Showing posts with label Research. Show all posts
Showing posts with label Research. Show all posts

Wednesday, April 18, 2012

The code and conventions of thrillers


Codes and Conventions of Thrillers:


  • Has a very fast pace
  • Uses straight and jump cuts to keep up the pace
  • Music that adds to the tension
  • Low key lighting

The codes and conventions of a theatrical trailer and a teaser trailer


Theatrical trailer:

  • Longer than a teaser trailer
  • More of the storyline is revealed
  • Shows the dates the film will be released


Teaser trailer:

  • Usually up to 90 seconds long
  • Shows a small amount of the storyline
  • Won't show the exact date of the film, it would say something along the lines of "coming soon"
  • It is released before the Theatrical trailer

Certification

We found it was best suitable for our teaser trailer to have a certificate of 15, due to the following BBFC certification guidelines:

Suitable only for 15 years and over

No one younger than 15 may see a ‘15’ film in a cinema. No one younger than 15 may rent or buy a ‘15’ rated video work.

Discrimination

The work as a whole must not endorse discriminatory language or behaviour.

Drugs

Drug taking may be shown but the film as a whole must not promote or encourage drug misuse. The misuse of easily accessible and highly dangerous substances (for example, aerosols or solvents) is unlikely to be acceptable.

Horror

Strong threat and menace are permitted unless sadistic or sexualised.

Imitable behaviour

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.

Language

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.

Nudity

Nudity may be allowed in a sexual context but without strong detail. There are no constraints on nudity in a non-sexual or educational context.

Sex

Sexual activity may be portrayed without strong detail. There may be strong verbal references to sexual behaviour, but the strongest references are unlikely to be acceptable unless justified by context. Works whose primary purpose is sexual arousal or stimulation are unlikely to be acceptable.

Theme

No theme is prohibited, provided the treatment is appropriate for 15 year olds.

Violence

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.


Thanks to the BBFC, we were able to make sure our teaser trailer was suitable for a 15 certificate.

Sunday, April 15, 2012

Music choices

For our final trailer we had to change music because of copyright issues on our previous choices. We decided to choose two songs from artists we had discovered were unsigned. We chose to crop these songs and then merge them into one for our trailer separated by a sound effect.
Our first song was stigma-
Our second song was... -
The songs we had previously chosen but were unable to use because of copyright issues were
Chase and Status- Fire in your eyes backing track - from 10 seconds in.
Pendulum- The tempest instrumental- from 1.53 seconds in.

We merged these songs together to give the audience a change in music because we felt this would keep their attention better.

Choosing an Actor!

Our teaser trailer is based on a teenage boy's obsession with video games. We knew that choosing a teenage boy under the age of 16 was going to be a challenge due to parental permission, and the type of things they would be exposed to (in terms of violence), was limiting. Our only option was therefore to choose an boy older then 16 so there would be no constraints to the times we needed them to film and the type of things they would be doing.

The first actor we considered was James Eustace:













18 years old
6ft
Blonde
Thin

The second actor we considered is Miles Watson:













Miles is:

18 years old
5ft 7 inches
Dark haired
Muscular

Our third option was Marc Lequime:














18 years old
6ft 3 inches
Dark haired
muscular

After consideration we felt Miles was our best option for "Gameboy" as we felt the other two males were too tall to play a boy in his middle teens. In addition, with his muscular stature we felt the violent scenes would look more convincing.

Friday, March 9, 2012

Typography






We decided to use the site http://www.dafont.com/ to find our font as it has much more varied fonts compared to the standard ones on programmes such as Word and Paint.















We decided on the font 'Terminator' which we felt had a game-like feel and was reminsicent of retro-games such as Pacman and Space Invaders but also had the modern feel of games such as Call of Duty and Halo.

Monday, February 6, 2012

Media Aggression



Some people believe that behaviors like aggression may be partially learned by watching and imitating the behavior of others (social learning theory) . Some scholars have concluded that media may have some small effects on aggression. However there is evidence against this idea, for instance, a recent long-term study of youth found no long-term relationship between playing violent video game and youth violence or bullying. One study suggested there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively associated to time spent playing the games. The conclusion was that there was insufficient evidence to show a link between video game violence and aggression. However, another study suggested links to aggressive behavior. One study suggested that adults (i.e. parents) suffering from dissociative symptoms related to post-traumatic stress disorder may be more likely to expose their children to violent programs and video games. There were also links between poverty and how much a child would be exposed to more violent media sources.

Obsessive gaming


Video game addiction is the overuse of computer and video games so that it interferes with daily life. Users usually play compulsively, isolating themselves for the outside world as much as possible. They avoid social contact so their complete focus can remain on the game. Achievements in a game are more important to the person that real life achievements, they lack imagination and often will be moody.

Inclusion of video game addiction as a psychological disorder has been proposed and rejected by the Diagnostic and Statistical Manual of Mental Disorders.
Some symptoms of video game addiction may include:
Preoccupation

Someone who is addicted to computer, video, or Internet gaming often exhibits an unusual preoccupation with the game or computer when he is away from it. The teen could seem distracted, irritable, or disinterested and may talk about the game almost constantly.

Downplaying Computer Use

It's common for someone with addictive, computer-related behaviors to downplay the amount of time she spends in front of the TV or computer. The person may make excuses, saying she "needs" to be online, or may outright lie.

Lack of Control

A person who is addicted, or at risk of becoming addicted to gaming, is unable to control the amount of time she spends on the computer. She may go online with the intent to spend 15 or 20 minutes, but will keep extending the time until several hours have passed.

Loss of Time

Along the same lines, a person may sit down at his computer, again with the intent to spend only a few minutes, but completely lose track of time and suddenly find that several hours have passed. It is not unusual for someone with a gaming addiction to play through the night and only realize how much time has passed when the sun begins to rise.

Negative Impact on Other Areas of Life

Because the person spends so much time on the computer or video game console, other areas of life are neglected. He may grow distant from friends and family who had previously been close. Homework may go unfinished, causing grades to slip. In more extreme cases, the teen may even neglect personal hygiene, choosing to play video games rather than taking a shower.

Hiding From Negative or Uncomfortable Feelings or Situations

Some people become addicted to gaming because they use it to self-medicate. When confronted with situations or feelings that are uncomfortable (feeling sad, arguing with a friend, or getting a bad grade), the person may "hide" in the game as a method of avoidance.

Defensiveness

When confronted or asked about his time spent gaming, a person may become defensive. Denial is often an indication that something is wrong, especially if the person seems unconcerned that friends and family feel neglected or left out of his life.

Misuse of Money

Someone who is addicted to video, computer, or Internet gaming will spend a disproportionate amount of money on computer-related items. The person will seem to be continually upgrading hardware, software packages, and accessories. This becomes an even greater problem if the person spends money that should be used for bills, groceries, and other necessities.

Mixed Feelings

As with any addiction, use of the "substance" – in this case, the video game – initially causes euphoric feelings, but that euphoria is quickly followed by guilt. Guilt may be felt either over what the person is doing while online or simply the amount of time he is spending at the computer.



Thursday, January 12, 2012

Research suggests...

Web addicts have brain changes similar to those hooked on drugs or alcohol, preliminary research suggests.
Experts in China scanned the brains of 17 young web addicts and found disruption in the way their brains were wired up.
Internet addiction is a clinical disorder marked by out-of-control internet use.
A research team led by Hao Lei of the Chinese Academy of Sciences in Wuhan carried out brain scans of 35 men and women aged between 14 and 21. Seventeen of them were classed as having internet addiction disorder (IAD) on the basis of answering yes to questions such as, "Have you repeatedly made unsuccessful efforts to control, cut back or stop Internet use?"
Specialised MRI brain scans showed changes in the white matter of the brain - the part that contains nerve fibres - in those classed as being web addicts, compared with non-addicts.

