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AC III: Liberation - Coggle Diagram
AC III: Liberation
THEORIES
Steve Neale...
genres may be dominated by repetition, but marked by difference + changenew generic conventions - female protagonist
generic conventions - narrative, costume, gameplay, chronology (expectations)
- genres change, develop + vary as they borrow and overlap with one another
Bandura...
media influences behaviour - "mimicry is more likely when violence is rewarded"bobo doll experiment flaws:
- controlled, simulated environment
- age (+ impressionable when young)
- doesn't take aggressive tendencies into account
- doll is designed to be hit
- alien environment with weapons --> environment dictates behaviour
in game add-ons (skins, currency etc.) + game advancement are rewards for beating evil, showing that violence wins HOWEVER environment isn't real because it's a constructed reality so could be a good form of expressing anger in a safe manner
Libert + Baron...
supports Bandura's findings
investigated impact of TV on aggression with 2 groups of children, 1 watching violent TV programmed and the other watching a sports programme and then were observed afterwards whilst they played
outcome --> consuming violent media, increases level of aggression in kid's behaviour
Hesmondhalgh...
minimise risk and maximise profitRISK + AVOIDANCE...
- female protagonist --> subtle hypersexualisation, simultaneous game release of game with male protagonist, still AC (established audience)
- single platform release (exclusivity) --> maintaining generic conventions (formatting)
horizontal integration - conglomerate that works with other companies at the SAME stage of production/distribution process
vertical integration - conglomerate that works with other companies at DIFFERENT stages of production/distribution process (e.g. - Ubisoft + Sony PlayStation)
Henry Jenkins...
we're active participants, not passive recipients - now have tools/power to shape media ('textual poaching')
- shaping/creating own identity and projecting image of yourself to world every time you engage with a media text/how you receive it --> terrifying + empowering
Comicon: (empowers media users)
- feel part of a community
- feel like themselves
- exclusive content
Charlton et Al...
contradicts Bandura's findings
observed children on Island with no TV so learnt behaviour from parents/peers, when a TV was introduced after 2 years their behaviour was observed
IT HAD NO IMPACT ON BEHAVIOUR
Livingston + Lunt...
struggle between need to further interests of citizens and the need to further the interests of consumers
traditional regulation at risk because of power of conglomerates, technological advancements, streaming
(YT + Twitch outside framework of gaming industry --> not rewarded for violence in these instances)RATED 18 - graphic violence to humans + use of strong language
- protection at point of purchase in shop
- less effective purchasing online --> no standardised checking procedure, usually tick box
issues with parents as regulators:
- lack of control over their children
- pressure (guilt-tripping)
- different moral standards (subjective)
- lack of account security
- technological naivety
Curran + Seaton...
media is controlled by small no. of companies driven by profit + power - media concentration inhibits variety, creativity + qualityUbisoft driven by profit/power:
- single platform release
- simultaneous release with AC III with male protagonist
- chronological
(lack of competition = lack of creativity / more companies = more diversity)
Uses + Grats...
- diversion - escapism --> user in control
- personal relationships/social interaction - community --> chat rooms
- personal identity - seeing ourselves --> female gamers in male dominated industry
- surveillance/knowledge - useful info --> historical aspect
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Aveline du Grand Pre
poster shows her posing with knives up against her face
- denotation = fierce + inherently masculine HOWEVER lighting + knives accentuate typically feminine cheek bones
female protagonist brings in more female players because it's less common in such a male-dominated genre
how is she NOT sexualised?
costume --> fully clothed + more androgynouse/masculine
weaponry -->connotes power but is ornate/detailed showing femininisation of weapons
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CONTEXT
- developed and released in 2012 by Ubisoft
- action-adventure genre
- 4th installment in AC franchise
- originally released on 1 platform (PS Vita)
- simultaneous release alongside AC III
single-platform release
PROS...
- cross-media convergence
- exclusivity (+ desirable)
CONS...
- extra cost
- smaller reach
- lack of cross platform capabilities
SOUND
- "will you allow me this dance?" - continues to stab partner showing a rejection of expectation + hierarchy
- "I escaped unnoticed through the veil of a slave" - rejection of repression, being gender + race as references marriage and history
- "I stand with those who stand with me" - unity + community despite prejudice of her gender + race (non-diegetic)
- "I dare say you could stop a man's heart" - conventional femininity as violent + empowering, father is still proud
- "and so I fight" - natural fighting spirit, promoting revolution + rebellion
- "I lure my prey through the guise of a lady" - uses prejudice to advantage, typical for men to 'lure prey'
PlayStation Vita...
- trying to tap into emerging market of mobile games
- competitor to Nintendo 3DS
- playstation's 2nd hand-held device
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how is it targeting a female audience?
- female protagonist behaving in stereotypical masculine way --> empowered through fem characteristics
- female voice-over (non-diegetic sound) --> strong fem voice in masc world (maintains male audience because sensual voice)
- costume --> androgynous, non-sexualised, turns from feminine to assassin
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18+ means players are less likely to replicate behaviour because are not as impressionable as younger children, developed moral compass + understanding of dynamics
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