How did you use media technologies in the construction and research, planning and evaluation stages?
Here we are at another part of my evaluation concerning my A2 short film, Screen Three. This post is all about MEDIA TECHNOLOGIES and I hope you’ll learn about how I used different examples of them, such as PhotoShop, my camera, Premiere Pro and much more, in each stage of production.
The video below gives an insight to Celtx – a program that allows users to create their own professional scripts. It worked very well in pre-production to act as a blue-print and plan for our piece, and here’s how:
In order to make Screen Three the film it is, many technologies were used and manipulated to my advantage. The video below goes into detail more technologies that I used; enjoy!
What have you learned from your audience feedback?
The video above delves into the following things:
- the processes I employed to distribute my film in order to reach an audience
- how I obtained audience feedback
- what I did with their reaction: what I learned and how I applied what they said into practical ideas.
Video transcript: Audience Feedback Script
The audience feedback I received before the film was considered finished is also worth noting. In order to improve the piece, Screen Three was shown to a group of media students who responded with written feedback. Examples can be seen below.
The feedback was very helpful and led to changes being made to the film in many ways. Despite all the feedback being relatively positive, the volume of the telephone sound effect was frequently highlighted as an issue. Many thought it was too loud and rather than proving effective in the scene to highlight the rudeness on the antagonists, the sound was annoying and not pleasant to hear at the volume it was set. After learning this, I returned to Final Cut Pro and lowered the volume to get rid of this distraction. Similarly, the majority of the audience wanted a different sound effect for the crash during the film’s climax. This was addressed and altered immediately and I think learning of this problem led to a better result.
How effective is the combination of your main product and ancillary texts?
Upon starting our research into similar media products, it didn’t take long to realise that films and their products, such as their posters and reviews, have a collective style.
Take a look at the video below to check out the reoccurring elements in my pieces.
I’ve also prepared a podcast on Soundcloud to explain further.
In what ways does your media product use, develop or challenge forms and conventions of real media products?
Analysing real media products may be an important stage of pre-production that will improve your overall film. In this post, I evaluate how I manipulated conventions of these products to my own advantage. Below is a video specifically concerning my short film, Screen Three, and its relationship with real media products. For example, Screen Three does not have a happy ending since the audience is left on a cliffhanger after horrific events happen to the film’s protagonist. This conflicts with a convention of most drama films where the main character lives “happily ever after”. Aspects like this are explored in the commentary below.
In regards to my ancillary texts, I prepared a Prezi to answer this question. Be sure to follow link and enjoy the presentation!
What is PEGI?
The Pan-European Game Information (PEGI) age rating system was established to help European parents make informed decisions on buying computer games. It was launched in spring 2003 and replaced a number of national age rating systems with a single system now used throughout most of Europe, in 30 countries (Austria Denmark, Hungary, Latvia, Norway, Slovenia, Belgium, Estonia, Iceland, Lithuania, Poland, Spain, Bulgaria, Finland, Ireland, Luxembourg, Portugal, Sweden, Cyprus, France, Israel, Malta, Romania, Switzerland, Czech Republic, Greece, Italy, the Netherlands, Slovak Republic and the United Kingdom)
What are age ratings?
Age ratings are systems used to ensure that entertainment content, such as films, videos, DVDs, and computer games, are clearly labelled by age according to the content they contain. Age ratings provide guidance to consumers (particularly parents) to help them decide whether or not to buy a particular product.
Computer and video games are now enjoyed by millions of players throughout Europe. In the UK, 37 % of the population aged between 16 and 49 describe themselves as ‘active gamers’ (defined as currently playing games on a console, handheld or PC). In comparison, in Spain and Finland 28% of the population aged 16 and 49 are defined as ‘active gamers’(Nielsen report 2008). While most games (49%) are suitable for players of all ages there are many that are only suitable for older children and young teenagers. There are also some games (4%) that are made for adults only (over the age of 18).
The rating on a game confirms that it is suitable for players over a certain age. Accordingly, a PEGI 7 game is only suitable for those aged seven and above and an PEGI 18 game is only suitable for adults aged eighteen and above. The PEGI rating considers the age suitability of a game, not the level of difficulty.
PEGI is used and recognised throughout Europe and has the enthusiastic support of the European Commission. It is considered to be a model of European harmonisation in the field of the protection of children.
PEGI OK Label
Many websites and online services contain small games and in order to cover this rapidly growing segment, the PEGI OK label was devised. When a small online game on a website has been labelled ‘PEGI OK’, it means that the game can comfortably be played by players of all age groups because it does not contain any potentially unsuitable game content.
The PEGI OK label looks like this:
A PEGI OK label indicates that the strict PEGI rating criteria have been applied and it has been ascertained that there is nothing in the game that would lead to a higher rating than the standard 3+ category.
The operator of a website or games portal is permitted to use the PEGI OK label based upon a declaration made to PEGI that the game does not contain any material that requires a formal rating.
To qualify for the PEGI OK label a game can NOT contain any of the following elements:
- sexual activity or sexual innuendo
- bad language
- promotion or use of drugs
- promotion of alcohol or tobacco
- scary scenes
Should the game contain any of these elements, the game must be age rated using the standard PEGI rating system. The game will then receive a regular PEGI rating (3, 7, 12, 16 or 18) consisting of an age rating label and content descriptor(s). The same applies in case the casual game can be downloaded onto a consumer’s computer.
Do you have a question about the PEGI OK label, or have you spotted the PEGI OK label being used incorrectly on a website? Contact the PEGI Administration with use of the contact form on this website: