Check out this awesome opportunity to hear a talk from a game industry veteran and ask questions too! For everyone even slightly interested in game design, this is a no-brainer/ To be honest, this is going to be fascinating just from a general media studies and sound design perspective. I can't wait!
Thursday, 20 October 2022
Friday, 4 February 2022
Assassins Creed: active audience theory examples
Sure, why not? I've got nothing better to do... |
Why don't Ubisoft clamp down on these fans for copywrite infringement?
While some studios (like Nintendo...) will do everything possible to stop fans using their IP (or 'intellectual property'), Ubisoft clearly realise that there are mutual benefits involved in allowing fans to create derivative work. Not only is it 'free advertising', it also encourages active fanbases, and active and happy fan bases are more likely to buy the next Assassin's Creed game, year after year!
But why do fans do these things?
Let's face it: even if you can edit, draw, act or make props, the media industries are difficult to get in to. So, if you want to make stuff, and make stuff that people want to watch, then basing your art on an existing franchise is often the best way to do this!
Incidentally, lots of commercial products actually started life as fan products. The hugely successful (if slightly dubious) 50 Shades Of Grey started as Twilight fanfic. And the crazy popular indie RPG Undertale started life a long time ago as an Earthbound fan game. And if we stretch things slightly, the Star Wars franchise is a ripoff of the cinema of Akira Kurosawa. And why not?
As somebody said, "good artists copy, great artists steal"!
Ubisoft: controversies and issues with production
While we have been discussing the Assassin's Creed series, and how it is an example of a AAA, major videogame production, we have so far omitted perhaps the most important and troubling aspect of Ubisoft; the many serious allegations which have been made against the company. It is important to be aware of this, as from Curran and Seaton's perspective, this is a symptom of aggressive and monopolistic media practices. When an organisation are based solely around profit and power, and the establishment of aggressive hierarchies, bullying, sexual assault and exploitation unfortunately become more commonplace.
Despite the severity of these accusations, Ubisoft still are able to exist as a family friendly company. This is testament to the power clout they wield in the videogame industry, and is a depressing reminder that as long as media industries continue to become aggressively conglomerated, we will see those in power exploit those beneath them, to establish power and to maintain profit.
Accusations made against Ubisoft
- Hascoët, head of Ubisoft's editorial team had been accused of misogyny, homophobia, and attempting to drug teammates.
- Many employees have stated the work culture is 'Mafia like'. Key members are protected and employees that try to file complaints are forced out - but Ubisoft say departures are voluntary.
- Apparently, at least five of the top 25-credited people on Far Cry 6 have left the company, with the game only having just been released on October 7, 2021.
- In the anonymous survey of nearly 14,000 employees, one in four respondents said that they had either witnessed or experienced workplace misconduct themselves in the past two years, and one in five said that they didn’t feel “fully respected or safe in the work environment.”
- The results also noted that women and non-binary employees witnessed or were more likely to experience or witness harassment than men.
- Employees feel like since initial controversies Ubisoft haven't done anything to resolve issues within the company.
- Ubisoft claim that they are working to create a safer and better workforce, and revising company code of conduct and giving diversity training across the company.
- In 2020, amidst a worldwide call for racial equality, the company incited controversy for misusing racial symbols. The game's trailer used the raised fist symbol synonymous with the Black Lives Matter movement as the fictional Umbra's emblem. The community's reaction was swift, and Ubisoft apologised on Twitter, admitting that the symbol's inclusion was "insensitive and harmful." Ubisoft removed the content from all versions of the game two days later.
Criticisms of Ubisoft games
Thursday, 3 February 2022
Alternatives to the effects model - how could videogames influence their audiences?
Assassins Creed franchise: what material does this game include which may cause harm and/or offense?
- Stereotypical representations of countries and cultures. Stereotypes are harmful, and they can be cultivated over time
- Aspects of cultural appropriation
- Graphic bloody violence may be traumatic to audiences
- Certain weapons may be demonstrative, and may encourage acquisition
- Gory sound design: more immersive and more effective
- Parkour: a classic example of imitable behaviour
- Game focuses on assassins, a career criminal who murders for money.
- Game focuses on death and organised murder
- Stereotypical gender representations, including sexualisation of women (representation of prostitutes)
- (Later games however present more detailed representations, including both male and female sex workers, and being able to choose female characters)
- Inaccurate historical representations
- Moderate bad language
- Themes of anti religion and anti monarchy
The effects model, and why it sucks
The effects model AKA the hypodermic needle model: videogames have a direct and definite affect on audiences, and can easily transfer the ideology of the producer in to the mind of the audience.
Fortunately, this statement is nonsense, for a number of reasons:
- Banduras experimented on young children, who are clearly more naïve than adults
- Even children could work out that punching a 'bobo doll' is not the same as committing 'real' violence. Audiences understand this
- All audiences are different! They are not the same and react in different ways. Audiences are active: they are not passive
- Even though newspapers tend to report on any story that presents a link between videogames and violence, these stories are rare. Which is why they are so notable!
- A doll is not a person. It's a toy
- Children viewed an adult roll model violently playing with the doll
A few other, potentially better alternatives
Gerbner's cultivation theory
Being exposed to violent images over and over can normalise these processes, and can even desensitise audiences to violence! Videogames are repetitive, and often we as a player are forced to kill the same characters over and over again, and to witness the death of the player. Additionally, the Assassin's Creed franchise is an exercise in repetition, with consistent reusing of generic conventions
Hall's reception theory - an assumption that there are many ways in which an audience can receive and negotiate the ideology of the producer in a variety of different way
Different audiences will decode the ideology of the producer differently. Not all audiences will see the videogame in the same way, or will accept the messages of the videogame. For example, a classic negotiated reading would be a player who detests violence, but who is able to realise that violence in videogames is fictitious and unrealistic
Assassin's Creed's ideological perspectives
- To be successful and powerful, it is sometime necessary to kill
- To become powerful, one must become the strongest and mist dominant (character's in the franchise can progress and become more powerful)
- That thinking and acting fast should be rewarded
- That violence is in fact essential
- Violence is sometimes acceptable, and even fun
- Assassination (i.e killing people for money) is an acceptable occupation
- The game sometimes takes an anti-monarchy and anti-establishment ideology
- The story is complicated and involving and audiences can and should concentrate very hard on it to understand it
Oppositional readings:
- Audience members may be frustrated with the lack of historical authenticity or the science fiction subplot
- Audiences may be too disgusted with the concept of violence and bloodshed to even engage!
Negotiated reading
- May disagree with the extreme violence, but could instead be engrossed by the story.
- Audience members may even go in to the options to switch off blood and gore effects, in effect altering the game itself to their own preferences
- Audiences may completely ignore the story, playing the game instead to muck around in the sandbox environment
Jenkins' theory of fandom
- Some audiences potentially may take their experience of the game too far. They may become obsessed with the game, and may even attempt to re-enact things...
- However, Jenkins would probably suggest that audiences can use Assassin's Creed as a starting point for a range of less harmful active readings, including cosplay, fanfic, fan films and so on!
Friday, 28 January 2022
How does the Assassin's Creed Valhalla trailer appeal to its audiences?
- Dark fantasy/historical setting appeals to pre-existing fans of these genres
- Use of conventions of the Assassin's Creed franchise, such as certain elements of MES and of course the title appeals to pre-existing fans of the franchise
- Escapism and wish fulfilment: the opportunity for audiences to live out violent fantasies?
- Historical references, appeals to history fans. History mode included, which allows game and series to appeal to a diverse audience
- Intense soundtrack, dark electronic pop music which allows the game to appeal to a wider audience
- Highly immersive, using filmic techniques such as a range of shot types and camera movement to position the audience with the Viking protagonist
- High production values focus on pre-rendered graphics as opposed to in-engine gameplay, which presents more exciting footage to the audience
- Game trailer strongly resembles a film trailer through the paradigmatic features such as a focus on narrative and action
- Clear narrative features such as an antagonist delivering a monologue criticising the protagonist, and a binary opposition between what is being said, and what is being shown. A clear construction of an underdog story.
Thursday, 27 January 2022
Playing games
For this session, you will be playing a variety of games, mainly AAA/big budget/mainstream/major releases, but also some older, 'retro games' on the Sega Mega Drive.
This is a fun lesson, but an important one. This session will help you to answer the following questions:
- How does this product attract and maintain its audiences both locally and globally?
- How exactly is this industry regulated, and who does it?
- How does this product attract/target its audiences? How does it construct an audience?
- How does this product use technology to maximise audience consumption?
- How can audiences interpret this product in different ways?
- How does this product use technology to target a specialised/niche/cult audience?
- How do audience responses to this product demonstrate sociohistorical circumstances?
Questions to answer, notes to make... for each and every game!
Facts
Experience
- Who is the target audience for this product? Be VERY specific...
- How does this game appeal to it's audiences?
- How does this game position it's audiences?
- How does this product use elements of interactivity to immerse, challenge or otherwise position it's audiences?
- How does this product employ mise-en-scene, setting, colour and other elements to appeal to it's target audience?
- We are playing this game as a group. What experiences do these games offer their audiences when played as a group?
- How can audiences interpret this product? What is the dominant ideological perspective suggested by this product (it could be as simple as 'violence is fun', but is there something more to it?
- We've discussed how important production values are to the production and distribution of videogames. Does this game have high production values? Can you give specific examples?
Friday, 21 January 2022
What's going on this term in A-level Media Studies?
It's a bit late this year because I was on leave, but here's the week-by-week. Click to see full size |
This term is a bit weird
It's weird because of covid. One the one hand the various measures we've had to live with are drawing to a close. Yet on the other hand, there are still certain restrictions and considerations we need to follow.
First years
After (finally) finishing the newspaper industry, we'll be moving on to the magazine industry, which may surprise you with hat issues it raises. We'll be looking at two magazines, a stereotypical woman's lifestyle magazine published in the 1960's, and a recently published anti-capitalist, avant-garde magazine published far more recently. This topic is assessed at a much higher level than anything we've done so far, which means we're going to be going in to more detail regarding concepts such as sexism, racism, climate change, patriarchal hegemony and capitalist hegemony. It's a great opportunity to get argumentative!
Towards the end of the magazine unit, you'll also be producing your own, high end fashion magazine as a class. It's a great opportunity to practice your Photoshop and design skills before we commence the actual coursework.
After the magazine industry has finished, we'll be looking at music videos, with two very different examples of the medium in very different genres. Music videos is an assessed subject that could come up in component one, but it's also what your coursework is going to be based on, so, covid willing, we'll also be running a short practical task at the end of the short unit, where you'll remake the first 30 seconds of an 80's music video we'll give you. It's going to be silly, and it's going to be a great way to free yourself from your inhibitions before you begin planning your music video straight after Easter!
Second years
The radio industry was a very short topic, and frankly very straightforward. The videogame industry is also short, being only two week long, but it's a little more complicated. You'll be looking in particular at the Assassin's Creed franchise, but we'll also be considering videogame experiences in a variety of genres, and, yes, this means we will be playing games!
Straight after that is your final unit: online media, which is possibly the most full on and certainly the most contentious unit you will have done: there's a reason we save it until last! There's loads of stuff to talk about, from body image to hyperreality, and from conspiracy theories to LGBTQ+ representation. We hope you enjoy this one! There is a mock exam, rather inconveniently placed in the penultimate week of the unit, but you can't have everything.
Finally, for the final two weeks of the half term, we'll start revision. This is done fast and concisely. We will focus specifically on essay writing and exam technique. These lessons are a little dry, but they're essential. By Easter, we will have revised advertising, film and newspapers.
Monday 7th February
On this day, it will be announced what changes (if any!) will be made to the assessment of A-levels, including A-level Media Studies. We do not wish to speculate, but it has been reported that elements of the final exam may be removed. Of course, we will share this information with you guys the second we have the information
Thursday 11th and Friday 12th February
These days are admission days. Next year's students will be interviewed on these days. Do not come in! And don't come in for the whole of the next week, because it's half term. Time moves quickly!
Monday 7th March
The biggest change to the timetable is that second years are having a mock exam week in the week starting 7th March. This will involve taking every student off timetable for a full week to accommodate it. It's far from ideal. The idea behind this is we may need more robust data if exams are cancelled again. But please remember that it is looking increasingly unlikely that exams will be cancelled.
Please let your teacher know if you have any questions, and remember: all this is totally subject to change at any time!
Friday, 18 December 2020
AS Media Exam May 2019
Remember: AS exams are different to A-level exams!
AS is a shorter, 1 year version of the course with much of the content removed, and this exam should NOT be seen as indicative of your final exam! However, the kinds of questions that come up are very similar. Simply put, an A-level student should be able to complete an AS paper. So it makes for excellent exam practice! For a bit more information, check out the AS subheading on the 'past papers' section of this blog (click here)
MEDIA STUDIES – AS Component 1
Investigating the Media
1 hour 45 minutes
Answer all questions in both sections.
SECTION A: INVESTIGATING MEDIA LANGUAGE AND REPRESENTATION
- Question 1 is based on the audio-visual resource: a television advertisement for Amazon, released in 2016.
