The document discusses potential topics for a documentary project. It lists three main topic ideas: females in gaming and the threats, misogyny, and sexism they face; the downfall of live music due to a lack of real instruments and increase in autotune and backing tracks; and issues around streaming such as hate, relationship impacts, and cult followings of some streamers. It provides talking points and background information for each topic.
Millie plans to create a factual documentary titled "Behind the Screens - Women Online" about female stereotypes and the treatment of women in video games. She will include an interview with a game designer, narration discussing her personal experiences and statistics, and gameplay footage collected of her being harassed as a female gamer. For the interview, Millie will use a studio setup with colored lighting and record on a camera rather than her phone. Her narration script addresses common issues like expected character roles and the over-sexualization of female characters. She has outlined equipment needs and potential issues/solutions. Millie's production schedule allocates time for filming, editing, and completing the project before her deadline.
Here is a summary of the key points from your evaluation:
Strengths:
- Research influenced design choices like magazine poster
- Planning helped structure the video game development
- Work was aesthetically pleasing with consistent pixel art style
- Audio used original music and sound effects fitting the tone
- Appealed to target audience of younger teens of any gender
Weaknesses:
- Time management could have been better with more structure
- Spent more time on backgrounds than animations
- Animations could have been improved with more dedication
- Functionality of game took lower priority than aesthetic design
The main things to focus on for future projects are better time management, prioritizing animation quality over background design, and
The product is an escape room video game called 8 ESCAPE. Players control supernatural convicts and a prison guard who must work together to escape a city infected by a zombie virus. The game genre is survival and aims to entertain players ages 15-25, especially males, by allowing them to interact with characters and complete the story of escaping the crashed plane. Legal considerations include restricting the game to ages 15+, avoiding offensive content, and ensuring original characters, names, and logos to prevent copyright issues given similarities to other zombie survival games and movies.
1) The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and find an oracle that can free the reflection.
2) Collectibles and environmental interactions provide context about the characters, and conversations between levels add substance and connection.
3) After defeating bosses in each level and the oracle in a final battle, the two characters are reunited by pulling the reflection from the mirror in a concluding cutscene.
The document outlines Jay Birkin's initial plans for a personal project creating video game assets. Jay will create characters for a survival video game where 8 criminals work together in a city overrun by a virus. The characters will have supernatural abilities or high skills. Jay will develop the storyline, dialogue, and eerie sound effects. Jay created a mood board with horror/thriller images to influence the final product being created in Photoshop. The target audience is teenagers and young adults interested in a multiplayer online survival game. Jay chose not to do posters or graphic novels, having done posters before and finding images for novels too difficult.
The document outlines a student's pitch for a horror film project, including a trailer, poster, and website. The student proposes a storyline where the main character is attacked while jogging and tortured for something from their past. Inspiration is drawn from films like Saw and Identity that feature twisted plots and props used effectively. The student considers layouts, colors, and interactivity for the promotional materials that match the dark, mysterious horror genre. A male main character and female villain are envisioned, with realistic makeup effects to portray injuries and a disheveled look.
The document provides an evaluation of a game production process. It includes sections on research, planning, time management, technical and aesthetic qualities, audience appeal, and peer feedback. The peer feedback criticized the game's low quality visuals, boring colors, identical zombie characters, and clunky animations. The document reflects that the feedback was fair and the creator wishes they had made the game more colorful and creative rather than basing it on a movie.
- The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and collect items to find an oracle that can free the reflection.
- There will be boss fights between levels to mark progression. Environmental interactions and dialogue between levels will add substance and help players connect with the characters.
- The final battle involves fighting the oracle over five levels. If defeated, it is freed and the reflection emerges from the mirror in a closing cutscene.
Millie plans to create a factual documentary titled "Behind the Screens - Women Online" about female stereotypes and the treatment of women in video games. She will include an interview with a game designer, narration discussing her personal experiences and statistics, and gameplay footage collected of her being harassed as a female gamer. For the interview, Millie will use a studio setup with colored lighting and record on a camera rather than her phone. Her narration script addresses common issues like expected character roles and the over-sexualization of female characters. She has outlined equipment needs and potential issues/solutions. Millie's production schedule allocates time for filming, editing, and completing the project before her deadline.
Here is a summary of the key points from your evaluation:
Strengths:
- Research influenced design choices like magazine poster
- Planning helped structure the video game development
- Work was aesthetically pleasing with consistent pixel art style
- Audio used original music and sound effects fitting the tone
- Appealed to target audience of younger teens of any gender
Weaknesses:
- Time management could have been better with more structure
- Spent more time on backgrounds than animations
- Animations could have been improved with more dedication
- Functionality of game took lower priority than aesthetic design
The main things to focus on for future projects are better time management, prioritizing animation quality over background design, and
The product is an escape room video game called 8 ESCAPE. Players control supernatural convicts and a prison guard who must work together to escape a city infected by a zombie virus. The game genre is survival and aims to entertain players ages 15-25, especially males, by allowing them to interact with characters and complete the story of escaping the crashed plane. Legal considerations include restricting the game to ages 15+, avoiding offensive content, and ensuring original characters, names, and logos to prevent copyright issues given similarities to other zombie survival games and movies.
1) The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and find an oracle that can free the reflection.
2) Collectibles and environmental interactions provide context about the characters, and conversations between levels add substance and connection.
3) After defeating bosses in each level and the oracle in a final battle, the two characters are reunited by pulling the reflection from the mirror in a concluding cutscene.
The document outlines Jay Birkin's initial plans for a personal project creating video game assets. Jay will create characters for a survival video game where 8 criminals work together in a city overrun by a virus. The characters will have supernatural abilities or high skills. Jay will develop the storyline, dialogue, and eerie sound effects. Jay created a mood board with horror/thriller images to influence the final product being created in Photoshop. The target audience is teenagers and young adults interested in a multiplayer online survival game. Jay chose not to do posters or graphic novels, having done posters before and finding images for novels too difficult.
