Cultural Industries – David Hesmondhalgh
Use Hesmondhalgh to explore the way in which
cultural industry companies might attempt to
minimise risk and maximise audiences:
• The video games industry is designed to make
a profit, they operate in a competitive market.
One of the ways they minimise risk is through
genre-formatting, this is evident in the
Assassin’s Creed franchise. The marketing of a
new game uses audience recognition of the
game and the brand as part of the franchise.
Audiences therefore know what to expect.
• The sequel formula of the franchise model
gives audiences clues of what to expect, but
enough differences through themes and
setting to ensure anticipation and buzz around
the launch of a new game.
Hesmondhalgh also put forward the idea that the
largest companies operate across a number of
different cultural industries:
• The video games industry is dominated by large
multi-national conglomerates. Ubisoft is the fifth
largest video game company but is now also in
competition with tech companies including
Facebook, Google and Amazon who have recently
become major players in the games industry
backed by huge financial reserves.
PART 2: STARTING POINTS - AUDIENCES
Social and Cultural Context:
• Considering video games in relation to how they
reflect society is a useful way of exploring them in
terms of social and cultural significance. The
representation of female characters, under-
representation of women in video game development
and an assumed minority of female video games
players are areas that could be explored.
• The Assassin’s Creed franchise has made
adaptations over the different versions of the
game to address changes in society and culture
and audience expectations. There are examples of
female protagonists in the later games (Aveline
and Kassandra). Consider whether they subvert or
reinforce expectations of female characters in
games and how audiences may respond to this.
Consider how the producers of your chosen game
from the franchise target, attract, reach, address and
potentially construct audiences:
• The brand identity of the Assassin’s Creed
franchise is a key strategy for targeting audiences.
A fan community already exists and gaming
audiences have a preconceived idea of what to
expect from a game in this franchise. This will be
used in the marketing of a new game.
• As a result of developments in technology, the
games are distributed across a range of different
media platforms which facilitate the targeting of
diverse audiences.
• Games in the franchise may attract audiences
through creating a sense of identity, for example
through identification with characters in the game
or interacting with online fan communities.
• Games producers construct audiences through
the decisions they make about characters,
narratives and gameplay. For example, Assassin’s
Creed Odyssey offers players a choice between
playing as a male or female character, Alexios or
Kassandra, allowing for different interpretations
of the narrative.
• Games in this franchise have broadened their
appeal, by, for example the inclusion of female
protagonists and different historical settings.
Consider the interrelationship between media
technologies and patterns of consumption and
response:
• The distribution of games in the franchise across
different platforms is a strategy to increase
audience consumption. This might be also
considered as an attempt to draw gamers from
different platforms to purchase additional
hardware and adopt new gaming habits.
• Gamers might be being encouraged to have a
more complete or satisfying experience by using a
range of interlinked products that offer exclusive
downloadable content. This is only made possible
through convergent technology and gamer “buy-
in” to the value of the exclusive content.
• The franchise has a well-established fan
community enhanced by digital convergent
platforms facilitating interaction and responses to
the game to be shared. Fans can play a role in the
future development of the franchise.