The document outlines the planning for a video documentary series. It includes a timeline that summarizes the topics to be covered in each 2-minute segment, such as exploring gender representation in role-playing video games, the effects of technology and platforms, and conducting experiments and interviews to understand the impacts. It also lists pre-planning questions about the episode details and target audience.
2. Pre-Planning
Topic
Role play
Adventure
Purpose
Action
YES or NO
Yes because, role play games, are the most popular within are
target audience due to the fact that role play enables you to
create a virtual character of yourself whereby you are able to
act in accordance to every day life. therefore we wanted to
educate people regardingplayers arethat role play adventure
No, because not as many the effect interested in games can
games due to the fact that they are usually for a younger
audience, therefore our target audience would become niche
instead of mass.
No, because it will be difficult to talk about this particular
category of video gaming because it would be quite limited
when it comes to information
No, because there are a variety of action video games that can
also come under the wide classification of role play games.
3. Pre-Planning
• Which episode in the series will this be?
!
This will be the first episode in the series.
This episode will be engaging to our
audience, as it has to capture their
attention as it will the first of a series of
episodes.
8. Timeline – 2 Minute Montage
00:05 – 00:20
00:00 – 00:05
Open with interview
from experiment
where the interview
would mention an
interesting point
where it would engage
the audience
Cutaway to different video games
(GTA, Tomb raider, last of us,
SIMS, assassins creed, COD). While
there’s voiceover explaining how
representation, technology and
genre affects video games
audience
!
“in this documentary we will be
exploring how audience are
effected by the advancement of
technology, the representation of
gender and ethnicity and the
different video games”
00:20 – 00:30
Cutaways to different
clips there will be a
dissolve transition with a
voiceover from the
presenter
!
Role playing games like
GTA have become more
realistic over the years
this leads to the effects
of video game addiction
00:30 – 00:40
Different images showing
different gender and age
groups playing on the video
games
!
There would be a voiceover
explaining that all ages and
genders play on the video
games are also effected
00:40 – 00:55
Public interviews to
find out there
opinions about male
representation in the
video games
9. Timeline – 2 Minute Montage
01:10 – 01:25
00:55 – 01:10
Different clips of video games such
as GTA/Assassins Creed. And how
there location reinforces negative
stereotypes with voiceovers from
the presenter saying…
!
“location in video games like GTA/
Assassins Creed mentally affect its
players as it causes them to
believe gang crime is associated
with America whereas the middle
eastern location in Assassins Creed
can be associated with terrorism
Clips on different people playing
game platforms such as Xbox,
P l a y S t a t i o n , P S P, N i n t e n d o
voiceover explains that the wide
range or platforms is more likely
to lead to addiction
!
“the desire platforms ensures
more people are playing video
games ultimately leading to
addiction
01:25 – 01:35
Cutaway to expert interview
with a doctor explaining how
video games addiction can
effect players both long term
and short term such as
laziness and aggressiveness
01:35 – 01:55
The positive information about
using video games such as an
experiment found about that
there are specific games to cure
cancer and specific games such as
Wii-fit being active
!
There are fun games which can
be easier to understand as it a
fun way to learn such as brain
age and learning new stuff such
as how to cook like a video game
called cooking mama
01:35 – 02:00
The title of the
show
10. Timeline – 1 Minute Introduction
00:00 – 00:10
• Presenter introduces
episode by saying…
• “In this episode we
will be learning
about the
representation of
female and male
roles in role playing
video games.
• Presenter will also
mention the
different platforms
that are in our
convenience as an
audience, i.e. iPads.
• Also there will be a
discussion about the
physical and mental
effects of role play
video games.
00:10 – 00:15
00:15 – 00:22
• Archival
photographs
for both
genders. For
example for
female
video
games, we
will be
showing an
archival
photo of
Tomb Raider
because this
particular
video game
challenges
the
stereotype
of female
representati
on.
• Presenter then
discusses the
physical and
mental effects
of video games
on both
genders.
!
• A male
video game
we chose to
show is
!