These findings could change treatments for web addiction. Most of the addicts played violent games which some researchers say was key to their addiction.

Source: bbc news: http://www.bbc.co.uk/news/health-16505521

Violence in games

A recent study has shown that violence depicted in gaming raises the risk of aggressive beviour in young viewers and even adults. The violence shown could have the capability to pose a threat to public health.
Other research has found those who play violent video games showed less activity in areas that involved emotions, attention and inhibition of our impulses. Behavioural studies have shown an increase in aggressive behaviour after someone has played a violent video game. There is also psychological evidence to show that violence viewed on screens or played in games has a negative effect on areas of the brain.



 

Thursday, December 1, 2011

Critics view on violent computer games

Gaming is very similar to horror movies. They provoke unnecessary moral panic. Back in the 80s, unregulated horror movies were seen as such a threat that people were sent to prison for copying or distributing them. According to the tabloid press, the country was awash with filth that would twist our children's minds and turn them into killers and cannibals.

Charlie Brooker described CoD:MW2 as "the Citizen Kane of repeatedly shooting people in the face" concluding: "Don't worry, it won't turn anyone into a killer." People believe him. Why? Because he knows his subject. The game is rated 18, is not intended for kids and as far as I'm concerned it is no more of a threat today than The Evil Dead was 25 years ago.

BBFC rejects criticisms of Byron Report

BBFC Rejects Criticism Of Byron Games Classification Proposals


The BBFC’s Director, David Cooke, today rejected criticisms from some quarters of the games industry of the Byron Report proposals for games classification.

He said:

“We are disappointed and concerned about attempts by one or two video games publishers to pre-empt, through recent press statements, the forthcoming public consultation on video games classification. Their statements are misleading in several respects:

The BBFC’s current average turnaround time for games classifications is eight calendar days. In terms of international comparisons, this is notably quick. There is no reason why the increased role for the BBFC envisaged by Dr Byron should lead to delays.

BBFC classifications are already cheaper for many games than those under the Pan European Games Information System (PEGI). Because the BBFC currently deals mainly with the most problematic games, BBFC costs will fall if, as Dr Byron recommended, we take on all games, physical and online, rated ‘12’ and above.

It is absurd to imply that the BBFC could not cope, or would need “a building the size of Milton Keynes”. The BBFC is a larger and better resourced organisation than PEGI, and is well used to gearing up, and to providing fast-track services where appropriate.

We reject any suggestions that the Byron proposals for dealing with online games are not future-proof. Countries such as the USA and Germany already classify such games in a way which reflects national cultural sensibilities. The BBFC has made clear that we are prepared to work through PEGI Online, which already recognizes BBFC symbols. But, with online games, the real need is not a pan-national grouping of markets, but rather soundly based and independent initial classification, full information provision, and responsible self-regulation of online game-play backed by properly resourced independent monitoring and complaints mechanisms.

“The games industry really does have nothing to fear from a set of proposals which would provide more robust, and fully independent, decisions, and detailed content advice, for the British public, and especially parents. The Byron proposals, far from envisaging the collapse of PEGI, specifically provide for a continuing PEGI presence in UK games classification. They also provide significant opportunities to reduce duplication of effort and costs. And they would make wider use of a system, the BBFC’s, which British parents recognize, trust and have confidence in.”


June 30th 2008

Monday, November 28, 2011

Byron Report Key Points

The internet and video games are very popular with children and young people and offer a range of opportunities for fun, learning and development. But there are concerns over potentially inappropriate material, which range from content (eg violence) through to contact and conduct of children in the digital world.

· Debates and research in this area can be highly polarised and charged with emotion.

· Having considered the evidence I believe we need to move from a discussion about the media "causing" harm to one which focuses on children and young people, what they bring to technology and how we can use our understanding of how they develop to empower them to manage risks and make the digital world safer.

· There is a generational digital divide which means that parents do not necessarily feel equipped to help their children in this space - which can lead to fear and a sense of helplessness. This can be compounded by a risk-averse culture where we are inclined to keep our children "indoors" despite their developmental needs to socialise and take risks.