The document outlines a student's pitch for a horror film project, including a trailer, poster, and website. The student proposes a storyline where the main character is attacked while jogging and tortured for something from their past. Inspiration is drawn from films like Saw and Identity that feature twisted plots and props used effectively. The student considers layouts, colors, and interactivity for the promotional materials that match the dark, mysterious horror genre. A male main character and female villain are envisioned, with realistic makeup effects to portray injuries and a disheveled look.
The document provides an evaluation of a game production process. It includes sections on research, planning, time management, technical and aesthetic qualities, audience appeal, and peer feedback. The peer feedback criticized the game's low quality visuals, boring colors, identical zombie characters, and clunky animations. The document reflects that the feedback was fair and the creator wishes they had made the game more colorful and creative rather than basing it on a movie.
- The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and collect items to find an oracle that can free the reflection.
- There will be boss fights between levels to mark progression. Environmental interactions and dialogue between levels will add substance and help players connect with the characters.
- The final battle involves fighting the oracle over five levels. If defeated, it is freed and the reflection emerges from the mirror in a closing cutscene.
The poster features a close-up of the main actor's face with a ghostly figure blended into the background, creating an eerie and haunting atmosphere. The title "The Woman in Black" appears in bold white letters emerging from the blurred outline of a woman's mouth, suggesting she is the cause of the haunting. The tagline "Do you believe in ghosts?" questions the audience in a rhetorical way that plays with horror conventions.
The document provides an evaluation of a game production process. It discusses the strengths and weaknesses of the author's research, planning, time management, technical and aesthetic qualities of the final product. Peer feedback noted the game's bright colors were engaging but it was too simple and better suited to younger children. The author agreed the game did not fit their target audience and could be improved by making changes based on the peer feedback.
Jack Bevens proposes a horror short film project about a birthday party where one person kills all the other friends. The film would be 15-20 minutes long and feature more than 5 characters at Jack's house or outside. Jack wants to film in daylight and include subtitles for a deaf audience. He is interested in writing, directing, acting and using camera techniques like panning and shaking. His inspirations come from Halloween, Human Centipede II, Scream and Lights Out due to their use of murder, blood and shocking twists. Jack has skills in teamwork, problem solving, communication and basic computer/filmmaking applications.
Jack Bevens is proposing a horror short film project about a birthday party where one person kills all the other friends. The film would be 15-20 minutes long and feature more than 5 characters at Jack's house or outside. Jack wants to include subtitles for the deaf community and plans to write the script, direct, and possibly act. He takes inspiration from films like Halloween, Human Centipede II, Scream, and Lights Out that feature murder, blood, and twists. Jack has skills in teamwork, problem solving, meeting deadlines, and communication. His mood board shows inspiration from creepy settings like churches, wells, graveyards, and rocking chairs to build tension and fear.
The target audience for the game is those aged 16 and older. This age group was chosen to avoid criticism for exposing inappropriate content to minors and because 16+ gamers tend to be open-minded and willing to provide feedback. Research found that including an option to mute violent language could help parents supervise children's gaming while supporting the morals of the gaming industry. The character design is inspired by Hellboy and incorporates some anime/manga elements subtly. The character had to abandon his home planet due to future warfare that caused pollution, cities to burn in riots, and animals to die from scavenging, ultimately leaving nothing left on the planet.
This document contains an essay response from Clarissa Shulungu discussing their opening film sequence and characters. The key characters are a little girl presented with a demonic toy and a mysterious man of unknown identity. The little girl represents innocence corrupted by evil influences, shown through close-ups and changes in behavior. The mysterious man embodies mystery and evil for providing the toy. The characters are compared to those in the film "The Possession" for similar portrayals of possession. The intended audience is ages 15 and older, targeting females for their ability to relate to challenges faced by young girls. Elements like mystery, suspenseful music, and unnatural occurrences align with audience expectations of the thriller genre.
The document outlines Jay Birkin's initial plans for their final major project, which will involve creating merchandise to advertise a fictional video game. Some of Jay's initial ideas included an advergame, podcast, and magazine articles. However, after reviewing a mood board analyzing different game merchandise styles, Jay has decided to focus their project on creating a poster, skateboard deck, CD cover art, logo, key chains, t-shirt designs, and console cover art using Photoshop. The target audience will be males ages 10-20, and Jay will need to design original characters and a title to feature on the products. An advergame and podcast were discounted as they did not align with Jay's interests or skills.
The document provides an evaluation of a game production project. It summarizes the strengths and weaknesses of the student's research, planning, time management, and peer feedback. Key strengths included establishing colors and layouts from existing games and completing the project on time. Weaknesses included a limited research scope and character movement issues within the small maze. Based on the feedback, the student would make improvements such as reducing the character size and expanding the maze.
The document analyzes and summarizes key elements of a film poster for "The Uninvited." It discusses how the main image of a woman peering into a window creates intrigue and makes the audience want to know what she is looking at. It also explains how the title "The Uninvited" implies an unwanted presence and grabs attention. Additional text on the producers of similar films is meant to entice viewers based on other films they enjoyed.
This document provides an overview and initial ideas for a new teen drama TV show. It introduces 5 main characters who are high school friends where one goes missing over the summer. The opening scene would show the group reuniting for the first time since her disappearance. Character profiles describe each person's personality and struggles. Initial branding ideas focus on dark, moody colors and a sharp font to convey mystery surrounding the missing friend. The website would include quizzes, character interviews and a podcast to engage viewers beyond the episodes.
