- The document discusses existing products that could be used as examples for a documentary on whether video games cause violence, including podcasts by Louis Theroux and Zach Galifinakis' talk show.
- Research analysis found that the existing products incorporate in-depth analysis and opinion-based discussions, which will be included in the project.
- Primary audience research through surveys found that most game players are aged 17-20 and do not think games cause violence, while non-players disagree.
- Subject research discussed arguments on both sides of the debate, and practical research tested equipment for the documentary.
Research methods back to the future without videoslarrys17
This document discusses various methods for conducting research, including focus groups, interviews, questionnaires, and qualitative and quantitative research. It provides details on the advantages and disadvantages of each method. Focus groups and interviews can provide in-depth information but may not represent majority opinions. Questionnaires can reflect broader opinions but lack depth. Qualitative research explores why and how through open questions, while quantitative research uses statistics and closed questions. The document also discusses closed vs open questions and sources of information.
Presentation on Criminal Case, Crime based Hidden Object Games and hidden audiences for Video Games and Literature, Beyond Stereotypes - 21st June 2018 St. Andrews University
The document discusses the hypodermic needle theory, which suggests that media can directly influence people's beliefs and behaviors. It provides examples of how this theory applies to video games, radio broadcasts, and war propaganda. Specifically, it mentions how some news sources have blamed violent video games for real-world violence, how H.G. Wells' 1938 radio adaptation of The War of the Worlds caused panic among some listeners, and how World War I propaganda posters directly recruited soldiers by making people feel needed for the war effort. The theory contends that media can directly "inject" ideas and information into people's minds without their full awareness or understanding.
The document summarizes the results of a survey about audience responses to the 1999 film Fight Club. Key findings include:
1) The survey audience was split evenly between ages 17 and younger and ages 18-20, and was majority female despite the film targeting a male audience.
2) Most respondents heard about the film from friends or family and had prior knowledge before watching.
3) All respondents felt the violence in the film was appropriate for the plot context.
4) Common positive responses included enjoying the plot twist revealing the protagonist and Tyler Durden as the same person.
5) Responses were split between preferred, negotiated, and oppositional readings of the film related to its violence and portrayal
The document discusses how the hypodermic needle theory relates to the effects of violent video games like Call of Duty. Specifically, it argues that while the media often claims such games cause real-world violence, they fail to acknowledge mental health factors. The theory suggests media can influence audiences, but people are less susceptible over time as they recognize manipulation tactics. The document also notes how the theory could apply to promoting cars positively in a planned video project.
This document summarizes three audience theories: the hypodermic model, encoding/decoding model, and uses and gratifications theory. It then provides a detailed analysis of audience reception of the film Fight Club using these theories. Key findings include:
- 75% of survey respondents had a "preferred reading" of Fight Club aligned with its intended message.
- 87% had heard of the film prior, influencing their expectations and judgments.
- Responses were split on whether the film provided "diversion," with some immersed and others not captivated.
- 100% said they would recommend the film, showing their enjoyment and how word-of-mouth spread awareness.
The analysis uses survey results to understand how
Who are your audience and what have you learned from your audience feedback?rosiechatterjea
- The document discusses research conducted into target audiences for a student film production. It was found that the target audience preferred horror films with female heroes.
- Research also considered genre and found that horror was the most popular among the target 15-25 age range. The production was developed with this genre and age group in mind.
- Feedback from a focus group was positive, with most saying they would see the full film. This validated that the target audience had been identified correctly.
The document provides details about the planning and research for a student film project titled "The Replacement". It includes the film's synopsis, proposed rating, and planned release date. Primary research such as audience surveys was conducted to help inform marketing decisions. Fonts, imagery, and flatplans for potential posters are presented. Secondary research on similar films and genres was also reviewed to help with genre selection and marketing approaches. The document discusses how the research can be applied to poster designs, distribution, and building an audience for the film.
Research methods back to the future without videoslarrys17
This document discusses various methods for conducting research, including focus groups, interviews, questionnaires, and qualitative and quantitative research. It provides details on the advantages and disadvantages of each method. Focus groups and interviews can provide in-depth information but may not represent majority opinions. Questionnaires can reflect broader opinions but lack depth. Qualitative research explores why and how through open questions, while quantitative research uses statistics and closed questions. The document also discusses closed vs open questions and sources of information.
Presentation on Criminal Case, Crime based Hidden Object Games and hidden audiences for Video Games and Literature, Beyond Stereotypes - 21st June 2018 St. Andrews University
The document discusses the hypodermic needle theory, which suggests that media can directly influence people's beliefs and behaviors. It provides examples of how this theory applies to video games, radio broadcasts, and war propaganda. Specifically, it mentions how some news sources have blamed violent video games for real-world violence, how H.G. Wells' 1938 radio adaptation of The War of the Worlds caused panic among some listeners, and how World War I propaganda posters directly recruited soldiers by making people feel needed for the war effort. The theory contends that media can directly "inject" ideas and information into people's minds without their full awareness or understanding.
The document summarizes the results of a survey about audience responses to the 1999 film Fight Club. Key findings include:
1) The survey audience was split evenly between ages 17 and younger and ages 18-20, and was majority female despite the film targeting a male audience.
2) Most respondents heard about the film from friends or family and had prior knowledge before watching.
3) All respondents felt the violence in the film was appropriate for the plot context.
4) Common positive responses included enjoying the plot twist revealing the protagonist and Tyler Durden as the same person.
5) Responses were split between preferred, negotiated, and oppositional readings of the film related to its violence and portrayal
The document discusses how the hypodermic needle theory relates to the effects of violent video games like Call of Duty. Specifically, it argues that while the media often claims such games cause real-world violence, they fail to acknowledge mental health factors. The theory suggests media can influence audiences, but people are less susceptible over time as they recognize manipulation tactics. The document also notes how the theory could apply to promoting cars positively in a planned video project.
This document summarizes three audience theories: the hypodermic model, encoding/decoding model, and uses and gratifications theory. It then provides a detailed analysis of audience reception of the film Fight Club using these theories. Key findings include:
- 75% of survey respondents had a "preferred reading" of Fight Club aligned with its intended message.