· While children are confident with the technology, they are still developing critical evaluation skills and need our help to make wise decisions.

· In relation to the internet we need a shared culture of responsibility with families, industry, government and others in the public and third sectors all playing their part to reduce the availability of potentially harmful material, restrict access to it by children and to increase children's resilience.

· I propose that we seek to achieve gains in these three areas by having a national strategy for child internet safety which involves better self-regulation and better provision of information and education for children and families.

· In relation to video games, we need to improve on the systems already in place to help parents restrict children's access to games which are not suitable for their age.

· I propose that we seek to do that by reforming the classification system and pooling the efforts of the games industry, retailers, advertisers, console manufacturers and online gaming providers to raise awareness of what is in games and enable better enforcement.

· Children and young people need to be empowered to keep themselves safe - this isn't just about a top-down approach. Children will be children - pushing boundaries and taking risks. At a public swimming pool we have gates, put up signs, have lifeguards and shallow ends, but we also teach children how to swim.

Article from the Daily Mail

Violent video games DO make people more aggressive
By Stephanie Darrall

Last updated at 7:55 AM on 28th November 2011


Violent video games can alter the brain in just one week and make players more aggressive, according to researchers.

A study has found that key areas in the brain suffer reduced activity, and leave it physically altered.

The findings will fuel the debate over the impact that violent games have on regular players and links to anti-social behaviour.

Scientists at the Indiana University School of Medicine in Indianapolis took a group of 22 men aged 18-29 and performed MRI scans on them.


They then divided the group in half, and while one group was asked to play violent video games for at least 10 hours a week while the second group played none.

According to the Sunday Times, the researchers found that the effects on the brain were discovered in the left inferior frontal lobe and the anterior cingulate cortex.


An abstract of the report which will be published at the annual meeting of the Radiological Society of North America later this week said subjects experienced alterations to their brain.

The report said: 'Subjects showed relatively less activation in prefontal regions associated with executive function following one week of violent video game playing.

'This investigation provides the first longitudial, experimental investigation of video game play on brain activity.'


The results could be concerning as they seem to show that the games cause brain plasticity - where the brain alters to accommodate demands put on it.

However they found that when gamers stopped playing, their brains returned to normal.


The research comes after another study by from Texas A&M University which monitored 165 young people over three years to evaluate the effects of video games on anti-social behavior.

They found no connection between the players behaviour and game playing.


Read more: http://www.dailymail.co.uk/sciencetech/article-2066803/Violent-video-games-DO-make-people-aggressive.html#ixzz1ezfmraYR

Thursday, November 24, 2011

Call of Duty: Modern Warfare 3













  • guardian.co.uk,






  • Call Of Duty: Modern Warfare 3 has found itself at the centre of a confrontation between two Labour MPs in the ongoing debate surrounding violence in video games.
    Labour MP and prominent anti-video games campaigner Keith Vaz has tabled a motion in the House of Commons, condemning Modern Warfare 3 for its violent content and calling on the British Board of Film Classification to take "further precautions" over violent video games.

    In his motion, Mr Vaz said: "This House is deeply concerned about the recently released video game Call of Duty: Modern Warfare 3, in which players engage in gratuitous acts of violence against members of the public; notes in particular the harrowing scenes in which a London Underground train is bombed by terrorists, bearing a remarkable resemblance to the tragic events of 7 July 2005; further notes that there is increasing evidence of a link between perpetrators of violent crime and violent video games users; and calls on the British Board of Film Classification to take further precautions when allowing a game to be sold."