Here is an evaluation of your research:
Strengths:
- Analyzing existing successful games provided insights into design elements that appeal to audiences, like simple controls and bright colors.
- The questionnaire captured a variety of perspectives beyond your own, helping ensure your game appeals to different types of players.
- The interviews allowed you to get more detailed feedback and explanations to inform your design decisions.
Weaknesses:
- Your own perspective in product research is limited. More research methods would provide a more well-rounded understanding.
- The small sample sizes of questionnaires and interviews mean not all audiences are represented. Larger samples would improve insights.
Overall, using multiple research methods was a strength, as each helped compensate
Jay Birkin is considering ideas for his final major project (FMP) in school. He is interested in creating a video game with accompanying merchandise items like posters, key chains, and game art. He wants to improve his animation and visual art skills. He provides some initial thoughts on game genres he might explore, including adventure, horror, action, and shooter. He creates a mind map of additional ideas like a video game, short film, or magazine. For a video game, he sketches out potential storylines, colors, and other design elements. He includes mood boards exploring adventure and horror game aesthetics. The summaries focus on Jay's interests in video games, animation, and visual art and his exploration of potential project ideas
The marketing plan summarizes Ryan Worcester's plan to promote the mobile game "Snake Escape". The key objectives are to increase awareness, gain a good reputation, and generate revenue to fund future games. The plan discusses the game itself, market research on competitors and target audiences, and promotional products including an app icon, t-shirt, and sticker collection. Feedback was gathered on initial designs and changes were made to improve color, linking of themes, and overall recognition of the game brand.
Ryan Worcester created various marketing assets for the mobile game "Snake Escape" over the course of several months. This included designing an app icon, t-shirt, stickers, poster, and Twitter page. Worcester researched existing designs and gained feedback on initial drafts. Based on feedback, adjustments were made such as adding color, unifying elements, and including gameplay screenshots. The final assets were evaluated against similar existing products and for fitness of purpose. Worcester also created box art and additional graphic designs.
The document outlines Ryan Worcester's graphic design work for a Little White Lies magazine cover project and Snake Escape app and game. It includes schedules and goals for the projects, research on cover and app icon designs, draft designs, and feedback received. Draft designs included app icons, t-shirts, stickers, and a poster. Feedback led to changes like adding color, unifying design elements, and showing gameplay. The final assets included refined app icon, t-shirt with icon, sticker set with linked designs, and a poster with QR code and screenshots. Additional work analyzed video game box covers and included original box art.
The document discusses a student's pitch for a horror film promotion package. The student proposes creating a trailer, website homepage, magazine cover, or poster for their new film. They describe their film as featuring torture, gore, kidnapping and plot twists, inspired by films like Saw. The student analyzes inspirational trailers, posters and websites, noting design elements like minimal text, dark colors and interactive features. They conclude the film would fit with studios like Lionsgate or Universal, and the target audience would be males and females ages 15 and up.
This document discusses plans for a new teen drama TV show. It will target 16-25 year olds and feature elements of both teen drama and thriller genres popular with that age group like Pretty Little Liars and 13 Reasons Why. The main character will be a fearless, popular but mysterious female student who goes missing, forcing her friend group to deal with the disappearance and secrets that are revealed. Locations will include schools, parks, homes and parties to appeal to teenage audiences. The disappearing act of the lead character and exploration of how friends respond will create mystery and suspense to engage viewers.
The document is an index of digital media used to create a short film with an ambiguous teenage character delivering a monologue about identity and memory. It includes audio recordings of the monologue, nature sound effects, music, graphic overlays, footage of the actor in a nature reserve, and timelapses. The filmmaker edited the assets together, adding transitions, color corrections, and overlays to make it seem like security camera footage. Letterboxing was added to give the film a polished, cinematic look to engage 16-19 year old audiences.
This document contains several examples of audience profiles, psychographic segments, and uses and gratifications of media. It describes the primary and secondary audiences for movies like Twilight and Marvel films, noting key demographic factors. It also provides examples of how social media and entertainment apps can fulfill needs like social interaction, identity reinforcement, and escape or entertainment. Psychographic segments discussed include "Belongers," "Achievers," "Emulators," and "Balanced," "Needs-Driven," and "Socially Conscious" consumers.
The target audience for the media production "Because of Them" is 16-18 year old females who enjoy drama films and believe in equality and women's rights. Roughly half of the audience identifies as feminist, while others believe both genders should have equal opportunities. When surveyed about the film opening, many respondents liked the blending of past and present through black and white/color cinematography and noted the depiction of the suffragette movement. They would likely watch the film with friends or family, especially female relatives.
Beyond Catfish: A young person's guide to getting what you need out of the in...Lynette Hammond Gerido
The document discusses both positive and negative aspects of internet use for teens, highlighting how teens have widespread access to technology but should be aware of scams, clickbait, hoaxes, and satire news online. It provides tips for critical reasoning such as verifying sources of information and considering how online behaviors can impact opportunities. The document also presents a group exercise about using the internet and social media safely and effectively to start an online business selling homemade products.
This document provides an analysis of audience theory and applies different models to the film Fight Club. It discusses the hypodermic model, encoding/decoding model, and uses and gratifications theory. It then analyzes reviews of Fight Club that use the hypodermic model as well as the results of a survey about people's opinions and interpretations of the film based on encoding/decoding and uses and gratifications.
The poster features a close-up of the main actor's face with a ghostly figure blended into the background, creating an eerie and haunting atmosphere. The title "The Woman in Black" appears in bold white letters emerging from the blurred outline of a woman's mouth, suggesting she is the cause of the haunting. The tagline "Do you believe in ghosts?" questions the audience in a rhetorical way that plays with horror conventions.