- 87% had heard of the film prior, influencing their expectations and judgments.
- Responses were split on whether the film provided "diversion," with some immersed and others not captivated.
- 100% said they would recommend the film, showing their enjoyment and how word-of-mouth spread awareness.
The analysis uses survey results to understand how
Who are your audience and what have you learned from your audience feedback?rosiechatterjea
- The document discusses research conducted into target audiences for a student film production. It was found that the target audience preferred horror films with female heroes.
- Research also considered genre and found that horror was the most popular among the target 15-25 age range. The production was developed with this genre and age group in mind.
- Feedback from a focus group was positive, with most saying they would see the full film. This validated that the target audience had been identified correctly.
The document provides details about the planning and research for a student film project titled "The Replacement". It includes the film's synopsis, proposed rating, and planned release date. Primary research such as audience surveys was conducted to help inform marketing decisions. Fonts, imagery, and flatplans for potential posters are presented. Secondary research on similar films and genres was also reviewed to help with genre selection and marketing approaches. The document discusses how the research can be applied to poster designs, distribution, and building an audience for the film.
The document discusses how the hypodermic needle theory relates to the violent video game Call of Duty. The hypodermic needle theory suggests that media can influence audiences by "injecting" certain ideologies or beliefs. The document argues that some believe violent video games like Call of Duty can influence young people or those with mental illnesses by exposing them to intense virtual violence. However, it also notes that media coverage of violent incidents often fails to fully consider perpetrators' mental health issues and instead blames the games. The document concludes that while games may influence some, mental health is usually the primary factor in violent acts.
This document provides audience profiles for three different movies/properties: Iron Man 3, The Lego Movie, and Love Actually.
For Iron Man 3, the primary audience is described as teenagers (16-24), mostly male, from middle to lower social classes who enjoy superhero content. The secondary audience is adults (25-40) who may have grown up with the comics.
The primary audience for The Lego Movie is described as children (6-12) of both genders from middle to lower classes who enjoy playing with Lego. The secondary audience is teenagers and adults (13-40) who likely grew up with Lego.
The audience profile provided for Love Actually describes the primary audience as girls (16
The document discusses audience profiles for three films: Spiderman: Homecoming, Kong: Skull Island, and District 13.
For Spiderman: Homecoming, the primary audience is teenagers and adults aged 15-30. The film has a working class social grade and is more targeted towards males.
For Kong: Skull Island, the primary audience is ages 15-24, with adults 25-30 as secondary. It has a skilled working class social grade and appeals to those with needs-driven psychographics.
District 13's primary audience is adults 25-44, with teenagers 15-19 as secondary. It has a working class or above social grade and appeals equally to males and females.
The document discusses the potential audiences for a media project. The project is a psychological thriller with no graphic scenes, allowing for a lower age rating and broader audience. The primary audiences would be teenagers due to having a teenage main character, and those interested in thrillers, especially psychological thrillers. User ratings for films like "You're Next", "Secret Window", and "Insidious" that influenced aspects of the project showed popularity among those under 18, particularly males for the plot of "You're Next" and females for the location of "Secret Window". Therefore, the conclusion is that the main target audience for the thriller should be both males and females under 18.
The document discusses three audience theories: the hypodermic model, encoding and decoding theory, and uses and gratifications theory. It also summarizes a film analysis of the movie "Fight Club" and the results of a survey about audience responses to the film. The survey found that most respondents were young males who learned about the film from friends/family and had a preferred or negotiated reading of it based on their individual backgrounds and experiences. The document argues that encoding and decoding theory best explains how audiences make sense of media texts in different ways.
Media evaluation how did you address your audience question 5mediastudies1997
The document discusses how the filmmaker addressed their audience in both pre-production and post-production of their film. In pre-production, they read reviews of similar genre films and decided to include complicated characters with memorable relationships. They screened the film for 40 people of varying demographics. 30 people liked it, 5 had mixed opinions, and 5 did not like it. The most common words used to describe the film were "interesting", "complicated", and "tense". In post-production feedback, one person enjoyed the atmosphere, one found the storyline not engaging, and one said the nonlinear story was too complicated. To improve, the filmmaker could establish a clearer plot within the first minute.
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.
This document discusses key concepts related to science fiction film audiences:
- Films have target audiences that can be segmented by demographics (age, gender, location) or psychographics (personalities and attitudes).
- Some films appeal broadly to mainstream audiences while others target niche audiences.
- Films fulfill various needs and gratifications for audiences, such as entertainment, information, identity exploration, and social interaction.
- Science fiction films specifically can provide transparency, energy, intensity, a sense of community, and abundance.
The document discusses several audience theories - hypodermic needle theory, uses and gratifications theory, and reception theory. It then analyzes audience responses to the films Fight Club and Funny Games based on these theories. The hypodermic needle theory suggests media directly influences passive audiences, while uses and gratifications theory sees more active audiences. Reception theory examines how contextual factors like age and gender influence how audiences decode media. Analysis of surveys found Funny Games' violence disturbed younger audiences more, while Fight Club's violence was seen as more acceptable.
The opening sequence of a thriller film is summarized in 3 sentences:
The sequence begins with an establishing shot of a house at night to set an isolated and ominous tone. It then cuts to a teenage girl babysitting inside who receives a strange phone call that increases tension. While keeping some thriller conventions like vulnerable female victims, the sequence aims to draw in a young audience through relatable characters and situations.
Evaluation Task 4 - who is your audience and what have you learned from them?hannahboardman
The document discusses research conducted on the target audience for a horror film trailer. It was found that the film should target both males and females, as there were only slight gender differences. However, there was a significant difference in opinions between younger and older people, so the target audience was identified as young adults. Research also found that supernatural horror was the most popular genre. The document then discusses theories around why audiences consume media and how they can be passive or active. It provides examples of how horror films may influence or manipulate certain audiences. Feedback on the created trailer showed that it was an effective horror trailer that made the intended audience want to see the full film.