    But Labour MP, Tom Watson added an amendment to the motion, drawing attention to the game's 18 certificate from the BBFC and criticising the claim that events in the game are similar to those of the 7/7 bombings.
    "Keith, for many year, has been very critical of adult content in video games and he's homed in particularly on the Call Of Duty franchise," Watson says.
    "He's tabled a motion, about a week ago, condemning the game. I just amended it to make the point that the game has an 18 classification and that the BBFC said in a statement that it bore no resemblance to the July 7 bombings in London – which is what he refers to in his motion.
    "There may be disturbing or unsettling content in that game, but adults should have the choice as to whether they want to play those sorts of games or not."
    Watson says that he hasn't played Call Of Duty: Modern Warfare 3 yet, but he has booked time to play it during the Christmas recess as he's a massive fan of the franchise. He's currently playing Portal 2.

    Neither Vaz nor the game's UK distributor, Activision, were available for comment.

    Friday, November 4, 2011

    Publicised incidents that were associated with gaming.

    Several incidents speculated to be related to video games in recent decades have helped fuel controversy.
    • On November 22, 1997, thirteen-year-old Noah Wilson died when his friend Yancy stabbed him in the chest with a kitchen knife. The mother of Noah, Andrea Wilson, alleges that her son was stabbed to death because of his obsession with the Midway game Mortal Kombat.
    • In April 2000, 16-year-old Spanish teenager José Rabadán Pardo murdered his father, mother and his sister with a katana, proclaiming that he was on an "avenging mission" by Squall Leonhart, the main character of the video game Final Fantasy VIII.
    • In November 2001, 21-year-old American Shawn Woolley committed suicide after what his mother claimed was an addiction to EverQuest. Woolley's mother stated, "I think the way the game is written is that when you first start playing it, it is fun, and you make great accomplishments. And then the further you get into it, the higher level you get, the longer you have to stay on it to move onward, and then it isn't fun anymore. But by then you're addicted, and you can't leave it."
    • On June 7, 2003, 18-year-old American Devin Moore shot and killed two policemen and a dispatcher after grabbing one of the officers' weapons following an arrest for the possession of a stolen vehicle. At trial, the defense claimed that Moore had been inspired by the video game Grand Theft Auto: Vice City.
    • On June 25, 2003, two American step brothers, Joshua and William Buckner, aged 14 and 16, respectively, used a rifle to fire at vehicles on Interstate 40 in Tennessee, killing a 45-year-old man and wounding a 19-year-old woman. The two shooters told investigators they had been inspired by Grand Theft Auto III.
    • On February 27, 2004 in LeicesterUK, 17-year-old Warren Leblanc lured 14-year-old Stefan Pakeerah into a park and murdered him by stabbing him repeatedly with a claw hammer and knife. Leblanc was reportedly obsessed with Manhunt, although investigation quickly revealed that the killer did not even own a copy of the game. The victim's mother Giselle Pakeerah has been campaigning against violent video games in the UK ever since. The police investigating the case have dismissed any link, as discussed in the relevant articles.
    • In October 2004, a 41-year-old Chinese man named Qiu Chengwei stabbed 26-year-old Zhu Caoyuan to death over a dispute regarding the sale of a virtual weapon the two had jointly won in the game The Legend of Mir 3
    • In June 2007, 22-year-old Alejandro Garcia from Texas shot dead his cousin after arguing over whose turn it was to play the game Scarface: The World Is Yours. He pleaded guilty for murder at his trial on April 6, 2011, and will serve 15 to 30 years in prison.
    • On August 2, 2008, Polwat Chinno, a 19-year-old Thai teenager, stabbed a Bangkok taxi driver to death during an attempt to steal the driver's cab in order to obtain money to buy a copy of Grand Theft Auto IV. A police official said that the teen was trying to copy a similar act in the game. As a consequence, officials ordered the banning of the series, which led its distributor, New Era Interactive Media, to withdraw it, including the aforementioned, then-upcoming installment, from shops across Thailand.
    • In December 2009, after losing three consecutive games of FIFA 2008, a 17-year-old schizophrenic boy named James Callaghan went on a drunken rampage in which he attacked several teens with an axe, threatened a cyclist and finally bludgeoned and stabbed to death a 65-year-old-woman. He also used to play Grand Theft Auto.
    • On July 22, 2011 in Oslo and Utøya, Norway, 32-year-old Anders Behring Breivik shot and killed 69 people on the island Utøya and also planted a bomb in the centre of Oslo, which killed 8 people, Breivik had been planning the attack for 9 years and claimed that he had used Call of Duty: Modern Warfare 2 as a "Training-Simulation".