- You will be allowed one minute to read Question 1.
- The advertisement will be shown twice.
- First viewing: watch the advertisement and make notes.
- You will then have five minutes to make further notes.
- Second viewing: watch the advertisement and make final notes.
- Once the second viewing has finished, you should answer Question 1.
Media Language
1) Explore how media language creates meaning in this advertisement. [10]
Representation
Question 2 is based on both of the following:
• the print resource: the front page of The Sun, published on the day of the 2016 ‘Brexit’ referendum
• the set front page of the Daily Mirror you have studied, published on the day after the 2016 US presidential election.
2) Study the print resource carefully and use this newspaper front page and the set newspaper front page you have studied when answering the question. Compare how representations of events are constructed in these two front pages.
In your answer, you must consider:
• how events are represented through selection and combination
• the similarities and differences in the representations of events
• how far the representations relate to political contexts. [25]
SECTION B: INVESTIGATING MEDIA INDUSTRIES AND AUDIENCES
3 (a) Give one example of a global video gaming publisher. [1]
3 (b) Briefly explain two ways in which gaming publishers market their games. [4]
In Question 3(c), you will be rewarded for drawing together knowledge and understanding from across your full course of study, including different areas of the theoretical framework and media contexts.
3 (c) Explain how social and cultural contexts influence video game production. Refer to Assassin’s Creed III: Liberation to support your points. [10]
4 (a) Identify two different audiences for Late Night Woman’s Hour. [2]
4 (b) How might audiences respond differently to radio? Refer to Late Night Woman’s Hour to support your points. [8]
MEDIA STUDIES – AS component 2
Investigating Media Forms and Products
2 hours
Section A: Television
Option 2: Humans
How far might audiences respond differently to representations in the set episode of Humans? Refer to Stuart Hall’s reception theory in your response. [20]
Section B: Magazines
Option 1: Woman
How important are images in communicating meaning in magazines? Explore the front cover and one article from the set edition of Woman in your response. [20]
Section C: Online Media
Option 2: Zoella
(a) Briefly explain the impact of digital technologies on media audiences. Refer to Zoella in your response. [5]
(b) Explain how digital technologies are used in the production and distribution of blogs and vlogs. Refer in detail to Zoella in your response. [15]
Thursday, 25 June 2020
KA4 - mark scheme and indicative content
Mark scheme
Indicative content
Music videos - MEDIA LANGUAGE
Explore how the combination of media language creates meaning for the audience in the video to Riptide [15]
- Media language refers to shot types, editing, camera angles, mise-en-scene... so this is your perfect opportunity to show off your knowledge and understanding!
- This is a broad question with loads of different possible answers and examples possible
- Close up of female performer in the master shot creates and uncomfortable mode of address
- Frequent close ups and shock zooms on female anatomy construct an ideological perspective on objectification, sexism and sexualisation
- Polysemic reading: the video can be seen as either a criticism of sexism, or a fairly extreme example of sexualisation!
- Paradigmatic features of horror films include coloured lighting, mise-en-scene and graveyard setting, providing audiences the pleasure of intertextuality
- Specific intertextual references may include Suspria, Un Chien Andalou and The Texas Chainsaw Massacre
- Deliberately confusing, non-linear narrative structure reinforces that the preferred reading of this video is to confuse and to alienate the audience! This is highly atypical for the soft and cuddly indie-pop genre...
- Rapid fire editing emphasises spacial and temporal discontinuity: the video is set in no particular time or place
- Use of on screen graphics, such as subtitles and the flashing LEFT once more deliberately confuse and upset audience members
- Symbolic codes of knives, dental equipment and rope connote sexual threat, while technically not breaking any YouTube regulatory guidelines
- Voyeuristic mode of address constructed through zoom lens photography
Video Game industry - INDUSTRY
In what ways has ownership shaped the media products you have studied? Make reference to the Assassin’s Creed franchise [15]
- Ownership here refers to Ubisoft, the organisation that owns the franchise
- Shaping is how something has been made the way it is
- Ubisoft are a big, multinational conglomerate
- They make big, AAA videogames with high production values
- So, when you list the ways that ownership has shaped the Assassin's Creed franchise, you will need to list the ways in which they are big budget games that appeal to mass audiences
- Because these games are expensive, they need to sell as many copies as possible, and even selling just a few million copies can lead to a financial loss.
- So how does Ubisoft ensure these games sell as many copies as possible?