The document provides target audience details for several movies:
- Toy Story 3's audience has grown older as sequels were released decades apart, so it appeals to both children and adults who watched earlier films.
- The Great Gatsby attracts primarily adults who appreciate the classic story, but also younger audiences and those interested in the jazz soundtrack. Its historical setting means the target is mainly white audiences.
- End of Watch focuses on younger adult men interested in action and crime genres, but also attracts women due to attractive male actors. It features diverse ethnicities to reflect real-life policing.
- This is the End, Project X and The Great Gatsby target younger audiences interested in partying,
This questionnaire provided results from a target audience of 16-18 year olds. It found that psychological and supernatural horror genres were most popular. Trailers and posters were seen to influence viewers' decisions to watch movies. Respondents typically watched horror films once a month, showing interest in the genre. Characters with unearthly, dark appearances were found scariest. The results highlighted preferences and consumption habits to inform the promotion of a horror film to this demographic.
This document provides an overview of research methods and processes. It defines different types of research, including qualitative and quantitative research. It also distinguishes between primary and secondary research. The document then gives examples of how to conduct primary research through surveys, interviews, and focus groups. It also provides guidance on compiling a bibliography and researching online versus using printed materials. In the end, it provides examples of potential research topics, questions, and a proposed research plan involving qualitative primary research methods like interviews.
This document summarizes the results of a questionnaire about horror movie preferences. Most respondents were males aged 17-18. Their favorite genres were comedy and action, and favorite horror sub-genre was slasher. Most said film trailers and posters influence their decisions to watch movies. Respondents said they sometimes watch horror movies. The Woman in Black was a popular horror movie choice. Trailers were the preferred promotion technique over magazines. Characters with deformed human faces were found scariest. The conclusion calls for distributing a more targeted questionnaire to inform the plot of a proposed horror movie.
The focus group provided valuable feedback on the trailer. All 3 participants enjoyed the trailer and felt the social realism genre was clear. They liked the opening and mysterious ending but felt the title was not emphasized enough. One participant said the editing looked choppy while another thought it flowed well. The feedback will help the producers strengthen the connection to the title and consider the editing in more detail for future projects.
The document discusses three audience theories - the hypodermic model, encoding and decoding, and uses and gratifications theory - in relation to the film Fight Club. It also summarizes the results of a survey about audience responses to the film. The hypodermic model suggests audiences respond the same way to media, while encoding and decoding recognizes individual differences in how audiences make sense of media. Uses and gratifications looks at how audiences actively use media to fulfill needs like diversion or social interaction. The survey found most respondents had a preferred reading of Fight Club and enjoyed it for diversion, with more male respondents viewing it positively than female.
The document discusses the results of a survey conducted to determine the target audience for a thriller film opening sequence. The target audience is primarily 16-year-olds who prefer thrillers with action, mystery, horror and crime genres. They also prefer male protagonists and settings in woods or cities at nighttime. Respondents want normal or dark clothing, dramatic music, and for the opening to include surprises like plot twists or jump scares.
2 females and 3 males between the ages of 17 and 21 participated in a questionnaire about psychological thrillers. Responses showed that the genre is popular due to the excitement and tension. Films like Shutter Island and Fight Club were mentioned frequently for their dark themes and plot twists involving the mind. Most respondents said they would expect to see on-screen text, key information and reviews in a thriller trailer to provide backstory and promote the film. They also wanted to see the general story outline. While audiences ranged from teenagers to adults, most said psychological thrillers appeal more to males. Respondents associated the colors black and red with the genre to represent its dark and frightening themes.
The document summarizes research on existing murder mystery trailers and posters, including analysis of common visual elements. It also describes research conducted through questionnaires, interviews, and evaluating the strengths and weaknesses of each research method. The research findings will help inform the design and content of a murder mystery promotional poster.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but get dark. Interviews found a preference for both fast-paced and slow-build up games, with a focus on story over design. Research shows the game should include subtle foreshadowing, darkness, and avoid repetitive jumps or plots.
The document discusses how the hypodermic needle theory relates to the violent video game Call of Duty. The hypodermic needle theory suggests that media can influence audiences by "injecting" certain ideologies or beliefs. The document argues that some believe violent video games like Call of Duty can influence young people or those with mental illnesses by exposing them to intense virtual violence. However, it also notes that media coverage of violent incidents often fails to fully consider perpetrators' mental health issues and instead blames the games. The document concludes that while games may influence some, mental health is usually the primary factor in violent acts.
This document provides audience profiles for three different movies/properties: Iron Man 3, The Lego Movie, and Love Actually.
For Iron Man 3, the primary audience is described as teenagers (16-24), mostly male, from middle to lower social classes who enjoy superhero content. The secondary audience is adults (25-40) who may have grown up with the comics.
The primary audience for The Lego Movie is described as children (6-12) of both genders from middle to lower classes who enjoy playing with Lego. The secondary audience is teenagers and adults (13-40) who likely grew up with Lego.
The audience profile provided for Love Actually describes the primary audience as girls (16
The document discusses audience profiles for three films: Spiderman: Homecoming, Kong: Skull Island, and District 13.
For Spiderman: Homecoming, the primary audience is teenagers and adults aged 15-30. The film has a working class social grade and is more targeted towards males.
For Kong: Skull Island, the primary audience is ages 15-24, with adults 25-30 as secondary. It has a skilled working class social grade and appeals to those with needs-driven psychographics.
District 13's primary audience is adults 25-44, with teenagers 15-19 as secondary. It has a working class or above social grade and appeals equally to males and females.
The document discusses the potential audiences for a media project. The project is a psychological thriller with no graphic scenes, allowing for a lower age rating and broader audience. The primary audiences would be teenagers due to having a teenage main character, and those interested in thrillers, especially psychological thrillers. User ratings for films like "You're Next", "Secret Window", and "Insidious" that influenced aspects of the project showed popularity among those under 18, particularly males for the plot of "You're Next" and females for the location of "Secret Window". Therefore, the conclusion is that the main target audience for the thriller should be both males and females under 18.
