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Video Game revision

Explore the way in which audiences use and take pleasure from video games? Make explicit reference to Assassins Creed III : Liberation.

- Fandom (Henry Jenkins) A fandom is a highly involved and organised part of an audience which plagarise and transform content to evolve their identities. For example, Assassins Creed & My Little Pony mashup animation on YouTube
- Identity (David Gauntlet)   ^^^
- Playing the game, sci-fi genre, historical genre. Steve Neale (Genre) genres adapt and evolve, can be seen in this game, to create a unique and different premise. 
- Identification with the strong female protagonist who isn't sexualised and has a character arc (Was a slave, dad died, revenge and rebellion, anti-slavery)
- Narrative is straightforward and understandable which makes it understandable and relatable for audiences unlike games like 25th Ward which has a nonsensicle narrative making it hard for the audience to become engaged with the game. 
- HAs AAA Production Values 
- 2012 release for PS Vita, didn't sell well which was why it was remastered. However, handheld consoles provide portability and immersion 
- Digital incentives e.g. Buying the game and receiving free digital items e.g. another game or in game customisation options 
- For a challenge - e.g. Dark Souls "Prepare to die" 
- Social interaction (Multiplayer) 
- Tournaments 
- Speed runs, e.g streamed on Twitch 
- Escapism: murder, steal, be a badass
- Information, game features real history. Can appeal to people who don't really play video games. 'Edu-tainment' like educational video games 
- Customisation, characters have range of weapons and outfits incl downloadable content aka DLC
- Enigmatic and mysterious trailer campaign for Death Stranding, invites audiences to visit fan theories and websites like reddit, research the producer and director, and try to learn more. 
- Intertextual references to slavery e.g. Django Unchained, 12 years a slave?

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