergent technologies now mean the realistic and immersive game experiences are easier to construct than ever, yet these highly participatory environments can potentially cause harm and/or offense for vulnerable audiences


Underline the key terms


 Explore how digital technologies have affected the regulation of the video game industry. Make reference to the Assassin’s Creed franchise to support your answer [8] 


Knee jerk reaction


Digital technologies have affected the regulation of video games to a massive extent


Plan


Graphics

Breakout (1976)

Unity (2014)

Age ratings

PEGI

BBFC

Curran and Seaton power and profit

Livingstone and Lunt 

Ineffective 

Hesmondhalgh (cultural industries)

Digital convergence

Triple A (AAA)

High production values 

Cinematic trailer

High quality soundtrack

Sound effects 

Realistic 

(Fandom)

Digital distribution

PSN, Steam

Piracy

Bandura - media effects

Ubisoft

Conglomerate

High draw distance 

Exploration mode (violence free)

Hair texture 

Immersive 





Introduction


DAC - definition, argument, context


Digital technologies refer to how media products increasingly utilise convergence that is only possible through the use of computers. Regulation refers to how an industry is monitored and the rules that they must follow. In this essay I shall argue that digital technologies have made the videogame industry essentially impossible to regulate. In order to explore this idea, I shall refer to Assassin’s Creed, a AAA video game franchise produced by Ubisoft noted for it's violent gameplay. 




Paragraphs


PEA - Point, evidence, argument 


The graphical fidelity of videogames is radically different in the 20th century than in the 1970s, and therefore a game like AC: Unity is substantially more realistic than Break Out (1976). This enormous technological advancement was completely based around power and profit, and Hesmondhalgh argues that the cultural industries are completely motivated by making money in the most efficient way. However, with the advancement of technology, we see more realistic depictions of violence in games such as AC: Unity, that position the audience in a virtual world where they are able to commit extremely violent acts. This new form of media needs a radically different form of regulation.


Digital technologies have provided games with higher production values, and mean that games such as AC: Unity use innovations such as high render distance and the ability to accurately render and depict realistic landscapes to provide an immersive experience to the audience. However, this realism means arguably games like AC now have more potential to cause harm and offence. However Ubisoft profit off of such exploitation, safe in the knowledge that the regulation of the videogame industry is so inadequate, they could never be prosecuted 


However, the system of regulation in the UK is largely ineffective. Video Games in the UK are regulated by PEGI, a European regulatory body that offers a system of guidance for parents. However, videogames are also regulated by the BBFC in the UK. which presents a highly confusing and contradictory form of regulation.


However, these PEGI and BBFC age ratings are only reasonably successful in a retail setting. Digitally convergent distribution channels and shop fronts such as Steam and Origin provide audiences with convenience and choice, but also unmoderated access to adult material for underage audiences with access to an adult’s credit card. AC: Unity is rated PEGI 18 for violence and imitable behaviour which may cause harm to a younger audience. However, and Livingstone and Lunt would argue, the unregulated nature of digital storefronts allows children to access this content with ease. 


In addition to legal means, audience members can pirate videogames, including games banned in the UK such as Manhunt 2. The means by which to pirate and emulate videogames are more easy than ever, primarily thanks to digital technologies. 


However… Stardew Valley!!! 



Bonus question!!!


(c) Explain how the producers of video games ensure their financial success. Refer to Assassin's Creed to support your points. [15]


  • AC III: Liberation was initially financially unsuccessful, but has been rereleased many times to maximise profit 

  • Multiplatform release allows multiple target audiences to be targeted 

  • A pre-sold audience is targeted through the use of the MES of hoods, weapons, and the colour blue 

  • Similar themes are repeated throughout the franchise, which is an excellent example of a media industry limiting their creativity in order to maximise profit

  • Repetition and difference 

  • Multinational audiences are targeted through the diverse settings, representations, and also a broad range of language options

  • Users with physical impairments and issues such as cerebral palsy are able to play differentiated versions of the game, eg exploration mode 

  • Intertextuality, reference to other AC games 

  • Each entry is essentially a reboot and allows audiences to engage with it as if it were the first in the series 

  • A complete lack of political bias (assassins vs the baddies) allows the game to appeal to the widest of audiences 

  • Ubisoft are a huge conglomerate with a reputation for making AAA family friendly big games

  • High quality graphics, draw distance, rendered hair 


However…


  • The franchise is extremely mainstream and doesn’t appeal to any niche audience, which means it can never truly have a cult following