The document provides an evaluation of a game production process. It discusses the strengths and weaknesses of the author's research, planning, time management, technical and aesthetic qualities of the final product. Peer feedback noted the game's bright colors were engaging but it was too simple and better suited to younger children. The author agreed the game did not fit their target audience and could be improved by making changes based on the peer feedback.
Jack Bevens proposes a horror short film project about a birthday party where one person kills all the other friends. The film would be 15-20 minutes long and feature more than 5 characters at Jack's house or outside. Jack wants to film in daylight and include subtitles for a deaf audience. He is interested in writing, directing, acting and using camera techniques like panning and shaking. His inspirations come from Halloween, Human Centipede II, Scream and Lights Out due to their use of murder, blood and shocking twists. Jack has skills in teamwork, problem solving, communication and basic computer/filmmaking applications.
Jack Bevens is proposing a horror short film project about a birthday party where one person kills all the other friends. The film would be 15-20 minutes long and feature more than 5 characters at Jack's house or outside. Jack wants to include subtitles for the deaf community and plans to write the script, direct, and possibly act. He takes inspiration from films like Halloween, Human Centipede II, Scream, and Lights Out that feature murder, blood, and twists. Jack has skills in teamwork, problem solving, meeting deadlines, and communication. His mood board shows inspiration from creepy settings like churches, wells, graveyards, and rocking chairs to build tension and fear.
The target audience for the game is those aged 16 and older. This age group was chosen to avoid criticism for exposing inappropriate content to minors and because 16+ gamers tend to be open-minded and willing to provide feedback. Research found that including an option to mute violent language could help parents supervise children's gaming while supporting the morals of the gaming industry. The character design is inspired by Hellboy and incorporates some anime/manga elements subtly. The character had to abandon his home planet due to future warfare that caused pollution, cities to burn in riots, and animals to die from scavenging, ultimately leaving nothing left on the planet.
This document contains an essay response from Clarissa Shulungu discussing their opening film sequence and characters. The key characters are a little girl presented with a demonic toy and a mysterious man of unknown identity. The little girl represents innocence corrupted by evil influences, shown through close-ups and changes in behavior. The mysterious man embodies mystery and evil for providing the toy. The characters are compared to those in the film "The Possession" for similar portrayals of possession. The intended audience is ages 15 and older, targeting females for their ability to relate to challenges faced by young girls. Elements like mystery, suspenseful music, and unnatural occurrences align with audience expectations of the thriller genre.
The document outlines Jay Birkin's initial plans for their final major project, which will involve creating merchandise to advertise a fictional video game. Some of Jay's initial ideas included an advergame, podcast, and magazine articles. However, after reviewing a mood board analyzing different game merchandise styles, Jay has decided to focus their project on creating a poster, skateboard deck, CD cover art, logo, key chains, t-shirt designs, and console cover art using Photoshop. The target audience will be males ages 10-20, and Jay will need to design original characters and a title to feature on the products. An advergame and podcast were discounted as they did not align with Jay's interests or skills.
The document provides an evaluation of a game production project. It summarizes the strengths and weaknesses of the student's research, planning, time management, and peer feedback. Key strengths included establishing colors and layouts from existing games and completing the project on time. Weaknesses included a limited research scope and character movement issues within the small maze. Based on the feedback, the student would make improvements such as reducing the character size and expanding the maze.
The document analyzes and summarizes key elements of a film poster for "The Uninvited." It discusses how the main image of a woman peering into a window creates intrigue and makes the audience want to know what she is looking at. It also explains how the title "The Uninvited" implies an unwanted presence and grabs attention. Additional text on the producers of similar films is meant to entice viewers based on other films they enjoyed.
This document provides an overview and initial ideas for a new teen drama TV show. It introduces 5 main characters who are high school friends where one goes missing over the summer. The opening scene would show the group reuniting for the first time since her disappearance. Character profiles describe each person's personality and struggles. Initial branding ideas focus on dark, moody colors and a sharp font to convey mystery surrounding the missing friend. The website would include quizzes, character interviews and a podcast to engage viewers beyond the episodes.
Here is an evaluation of your research:
Strengths:
- Analyzing existing successful games provided insights into design elements that appeal to audiences, like simple controls and bright colors.
- The questionnaire captured a variety of perspectives beyond your own, helping ensure your game appeals to different types of players.
- The interviews allowed you to get more detailed feedback and explanations to inform your design decisions.
Weaknesses:
- Your own perspective in product research is limited. More research methods would provide a more well-rounded understanding.
- The small sample sizes of questionnaires and interviews mean not all audiences are represented. Larger samples would improve insights.
Overall, using multiple research methods was a strength, as each helped compensate
Jay Birkin is considering ideas for his final major project (FMP) in school. He is interested in creating a video game with accompanying merchandise items like posters, key chains, and game art. He wants to improve his animation and visual art skills. He provides some initial thoughts on game genres he might explore, including adventure, horror, action, and shooter. He creates a mind map of additional ideas like a video game, short film, or magazine. For a video game, he sketches out potential storylines, colors, and other design elements. He includes mood boards exploring adventure and horror game aesthetics. The summaries focus on Jay's interests in video games, animation, and visual art and his exploration of potential project ideas
The marketing plan summarizes Ryan Worcester's plan to promote the mobile game "Snake Escape". The key objectives are to increase awareness, gain a good reputation, and generate revenue to fund future games. The plan discusses the game itself, market research on competitors and target audiences, and promotional products including an app icon, t-shirt, and sticker collection. Feedback was gathered on initial designs and changes were made to improve color, linking of themes, and overall recognition of the game brand.
Ryan Worcester created various marketing assets for the mobile game "Snake Escape" over the course of several months. This included designing an app icon, t-shirt, stickers, poster, and Twitter page. Worcester researched existing designs and gained feedback on initial drafts. Based on feedback, adjustments were made such as adding color, unifying elements, and including gameplay screenshots. The final assets were evaluated against similar existing products and for fitness of purpose. Worcester also created box art and additional graphic designs.
The document outlines Ryan Worcester's graphic design work for a Little White Lies magazine cover project and Snake Escape app and game. It includes schedules and goals for the projects, research on cover and app icon designs, draft designs, and feedback received. Draft designs included app icons, t-shirts, stickers, and a poster. Feedback led to changes like adding color, unifying design elements, and showing gameplay. The final assets included refined app icon, t-shirt with icon, sticker set with linked designs, and a poster with QR code and screenshots. Additional work analyzed video game box covers and included original box art.
The document discusses a student's pitch for a horror film promotion package. The student proposes creating a trailer, website homepage, magazine cover, or poster for their new film. They describe their film as featuring torture, gore, kidnapping and plot twists, inspired by films like Saw. The student analyzes inspirational trailers, posters and websites, noting design elements like minimal text, dark colors and interactive features. They conclude the film would fit with studios like Lionsgate or Universal, and the target audience would be males and females ages 15 and up.
This document discusses plans for a new teen drama TV show. It will target 16-25 year olds and feature elements of both teen drama and thriller genres popular with that age group like Pretty Little Liars and 13 Reasons Why. The main character will be a fearless, popular but mysterious female student who goes missing, forcing her friend group to deal with the disappearance and secrets that are revealed. Locations will include schools, parks, homes and parties to appeal to teenage audiences. The disappearing act of the lead character and exploration of how friends respond will create mystery and suspense to engage viewers.
The document is an index of digital media used to create a short film with an ambiguous teenage character delivering a monologue about identity and memory. It includes audio recordings of the monologue, nature sound effects, music, graphic overlays, footage of the actor in a nature reserve, and timelapses. The filmmaker edited the assets together, adding transitions, color corrections, and overlays to make it seem like security camera footage. Letterboxing was added to give the film a polished, cinematic look to engage 16-19 year old audiences.
This document contains several examples of audience profiles, psychographic segments, and uses and gratifications of media. It describes the primary and secondary audiences for movies like Twilight and Marvel films, noting key demographic factors. It also provides examples of how social media and entertainment apps can fulfill needs like social interaction, identity reinforcement, and escape or entertainment. Psychographic segments discussed include "Belongers," "Achievers," "Emulators," and "Balanced," "Needs-Driven," and "Socially Conscious" consumers.
The target audience for the media production "Because of Them" is 16-18 year old females who enjoy drama films and believe in equality and women's rights. Roughly half of the audience identifies as feminist, while others believe both genders should have equal opportunities. When surveyed about the film opening, many respondents liked the blending of past and present through black and white/color cinematography and noted the depiction of the suffragette movement. They would likely watch the film with friends or family, especially female relatives.
Beyond Catfish: A young person's guide to getting what you need out of the in...Lynette Hammond Gerido
The document discusses both positive and negative aspects of internet use for teens, highlighting how teens have widespread access to technology but should be aware of scams, clickbait, hoaxes, and satire news online. It provides tips for critical reasoning such as verifying sources of information and considering how online behaviors can impact opportunities. The document also presents a group exercise about using the internet and social media safely and effectively to start an online business selling homemade products.
This document provides an analysis of audience theory and applies different models to the film Fight Club. It discusses the hypodermic model, encoding/decoding model, and uses and gratifications theory. It then analyzes reviews of Fight Club that use the hypodermic model as well as the results of a survey about people's opinions and interpretations of the film based on encoding/decoding and uses and gratifications.
The target audience for this media product is 16-25 year olds, as they are more open to horror and thriller films. The protagonist is meant to be relatable to lonely outsiders. There is no preferred gender or religion. Young audiences who feel misunderstood will relate to the protagonist who defies stereotypes of being weak by investigating forgotten events. The film ignores social norms to be inclusive. It will be marketed online where this age group spends time and on streaming sites they use. The opening sequence effectively set the mysterious tone and left early viewers with intriguing questions.
The document summarizes the findings of a questionnaire given to gather information about audiences for a horror film project. It describes collecting a balanced sample of 10 people split evenly between male and female. Most respondents were younger, between ages 11-20, as they recruited primarily from friends and family. Horror was found to be the most popular film genre. Younger audiences, especially ages 11-20, enjoyed horror films more than older age groups. Respondents indicated they most enjoyed the suspense, mystery and scary jumps in horror films rather than graphic gore. The plot was cited as the most disliked aspect of horror films.
The document provides audience profiles for three different types of media:
- The Lego Movie (children aged 3-14 and their families aged 20-55)
- Love Actually (young adult and adult women aged 22-45 and their partners)
- Iron Man 3 (male children and adults aged 9-42 and their female partners aged 25-42)
It also defines the hypodermic needle theory and gives an example of its effects. Finally, it provides examples of how different individuals use social media and other online platforms to fulfill various needs.
The document provides information about conducting research to define a film's target audience. It discusses quantitative and qualitative research methods used, including primary and secondary research. Demographic factors considered include age, gender, socioeconomic status and psychographics. The document also examines how films can be targeted toward mainstream, niche or alternative audiences. Modes of address and poster design techniques are analyzed. An exit poll case study evaluates the effectiveness of marketing for the film "Blair Witch."
- The document analyzes the results of a survey about viewers' preferences for thriller films.
- Question 1 shows that more men than women watch thriller films. The analysis suggests targeting men in marketing.
- Question 2 finds that action thrillers are the most popular subgenre, followed by horror and psychological thrillers.
- Other questions examine what makes people likely to recommend thrillers, ratings of film quality, importance of costumes/locations, what puts people off watching, how to build suspense, opinions on good openings, and overall ratings of thriller films.
