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Saturday, 11 March 2017
Final documentary script and timings
Script timings
(timings have shifted forward due to title of names and documentary as well as speeding
up or slowing down some clips )
1. 00:32:00 to 00:36:00 = 6 seconds - video games title
2. 00:38:00 to 00:54:00 = 16 seconds - intro, YouTube background footage, building tilt
up and feet
3. 00:54:00 to 01:01:00 = 7 seconds - intro for first expert interview, Julie Maitland
4. 01:17:00 to 01:29:00 = 12 seconds - back ground footage of violent contents in a
video game, pan of refectory and intro for the montage
5. 01:40:00 to 01:50:00 = 10 seconds - Megan looking at a video on YouTube and intro
for the second montage
6. 02:05:00 to 02:12:00 = 7 seconds - background footage of the psychology
department and intro to second expert interview, Mike Green
7. 02:59:00 to 03:08:00 = 9 seconds - background footage of college corridor with
lockers and intro to third expert interview, Nick Warring
8. 03:33:00 to 03:54:00 = 31 seconds - YouTube scrolling and explaining of two
comments
9. 03:57:00 to 04:02:00 = 5 seconds - introducing third student montage where vox-
pops talk at a longer length about their own opinions
10. 04:26:00 to 04:29:00 = 3 seconds - introducing an alternative debate
11. 04:45:00 to 05:01:00 = 16 seconds - introducing the break and what is happening
after
Script ideas
1. “The Legend of Video Games: A Link between Worlds - Fantasy vs Reality”
2. “Video games are a form of entertainment enjoyed by many but are the effects of the
violent content included? Did you know that there are over 1.2 billion gamers in the
world? They spend over £65 million pounds on video games”
1
Saturday, 11 March 2017
3. “We asked the Student Development Counsellor at the Sixth Form College Solihull,
Julie Maitland, to explore her opinion on the effects of video games”
4. “How can such violent acts such as these change a young generations mindset?
Whose voice is the most important to answer this question though? We asked the
gamers themselves to see how much violence they thought were in video games out
of ten.”
5. “Our research team found many acts of violence against the public in games such as
Call of Duty. We asked the students at the Sixth Form College Solihull how many
hours a week they played video games”
6. “It is important to look closely at the psychological aspects of video games. Media
specialist Mike Green provides a more feminist approach.”
7. “Film expert Nick Waring argues that violence has always been a part of our lives
and that video games shouldn't be the only focus.”
8. “Our team were increasingly interested in looking at social media to see what
teenagers themselves have said. The most intriguing research that we found was on
videos of violence in games such as ‘Doom’ and ‘Destiny’ on Youtube. We were
extremely shocked by the aggressive messages left under the comment section.
here are just a couple of examples that we discovered.
9. “We asked the students themselves if they saw a link between fantasy and reality”
10. “It is important to also think outside of the box of video games”
11. “After the break, we ask the female students whether there is a damaging
representation of women in video games and if this effects feminine identities and
confidence. We then take this debate to the founder of the feminist society of the
Sixth Form”
Reflection on work
• The voice over sections 2 and 3 had to be shortened down as the original dialogue I
planned overlapped during the practice.
• The reason why I decided to include the games Call of Duty, Doom and Destiny in the
voice over was because they were mentioned in the audience research I conducted
and also because a gamer mentioned them in their vox-pop. Call of Duty was
mentioned first though as it occurred the most in the audience research questionnaire
when I asked “can you give a specific example of a video game?” it was the second
most mentioned game.
2
Saturday, 11 March 2017
• I included a big pause between the 8th as I thought this would be effective for their to
be an absence of dialogue whilst the audience read the YouTube comments for
themselves and to form their own opinions of the messages they saw. I included
specific literary language that entice the audience to listen/watch closely to this
sections by using phrases such as “most intriguing” and “extremely shocked”.
• During the recording stages, I emphasised the statistics in section two in order to show
the huge impact gaming has and why it is an important topic to discuss.
• I included many normal and rhetorical questions in the script in order to make the
audience really thinking about the topic of video games and for them to inform their
own opinion about the issues involved.
• I didn’t include the name of our first expert interview in the first draft of the script but
included it in this one as I need to formally introduce ever expert verbally for the
audience rather than just relying on the title.
• In order to show the audience the complexity of the issue of video games, the after the
break section goes into a modern debate on “feminine identities’ which can be a wide
ranging issue in terms of what could be said.
• Sections 4 and 5 in the first draft created an unclear link between what I said and what
the vox-pops said as I didn't state or explain why the vox-pops were giving a list of
numbers . Therefore, I included questions that we literally asked the vox-pops in the
dialogue such as “out of ten, how much violence do you think there are in video
games” in order to clear up any confusion.
