Video Games; Animal Crossing Flashcards

(34 cards)

1
Q

what is digital convergence

A
  • technology that has the function of many different tools in one
  • e.g. phone: can play games, timer, calculator, browse the internet, streams films + TV
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2
Q

which age group are the common players of AC

A
  • 20-30yr olds
  • this challenges our traditional preconceptions of who gamers are (teenage boys)
  • also appeals to older players - e.g. appeal of Candy Crush to OAPs
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2
Q

what is the importance about who developed AC NH

A
  • NH was developed by an equal number of male and female developers
  • they did this to be representative of those playing the game
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3
Q

outline the context of Nintendo

A
  • is a Japanese owned company, but is a multinational company with subsidiaries (parent company in another country) in USA (main income), China, Korea, Europe etc
  • worth $2 Billion
  • began in 1889
  • is about providing a fun experience
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4
Q

give context to the animal crossing franchise/ New Horizons

A
  • the series has been running for over 20 years - original game produced in 2001
  • it was the first console game to reach 5 million digital sales within a month
  • the game won Best Family Game award in 2020
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4
Q

outline the rise of Nintendo

A
  • 1889: launched
  • 1985: Super Mario Bros
  • 2001: Animal Crossing first release
  • 2006: Wii
  • 2017: Nintendo Switch
  • 2020: Animal Crossing: New Horizons
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5
Q

what was the impact of the pandemic for AC

A
  • economic success; people had more disposable income due to being on furlough + saving money otherwise spent on holidays/ outings + more time to spend on AC
  • social: allowed people to express identity + creation online
  • allowed for escapism from household conflicts/ the myriad of issues provided by covid
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5
Q

outline the marketing of AC NH

A
  • NH was heavily advertised as its launch was during Covid, from which the lockdowns provided a ‘captive audience’ for publishers
  • a budget friendly, virtual marketing
  • Marc Jacobs + Valentino showcased collections on the game
  • AOC did virtual house calls on AC instead of in real life
  • KFC Philippines created a KFC island, allowing guests to win real life menu items + vouchers
  • Nintendo’s YouTube channels were used to demonstrate gameplay - US Nintendo YT channel had nearly 9 million subscribers by 2022
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6
Q

what is the Pegi rating for AC NH

A
  • rated 3 (equivalent to a U)
  • its universal, accessible, non-violent, appropriate
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6
Q

what are the audience experiences of AC

A
  • socialising with friends through collaborative joint projects
  • an escape for those w/ mental health issues - “it has given me back some life joy that i thought i had lost forever”
  • sense of community
  • immersion
  • creative outlet
  • achievement
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6
Q

what does AC offer players in 2020

A
  • offers choice + control due to sandbox nature of game
  • escapism from a destabilizing and frightening time - with announcements of daily death tolls
  • a travel game when players are unable to travel
  • international appeal due to gibberish voices - no need for translation
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7
Q

when the release date of AC NH was delayed, stock price dropped by _%

A
  • when the release date of AC NH was delayed, stock price dropped by 3%
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7
Q

outline the E3 conference

A
  • the Electronic Entertainment Expo 2019
  • was where publishers, hardware manufacturers etc of the game presented and previewed new updates + upcoming products in relation to Animal Crossing
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7
Q

outline AC and BLM protests

A
  • AC players brought BLM protests to the game due to real life obstacles presented by Covid
  • people raised money through this
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8
Q

outline Nintendo’s business model

A
  • N is vertically integrated as they keep the development of games in-house, which maximizes profit, maintains market exclusivity, + attracts a loyal gamer fanbase
  • e.g. with AC: NH, it was developed by Nintendo in house, is exclusive to the Nintendo console, can be bought digitally from the Nintendo eShop, and requires subscription to Nintendo Switch Online to play online
  • this in house development reduces spending on research and development
  • unlike diversified conglomerates, N isn’t horizontally integrated - it specialises in 1 area of production; computer console hardware + software of which account for 95% of N’s income
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8
Q

why was NH’s release date pushed back

A
  • to ensure Nintendo employee welfare
8
Q

outline the gameplay of AC NH

A
  • sandbox nature of game: complete freedom for players to spend their time as they choose
  • allows collaboration in multiplayer mode
  • postmodernists: ‘the line between AC life and real life is blurring’
  • AC follows the circadian rhythms of real time - its based on a real 24H clock + follows the seasons in the players chosen hemisphere
  • social simulation that allows players to customise their own islands
9
Q

outline the introduction of New Horizons

A
  • each iteration of a franchise has to be innovative enough to encourage sales, but familiar enough to follow the success of previous games
  • AC: NH used familiar elements from those games, e.g. the character Tom Nook, while creating difference, e.g. the deserted island setting + multiplayer options
  • NH is designed to be easy to use for new AUDs + to achieve a low age rating (PEGI 3) to maximise potential players
9
Q