- The analysis identifies trends in the results to guide focus on key aspects like genre, quality, and story elements for making appealing thriller films.
The document discusses the "commodification" of women in Indian cinema. It notes that many popular item numbers portray women as objects for male pleasure through scantily clad dancing. While some women-centric films address women's issues, they are rare. The film industry tends to rely on cultural stereotypes and objectification of women to generate revenue. However, the situation is complex as some recent popular item numbers were choreographed by women. The document argues that films reflect society, and changing women's portrayals in cinema could help shift societal attitudes over time.
The film Losers (2011) uses various cinematic techniques to portray the harm of bullying from multiple perspectives. Through locations like a basketball court and locker room, the film shows different "losers" going about their daily lives. Fast editing and a melancholy score depict victims in a montage. Close-ups highlight their emotions, like a girl crying over cyberbullying. While the film has hopeful elements, it ultimately breaks conventions by not providing a happy resolution, emphasizing the real impact of bullying.
This document discusses audience theory and profiles for different types of movies. It provides examples of primary and secondary audiences for animated movies aimed at children, action movies aimed more at teenagers and males, and action movies aimed more at adult males. It also briefly defines the hypodermic needle theory of media effects and provides examples of uses and gratifications people obtain from social media and digital media, such as information, personal identity, social interaction, entertainment, and consumer generated content like YouTube videos.
This document discusses representations of gender and stereotypes in media. It examines how music videos typically portray men and women according to cultural norms of masculinity and femininity. It also defines and discusses the concepts of misogyny and how misogynistic lyrics are present in some hip hop music. Different perspectives are presented on whether certain music videos and lyrics empower women or are degrading towards them. The document concludes by defining stereotypes and examining their role in representation, as well as introducing the related concept of the "countertype".
The document analyzes survey responses about the movie "Descent". It finds that most respondents watched the movie but did not enjoy it, preferring action movies instead. It also finds that most respondents knew the characters even if they did not watch the movie. The most popular character was Juno. The purpose of the analysis was to understand audience preferences around age, genre, and other factors in order to improve future movies.
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Presented at IndieCade East 2015:
"After an intersectional feminist analysis of the personalities and communities of some of the more popular Let's Play-style programming (particularly: Achievement Hunter and PewDiePie), Matt Albrecht, host of the YouTube show Fourplay, will discuss the need for more inclusive gameplay shows and outline the plan undertaken in creating a safe space on his own show. Following a particularly hostile year for women developers and cultural critics, the talk will spotlight Fourplay's founding principles of inclusiveness, accessibility, and camaraderie, and why these principles are so sorely needed and should be adopted by other allies."
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The document summarizes research conducted on the target audience for a short drama film. Primary research found that the target audience of 16-24 year olds prefers films with twists and turns that are not predictable, with great editing and cinematography. Secondary research showed that popular drama films tend to attract a young, mostly female audience and address issues like mental health, abuse, and teenage pregnancy. Based on this research, the identified target audience for the short film is 16-24 year old females, as drama films often appeal more to them, though males may also engage with the film's themes of loss and loneliness.
The target audience for the media production "Because of Them" would primarily be females aged 16-18 based on survey results. Most of the audience would identify as feminists or believe in equality between men and women. They enjoy drama films and would watch "Because of Them" with their mother, wife, or friends. Key aspects like the characters, setting, and background music stood out to the audience from the film opening.
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2. Documentary Ideas
• Females in gaming
Talking points;
Threats, misogyny, sexism, stereotypes, lack of girls online, games all targeted towards men
• The downfall of music/live music
Talking points;
Festivals, reasons why people attend festivals, lack of real instruments in live music, autotune, live
autotune, backing track with no live vocals, decreasing number of successful bands, increase in solo
singers, small venues closing
• Behind the screens; streaming
Talking points;
Hate, impact on relationships, monetisation, increase in streamers over lockdown, cult-ish following
of streamers like dream and tommyinnit
4. Downfall of music/live music
• Festivals used to be about the music and going there to enjoy live music and be
surrounded by people who listen to the same sort of thing as you. Now, the
reasons many people go to festivals is to get the modern “festival experience”;
drinking, drugs and partying.
• There is a lack of real bands now who play real music. A lot of live music is a
backing track with someone singing over it with autotune. Everything is done
digitally.
• There is a decrease in bands and an increase of solo singers (at live venues like
festivals)
• This is resulting in small venues that accommodate small bands closing because
there are less and less of them.
• Interview a local band
5. Females in gaming
• Games are usually targeted towards men. Guns, explosions, naked women (male gaze) and male
characters advertised.
• Because of this (and general fear) there is a lack of females in games.
• When a girl is in a game there is a 50/50 chance that she will receive targeted hate due to the fact
she is a woman or constant flirting and sexual comments towards her that will make anyone
uncomfortable.
• There is a stereotype that women can only play “support/healers”. If they play these characters
they are conforming to the stereotype and will receive hate, but they will also be open to hate if
they play someone not as conventional for a female because most females play “supports”
• Women also receive threats just being online. Some serious threats I have seen people receive
are rape threats, doxing threats and murder threats.
• Part 1 of 2 (second part being my FMP – a more in depth version of this one)
6. Women in gaming (Part 1)
• The first part of my documentary (5 minutes) is going to be about the surface level sexism in the
gaming community. I am going to talk about game design and characters and the stereotypes
around them. I will talk about the male gaze and how even cartoon characters are designed around
men's visual pleasure. For example; Miss Fortune – League of Legends, Lara Croft – Lara Croft Go.
• I will also talk about stereotypes in how people assume only women can play the “e-girl”
characters in games. Game designers make very feminine characters with abilities that only help
out other teammates.There is a stereotype that women can only play “support” characters. For
example; Sage –Valorant,Yuumi – League of Legends, Mercy – Overwatch.