The document discusses three audience theories: the hypodermic model, encoding and decoding theory, and uses and gratifications theory. It also summarizes a film analysis of the movie "Fight Club" and the results of a survey about audience responses to the film. The survey found that most respondents were young males who learned about the film from friends/family and had a preferred or negotiated reading of it based on their individual backgrounds and experiences. The document argues that encoding and decoding theory best explains how audiences make sense of media texts in different ways.
Media evaluation how did you address your audience question 5mediastudies1997
The document discusses how the filmmaker addressed their audience in both pre-production and post-production of their film. In pre-production, they read reviews of similar genre films and decided to include complicated characters with memorable relationships. They screened the film for 40 people of varying demographics. 30 people liked it, 5 had mixed opinions, and 5 did not like it. The most common words used to describe the film were "interesting", "complicated", and "tense". In post-production feedback, one person enjoyed the atmosphere, one found the storyline not engaging, and one said the nonlinear story was too complicated. To improve, the filmmaker could establish a clearer plot within the first minute.
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.
This document discusses key concepts related to science fiction film audiences:
- Films have target audiences that can be segmented by demographics (age, gender, location) or psychographics (personalities and attitudes).
- Some films appeal broadly to mainstream audiences while others target niche audiences.
- Films fulfill various needs and gratifications for audiences, such as entertainment, information, identity exploration, and social interaction.
- Science fiction films specifically can provide transparency, energy, intensity, a sense of community, and abundance.
The document discusses several audience theories - hypodermic needle theory, uses and gratifications theory, and reception theory. It then analyzes audience responses to the films Fight Club and Funny Games based on these theories. The hypodermic needle theory suggests media directly influences passive audiences, while uses and gratifications theory sees more active audiences. Reception theory examines how contextual factors like age and gender influence how audiences decode media. Analysis of surveys found Funny Games' violence disturbed younger audiences more, while Fight Club's violence was seen as more acceptable.
The opening sequence of a thriller film is summarized in 3 sentences:
The sequence begins with an establishing shot of a house at night to set an isolated and ominous tone. It then cuts to a teenage girl babysitting inside who receives a strange phone call that increases tension. While keeping some thriller conventions like vulnerable female victims, the sequence aims to draw in a young audience through relatable characters and situations.
Evaluation Task 4 - who is your audience and what have you learned from them?hannahboardman
The document discusses research conducted on the target audience for a horror film trailer. It was found that the film should target both males and females, as there were only slight gender differences. However, there was a significant difference in opinions between younger and older people, so the target audience was identified as young adults. Research also found that supernatural horror was the most popular genre. The document then discusses theories around why audiences consume media and how they can be passive or active. It provides examples of how horror films may influence or manipulate certain audiences. Feedback on the created trailer showed that it was an effective horror trailer that made the intended audience want to see the full film.
The document provides target audience details for several movies:
- Toy Story 3's audience has grown older as sequels were released decades apart, so it appeals to both children and adults who watched earlier films.
- The Great Gatsby attracts primarily adults who appreciate the classic story, but also younger audiences and those interested in the jazz soundtrack. Its historical setting means the target is mainly white audiences.
- End of Watch focuses on younger adult men interested in action and crime genres, but also attracts women due to attractive male actors. It features diverse ethnicities to reflect real-life policing.
- This is the End, Project X and The Great Gatsby target younger audiences interested in partying,
This questionnaire provided results from a target audience of 16-18 year olds. It found that psychological and supernatural horror genres were most popular. Trailers and posters were seen to influence viewers' decisions to watch movies. Respondents typically watched horror films once a month, showing interest in the genre. Characters with unearthly, dark appearances were found scariest. The results highlighted preferences and consumption habits to inform the promotion of a horror film to this demographic.
This document provides an overview of research methods and processes. It defines different types of research, including qualitative and quantitative research. It also distinguishes between primary and secondary research. The document then gives examples of how to conduct primary research through surveys, interviews, and focus groups. It also provides guidance on compiling a bibliography and researching online versus using printed materials. In the end, it provides examples of potential research topics, questions, and a proposed research plan involving qualitative primary research methods like interviews.
This document summarizes the results of a questionnaire about horror movie preferences. Most respondents were males aged 17-18. Their favorite genres were comedy and action, and favorite horror sub-genre was slasher. Most said film trailers and posters influence their decisions to watch movies. Respondents said they sometimes watch horror movies. The Woman in Black was a popular horror movie choice. Trailers were the preferred promotion technique over magazines. Characters with deformed human faces were found scariest. The conclusion calls for distributing a more targeted questionnaire to inform the plot of a proposed horror movie.
The focus group provided valuable feedback on the trailer. All 3 participants enjoyed the trailer and felt the social realism genre was clear. They liked the opening and mysterious ending but felt the title was not emphasized enough. One participant said the editing looked choppy while another thought it flowed well. The feedback will help the producers strengthen the connection to the title and consider the editing in more detail for future projects.
The document discusses three audience theories - the hypodermic model, encoding and decoding, and uses and gratifications theory - in relation to the film Fight Club. It also summarizes the results of a survey about audience responses to the film. The hypodermic model suggests audiences respond the same way to media, while encoding and decoding recognizes individual differences in how audiences make sense of media. Uses and gratifications looks at how audiences actively use media to fulfill needs like diversion or social interaction. The survey found most respondents had a preferred reading of Fight Club and enjoyed it for diversion, with more male respondents viewing it positively than female.
The document discusses the results of a survey conducted to determine the target audience for a thriller film opening sequence. The target audience is primarily 16-year-olds who prefer thrillers with action, mystery, horror and crime genres. They also prefer male protagonists and settings in woods or cities at nighttime. Respondents want normal or dark clothing, dramatic music, and for the opening to include surprises like plot twists or jump scares.