what is the purchase price of AC: NH

A
  • £40 in the UK in 2023
10
Q

outline ownership + control of video games

A
  • the relative novelty + rapid growth of the video gaming industry means that ownership, though concentrated in the hands of a new multinational media conglomerates, isnt as concentrated as in film
  • in terms of the top video games publishers of 2022, China, USA + Japan dominate the top companies, of which Nintendo places at #8
11
Q

in what ways does the design of AC: NH maximise audience appeal

A
  • its accessible: designed to appeal to all regardless of age, gender or experience in gaming
  • isn’t culturally specific, so has global appeal
  • is family friendly in its rating + simple colourful design
  • offers multiplayer function - in which online allows virtual interaction + audio chat
  • by running in real time, it encourages playing over longer periods of time
12
Q

outline the ‘word of mouth’ in the release of AC: NH

A
  • the wide audience appeal of the game enabled a large amount of user-generated content/ word of mouth
  • within 4 months of launch, videos about the game had already reached over 3 billion views on TikTok
  • New Horizons was the most tweeted-about game on Twitter in 2020
13
Q

outline the success of NH

A
  • AC: NH sold about 5 million digital copies globally in its 1st month (March 2020) - set record for the most digital units sold in a month
  • became the #1 console game in terms of sales
  • brands such as Gucci + H&M as well as politicians, such as Biden in his presidential campaign created, visited, interacted with islands
14
Q

outline the impact of technological changes on video games

A
  • video gaming relies on the development of technology but also complements that development;
  • improved features such as faster + better 3D graphics + sound quality were prompted by the demand of video gaming
  • games consoles, although now only accounting for 1/4 of the market, were crucial in driving up video gaming
  • development of the internet allows; downloadable games, global multiplayer games, monetising of games in play, fans forums, + the metaverse
  • virtual realty is a small but rapidly expanding aspect of the VG market
  • improved tech + cheaper cost of equipment in general allows for growth of VG industry + improved AUD experience
15
outline the regulation of video games
- video games in the UK are regulated by the Video Standards Council (VSC) - the VSC Rating Board must issue a PEGI certificate before any game can be released - the PEGI system rated games by minimum age; 3, 7, 12, 16 and 18 - AC: NH is PEGI 3 - suitable for all
16
outline targeting key demographic variables
- young audiences, including children, dominate the games market - parents approve of AC due to 24 hr clock - allows break for bedtime - most games were aimed at M due to the historic dominance of the physical games market - W are now seen as an important market due to the rise in F gamers with mobile gaming - there is a lack of evidence about social class or race or ethnicity as variables
16
outline the role of individual producers in AC: NH
- Katsuya Eguchi was the creator of the Animal Crossing series + produced AC: NH, which follows both the format of the previous games + adds innovations - he has stated in interviews that his motivation to create games based on family, friendship + community stems from his loneliness of moving away from his home town
17
name the 6 elements of the psychographic profile of games
- action: destruction/ excitement - social: competition/ community - mastery: challenge/ strategy - achievement: completion/ power - immersion: fantasy/ story - creativity: design/ discovery
17
what elements of the psychographic profile does AC: NH have
- creativity (design), immersion (fantasy), social (community) - its pleasures of design + strategy appeal to both genders + all ages
18
which award did AC: NH win + why
- Animal Crossing: New Horizons won the BAFTA Game Beyond Entertainment award in 2021 - was for helping players think creatively + critically + immerse themselves in a fully realised world - this shows how a simple mainstream video game can move beyond entertainment + allow meaningful communication between players
18
what is a critique of using traditional advertising
- in the UK, women primarily discover games through word of mouth by friends + family, + secondly on social media - men discover games through online video channels, + reviews, then friends + fam - neither groups rely on trad advertising for info about games, reflecting modern audiences' resistance to advertising - marketing for video games will only work if it generates word of mouth
19
New Horizons _ the lifetime sales of all past instalments within its first _ of release - becoming the _ best selling game on the Nintendo Switch with over _ sales
- New Horizons eclipsed the lifetime sales of all past instalments within its first 6 weeks of release - becoming the 2nd best selling game on the Nintendo Switch with over 37 million sales
20
outline the key points made in the Guardian article about the escapism of AC;NH
- players were welcomed to the game as a destabilising, frightening and unpredictable time (covid) - gaming was a way of escaping the chaos + daily death tolls as daily life crumbled - some players amassed over 700 hours playing - NH is a joint creative project - e.g. joint projects which don't involve conflict appeal to couples - players' friends threw a bday party for her - said it was the best bday she'd had - people who played it didn't identify as 'gamers' - appeals to all groups - one person said how she had date nights, visited friends + taking pics - offered real life experiences
21
outline Nintendo's competition + significance
- Nintendo has a net worth of 55Bn, Sony has 152Bn, and Microsoft has 2Tn - Nintendo isn't trying to do what they do (horizontal integration) - Nintendo knows what they're good at (family friendly games) + sticks to it