3

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Final documentary script and timings pdf

  • 1. Saturday, 11 March 2017 Final documentary script and timings Script timings (timings have shifted forward due to title of names and documentary as well as speeding up or slowing down some clips ) 1. 00:32:00 to 00:36:00 = 6 seconds - video games title 2. 00:38:00 to 00:54:00 = 16 seconds - intro, YouTube background footage, building tilt up and feet 3. 00:54:00 to 01:01:00 = 7 seconds - intro for first expert interview, Julie Maitland 4. 01:17:00 to 01:29:00 = 12 seconds - back ground footage of violent contents in a video game, pan of refectory and intro for the montage 5. 01:40:00 to 01:50:00 = 10 seconds - Megan looking at a video on YouTube and intro for the second montage 6. 02:05:00 to 02:12:00 = 7 seconds - background footage of the psychology department and intro to second expert interview, Mike Green 7. 02:59:00 to 03:08:00 = 9 seconds - background footage of college corridor with lockers and intro to third expert interview, Nick Warring 8. 03:33:00 to 03:54:00 = 31 seconds - YouTube scrolling and explaining of two comments 9. 03:57:00 to 04:02:00 = 5 seconds - introducing third student montage where vox- pops talk at a longer length about their own opinions 10. 04:26:00 to 04:29:00 = 3 seconds - introducing an alternative debate 11. 04:45:00 to 05:01:00 = 16 seconds - introducing the break and what is happening after Script ideas 1. “The Legend of Video Games: A Link between Worlds - Fantasy vs Reality” 2. “Video games are a form of entertainment enjoyed by many but are the effects of the violent content included? Did you know that there are over 1.2 billion gamers in the world? They spend over £65 million pounds on video games” 1
  • 2. Saturday, 11 March 2017 3. “We asked the Student Development Counsellor at the Sixth Form College Solihull, Julie Maitland, to explore her opinion on the effects of video games” 4. “How can such violent acts such as these change a young generations mindset? Whose voice is the most important to answer this question though? We asked the gamers themselves to see how much violence they thought were in video games out of ten.” 5. “Our research team found many acts of violence against the public in games such as Call of Duty. We asked the students at the Sixth Form College Solihull how many hours a week they played video games” 6. “It is important to look closely at the psychological aspects of video games. Media specialist Mike Green provides a more feminist approach.” 7. “Film expert Nick Waring argues that violence has always been a part of our lives and that video games shouldn't be the only focus.” 8. “Our team were increasingly interested in looking at social media to see what teenagers themselves have said. The most intriguing research that we found was on videos of violence in games such as ‘Doom’ and ‘Destiny’ on Youtube. We were extremely shocked by the aggressive messages left under the comment section. here are just a couple of examples that we discovered. 9. “We asked the students themselves if they saw a link between fantasy and reality” 10. “It is important to also think outside of the box of video games” 11. “After the break, we ask the female students whether there is a damaging representation of women in video games and if this effects feminine identities and confidence. We then take this debate to the founder of the feminist society of the Sixth Form” Reflection on work • The voice over sections 2 and 3 had to be shortened down as the original dialogue I planned overlapped during the practice. • The reason why I decided to include the games Call of Duty, Doom and Destiny in the voice over was because they were mentioned in the audience research I conducted and also because a gamer mentioned them in their vox-pop. Call of Duty was mentioned first though as it occurred the most in the audience research questionnaire when I asked “can you give a specific example of a video game?” it was the second most mentioned game. 2
  • 3. Saturday, 11 March 2017 • I included a big pause between the 8th as I thought this would be effective for their to be an absence of dialogue whilst the audience read the YouTube comments for themselves and to form their own opinions of the messages they saw. I included specific literary language that entice the audience to listen/watch closely to this sections by using phrases such as “most intriguing” and “extremely shocked”. • During the recording stages, I emphasised the statistics in section two in order to show the huge impact gaming has and why it is an important topic to discuss. • I included many normal and rhetorical questions in the script in order to make the audience really thinking about the topic of video games and for them to inform their own opinion about the issues involved. • I didn’t include the name of our first expert interview in the first draft of the script but included it in this one as I need to formally introduce ever expert verbally for the audience rather than just relying on the title. • In order to show the audience the complexity of the issue of video games, the after the break section goes into a modern debate on “feminine identities’ which can be a wide ranging issue in terms of what could be said. • Sections 4 and 5 in the first draft created an unclear link between what I said and what the vox-pops said as I didn't state or explain why the vox-pops were giving a list of numbers . Therefore, I included questions that we literally asked the vox-pops in the dialogue such as “out of ten, how much violence do you think there are in video games” in order to clear up any confusion. 3