2 females and 3 males between the ages of 17 and 21 participated in a questionnaire about psychological thrillers. Responses showed that the genre is popular due to the excitement and tension. Films like Shutter Island and Fight Club were mentioned frequently for their dark themes and plot twists involving the mind. Most respondents said they would expect to see on-screen text, key information and reviews in a thriller trailer to provide backstory and promote the film. They also wanted to see the general story outline. While audiences ranged from teenagers to adults, most said psychological thrillers appeal more to males. Respondents associated the colors black and red with the genre to represent its dark and frightening themes.
The document summarizes research on existing murder mystery trailers and posters, including analysis of common visual elements. It also describes research conducted through questionnaires, interviews, and evaluating the strengths and weaknesses of each research method. The research findings will help inform the design and content of a murder mystery promotional poster.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but get dark. Interviews found a preference for both fast-paced and slow-build up games, with a focus on story over design. Research shows the game should include subtle foreshadowing, darkness, and avoid repetitive jumps or plots.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but become dark with subtle foreshadowing. Interviews revealed a preference for both fast-paced and slow-build up games, with equal importance on design and story. The game will focus on atmosphere, characters, and plot over repetitive jumps scares or repeating elements based on the audience research.
The document discusses research on the target audience for an indie horror game. The target audience is identified as younger people aged 16-20 interested in indie and horror games, as well as those in the "alternative" community. Existing horror products are analyzed, including the music video for "Paranoid Android" by Radiohead, the games Doki Doki Literature Club and You, Me and Her, and the anime Magical Girl Site. These products use subtle foreshadowing and transition from wholesome to dark themes. Questionnaires and interviews of the target audience will be analyzed to understand how to appeal to them with heavy but subtle foreshadowing and dark psychological themes.
The document discusses Louis Theroux's documentary style of immersing himself with subjects for a few days to gain insight into their lives. It focuses on his episode with a neo-Nazi family. The author believes this style allows for a more impartial and natural representation compared to talking head interviews. Research is also done on camera angles, lighting techniques, and conventions used in documentaries, particularly social/cultural ones. Audience research through surveys and interviews helps determine the target demographic and their preferences to inform the documentary's content and style.
Jennifer Finnigan has been commissioned by BBC Three and BBC England to create a 10-15 minute documentary on "Culture of the digital age" targeting 16-25 year olds. Her idea is to explore how social media can influence serial killers and murders by examining past cases and interviewing experts on the topic. She conducted research on serial killers and psychology and surveyed audiences to identify preferences. Her documentary will use symbolic codes like acting, color schemes, and reenactments to set a dark and mysterious tone that draws in audiences. It will focus on how social media impacts criminal minds rather than profiling a specific killer.
The document provides details about a film pitch titled "The Replacement". It includes the film's title, a synopsis about a teenage girl being bullied and the murder of her two friends by an unknown hooded figure, and a proposed PG rating due to an implied murder scene. It suggests releasing the film around Halloween to appeal to the thriller genre. A survey was created to conduct primary research on audiences. Secondary research found that thrillers are most popular with the target age group. Based on the research, posters were designed to advertise the film and create intrigue by showing a character in a mask.
The document provides a summary of research conducted for a major project on horror film audiences. According to secondary research, the primary audience for horror films is 15-24 year olds, with roughly equal percentages of male and female viewers. Research also found that horror film audiences come from lower social classes. Primary research conducted through surveys found that most respondents were female, aged 20-30, and preferred earned scares over jump scares. The document analyzes existing horror films Ringu and It Follows to understand effective techniques for camerawork, sound design, mise-en-scene, and storytelling.
The document provides a summary of research conducted for a major project on horror film audiences. According to secondary research, the primary audience for horror films is 15-24 years old, with roughly equal percentages of male and female viewers. Research also found that horror film viewers tend to come from lower social classes. Primary research in the form of a survey supported these findings, showing a majority of respondents were female and in the target 15-24 age range. The research also helped determine elements for the film, such as a preference for earned scares over jump scares. Existing horror films like Ringu and It Follows are analyzed for effective techniques in camerawork, sound design, mise-en-scene, and story that could influence
The document provides a summary of research conducted for a major project on horror film audiences. According to secondary research, the primary audience for horror films is 15-24 years old, with roughly equal percentages of male and female viewers. Research also found that horror film viewers tend to come from lower social classes. Primary research in the form of a survey supported these findings, showing a majority of respondents were female and in the target 15-24 age range. The research also helped determine elements for the film, such as a preference for earned scares over jump scares. Existing horror films like Ringu and It Follows are analyzed for effective camerawork, sound design, mise-en-scene, and storytelling that build tension and
The document provides a summary of research conducted for a major project on horror film audiences. According to secondary research, the primary audience for horror films is 15-24 year olds, with roughly equal percentages of male and female viewers. Research also found that horror film viewers tend to come from lower social classes. Primary research conducted through surveys found that most respondents were female, and preferred earned scares over jump scares and implied violence over graphic violence. The document analyzes existing horror films Ringu and It Follows to identify effective techniques for camerawork, sound design, mise-en-scene, and story.
The document provides a summary of research conducted for a major project on horror film audiences. According to secondary research, the primary audience for horror films is 15-24 year olds, with roughly equal percentages of male and female viewers. Primary research conducted through surveys found most respondents were female, aged 20-30, and preferred earned scares over jump scares. The document analyzes the demographics and preferences of horror film audiences to inform the planning and targeting of a short horror film.
This document outlines the initial planning stages for a short film production. It includes mood boards and research on ideas, target audiences, and appropriate content. The chosen idea is a 1950s noir detective film set in America. Primary research found the target audience to be males aged 25-34 who prefer live action, jazz music, and crime drama stories without subtitles. Secondary research examined popular genres and demographics for noir films. The content is aimed at a 12 certificate rating. Next steps include researching production techniques from similar films.
Gurkirat Dhillon's research paper investigates whether video games contribute to violence in society. Since their introduction in the late 1970s, video games have frequently been blamed for causing acts of violence. As video game graphics have become more realistic, more video games have been blamed for domestic attacks and overall violence. Dhillon aims to determine through research if video games truly harm society or not.
