Friday, 28 November 2014

Chosen background music


Background Music



The music that we used at the start of the documentary for our introduction was all made on garageband by a music tech student. This allowed us to create the perfect retro game sounding song. We made the creator of the song use synth sounds because these sounds are very common within the famous and most popular game theme tunes.We also made the song very fast paced sounds and upbeat tempo that relates to the world of gaming.The result has ended up a great success and the music fits perfectly with our introduction and gives off the right impression for the documentary that we have made.

We based the music of theme tines from games such as Mario, sonic, crash bandicoot, space invaders, Tetris, packman and many more games with high pitched synth sounds that are highly common and well known within the game theme tune genre.

We were provided with pre-existing music that is already available on the college system, they varied from a large range of genres giving us a wide choice. We found this very helpful as different parts of our documentary would require different styles of music. However we made a decision to use the electric genre of the collection as it seemed to fit the pace of the documentary.


After briefly listening to many of the tracks in the folder, we were struggling to find a catchy tune that would work well alongside our footage. We eventually came accross "the next generation" which we all felt as a group was a very good song to use, we have placed it over some of our vox pops as it is light hearted and does not distract from the footage itself.



Wednesday, 26 November 2014

Target Audience Research

Predominant Target Audience:

(Age) 16 - 21 year olds

We have chosen this particular age group due to the fact that most game companies primarily aim for them. 16-21 year olds are most likely to have more experience with video games making them ideal candidates to interview. Our group also has very easy access to this age group, meaning that we can interview and get opinions from people to include in our documentary, increasing reliability of results.

(Gender) All genders

Whilst stereotypically, the male gender is the most interested in video games, we decided to aim our project at both genders. This is because we hope to appeal to as many people as possible with our work, including the very large female community. We also did not want to discriminate women from the documentary as we are aware their is a female audience that are interested in video games.

(Class) All social classes

Games vary in prices and quality, therefore even people of a lower class are often consumers of them. Therefore there is no particular class targeted by our documentary, due to their consumption within families of varying financial states.

 (Lifestyle)

The ideal lifestyle of our target audience would be people that play video games on a regular basis. This is because they have a clear interest in the topic and have possibly experienced certain scenarios and issues we express in our work. For example we draw upon a young adult that has a clear obsession with video games, so much so that he purposely misses out on social events. This could relate to certain audience members and even show them the possible errors of their ways.

Friday, 21 November 2014

script

this our first draft of a script for our documentary. however this is not the finished version and is not definitely going to be used. 

Script



Tom: Video games are quite literally everywhere there all over the gaff
Scott: They’re in bus shelters, billboards, public transport you name it there probably there
Tom: And there’s no doubt they have evolved over time I mean look at this, it looks real!
Scott: The once niche audience for video games has now broadened to the masses with almost 33 million people playing them in the UK alone
Tom: That’s right according to IAB UK in 2011 7 of 10 16-65 year old game players play at least 3 times a week
Scott: and 72% of them play socially online, either with friends or people they don’t actually know

(Tom: to further our search we visited the nearby Sixth form for people of the target demographic for videogames to do a little research for ourselves
Scott: Unfortunately the first student we found was so enthralled in the new call of duty we couldn’t get an answer from him
Tom: Luckily we found some other people keen to assist our research!)
Scott: Do you play video games?
Tom: What kind of video games do you play?
Scott: How often do you play video games?

(Presenters introduce interview with Julie)

Tom: we also spoke to Nick Waring a parent of two, to get his opinion on the matter.


Monday, 17 November 2014

Logging our work

Now that we have concluded the period of lessons in which we film our material, we have come to the editing stage. At the moment this entails us uploading our footage to adobe premiere and deciding which elements we should keep and which we should delete. Our group is finding this a particularly difficult process as we are yet to decide what the actual storyboard for our work is, therefore we do not know what will be of particular value to us yet. However members of our group are currently working on a story board and the footage we edit out is not completely erased, it can be revived into our production.


As you can see from the picture we are using specialist software to carry out our task on the Mac computer. Some of us found the process difficult at first, however we quickly learned the process to importing footage and editing it down to our preference. At the moment we are unsure of why there are two screens available for us to use, however this is something that our group will no doubt learn from our instructors in the lesson. We have quickly grasped the technique to using this particular software and we are achieving our work faster and faster as we learn more about it.


As we upload our footage we record the results in this table to have written proof of the progress we make in each lesson. We believe that by recording our results we can refer back to any changes we made in the editing stage of our work. At the moment we are logging the name of each individual piece of footage and writing down which elements we are definitely planning to keep. I feel that this organised preparation for our work will be very helpful in the later stages of production. 

Friday, 14 November 2014

Potential Background Music


We have created a list of potential music that we may use for our documentary.


1. (https://www.youtube.com/show/royaltyfreemusic/videos) This youtube channel has a large variety of copyright free music. some of these may suit our genre of documentary which can be used for our background music throughout the documentary. 

2. On the college macs they have a large selection of copyright free music that we could also potentially use for our documentary.

3. Our third and final option is to create something of our own in Garageband on the college macs. Garageband is a music creation application, which would allow us to create our own music, which could be tailored to the genre.

Wednesday, 12 November 2014

Vox pops

As a method to extend our research we asked various students and members of the public particular questions about our topic. We felt that these results would benefit us in our documentary in terms of reliability. Here are some of the locations we visited and the questions we asked....


Questions: 1. Do you play video games?
                   2. How many hours a week do you play video games?
                   3. Name your favourite video game

Solihull




At first we struggled to find results that would be helpful to us due to the fact that the people we approached did not play games at all. However as we continued to ask, our communication skills developed and we were able to extend our questions further in order to receive more interesting results. For example each individual interviewer would extend further on the specific answer that was given. 



Interviewer: Do you play Video Games
Vox Pop: No, not really 
Interviewer: Why is that?
Vox Pop: Well I just don't find them interesting really, I guess its because I just find them pretty boring. 

We felt that this technique would lead to more detailed answers that could be useful to include in the documentary. 

Sixth Form


We found it to be a great advantage to interview Sixth form students for two main reasons. One being that video game companies used 16-18 year olds as a prime target audience for their products, therefore `students around the college are likely to have a strong opinion on the matter. Secondly we have very easy access to these students due to many of them being either acquaintances or friends therefore they would be willing to do an interview. As a group we feel that the student's answers to our questions is some of the most important footage we have.


Interviewer: Do you play video games?
Vox Pop: Yes
Interviewer: What video games do you play?
Vox Pop: Mario Kart
Interviewer: How often do you play video games in a week?
Vox Pop: Probably about an hour a week


Monday, 10 November 2014

Progress Checkpoint 3

We have now completed all of our Vox Pops this week. We collected the remainder of them from around Solihull Sixth Form College. This is because we believe the target demographic for video games is around 16-19, which is the age of the students at the college. We have also finished filming the introduction, presentation and have also collected the in game footage.





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