- High production values, including realistic graphics, high frame rates and a range of content
- Clearly identifiable narrative
- A range of different play styles are encourages, from stealth to all out action
- A range of different target audience, from 'typical' teenage male action fans, to secondary, older history fans interested in the history mode
- Extremely expensive games to produce
- Long development cycles
- Games teased and promoted at huge trade shows such as E3
- Lack of offensive or challenging content
- Can contrast mainstream Assassin's Creed with a more obscure, challenging and controversial independent like Doki Doki Literature Club! or The Silver Case
- Assassin's Creed games use the conventions of big budget films, allowing them to target massive pre-existing/'pre-sold' audience
Advertising - AUDIENCE
Explore how the WaterAid advert you have studied appeals to its target audience(s) [15]
- You must identify the target audience
- The target audience is most probably working class, British white people
- We know the target audience is working class, as this group contributes significantly more to charity
- 'Africa' (not Zambia) is represented as an exotic, generalised utopia
- Use of direct mode of address: onscreen graphic invites audience to donate now
- Subversion of typical charity advertising conventions: a positive message demonstrating the value of donating
- Subversion of stereotypical representations of African people?
- A positive representation of a hardworking and capable young black woman?
- Tracking shot leads audience through African undergrowth, positioning audience with Claudia
- Mise en scene of overflowing buckets a stark binary opposition to conventional charity adverts with scenes of desperate poverty
- English language pop song allows British target audience to identify with Claudia
- Post-colonial reading: yet another stereotypical representation of a black African in need of help from a white audience?
Magazines - REPRESENTATION
Liesbet van Zoonen argues that representations of gender are encoded through media language to position audiences and to reinforce dominant ideological perspectives. In what ways do the producers of Woman use representations to position their audiences? [15]
- There are a few different ways to approach this question.
- The first is that woman magazine uses sexist and reductive representations of women to position it's target audience in such a way that it hegemonically reinforces stereotypes that exist about women, and cultivates an ideology that women are the inferior gender, and are only interested in stereotypical pursuits such as makeup and childcare. This keeps women in their place, and reinforces patriarchal hegemony
- The second is that woman magazine is surprisingly progressive, shows women out of the house, and presents an empowering representation of women (this one is a bit trickier to argue!)
- The third way is the bit of both approach. Yes, woman is pretty sexist, but it's also surprisingly progressive in some ways!
- Images of hegemonically unattractive Alfred Hitchcock presented next to hegemonically attractive and glamorous Grace Kelly, reinforcing a patriarchal hegemonic binary
- Highly sexualised and demeaning representation of women in Breeze Soap advert reinforces perspective that women exist only to be objects of sexual desire for heterosexual men
- "Because you're a woman" imparts direct and condescending mode of address, positioning audience in a childish and condescending perspective
- Front cover also presents a direct mode of address. Proairetic code created by models nervous face reinforces stereotype that women should be meek and timid
- 'Extra special... on men!' feature reinforces gender binary, and the notion that men and women are almost completely different species
- Exclusively white models construct a post-colonial ideology of racial superiority through symbolic annihilation (check the bonus theory section!)
- And there's loads, loads more you could talk about...
- Remember the magazine topic is huge, so you'll have to consider what you're going to leave out rather than put in!
- The Hitchcock interview, Front cover and soap advert would be my top three picks, but there's also:
- The 'a present for your kitchen' spread,
- The 'are you an A-level beauty?' makeup tutorial (which is very complicated...),
- The creme puff advert (excellent example of voyeurism and more than a little creepy!)
- And many more examples, all of which are as good as each other!
