HETEROSEXUAL MALE AUDIENCE NOTHING TARGETED TOWARDS WOMEN INNUENDOS ASSUME THE AUDIENCE WILL BE OLD ENOUGH TO UNDERSTAND ASSUMES WOMEN DON'T WANT TO PLAY VIDEO GAMES DISTRACTION/HOBBY |
WHAT IS A VIDEO GAME?
How does this trailer target a specialised and a generalised audience?
PROMOTION
- require a console
- target a core/niche audience
- interactive
- typically played by younger audience
- much more complicated narratives
- faced with many problems (disequilibrium)
- often an online component
- much higher RRP
- significantly longer length
The assumption that if you play too many video games you will become violent is an example of the hypodermic needle model.
THE HISTORY OF VIDEO GAMES
- first game - 1962, Space War, developed in USA, experiment, simulator
- in 1962 computers were huge, made them impractical, only in labs
- Space Invaders - 1979, Japanese, developed by Taito, arcade game, extremely popular, technology still didn't allow to play video games at home
- American arcade boom - Atari and Nintendo began creating games, centipede in full colour
- Micros in Uk - micro computers, bedroom coding, video games becoming more affordable at home
- huge amount of genres - people making them up as they made them at home (typically teenage boys)
- video game crash - 1980's, Atari buried millions of E.T. video games in landfill to get rid of them
- Japanese imports - Dragon Quest, role-play game
- Japanese console boom - 1986, SuperMario Bros, NES console, most successful video game ever made, marketing specifically towards kids, sound effects
- Street Fighter - 1991, very popular in arcades, female character that became popular
- Sony Playstation 1 - 1994, interesting marketing technique, uses reverse psychology, satire, makes fun of idea that video games make you stupid
- indie games - made by small development teams, cheap
- AAA game (major games) - takes thousands of people to make
- controversies surrounding representation and production methods - exploitation and 'male gaze'
- digital distribution - downloads
SPECIALISED INDUSTRY (POSSIBLY THE MOST SPECIALISED)
ASSASSINS CREED 3 - LIBERATION
- published by Ubisoft in 2012 for Playstation Vita
- 2 years later it was HD re-released for Playstation 3 and Xbox 360
Trailer
How does this trailer target a specialised and a generalised audience?
- black, female protagonist/ avatar - subverts the expectation that the target for video games in young heterosexual males
- "new missions" - appealing to audience that have already played the game, spend more money, 'double-dipping'
- re-released on more popular consoles - gives more people access to it, originally didn't sell very well on PS Vita, multi-platform release, mass audience
- tackles big ideological issues about race, slavery and colonialism - pushes boundaries, increases word of mouth sales
- intertextual reference to Django Unchained (2012) - cult film, slavery in antebellum America
- high quality animation, graphics, soundtrack, locations - has high production values
- shares conventions of high budget Hollywood film - non-diegetic voiceover/narration, lots of action and proairetic codes, orchestral soundtrack connotes high quality
- all games have similar iconography and themes - creates recognisable brand image, know it will make money
The sales for Assassins Creed 3 Liberation did not meet the expectations, therefore, it was re-released.
The story was criticised, and only got average reviews.
It is going to be re-released a second time as it is an easy way to make money.
600,000 copies sold on PS Vita, underperformed.
REGULATION - PEGI
Pan European Game Information
Ages range from 3-18
Don't refer to the level of difficulty
It is legal for someone under the age of 18 to buy a PEGI 18
Advisory classification system
The regulation of video games has never been effective
PROMOTION
Within my research i noticed that there is a very specific iconography presented within all of the promotional materials.
It's really hard to differentiate between the different games and the franchise. One of the criticisms of the franchise - It's oversaturated. All of the games are very similar and not that distinguishable
There are certain items of merch that will only appeal to a niche audience (e.g. assassins creed backpack)
AUDIENCE THEORIES - FANDOM - HENRY JENKINS
What happens when you play too many video games?
- your attitude and opinions change
- you become stupid
- lose out on social interaction - becoming anti social
HYPERDERMIC NEEDLE MODEL - AUDIENCE IS PASSIVE - ASSUMES AUDIENCE IS MINDLESS - NEGATIVE THEORY.
Video games are universally violent and violence is presented as the only way of solving things. CULTIVATION THEORY - GEORGE GERBNER
MORAL PANIC an event is over exaggerated to create fear within the public
If we see violence over and over again we become desensitised to it
preferred - violence is acceptable, binary opposition between good and evil (simplified world), women are just as able as men, anti-slavery
negotiated - agree with anti-slavery message, but don't agree with violence and find it boring
oppositional - violence shouldn't be used to solve problems
LORE the story behind video games, story lines that are not apparent
The Silver Case - how is it atypical?
END OF AUDIENCE THEORY
negotiated - agree with anti-slavery message, but don't agree with violence and find it boring
oppositional - violence shouldn't be used to solve problems
LORE the story behind video games, story lines that are not apparent
The Silver Case - how is it atypical?
- mostly narrative
- intertextual reference to Pokemon
- lack of structure and gameplay - argument that it's not even a videogame
- no continuity
- sound effects criticised but not taken off - don' care about audience
- excessive strong language
END OF AUDIENCE THEORY
- audiences are no longer passive
- we interact with producers and media products
- we are part of the marketing/product
Death Stranding (unreleased)
No release date
His games often break the rules - eccentric
Kojima Productions
https://www.youtube.com/watch?v=8QyElGLGrn0
His games often break the rules - eccentric
Kojima Productions
https://www.youtube.com/watch?v=8QyElGLGrn0
- he is creating an audience
- intentionally weird iconography lacks genre conventions
- many invitations for active audiences to create 'fan theories'
- however, this can be disappointing for audiences do not get what they expect
- famous Hollywood actors, high production values
- Sony funded means extremely expensive and likely to fail, in exchange for exclusivity
- Immersive array of shot types, audience positioned directly with players, single take is exceptionally hard to achieve in film, made possible with CG
- audience doesn't understand what is going on, have to go onto the internet to discuss
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