Using demographics and/or psychographics, identify two
possible audiences for Assassin’s Creed III: Liberation.
(2)
One primary audience of Assassin’s Creed Liberation is likely to be casual gamers
who are targeted through the PS Vita which allows for on-the-go gaming due to the
portability of the device.
Another audience for Assassin’s Creed could be female gamers who are targeted
through the strong female protagonist, who defies hegemonic ideologies through
her powerful and dominant representation.
Explain how audiences interact with video games. Refer
to Assassin’s Creed III: Liberation to support your points.
(8)
One way in which audiences interact with Assassin’s Creed is through the use of
MMORPG (Massively Multiplayer Online Role-Playing Game) which allows
audiences to participate simultaneously. This could encourage interaction with
others whilst adding a sense of realism to the game. This may link to Blumer and
Katz Uses and Gratification theory as players are able to interact through MMORPG
and are engaging with other gamers. Additionally, audiences are able to create their
own avatars that represent their user providing the audience with choice as they are
able to reinforce their own identity. These features allow the gamer to have
freedom which could entice female gamers as they appreciate the story of the
aspect of the game. Clay Shirky would suggest that this evidences that the audience
are in no way passive consumers as the interaction of the game allows gamers to be
active through immersing themselves within the augmented reality. It is improbable,
that this is likely to offer familiar pleasures to existing fans of the franchise therefore
the open-world gameplay encourages interaction and targets super fans.
ASSASSIN'S CREED III: LIBERATION