Digital News Production: Critical Analysis Essay
Introduction
This critical analysis essay will
be recapping on the recent Digital News Production project for the Television Production
course. This essay will aim to reflect on how the project went as a whole, the
research behind the project and our group faired within the project. Areas will
be focused on such as Brand Development, Audience Research, News Platforms, Casting,
Story Focus and Time management; analysing our research into these areas and
how they turned out. This essay will also feature areas where I felt we could
have improved or changed in hindsight, also detailing problems we ran into
while filming.
Brand Development
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, specifically
16-29 year old gamers, ranging from avid gamers to the occasional play.
According to Ien Aug “measurement of appreciation does nothing other than
register the volume of applause” (Aug, 1991, 145). By situating our target
audience with the main consumer of video games we are surely able to receive a
louder response. We tried to fulfil the purpose of branding, to ultimately put
our channel in the public spotlight. 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and maybe could have been replaced by a more upbeat and positive. Below is our
finished product, See Fig 1.
Fig.1. Game-Over (2015)
Audience Research
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, as we found
through our research this audience block was the main consumer of video games
and one that is more likely to be vocal and willing to find out more about the
games they buy. 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. 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 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 Platforms
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 targeted 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. The compromise of situating the news
channel to online is that televised news could begin to disappear, and our
heavy focus on online research into YouTube news channels 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.
Casting
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 BBC style of news reading, by which meaning a
beginning summary of the news that will be covered, a live piece, a studio
interview and further information was determined through research into the BBC,
and other news networks, such as ITV. 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.
Story Focus
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. According to
Moriarty, “You’ve earned the right to not believe a publisher or developer when
they tell you that their game will work day one.” (Moriarty, 2015) which speaks
in volumes as in today’s day and age with all modern technology, a game will
most likely not be finished on the day of its release to the paying consumer. 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 allowed us to adopt methods like lives at release
dates and attempting to get interviews with experts and officials who can guide
the unknowing audience through what is happening. 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.
Time Management
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.
Conclusion
In conclusion I feel that the
project was an overall success. Areas could have been better and with a larger
time of production we could have produced better, but given the circumstances,
brief and time constraint I feel that the project fulfilled what was required.
The key areas described; Brand Development, Audience Research, News Platforms,
Casting, Story Focus and Time management; were all focused on in detail prior
to production which allowed us to go in with a structured format and shooting
schedule to be confident in that we had and wanted what was required and more.
Furthermore as a first attempt towards a news based project where, within our
group, we all had no experience, I feel that we were able to produce a solid, professional
and polished final result.
Bibliography
Bateman, Anthony (2011) AS
Media Studies. Oxfordshire: Routledge
Barwise, P. (1988) Television
and Its Audience. [online] At: http://site.ebrary.com/lib/ucreative/reader.action?docID=10326867
(Accessed on 21/11/2015)
Lowbridge, C.
(2015) The UK YouTube Stars With Fans
Around the World. At: http://www.bbc.co.uk/news/uk-england-34504053
(Accessed on 22/11/2015)
Wilson, T. (2009) Understanding
Media Users from Theory to Practice. [online] At: http://site.ebrary.com/lib/ucreative/reader.action?docID=10301329#
(Accessed on 22/11/2015)
Aug, I. (1991) Desperately
Seeking the Audience. [online] At: http://site.ebrary.com/lib/ucreative/reader.action?docID=10017573#
(Accessed on 2/12/2015
Moriarty, C. (2015) How
You Can Help Put a Stop to Broken Games. At: http://uk.ign.com/articles/2015/01/19/how-you-can-help-put-a-stop-to-broken-games
(Accessed on 4/12/2015)
Illustration List
Figure 1. Game-Over. (2015) From: Game-Over
[logo still] Great Britain: UCA Television Production. (12/11/2015)
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