Media Industries
Audiences
Media Contexts
Regulation – Sonia Livingstone and Peter Lunt
Cultural Industries – David Hesmondhalgh
Audience- Media effects – Albert Bandura and Fandom- Henry Jenkins
Product Context
Assassin’s Creed demonstrates video game industry and audience dynamics, requiring analysis of one game extract for study.
Published by Ubisoft, the franchise spans 12 main games plus spin-offs, focusing on historical settings and open-world exploration.
Since its 2007 debut, the franchise sold 155 million units by 2021, aided by popular titles like Assassin’s Creed Valhalla.
It maintains appeal through back-catalog titles and new releases, leveraging advancements in storytelling and gameplay.
The franchise exemplifies successful branding and adaptation to changing technological and audience expectations.
Media Industries
Historical Contexts
Video games have grown exponentially since the 1970s, with rapid technological and cultural shifts.
The emergence of "gamers" as a demographic and challenges in regulation underscore the medium's evolution.
Regulatory practices struggle to keep pace with the dynamic and globalized nature of the industry.
The construction of games reflects societal and technological growth.
Regulation and audience responses vary internationally, highlighting different cultural attitudes toward gaming.
Economic Contexts
The global video games market grew to $138.4 billion by 2021, with mobile gaming as the fastest-growing sector.
Franchise games like Assassin’s Creed use marketing across key territories (USA, Europe, Japan) to maximize reach.
Additional revenue comes from strategies like DLCs, subscriptions, and spin-offs.
Franchise models minimize risk by building on established brands and audience familiarity.
Advances in production technology have driven the evolution of immersive graphics, gameplay, and narratives.
Technology and Production
Games adapt to technological advancements, like mobile gaming (Assassin’s Creed Liberation) and cross-generational gaming.
Technological features like improved graphics, VR, and cross-play enhance player experience and retention.
Distribution methods, including multi-platform availability, expand audience reach and revenue streams.
Convergence between social media, platforms, and gaming fosters fan engagement and community building.
Risks like piracy and leaks present challenges alongside the benefits of technology-driven expansion.
Regulation
Regulation has shifted from the BBFC to the PEGI system in Europe, aiming for consistent child protection standards.
Systems like PEGI rate content based on age and descriptors (e.g., violence) but face challenges in implementation and enforcement.
Digital convergence complicates regulation, prompting questions about self-regulation and media literacy.
Industry responses to regulatory issues vary globally, reflecting cultural and economic differences.
Livingstone and Lunt suggest regulatory models may need more flexibility in a digitally convergent world.
Audiences
Social and Cultural Context
Assassin’s Creed games adapt to societal shifts, featuring female protagonists like Kassandra and Aveline.
Representation in games reflects broader cultural changes, potentially challenging stereotypes.
Games foster identity exploration through diverse characters and historical settings.
Fan communities and online interaction enrich the cultural significance of the franchise.
The series mirrors evolving audience expectations and inclusivity trends.
Targeting and Attracting Audiences
A strong brand identity ensures audience familiarity and engagement with new games.
Cross-platform availability and technological features broaden appeal across demographics.
Interactive elements like character choice (e.g., Alexios vs. Kassandra) cater to varied player preferences.
Historical and cultural themes attract niche audiences interested in specific settings or narratives.
Marketing leverages fan communities to sustain interest and engagement.
Consumption Patterns
Digital convergence encourages cross-platform purchases and extended gameplay experiences.
Exclusive content, DLCs, and mobile integration increase audience investment in the franchise.
Online fan communities influence game development and foster participatory culture.
Platforms like social media amplify fan voices, aiding promotion and community building.
Diverse consumption patterns reflect varied gamer preferences and technological adoption.
Theoretical Perspectives
Media Effects (Bandura): Questions arise about video games’ influence on behavior, particularly violent content rated for adults.
Fandom (Jenkins): Highlights participatory culture and the interactive nature of fan communities in shaping games.
Games support identity construction and role-playing, fostering immersive and social experiences.
The interactive medium allows players to critique, influence, and engage creatively with content.
Fan contributions and interactions influence production decisions and franchise direction.