Digital News Production: Critical Analysis Draft
Our brand development was very
important, we had to ensure that the brand not only looked professional but was
relevant to what we were trying to achieve. According to Mallik, “Branding
today is a combination of ideas, products, and the advertising and marketing
efforts of companies to put those ideas or products in the public spotlight.”
(Mallik, S, 2009:54). This means that our brand had to catch the eye of our
target audience by being relatable. Taking inspiration from brands from YouTube
gaming news channels such as Rooster
Teeth, The Know and Funhaus, we tried to create a brand that
had retro and stylistic elements that caught the eye and referenced old games.
The name of our brand ‘Game-Over’ references older games that upon failure
would be greeted with this screen saying game over. These screens were common
and seen within console games and arcade games, such as Pacman, Space Invaders,
Sonic and Asteroids. We kept our colour scheme simple but as a further reference
of the Pacman screens, colours being Red, White and Black. These references
were important as they helped in appealing to our target audience, by doing
this we tried to fulfil the purpose of branding, to ultimately put our channel
in the public spotlight. Upon critical reflection, I feel that the time we
spent on the branding research was important as it was a prime means of
establishing our audience. However, the title ‘Game-Over’ is representative as being
negative and maybe could have been replaced by a more upbeat and positive
title.
Audience research was fairly simple
for us; as fans of video games are not hard to find or hear from. We got our
research on our target audience from online forums, PC Gamer magazines, and
research into gaming YouTube channel’s audiences and found a familiar pattern.
According to Bateman, “No single media text is designed to target, or address,
everyone.” (Bateman, 2011:79); and this is indeed clear when it comes to gaming
news. We found that the mode of address was very informal with quirky comments
and a relaxed demine around presenters which gave us a clear direction to go in
when it came to presentation. Our target audience was established as men and
women between the ages of 16-29 who have a varying degree of interest in video
games. Following on from this, our research into our topic ‘Why Are Video Games
Being Released Broken?’ consisted of data from sales, Twitter responses from
broken games, other channel’s perspectives and further fan feedback. This
helped us essentially find out what the majority of our target audience feel on
this subject, which gave us an angle to explore for our actual news piece. Upon
critical reflection, our audience research focused mainly on YouTube channels
as a whole and could have been improved by looking at professional television
channels such as BBC and ITV news, though may have been may of a more formal approach.
Furthermore, by sticking to a video gaming news channel, YouTube was rife with
alternative channels which caused us to focus on other channels on YouTube
rather than television as there were less sources of information there.
News now comes in a variety of
different platforms more traditional methods of newspaper are now being slowly
replaced by online news updated as soon as something happens, with this news is
also broadcasted on radio, television and even through electronic signs.
According to Barwise, “A major influence on people’s viewing is their ability
to view at a given time. This has been defined as ‘being at home but not asleep
in bed’.” (Barwise, P, 1988:16). This brings up an interesting point, in modern
culture with modern technology information can be accessed quicker and easier
than ever before. This combined with the rush of ordinary life, it could see
the times of sitting down to watch the news on television to be gone as, of an
evening people have less time to sit to what the news when they can check their
phone instantly and find the news they want to hear. With radio news being the
main provider to commuters within their cars and online news to anyone at
virtually anytime, television could be seen as on the way out. This is why for
our channel we decided our platform to be online, through the means of a YouTube channel. We
decided this due to it easier access and that in the modern age it seems that
this is the direction news will be going in. Once an audience is set up it
becomes the go to place for gaming news and can be accessed and viewed with a
quick search on most devices. The ability to view through smart phones, laptops
and even smart TV’s, it becomes an easily accessed channel available to all. According
to Lowbridge, "I think right now TV is still so large [but]
a lot of that viewing habit that happens on TV will be moving online, whether
it's YouTube or other video platforms that gain big audiences that's yet to be
seen." (Lowbridge, C, 2015). This online direction that media is going in
could see a significant drop in television views within the future. Upon critical reflection the
compromise of situating the news channel to online is that it could go in a
different direction entirely to TV and our heavy focus on online qualities did
influence the production of our channel to be more computer and phone friendly
than a simple piece for television. This accompanied by the time taken to
create a website, YouTube channel and Twitter page.
With regards to our actual recruitment method of presenters
and the style of our live, we aimed to combine the structure of the BBC to the
informal and friendly style of YouTube channels. Our presenters were chosen
based on their improvisation, comfort with to camera pieces and ability to be
engaging with the audience. The structure based on the BBC style of news
reading was determined through research. We needed to make sure our project
didn’t run over time but by sticking to the BBC’s and other professional
channel’s method we made sure it kept within the time constraints and was also
transformed into an informal, visually interesting programme.
Choosing our topic/question for our
story was split between one of two ideas, ‘Why are Video Games Being Released
Broken?’ and ‘Do video games make people violent’. We decided to go with the
first topic because as a collective group we felt the latter had been asked
many times before and is a story for those looking into the video gaming
culture not a story within as the majority of audience we were targeting would
have looked at the title and collectively sighed at the regurgitated question.
According to Wilson, “Audiences actively interpret screen content. From a
sociological point of view, using media across the world draws upon people’s
different cultural perspectives” (Wilson, T, 2009:9). This argues our point
that by supplying material to our target audience, we had to be sure that the
material we were supplying was culturally relevant to the audience. It seems at
the moment video games being broken, is a story that keeps popping up with fans
expressing their anger and companies expressing apologies. Something that
almost takes over social media on release dates of games. By choosing this
topic we managed to find something relevant within the video gamer culture,
something that is current and something that a lot of people are willing to
talk about. This current affair allowed us to adopt methods used by the BBC and
ITV, like lives at release dates and attempting to get interviews with experts
and officials who can guide the unknowing audience through what is happening.
Upon critical reflection however we found that because this was such a
hot-button issue at the time it turned out to be the opposite of what we hoped.
We managed to get an expert and fans to express feelings but situations restricted
us from getting in contact from officials of development companies because of
the frenzy surrounding the state of games. This left our live to be rather
boring but was however saved by our presenter. The live and project could have
been significantly improved is access was granted to officials and events
however given the recent examples we were simply not allowed.
As a group we made certain that our
script and timings were as close to the tee as possible. As we had pieces that
involved to camera we had to make sure that the script was free of grammatical errors
but also flowed well. The last thing we wanted was our presenter to read the
script and for it to sound robotic and dull. With our script we had to be sure
that it flowed well but also the timings were adhered too. We had good communication
with our presenters which means we are all able to understand what was required
when it came to tone, speed and style. By ensuring this our project came out
fairly well with regards to timings and scripting. Narration and to camera pieces
where almost exactly what we wanted and presenters gave a professional
performance.
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