• The presenter
will also
introduce the
experiments
that we will
conduct in
terms of the
physicality and
mentality
effects that
role play video
games have on
different
genders, age,
ethnicity.
00:22 – 00:25
• These
experiments
of physicality
and mentality
will be
documented
as quick
images and
shown after
the presenter
introduces the
experiments.
!
• The images of
the
experiments
00:25 – 00:30
• After the
action of the
experiments
there will be
statistics to
shows the
results of
these
experiments.
• For example
there will be
a black screen
then
animation of
pie charts or
graphs of
these results.
00:30 – 00:35
• Presenter will
mention
‘After our
discoveries
from our
experiments
we then
conducted an
interview
with an
expert to
view his
opinion about
the physical
and mental
effects of
video
games…’
11. Timeline – 1 Minute Introduction
00:35 – 00:45
• There will be
a mid shot of
the expert
being
interviewed.
•
• The expert
will be
seated at
their desk /
job
explaining
how can role
play video
affect us
positively
and
negatively.
00:45 – 00:48
00:48 – 00:50
00:50 – 00:55
• After the
interview,
we will cut
to the
presenter
who
introduces
the next
subtopic
about the
platforms of
technology
and the
convenience
these
platforms
are for
consumers.
• Transition of
wipe right
applied after
interview to
move to
different
topic.
• Voice over
highlighting
the particular
platforms of
technology for
role play video
games that
have a high
consumption
level and are
more
convenient for
customer
consumption.
!
• There will be
some archival
footage of the
advancement
of
technological
platforms for
using role play
video games.
00:55 – 1:00
• Presenter
explains
what
audience we
shall be
targeting our
product at.
!
• ‘Our
audience for
our
documentary
will be for a
mass
audience,
relatable to
both
genders.
12. Timeline – 2 Minute Development
00:00 – 00:15
Presenter
introduces subtopic
‘stereotypes &
gender
representation’
Presenter says:
• “We will be
exploring the
negative and
positive gender
stereotypes in roleplaying games”
• “And how these
stereotypes have
been reinforced,
challenged and
changed.
Range of shots/
angles in match
on action
00:15 – 00:35
Cutaway to archival
photos of the covers of
video games (such as
GTA 5, Tomb Raider, Last
Of Us) of how women are
presented
Voiceover of the presenter
saying:
• Recent games like ‘The
last of us’ allow a female
teenager to be the main
protagonist without being
objectified”
• “Whereas games like
the GTA series continue
to sexualise women by
allowing their to be
prostitutes and strippers
in the game ”
• “over the years the
portrayal of women has
changed for both the
better and the worst
00:35 – 00:45
Cutaway back to
presenter who introduces
with an expert interview
with sociologist
Presenter says:
• Earlier we caught up
with a sociologist who
explained how gender
representation in
video games affect
players
00:45– 01:10
Cut to scene of
sociologist discussing the
effects of gender
representation on
players
While the
sociologist is
talking there will
be cutaways of a
child playing role
play games
Cutaways of
archival footage
of the games that
the sociologist
refers to
Blue font = Presenter’s dialogue
Orange font = Camera shots/angles
and editing aspects
Green font = Names of video
games
13. Timeline – 2 Minute Development
01:10 – 01:20
Cut back to presenter
who introduces an
experiment (this includes
4 people of different age,
gender & ethnicity
playing 2 different video
games (GTA 5 and Last Of
Us) to see how their
emotions differ after
playing
Presenter says:
•“We did an experiment
on 4 people who play 2
different games to
show how video games
can affect us mentally
in a positive and
negative way”
01:20 – 01:40
Cut to
experiment
scene
There will be a 5
sec clip of each
player playing the
video game
01:40 – 02:10
Cut to interview
with each player
explaining how the
game they played
made them feel
There will be titles
to introduce each
player and the
game they’re
playing
i.e. Mark, 15,
British
Game: GTA V
Blue font = Presenter’s dialogue
Orange font = Camera shots/angles
and editing aspects
Green font = Names of video
games