Gemma Nicholls proposes creating a video game called "Trapped" and accompanying advertisement poster. The game would be a puzzle platformer depicting a protagonist struggling with dark emotions until being overtaken by their inner demons. Nicholls aims to attract a diverse audience aged 15-24 by focusing on universal human emotions. A survey and research on existing games will inform the project's design. Over 9 weeks, Nicholls will develop characters, backgrounds, animations, and the secondary poster product before conducting evaluations on progress, qualities, and audience appeal.
1) The media product is a psychological thriller film sequence that represents lower class 16-21 year old males. It shows a young, lower class teen brutally murdering another teen, playing on stereotypes of knife and gun crime among this group.
2) The film would likely be distributed by small, independent British film companies and funded through a grant from the UK Film Council. The target audience is males aged 16-25, from various ethnicities but generally lower-lower middle class.
3) Feedback from the target audience found the film interesting and entertaining, with most enjoying the sequence. The filmmaker learned about technologies like editing software and using the internet for research through making this product.
The document discusses 6 different types of documentaries that could be used for a project: poetic, expository, participatory, observational, reflexive, and performative. It decides that an expository style would best fit the idea of documenting existing expository products. Researching existing documentaries provided inspiration for interview styles, use of b-roll footage, and topics to explore like privacy issues on the internet and how much personal data is really shared online.
1. The document analyzes the student's documentary media product about disability and how it uses conventions of real documentaries.
2. Key conventions used include voiceovers, subtitles, handheld camera work, still images, music, facts and statistics. Research was also conducted through questionnaires.
3. The documentary aims to positively represent the lives and experiences of people with disabilities by interviewing two subjects about their hobbies, interests and support systems.
Kane Pixels is a 16-year-old visual effects artist whose horror project "The Backrooms" went viral on YouTube with over 20 million views. The project inspired the document author by showing how Kane planned and created a story in a 3D modeled building layout. Kane added a post-production VHS effect to add perceived detail without extensive texturing, and the grainy quality hid a lack of small details that would be time-consuming to create. The effect tricks the viewer's eye into thinking more detail exists behind the camera graininess.
The document provides an analysis of the target audience for a horror film project. It discusses that the target age range is 15-25, as younger audiences may find horror films too intense, and older audiences tend to lose interest. It also notes that the target audience is mainly male, as research shows males generally prefer thriller/horror genres. In terms of social status, the target audience is upper and middle class. Finally, it examines the target audience's social media usage and which platforms would be best for promotion.
Aaron is applying to university through UCAS and has provided information about his grades, the courses he is interested in, and a personal statement. He received mostly grades of 5-8 in his GCSEs. He is considering Film and Screenwriting at Birmingham City University, Graphic Design at York St. John University, and Film Studies with a Foundation Year at Bristol UWE. In his personal statement, he discusses his academic history studying creative media, his career goals working in the video game industry, and activities outside of school like hiking, rock climbing, and charity streaming.
Aaron Scott produced a documentary evaluating the relationship between video games and society. For research, he analyzed different perspectives on the topic and incorporated influences from documentary filmmakers he admires. Some planning aspects worked well, such as obtaining industry interviews, while other areas like note-taking could have been improved. Aaron demonstrated better time management than previous projects. The technical and aesthetic qualities of the documentary were well-executed overall, though some captions contained spelling errors. Peer feedback noted robotic narration, abrupt cuts, and harsh lighting that could be improved.
The student conducted research on video game documentaries and tragedies related to video games to plan their documentary. They reached out to voice actors in the industry for interviews via social media. While some planning was useful, note taking when watching documentaries could have been improved. The student created graphics, recorded interviews, and edited the documentary in Premiere Pro. Peer feedback noted the robotic narration, sharp cuts, bright lighting, and spelling mistakes in captions as areas for improvement. The student agreed with these critiques from their peers.
For his project, Aaron Scott will create a documentary examining whether video games cause violence. He will interview industry professionals, average gamers, and present factual information and statistics from multiple sources representing both sides of the debate. The goal is for viewers to make their own informed opinion on the issue. Aaron will evaluate his work through daily reflections, peer reviews, and by posting his progress online for his mentor David to provide feedback and assign a final grade. He has scheduled tasks over 11 weeks for research, pre-production, production, and evaluation.
This proposal outlines a documentary project examining whether video games cause violence. The project will present both sides of the argument through factual information and statistics from various sources. Interviews will be conducted with industry professionals and average people to get different perspectives on the issue. The goal is for viewers to make their own informed opinion on the topic based on the evidence provided. Progress will be evaluated through weekly reflections, peer reviews, and by posting work online for the supervisor to review.
The document provides an overview of pre-production planning for a documentary. It includes details on style choices, interview subjects, equipment needs, locations, scheduling, and health and safety considerations. Storyboards and shot lists are included to plan filming. Contact information is provided for potential interviewees. A weekly production schedule outlines shooting and editing across 5 weeks to complete the documentary.
A man wakes up in a maze-like structure with no memory of how he got there. As he navigates the maze, he begins to realize why he is there and what he must do. He frees souls trapped in the maze that represent his past actions. After completing this task, he becomes the guardian of the maze.
The document provides details on pre-production planning for a documentary. It includes a style sheet selecting a professional font and discussing using sound effects and animations. Interview footage sources are described, such as a show filmed over Zoom during lockdown. Game footage from Naughty Dog and Hitman 3 will be used when discussing quotes from industry professionals. Stock footage and original gameplay footage will be overlaid with text/audio. A shot list, layout, and resources needed are outlined. Contingency plans address potential issues like locations, participants, or equipment not being accessible. Health and safety considerations involve following COVID-19 guidelines and securing lighting/cables.
This proposal outlines a documentary project examining whether video games cause violence. The student will conduct interviews with industry professionals and the general public to get different perspectives on the topic. Statistical data from various sources will also be presented to allow viewers to make their own informed opinion. Progress will be evaluated through weekly reflections, peer reviews, and by posting work online for the supervisor. Research sources will include the student's own audience surveys, interviews with game developers and individuals, and statistical studies on the relationship between gaming and violence. The goal is to explore both sides of the debate and gaming spectrum through facts, opinions, and gameplay footage.