Exemplar answers
Music videos - Explore how the combination of media language creates meaning for the audience in the video to Riptide [15]
Magazines - Liesbet van Zoonen argues that representations of gender are encoded through media language to position audiences and to reinforce dominant ideological perspectives. In what ways do the producers of Woman use representations to position their audiences? [15]
Advertising - Explore how the WaterAid advert you have studied appeals to its target audience(s) [15]
Magazines - Liesbet Van Zoonen argues that representations of gender are encoded through media language to position audiences and to reinforce dominant ideological perspectives. In what ways do the producers of Woman use representations to position their audiences? [15]
Videogames - In what ways has ownership shaped the media products you have studied? Make reference to the Assassin’s Creed franchise [15]:
Monday, 22 June 2020
Videogames 10 - Playing games: alternatives to the mainstream
Catching up
Playing games
Task: find and play a game that isn't part of the Assassin's Creed franchise. Try and make sure that it is as different from the Assassin's Creed franchise as possible, and answer the questions below
- Play a game on a console you already own
- Play a game on your phone: if you have a smart phone, you almost certainly will have a game already installed on it. If not, you can go on the App Store or whatever and download the first big selling free game you can find
- Watch a video of someone playing a game that you don't own
- I have uploaded two videos of me playing and talking about two of my favorite independent games, so click here to learn about The Silver Case and click here to learn about Mushihimesama
- Ask someone in your household if you can borrow one of their games, and get them to recommend one
- Watch someone in your household play a game. Ask lots of annoying questions
Task: find and play a game that isn't part of the Assassin's Creed franchise. Try and make sure that it is as different from the Assassin's Creed franchise as possible, and answer the questions below
- What is the narrative style of the game? (non/linear? Equilibrium? Disruptions?)
- What genre (s) can you identify? (paradigms, iconography, hybridity etc.)
- How are we as an audience interacting with the game?
- Does the game appeal to a mainstream or a niche audience? How?
- What is the preferred reading of the game?
Wednesday, 17 June 2020
Videogames 9 - fandom and active audience theory
Examples of fandom: fan videos
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Fan videos allow fans to build on an existing franchise, and to communicate with other fans, a process that Jenkins refers to as participatory culture |
Task: watch the first two-ish minutes of this video
- Why did 'Vaati Vidya' make such a technically accomplished and extremely well researched video?
- How does this video address its audience? Think language, vocal delivery, editing...
- Who is the target audience for this video?
- Take a look at the number of views and answer again: who is the target audience for this video?
Henry Jenkins and fan theory
Task: before you do anything else, check out this video introducing Henry Jenkins' theory of fandom, making notes on all the key points
- Attending a convention
- Dressing up as a character from the franchise (cosplay)
- Getting a themed tattoo (not a good idea lol)
- Joining and contributing to an online forum on the topic
- Buying themed merchandise, for example action figures
- Writing fan fiction
- Going on holiday specifically to visit where a film was filmed
- Wearing a band T-shirt
- Following a band on tour
- Etc etc etc
Task: complete the research task outlined in the image below
Extension: podcasts and videogame fandom
Extension task: listen to the following podcasts (just a minute or two each, and make notes under the following headings:
- Target audience
- Mode of address
- Subject matter
- USP (unique selling point)
Cane and Rinse
Hardcore Gaming 101
Axe of the Blood God
The Retro Hour
Videogames 8 - Assassin's Creed and reception theory
Revising the encoding/decoding model
Task - watch this video on reception theory, making detailed notes and definitions of the following:
- Encoding
- Decoding
- The ideological perspective of the producer
- Preferred reading
- Oppositional reading
- Negotiated reading
- Issues with reception theory
Negotiating the Assassin's Creed franchise
Task - watch some gameplay footage or play an Assassin's Creed game and answer the following questions
- What is the ideological perspective of Ubisoft? What messages are they demonstrating to their audience? Hints: think.... violence...history...narrative....interactivity...
- What is the preferred reading? How do you know?
- What is the oppositional reading? How do you know?
- In what ways can audiences negotiate the ideology of this game?
- How can audiences use this game in ways that Ubisoft may have not intended?
- Is this gameplay video a negotiated reading? Why?
Monday, 15 June 2020
Videogames 7 - videogames and the effects model
Task: knee jerk reaction - what is a flaw or an issue with the effects model?
The effects model and videogames
Task: watch this video and make notes on
- The effects model
- Where it came from and why it's important
- Key examples
- At least two massive flaws in the theory
The effects model and Assassin's Creed
Task: watch at least ten minutes of gameplay footage of any Assassin's Creed game
- How might this game affect it's audience?
- If we are to believe the effects model and to take it at face value, what behavior in this gameplay could be copied?
- What elements from this gameplay footage may cause concern for parents, teachers and other caregivers?
- What positive messages might this game give?
Conclusion
Thursday, 4 June 2020
Videogames 6 - Repetition and difference: How will Ubisoft ensure that Assassin's Creed Valhalla minimises risk and maximises profit?
Repetition and difference, and the importance of genre
"genres are instances of repetition and difference...difference is absolutely essential to the economy of genre" (Steve Neale, Genre, 1980)
Task: watch this video, making notes on how Ubisoft have used generic conventions and production contexts to maximise profit while minimising risk
You can use the following headings: