We used Facebook to gain audience feedback as it was a platform that would enable us to reach lots of people at once and also it was simple, once the link was added to our profiles, for users to find the trailer. This meant they could easily give us feedback, which meant a lot more people did give us feedback, compared to if they had to register for a site or fill out a long questionnaire.
Many said they found it “scary” and that it is “scary to think that games can affect the mind like that”. These comments gave us a broader evaluation of our trailer. We also got responses saying it was “freaky!” and it is “cool how you’ve emphasised the different between gaming and reality”. Therefore our use of jump cuts between game footage and reality showed the audience that the main character had trouble determing which is reality and which is the game.
Also, we received a few comments about the length of some of our shots, when someone said “i think the shot of the dead kid is too long”. We made some changes as a result of this feedback. We also got some feedback that said “ i like the music, it’s very gamey”. This was also the feedback we received from our screening to other media students, which enabled us to feel comfortable with our music choices.
We have found that all audience feedback was vital in successfully creating all the components of this project. Even simple feedback, such as telling us what they felt was more effective was important when decision-making. The audience would be key to our success, and therefore should have the power and ability to make their opinions count.
Youtube
We posted a "first look" version of our trailer on the video-sharing website, YouTube. We didn't get any responses to this first version, in the form of either likes/dislikes or comments.
We then posted an updated version of our trailer. This received more views but had an 100% dislike bar, with no likes.
This was our final cut that we uploaded onto YouTube. It received fewer views than our previous upload, but it had a more positive response.
This showed us that our jump cuts worked as they commented on the switching of the game footage and the footage of the protagonist. This also showed us that our aims had been successful and that our trailer had achieved it's goals.
Media Screening
We held a media screening for other media students to attend and to allow us to have feedback on their opinions. We felt these would be useful as they had an existing knowledge of film genres, among other things.
These were some of the feedback sheets we collected:
We found out that our sound and editing were seen as the most effective element of our teaser trailer, although several people thought that our genre was 'social horror' instead of thriller.
Questionnaire
We also made a questionnaire for people to fill in after they'd watched the trailer. We asked people what genre they thought our film trailer was. These are the results:
This shows us that the overall genre was more obvious, but different subsections were picked.
We then asked how well our trailer fitted our genre. These were the results which showed us that our trailer was successful as all of the viewers thought our trailer fitted the genre either "very well" or "well".
Certification
From our general feedback and comments such as "its scary" and "ooh violent" from general people when we showed it to them originally, we found it was best to give our teaser trailer a cerificiate of "15" due to the BBFC guidelines, in particular the ones we present below:
- There may be strong verbal references to sexual behaviour, but the strongest references are unlikely to be acceptable unless justified by context
- Drug taking may be shown
- Strong threat and menace are permitted unless sadistic or sexualised.
- Dangerous behaviour (for example, hanging, suicide and self-harming) should not dwell on detail which could be copied. Easily accessible weapons should not be glamorised
- There may be frequent use of strong language (for example, ‘fuck’). The strongest terms (for example, ‘cunt’) may be acceptable if justified by the context. Aggressive or repeated use of the strongest language is unlikely to be acceptable.
- Violence may be strong but should not dwell on the infliction of pain or injury. The strongest gory images are unlikely to be acceptable. Strong sadistic or sexualised violence is also unlikely to be acceptable. There may be detailed verbal references to sexual violence but any portrayal of sexual violence must be discreet and have a strong contextual justification.
http://www.bbfc.co.uk/classification/guidelines/15-2/http://gamerteaser.blogspot.co.uk/2012/04/certification.html