1) The document outlines Aaron Scott's skills audit, which identifies his strengths as analysis and editing and weaknesses as time keeping and concentration.
2) It analyzes a mood board showing different game styles from violent 18+ rated games like GTA 5 to narrative games like Firewatch.
3) Key influences discussed include how modern games push age rating limits, using facts to examine links between video games and real-world violence, and how new consoles impact realism and engagement and their relationship to causing violence.
The document outlines an idea for a documentary exploring whether video games cause violence. The applicant is passionate about gaming and has always engaged in debates on this topic. Video games have played a big role in the applicant's life as an escape, and they want to allow their audience to see both sides of the argument and come to their own conclusions. The proposed documentary will be influenced by the analytical styles of other video essayists and focus on games like The Last of Us and Detroit: Become Human. It will have an informative yet grounded tone due to COVID-19 restrictions requiring virtual production.
Here are the key strengths and weaknesses of the final package:
Strengths:
- The concept of a man trapped in a maze reliving his past sins through the souls he encounters is intriguing. There is potential for an interesting narrative.
- The character designs capture the dark, ominous tone well.
- Sound design adds to the atmosphere, with appropriate sound effects chosen.
Weaknesses:
- Planning and research were not fully utilized. More time spent in pre-production could have strengthened the end result.
- Pixel art and level design appear rushed. With more time, these areas could have been more polished.
- No cutscenes, gameplay demo or other elements were included to bring the concept to life visually
The document describes the plot of a video game centered around a man who wakes up with no memory in a maze filled with monsters. As he explores the maze and rescues souls, he begins to regain memories of his past life and discovers the souls are those he has damned. Details are provided about character roles, locations, a color palette, and gameplay elements like camera angles and movement. Research is presented on advertising mediums and styles. Plans are made for a synopsis, game demo, soundtrack, magazine cover, and additional advertising to promote the fictional project.
[/SUMMARY]
Kid Rock targets stereotypical American rockers, straight males, and rock fans in his music videos. His brand presents him as wild, free, loud, and out there with a redneck persona that plays into stereotypes. His music videos have fast-paced shots that fit the fast style of his songs. The videos can either literally illustrate the song lyrics and themes or build on them to further develop the messages.
Jerry Bruckheimer is an American film and television producer born in 1943 in Detroit, Michigan. He began his career in the 1970s producing films like American Gigolo and Cat People. His biggest hits came in the 1980s, producing films like Flashdance, Top Gun, and Beverly Hills Cop. He founded Jerry Bruckheimer Films in 1997 after parting ways with his longtime producing partner Don Simpson. Bruckheimer found great success producing the Pirates of the Caribbean franchise and the CSI television franchise. He has received several awards and honors for his work, including Emmy awards and a star on the Hollywood Walk of Fame.
Mv production assignment evaluation form 2020AaronScott68
The document discusses the author's process for a music video production project. For research, the author watched a wide variety of music video styles to find the best fit for their song theme. Their research focused on genres they liked rather than branching out more. For planning, the initial plans were detailed but things did not go smoothly as locations and people became unavailable. Poor time management due to issues led to the project not being finished on time. The author was pleased with the color correcting and vintage film overlay aesthetic qualities of the final product.
The document provides context and instruction for analyzing music videos from critical and technical perspectives. It discusses key concepts like the purposes of music videos in promoting artists and sales. Techniques explored include camerawork, editing, genres, intertextuality, and styles. Examples are given to illustrate different music video styles and how they can interpret songs, reference other works, or extend meaning. The document aims to equip readers with tools to thoughtfully analyze and discuss music videos.
VFX artists add visual effects like explosions, dust, and superpowers to games using digital art software and physics knowledge. They are skilled in art, understanding how elements like water and light behave in different conditions. VFX artists also collaborate well with other artists and developers, working to tight deadlines while staying within budget. They typically start in roles like compositing and build their portfolio and experience before becoming a VFX artist.
Jerry Bruckheimer is a prolific American film and television producer born in 1943 in Detroit. He got his start in the late 1960s producing commercials in New York before transitioning to film production in the 1970s. Some of his most successful early films included Beverly Hills Cop (1984), Top Gun (1986), and the Bad Boys franchise. Bruckheimer also found great success producing the CSI franchise and spinoffs for CBS beginning in 2000. More recently he has overseen blockbuster franchises like Pirates of the Caribbean and National Treasure. Though some of his 2010s films and shows were not as successful, Bruckheimer remains one of Hollywood's most influential producers.
The document summarizes the production process for a music video. It details filming using an iPhone 11 to reduce risks. Some locations became unavailable due to COVID-19 so stock footage was used instead. Planning on paper would have worked but cast pulled out and locations closed. Transitions, color correcting, and audio matching went well in editing. Problems included cast dropping out, lost locations, and corrupted files. Next steps are to have backup plans, backup files, allocate enough editing time, and ensure enough footage.
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Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
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Coordinate and oversee all technical activities relating to architectural and construction projects,
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Attention to detail, exceptional time management, and strong problem-solving and communication
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Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
2. Existing Product
Despite not being an actual documentary,
Louis Theroux uses his signature
documentarian style to interview a range of
celebrities over the various lockdowns of the
past year. The reason I am using podcast as the
existing product is because of how it was
recorded. Louis used zoom to conduct his
interviews, which is a great way of doing them
in the current lockdown climate, so I could use
this style to interview a different range of people and discuss my topic as we can all be shown
on screen at the same time. Also another pro is that the people that I am wanting to reach out
to our in places like America and Canada so this would obviously create a better opportunity to
talk to them
Louis’ style of interviewing as friendly and approachable, he comes across as a genuine and
understanding while subtly asking important questions. I will try to employ this tactic I feel it
is a good method of getting answers without coming across as too pushy.
3. Existing Product
Despite being a parody, between
two ferns with Zach Galifinakis is a
great example of a chat
show/documentary as it sounds
into background of the
interviewees and eventually asks
and get answers to various
different questions. I particularly
like the camera setup of the show
as it is a basic single shot camera
angle which shows both
interviewer and interviewee I think
if I could find the right space I could execute this and have discussions face-to-face with friends
about the topic as it can incorporate social distancing quite easy
4. Existing Product
It's not being a documentary or an interview,
video essays by Jacob Geller are in-depth and
present a multitude of different ways of
looking at things, I can incorporate this into
my documentary as I will use similar methods
of analysis to present a grounded realistic
and balanced argument to portray both
opinions. Also strive to have the same level of
detail and information in my documentary as
Geller does in his videos.
I Believe this level of in-depth analysis is vital to the documentary as it would be hard to
encourage viewers to make their decisions on the topic using only base level knowledge and so
going in-depth doing statistics, picking a part of the messages of a game, as well as the different
categories and types of games would allow an audience to be able to make conclusive and
informed decisions
5. Existing Product
The Basement yard is a comedy podcast, the reason I am using this as my
existing product is because I like the style in which it is conducted. They
talk about real world issues and debates, but instead of debating and
having deep discussions which can come across as dark or too deep
for a comedy podcast, they talk about it in more of a comedic having
a chat way which still gets their respective points across but in a more
user friendly manor which overall appeals to more audiences
I want my documentary to come across in this way as some of the topics
surrounding violence and the nature of certain games/crimes can deter some viewers.
6. Research Analysis
• Each existing product I mentioned uses at
least some form of in-depth analysis and
opinion based discussions
• I will incorporate both of these into my project
as
9. Secondary Audience research
In reality it is hard to pin down a demographic
for video games as they encompass such a large
variety of categories, age ranges, gender and
any other factor. Games range from titles such
as Outer Wilds, a 2019 adventure puzzle game
developed by Mobius digital to other titles such
as 2020’s The Last Of Us 2, a zombie shooter
emotional rollercoaster developed by naughty
dog.
10. Secondary Audience research
• Firewatch
– Developed by Capo Entertainment and published
in 2016
– Falls under the Adventure/Mystery umbrella
– Rated for ages 16+ but mainly popular in the 18-
25 age ranges
– Contains minimal violence and language
11. Primary Audience research
• For my research I set out a questionnaire, asking people
their age, if they play video games, what type of games and
if they think video games cause violence and have their
benefits
• So far the majority of people who play video games are 17-
20 years old and think the benefits of playing video games
are much greater than the downfalls, whereas the older
people and those who do not play video games think that
the cost far outweighs the benefits. This to me makes sense
as the people who actually play video games and are the
games demographic think that they are beneficial where as
the people who grew up in a time where video games
aren’t as advanced as they are now think they cause
violence and un beneficial to players.
14. Primary Audience research
Majority said no as most people can distinguish between whats acceptable
in a game and real life
General consensus said there are many benefits to gaming such as escapism, relieves stress
and depression and contact with friends.
Roll it is clear that people who play games can see that they do not cause violence in the
real world whereas people of the older generation, or people who do not play games I think
they cause violence in the real world, in my documentary I will take both of these points to
attempt to create a balanced narrative and equally display both view points9
15. Subject Research
• Link between video games and violence in the
real world is tenuous and coincidental and best,
some of the games mentioned in the article by
Philip M. Boffey are purposely made by right-
wing, extremist, and other hate groups which is a
miniscule minority of the total games in
circulation, making up <1% of total games in
circulation. Buffy then goes on to mention about
the numerous school shootings over in the
United States, however a quick look at some of
the manifestoes of the shooters show that their
actions were fuelled by some other means
16. Subject Research
Whether it is very plausible to believe that video
games can cause real world violence and the
gruesome and gory nature of certain games can
desensitise children from a young age and have the
potential for them to replicate what they see.
This was shown in 2014 went to 12 year old girls
from Washington lured their friend into the woods
and stabbed her 19 times in an offer/sacrifice to the
fictional character slender man
17. Subject Research
• Words from professionals
• Bryan Dechart: “Violence and War predate
videogames by thousands of years. Videogames
are an evolution of media to explore and express
the human condition, which includes living in a
violent world, and an evolution of games and
sport, which in my opinion also create a more
productive outlet for competition between
groups and build community instead of
destroying it.”
• David Bateson: Video Pending
24. Bibliography
1. Scott, Aaron. (2020) Target Audience Research Survey (conducted on
02/03/2020)
2. Bateson, David. (2021) Target Audience Interviews (conducted on march
9th )
Editor's Notes
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Why have you chosen to look at this? What have you learned that can help you in your project?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Why have you chosen to look at this? What have you learned that can help you in your project?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Why have you chosen to look at this? What have you learned that can help you in your project?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Why have you chosen to look at this? What have you learned that can help you in your project?
Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject.
Getting some background information on your subject would be a really good idea.
Find some resources, log them, read them and write something about them.
If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject.
Getting some background information on your subject would be a really good idea.
Find some resources, log them, read them and write something about them.
If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject.
Getting some background information on your subject would be a really good idea.
Find some resources, log them, read them and write something about them.
Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future.
Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here.
Make something similar but unrelated to your chosen idea.
Do not make it a version of your final product; it is an experiment
Provide a reflection of the processes you used and how it has been useful.
Don’t do something that you already know how to do.
Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future.
Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here.
Make something similar but unrelated to your chosen idea.
Do not make it a version of your final product; it is an experiment
Provide a reflection of the processes you used and how it has been useful.
Don’t do something that you already know how to do.
Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future.
Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here.
Make something similar but unrelated to your chosen idea.
Do not make it a version of your final product; it is an experiment
Provide a reflection of the processes you used and how it has been useful.
Don’t do something that you already know how to do.
Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future.
Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here.
Make something similar but unrelated to your chosen idea.
Do not make it a version of your final product; it is an experiment
Provide a reflection of the processes you used and how it has been useful.
Don’t do something that you already know how to do.
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.