Saturday 11 March 2017

Research Dossier For Documentary

Primary Research:

I will conduct interviews on individuals of different ages and professions on their opinions on the subject, as well as possibly show a small group the first draft of the product to get feedback and to know whether or not i need to change any parts of the documentary.

My questionnaire bellow is also primary research for my production:
https://www.surveymonkey.co.uk/r/MRBL3MX

Interviews:
For:
  • Tia-Jade Webber
  • Lochlan Morrison
Against:

  • Raffi Borrows
  • Sean Offord
  • Faye Jarvis
  • Luke Robbins
  • Demetrios Symeou



Script: I will create a short list of questions to ask in the interview.

Production Schedule: I will be filming in the first in the first 3 lessons that we have to film, plus the next 2/3 lessons for re-shoots if necessary.

Secondary Research:

Video Games:
For:

http://www.independent.co.uk/news/science/study-finds-that-violent-video-games-may-be-linked-to-aggressive-behaviour-10458614.html

According to Psychologist that this news agency interviewed, they have “confirmed that playing violent video games is linked to aggressive and callous behaviour.”

A report from the APA task force on violent media concludes: "The research demonstrates a consistent relation between violent video game use and increases in aggressive behaviour, aggressive cognitions and aggressive affect, and decreases in pro-social behaviour, empathy and sensitivity to aggression."

http://www.apa.org/news/press/releases/2015/08/violent-video-games.aspx

“The research demonstrates a consistent relation between violent video game use and increases in aggressive behaviour, aggressive cognitions and aggressive affect, and decreases in prosocial behaviour, empathy and sensitivity to aggression,” says the report of the APA Task Force on Violent Media.”

http://news.sky.com/story/boy-8-kills-gran-after-playing-video-game-10436368

“An eight-year-old boy intentionally shot and killed his grandmother minutes after playing the violent video game Grand Theft Auto IV, US authorities said.”

http://www.dailymail.co.uk/news/article-511346/Xbox-fan-pummelled-toddler-daughter-death-knocked-console.html

A man in love with his Xbox, Spellman went bat shit crazy when his 17-month-old daughter, Alayiah, accidentally pulled the cords out of the wall. Rather than ensure the child’s safety or just fix things and move on, Spellman cracked her skull repeatedly, killing her. He got up to 47 years in prison for the crime.

http://www.charismanews.com/culture/52651-14-mass-murders-linked-to-violent-video-games

Mass shooting encouraged by other members of a chat room.

Against:

http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/long-term-us-study-finds-no-links-between-violent-video-games-and-youth-violence-9851613.html

The research, led by psychologist Christopher Ferguson not only found that there was no link between violent media and behaviour but also questioned the methodology of previous studies suggesting the two were related.

Ferguson and his team point out that many laboratory-based studies into the effect of media violence have measured aggression in test subjects through “less aggressive outcomes ranging from filling in the missing letters of words through delivering nonpainful noise bursts to a consenting opponent.”

http://www.telegraph.co.uk/science/2016/03/12/study-finds-no-evidence-violent-video-games-make-children-aggres/

Playing violent video games is no more likely to be damaging to young children’s behaviour than those considered harmless, an Oxford University study suggests.

Research involving British primary schoolchildren found that the length of time young people spend playing games, rather than their content, could have an effect on their behaviour or school performance – and even then only slightly so.

The study, published in the journal Psychology of Popular Media Culture, found that children who play online games involving linking up with other players were less slightly likely to have problems relating to other children than those who played alone.

Movies:

http://www.telegraph.co.uk/news/science/11087683/Watching-violent-films-does-make-people-more-aggressive-study-shows.html

After answering a questionnaire 54 men were split into two groups, those who were aggressive including a history of physical assault and those were calmer. Their brains were scanned as they watched a succession of shootings and street fights on day one, emotional but non-violent scenes such as people interacting during a natural disaster on day two and nothing on day three. While watching violence the aggressive group had less activity in the orbito-frontal cortex, which controls emotion-related decision making and self-control. These subjects said they felt more inspired and determined and less upset or nervous than their non-aggressive counterparts when watching violent instead of only emotional scenes. Their blood pressure also went down progressively while the calm groups' rose.

Watching violent movies really does make people more aggressive - but only if they have an abrasive personality to start with, a study shows.

http://www.nbcnews.com/better/wellness/do-violent-movies-cause-aggression-answer-may-depend-n205556

Quantitative Research:

Quantitative Research is the analysis of numerative data, results that can be put on charts or in tables. Some examples of quantitative research are:

Closed question questionnaire's
Audience ratings
Website hits
Box office hits (Movies only)

Qualitative Research:

On the other hand, qualitative research can not be put into a chart, for example, Focus groups, Interviews, Etc.

Data Gathering Agencies [DGA's]:

DGA’s gather and measure information on variables of interest, in an established systematic fashion that enables one to answer stated research questions, test hypotheses, and evaluate outcomes. They will gather the information on the audience about what type of programmes or subjects they are interested and when they watch TV the most to create a database to know what type of productions to green light and produce.

RAJAR:

R.A.J.A.R is an acronym for "Radio Joint Audience Research". The organisation was set up in 1992 serving as the main organisation to measure success ratings for shows on the radio, serving for the BBC and other licensed radio stations.

Audience and Market Research:

I have conducted a servery for my target audience to take part in to collect data on what type of documentary they would prefer to watch and when/where they would want watch my documentary.

My target audience is 16 - 40 year olds who live mostly in a urban environment with children or family under the age of 16 because most media is consumed in city's and towns rather than a country-side village. I chose this target audience because the immediate response to some kind of bad press in the media that happens to have been caused by someone who plays games or watch's movies is "Video games should be banned because they create murderers" "This wouldn't of happened if he wasn't playing video games all day". I want to represent why people play video games and why they believe that it doesn't cause violence, as well why some feel that it could be a trigger for violence.

Production Research:

Before I begin filming there are several aspects of the production that i need to research further, such as the viability of my documentary (Whether the documentary would be successful), the cost of the equipment/locations I would be filming (camera, tripod, microphone, lights, green-screen ect.), i had to reach out to people to do interviews for me, as well as check what content i could use so that it was appropriate for the 3MW slot on the TV.

Viability:

To predict whether my documentary would be successful, i analysed the data on my questionnaire.


This chart shows that 84.62% of my target audience (that took part in my questionnaire) are interested in the subject mater that I am making a documentary on, thus the documentary has a 85% chance of success.

Finance (Costs):

In a professional documentary, the producer would have to get in contact with their interviewees, arrange some kind of contract/payment, they would have to buy/hire camera and sound equipment, pay the crew, feed the crew, supply transport when necessary, and possibly even hire out locations. This can be very costly as a average DSLR camera is £300 - £400+. a "Boom Stick" and mic could cost up to £500. This makes the documentary cost roughly £900 without paying any of the crew.

For my documentary, i will not have to pay for anything as i will use the cameras that are available at college, along with using my friends as the interveiwee's in the green-screen room.

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