7. What is a documentary?
• A documentary film or documentary is a non-fictional motion-picture intended to "document reality,
primarily for the purposes of instruction, education, or maintaining a historical record". (Source –
Wikipedia)
Characteristics of a Documentary
• Clean, readable fonts
• Subtitles
• Interviews
• Voice-Over talking about the subject
• Archival Footage
• Re-enactment
• Real People
9. “What Girl Gamers REALLY Have to deal
with | OMG a Girl Series [1]”
• This video was released in April 2019.
• Online multi-part series about the abuse and harassment women have to go through just by using
their microphones.
• The audience will be anyone who plays games to spread the word about what others have to go
through. It will be aimed at men so they know what women deal with and will maybe speak up
about it. It’s also aimed at women because most will relate to the hate and will have someone to
talk about it with in the comments.
• There is no use of camera as it is all digitally recorded. It is screen recordings of actual gameplay
and actual examples of the hate.
• There are subtitles to highlight the worst things said.
• https://youtu.be/jL0aVqVslSE
10. • In the video she receives constant nagging for her social
medias like myspace and snapchat and the other people asking
over and over for information about her and her real life.
• It was very constant to the point where she was shouting for
them to shut up and go away.
• When he got no response the same person who was trying to
get her social medias resorted to bullying and throwing insults
and untrue stereotypes at her. For example “Why aren’t you
back in the kitchen” “Go make me a sandwich”
11. "The female Experience |Valorant"
• "Share to raise awareness!The purpose of this video isn't to "expose" anyone or get sympathy. It's mostly for
entertainment with a hint of bringing awareness of the toxicity that can occur. " - Description of video
• Another long, commentary styleYouTube video using real life examples of things said to someone. All these comments
revolve around the fact she is a girl and there is no other motive for these comments.
• The comments rage from sexual to angry sexist comments.
• This video was released in January 2021.This shows how modern-day feminism is still needed because to this day
women are still experiencing things like this, even they do not compare to what women used to go through.This video
just shows how society has not really progressed very far and men still have the mindset that women are inferior to
them.
• The overall tone of the video is comedic, but it has very serious undertones. For example, you can tell the girl making
the video feels uncomfortable when they are making certain comments about sexual assault.
• https://www.youtube.com/watch?v=QlXPTEJ5eJY&t=493s
12. “What happened to the all female League
of LegendsTeam?”
• This is a commentary styled video made in June 2020. In 2020 commentary videos became more
popular because nobody could ger real life footage because of lockdown. So they generally had
gameplay or already filmed footage in the background.
• In this video the audio is the most important element. Because it’s a commentary video his audio
has to be extremely clear so the audience can hear exactly what he’s talking about.
• The editing is not fast paced and it lets clips play for a fair bit before it cuts off.
• The tone of this video is a lot more serious than the other existing products I have studied because
it is more factual and people are clicking on the video to be educated about the subject.
• https://www.youtube.com/watch?v=HbH8BhgKXbM
13. “What professional Fortnite
Looks like for women”
• https://www.youtube.com/watch?v=JmAq
dL9gQLA
• This video is more of a true documentary
styled video. It is more professional and
has higher production value.
• The target audience is probably more
professional players because it is all about
competitive play rather than casual play.
• There are actual in person interviews with
multiple people and this documentary
might feel more personal than the other
videos because you can see their faces.
15. TargetAudience
• My target audience is anyone who plays games from ages 15-25
• The reason I haven’t specified a gender to target is because my documentary will effect different
genders in different ways. I want women to feel like they are heard and they are not alone in what
they are going through. I also want men, even if this they don’t do this, to know what girls have to
go through just by the sound of their voice. I am hoping that if a guy sees this he will be more
encouraged to stick up for a girl who is being targeted in game.
• I want to make it in a commentary styled video which are the types of videos people aged 15-25
will watch.The message I am trying to send is more likely to be received if they are visually
entertained by gameplay in the background and lots of photos. It will be less interesting and more
difficult to watch if it is just me sat interviewing someone on camera for long 30 second shots.
My target audience are more likely to watchYouTube over
documentaries. If I somehow manage to make it more lie a
YouTube video but more “professional”. If its in the style of a
commentary video it will have more viewership of my target
audience therefore I will be able to get my message across to
more people.
16. Distribution of video
gamers worldwide in
2017, by age group and
gender
• Most people who play games are men
(excluding 51-65 group)This makes the
gaming community a more male oriented
place and there are generally less females
in lobby's or who use microphones. This
could make it feel like a more exclusive
place for men so when a female
interrupts, they are more inclined to be
hateful towards her.
17. DocumentaryAudiences
• “Over 50,000 surveys were sent out and the survey was active between April and June 2014. Respondents
were invited to respond to the survey on an opt-in basis and recruitment surpassed the original objective of
3,000 responses, achieving a total of 3,271 responses and yielding a high level of reliability.”
• This survey is useful because it shows how the majority of documentary watchers actually view the media
itself.The majority of people (95%) watch documentaries at home.This is fromTV, DVD, Blu-Ray or online
(downloaded from the internet). Only 10% watch them in a classroom or educational setting.This means
more people watch documentaries they are personally interested in and actively want to watch by their
own decision.
• The most popular type of documentary for all ages is feature length documentary.The least popular type is
short-film documentaries. Because I am making a short film documentary, I need to make it as interesting
as a feature length, I the short time I have.
18. Survey
• I posted a survey of questions to people my target audience to help with my research because I will
know more about the extent of the knowledge of my audience.
1) I asked this question to get a general feel of what gender Is going to be seeing
my documentary.This would change the tone of the way I narrate. If it was a
more female viewer base I would make it more sympathetic towards them
because I know they will have received hate too. If it was more male based I
would make it more factual and have more examples from my point of view so
they can see from my perspective.
2) Knowing the male to female ratio of people who have responded, I
want to know how many of the above have received hate in a game
because I believe that females are more open to receiving that hate.
The results were almost 50/50 so that could mean that less women
have received any hate than I would have thought.
3) I asked this question to see how many people have actually first
hand witnessed or experienced sexism in a game. Just less than half
had.That number is lower than though but a lot of the games people
play didn’t have any form of voice comms. My survey could have been
better if I sent it tot people who specifically played games where you
have to speak to people using a microphone.
19. Survey pt.2
4)The results of my survey showed that more then 3/4th s of people
agree that women are more open to hate online.This is important to
my documentary because it shows the target audience agree with the
message of the documentary.
5)The majority of people said no to making comments about gender
during games. Statistically, someone who thought women are more
vulnerable online has also made comments about women online,
which I think is really interesting for my documentary.
6) I wanted to get some real life examples of things that have been said to people
online.A lot of responses were misogynistic comments like “Get back to the kitchen”
and other people saying they have had sexist things said to them and also lots of
racist slurs.
21. Gaming industry
• As time progresses, more and more people are playing
games. Just in 2016, 2.5 billion people played video
games. 52% of people play on their PC’s.
• Mobile gaming has become more popular in recent
years as mobiles are more accessible to the majority of
people without them having to spend additional money
on a gaming system. 60% of American adults prefer to
play games on their smartphones.
• The majority of gamers are male, 46% of people who
play games are female.The average age for a male
gamer is 32 but the average age for a female gamer is
34.
• In 2019, 63% of mobile gamers are female.This makes
mobile games a more female dominated industry.
22. Vladimir Propp
• Vladimir Propp was a folklorist researcher who was interested in the relationship between
narrative and characters. Propp argued that stories are character driven and that plots develop
from the decisions and actions of characters and how they function in a story. He claimed
characters could be classified into certain roles that progress a story.The roles are;The villain,The
donor, the helper, the princess, the false hero, the dispatcher and the hero.
• In history, games tend to follow this narrative. For example, Super Mario.
Bowser
Luigi
Peach
Toad
Mario
“In the original Super Mario Bros., solo players
pilot Mario, and an additional player can play
as Luigi.The game is based on a series of side-
scrolling levels, each filled with enemies
ranging from mushroom like Goombas to evil
turtles known as KoopaTroopas.The levels
take place in different settings, some in
dungeons and some above ground, with fights
against Bowser impersonators at the end of
castle levels. Once the imposter is defeated, a
Mushroom Kingdom resident informs Mario or
Luigi that the princess is in another castle.The
game is completed with the defeat of the true
Bowser and the rescue of Princess Toadstool.”
Created in 1985
23. Most played games in 2021
The most played game in 2021 is Fortnite.This is a battle royale game in
which you can play solo or play in teams of 4. In the teams of 4 you can
use voice communication. League of Legends is the second most played
game of 2021. In the normal game, you play in teams of 5 and you can
play with your friends or you play alone. However, if you play alone the
only means of communication is through typing and there is no form of
voice chat.
“Fortnite player distribution in the U.S. 2018, by gender
Given the nature of the gaming world and of shooter games
in particular, it comes as no surprise that the majority of
Fortnite players are male – 72.4 percent of the game's
players in the United States are male, in comparison to 27.6
percent who are female.”
In both of these games they have a
majority male player base and lots of
revealing female skins.This conforms
to the male gaze, as it is men enjoying
these cartoon characters and using
them.They are designed and targeted
towards the male part of the fanbase
25. Experiment Interview
• https://youtu.be/eEA9Br_cEcs
For my research I did an experimental interview on someone else's
topic of choice so I could try interviewing out for the first time. I
Interviewed a classmate on horse-riding and horses in general. In my
opinion it was a difficult task because I do not know anything about
horses. I learned that to conduct an interview I have to act clueless
about the subject and ask the most basic questions, this will help me
gather information which helps with my later questions.
For this interview I researched the topic of
horse-riding and tried to learn as much
information about the topic as I could in the
short time I had, so I could make me a better
interviewee. Doing research on the topic helped
me out because I originally knew nothing about
the subject. It was a good experience because I
have realised that I should make an interview
flow like a conversation rather than a Q and A.
26. Proof of concept
• For my experiment I am going to record a face-to-face
interview, get some game footage and record a narration
and try and edit a 30 second clip in the style of the video I
want to make. I want to make a commentary styled video
and this will help me visualise the style of the video. If it
doesn’t fit what I am imagining, then I will have to re-
evaluate the style I am going for.
• I am going to write a list of questions and a short script for
my narration over the top of the video.This will help me
be more organised rather than being lost and not knowing
what to say and wasting time.
• I am also going to experiment with gameplay in the
background because I am worried that it won’t look
professional. I think it fits in with my target audience and
my vision, but it might not fit in with the documentary
brief.
I have never done a face to face
interview so this experiment is
going to help me experiment with
lighting, questions and learning
how to have a conversation rather
than just asking constant questions
like an interrogation.
27. Bibliography
• Burgess, M. De Rosa, M. (2014). Learning from Documentary Audiences p1-p12.
• Clement, J. (2021). Global gamers by age and gender. Available:
https://www.statista.com/statistics/722259/world-gamers-by-age-and-gender/
• Sukhraj, R. (2021). What are the most popular types ofYouTube videos in 2021?. Available:
https://www.impactplus.com/blog/most-popular-types-of-videos-on-youtube-infographic. Last
accessed 29/09/21.
• https://www.bbc.co.uk/bitesize/guides/zgydhv4/revision/1
• https://www.statista.com/statistics/865625/fortnite-players-gender/
• https://financesonline.com/number-of-gamers-worldwide/