Assassins Creed Flashcards

(58 cards)

1
Q

Who publishes the Assassin’s Creed franchise?

A

Ubisoft.

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2
Q

What are the key features of the Assassin’s Creed games?

A

Action-adventure, open-world, third-person perspective, set in historical settings with new stories and time periods.

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3
Q

How many units had the Assassin’s Creed franchise sold by 2021?

A

155 million units since its launch in 2007.

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4
Q

Which game had the strongest launch in the Assassin’s Creed franchise?

A

Assassin’s Creed Valhalla (2020).

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5
Q

What has contributed to the continued popularity of Assassin’s Creed?

A

Strong back catalogue of games.

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6
Q

What historical media context is relevant to video games?

A

Their growth since the 1970s, rapid technological change, creation of the “gamer” identity, and regulation challenges.

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7
Q

What are the three major territories for video games’ cultural and economic impact?

A

Japan, Europe, and the USA.

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8
Q

How has the global video game market changed from 2012 to 2021?

A

It grew from $52.8 billion to $138.4 billion, with mobile gaming being the fastest growing sector.

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9
Q

What other strategies besides game sales increase revenue in the video games industry?

A

Distribution models, ownership structures, and cross-media branding.

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10
Q

Why is being part of a franchise beneficial for video game production?

A

It boosts economic viability and helps establish brand identity.

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11
Q

How have advances in technology shaped video game development?

A

Through more complex gameplay, better graphics, advanced CGI, and cross-platform integration.

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12
Q

How is Ubisoft typical of large game production studios?

A

They use multinational teams and development strategies.

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13
Q

Why was Assassin’s Creed III: Liberation released on PS Vita?

A

To tap into the growing mobile gaming market and its smartphone-like features.

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14
Q

What happened to Assassin’s Creed III: Liberation in 2014?

A

It was re-released in HD across multiple platforms including PS3, Xbox 360, and Windows.

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15
Q

How did Assassin’s Creed Valhalla adapt to technology trends in 2020?

A

It was released alongside new-gen consoles like the PS5 and Xbox Series X.

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16
Q

What is cross-generational gaming and how has Assassin’s Creed used it?

A

The ability to transfer data between consoles and enable cross-platform progression.

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17
Q

How have distribution and circulation changed for video games?

A

There are more platforms and downloadable content options, boosting revenue.

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18
Q

How did Assassin’s Creed Odyssey offer a more immersive experience?

A

By using technological advancements to enhance player engagement.

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19
Q

What is Assassin’s Creed Infinity and how is it different?

A

A live service game inspired by Fortnite, allowing multiple historical settings and ongoing content updates without launching a new title.

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20
Q

How does video game regulation vary globally?

A

It differs by country but is becoming increasingly standardised across Europe.

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21
Q

Who regulated UK video games before July 2012?

A

The British Board of Film Classification (BBFC).

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22
Q

Who regulates UK video games now?

A

The Video Standards Council (VSC) using the PEGI system.

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23
Q

What is PEGI and what does it involve?

A

PEGI (Pan European Game Information) gives age rating and visual content descriptors to harmonise child protection across Europe.

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24
Q

What could be discussed when evaluating PEGI’s effectiveness?

A

Comparisons with BBFC and ESRB in terms of authority, enforcement, and public compliance.

25
How did Assassin's Creed III: Liberation use media convergence?
It could link with the PS£ version to unlock extra content if players owned both versions.
26
Why is media convergence significant for game promotion and circulation?
it enables complex game features, encourages re-releases, and supports cross-platform marketing strategies.
27
How do social media platforms contribute to game convergence?
They foster community engagement and identification with the game among fans.
28
How does convergence benefit Ubisoft and individual fans?
It allows Ubisoft to compete in a global market and lets fans create and share gameplay content.
29
What are some risks of digital convergence?
Piracy, leaked content, and reduced control over intellectual property.
30
What do Sonia Livingstone and Peter Lunt say about media regulation?
Convergence and diversification in media create new risks that complicate traditional regulatory practices.
31
What questions arise from Livingstone and Lunt's theory?
Should regulation be more flexible? Should industries self-regulate? Should individuals make their own content decisions? What if people lack media literacy to choose safely?
32
What are the two models of regulation discussed by Livingstone and Lunt?
Consumer-based regulation and citizen-based regulation.
33
According to Hesmondhalgh, how do cultural industries minimise risk and maximise audiences?
By using genre-formatting, franchise models, and cross-industry operations to ensure predictable returns and audience familiarity.
34
How does Assassin's Creed demonstrate Hesmondhalgh's concept of genre-formatting?
It uses a consistent gameplay style and themes while varying historical settings, creating both familiarity and novelty for audiences.
35
Why is the sequel model used in Assassin's Creed important from Hesmondhalgh's perspective?
It balances familiarity with anticipation, helping to manage audience expectations and reduce financial risk.
36
What does Hesmondhalgh say about large cultural industry companies?
They often operate across multiple industries. In gaming, multinational conglomerates like Ubisoft compete with tech giants such as Facebook, Google, and Amazon.
37
How can video games reflect wider social and cultural issues?
Through representation in character design, developer diversity, and engagement with societal values or identity politics.
38
How has Assassin's Creed responded to social change regarding gender representation?
By including female protagonists such as Aveline and Kassandra, addressing diversity and expanding representation.
39
How might female characters in Assassin's Creed be interpreted by audiences?
They may be seen as subverting or reinforcing gender norms, depending on how they are portrayed and received by players.
40
What role does brand identity play in targeting audiences for Assassin's Creed?
The franchise's strong brand helps attract a loyal fanbase who know what to expect, making marketing more effective.
41
How do technological developments help Assassin's Creed reach diverse audiences?
By distributing games across various platforms and offering cross-platform play and exclusive content.
42
In what ways do games like Assassin's Creed Odyssey construct audiences?
By offering character choice (e.g., male or female avatars) and narratives that cater to diverse audience identities.
43
How does teh franchise encourage audience identification and engagement?
Through character relatability, online communities, and fan participation in discussions and content creation.
44
How does multi-platform distribution influence gamer consumption habits?
It enourages players to adopt new hardware and spend more for a "complete" gaming experience.
45
What is the role of exclusive downloadable content (DLC) in audience consumption?
It incentivises players to buy additional products and engage more deeply with the franchise through convergent technology.
46
How do fans influence the future of a franchise like Assassin's Creed?
Fan feedback and user-generated content shared online can inform development decisions and strengthen community ties.
47
How do social and cultural contexts affect player interpretation of video games?
Players' backgrounds and identities influence how they relate to game characters, setting, and narratives.
48
How might players select games based on personal identity?
They may choose games with characters or settings that reflect their gender, culture, or historical interests.
49
Why have some Assassin's Creed games received an 18 PEGI rating?
Due to violent content that may not be suitable for younger audiences.
50
What does Albert Bandura's "Bobo Doll Experiment" suggest about media effects?
That people, especially children, may imitate behaviours in media, especially if they see those behaviours rewarded (vicarious reinforcement).
51
How might Bandura's theory relate to violent video games like Assassin's Creed?
Audiences might imitate violent behaviours seen in games, particularly if they perceive them as effective or rewarding.
52
Why might Bandura's theory be challenged in the context of video games?
Players actively choose to engage in virtual violence, which may reduce the likelihood of real-world imitation; this interactivity complicates simple cause-effect assumptions.
53
What role does agency play in how gamers experience violent content, according to critics of Bandura?
Players are not passive but active participants, and this may diminish the direct influence suggested by Bandura's observational learning theory.
54
What does Henry Jenkins say about the role of fans in media culture?
Fans form participatory cultures where they actively engage with, critique, and contribute to media texts and communities.
55
How has video game technology expanded participatory culture, according to Jenkins?
Through online play, content sharing, modding, and community forums, fans now directly shape how games evolve and are received.
56
How do online fan communities contribute to the success of franchises like Assassin's Creed?
They sustain interest, provide feedback, and amplify marketing through passionate discussion, critique, and user-generated content
57
How can fans influence game development in Jenkins' framework?
By voicing opinions and suggestions online, fans can impact design decisions, updates, and even future game directions.
58
How do games like Assassin's Creed allow fans to construct identity?
Through role-playing, avatar customisation, and participation in fan cultures, players shape and express aspects of their identity.