    Studies to test video game affects on aggression

    Video games have been studied for links to addiction and aggression. Earlier meta-analyses (an analysis of several studies) were conflicting. A 2001 study found that exposure to violent video games causes at least a temporary increase in aggression and that this exposure correlates with aggression in the real world. A decrease in prosocial behaviour (caring about the welfare and rights of others) was also noted. Another 2001 meta-analyses using similar methods and a more recent 2009 study focusing specifically on serious aggressive behaviour concluded that video game violence is not related to serious aggressive behavior in real life. Many potential positive effects have even been proposed. Recent research has suggested that some even some violent video games may actually have a prosocial effect in some contexts for example, team play. It has been argued there is generally a lack of quality studies which can be relied upon and that the video game industry has become an easy target for the media to blame for many modern day problems. The most recent large scale meta-anlysis-- published in Pychological Bulletin in March of 2010, and examining 130 studies with over 130,000 subjects worldwide-- has concluded that exposure to violent video games causes both short term and long term aggression in players and decreases empathy and prosocial behavior.



    Tuesday, October 18, 2011

    Bad Language in Video Games Article

    Bad language in video games and on TV linked to aggression in teenagers

    By Nadia Gilani


    Being exposed to swearing and foul language on TV as well as playing video games are linked to aggression in teenagers, a university report shows.


    While it has been long established that watching violent scenes increases aggression levels, a new study in the medical journal Pediatrics suggests that being exposed to foul language may have a similar effect.

    The US study appears to be the first to examine the impact of obscene language, which is surprising considering how central language is to film and TV ratings as well as affecting how a film is classified.



    Violent: Being exposed to foul language on TV and playing video games can lead to teenagers being more aggressive
    To explore the issue, scholars at Brigham Young University gathered information from 223 middle school students.


    Family life professor at the university Sarah Coyne explained that the findings revealed that exposure to bad language is associated with acceptance and use of similar language, which in turn influences both physical and verbal aggression.

    Professor Coyne said: 'On the whole, it's a moderate effect.

    'We even ran the statistical model the opposite way to test if the violent kids used more profanity and then sought it out in the media, but the first path we took was a much better statistical fit even when we tried other explanations'.


    Acceptance: The study found that exposure to obscene language such as swearing made teenagers view such words as 'normal'

    Brad Bushman, a media expert at Ohio State University who was not involved with the study, said: 'This research shows that profanity is not harmless.


    'Children exposed to profanity in the media think that such language is normal, which may reduce their inhibitions about using profanity themselves.

    'And children who use profanity are more likely to make them more aggressive towards others.
    'These are very important findings for parents, teachers, and pediatricians'.


    Prof Coyne added: 'Profanity is kind of like a stepping stone.

    'You don't go to a movie, hear a bad word, and then go and shoot somebody.

    'But when youth both hear and then try profanity out for themselves it can start a downward slide toward more aggressive behavior'.



    Read more: http://www.dailymail.co.uk/news/article-2050159/Bad-language-video-games-TV-linked-aggression-teenagers.html#ixzz1b7ZLQ6Z5

    Monday, October 17, 2011

    Idents Research



    These are different idents for film companies. We are looking at these particular companies because they suit our film the best. We think that Lionsgate would suit our film the best as it has the most films in common with it that are alike to our film.

    Miles' practice tackles


    As part of our research, one of our needs for the main actor was to tackle a person as he replicates a violent scene from a video game. Here, we have Miles tackling Andy in various ways for us to find a tackle which looks convincing. We shot from two angles so we could see different visual perspectives of the tackle to decide which looked most convincing from the viewer's point of view.