Wednesday, May 6, 2020

Game It Now or Never Samples for Students †MyAssignmenthelp.com

Question: Discuss about the Game It Now or Never. Answer: Target Audience: 12+ to 32+ (The target has been set as per the interest of the particular age people) Structure: Observational: This is most vital part of this documentary. Case study of any sort of recorded news of any part of this world related to gaming in the recent years will be analyzed. Case study of the dedicated interviews and surveys exclusively for this documentary will be analyzed. It is important to find out how the mind or body get affected because of playing games online. (If any sort of chemical reaction happens or not!) What are the disadvantages of leading a target oriented life? How a person starts ignoring the reality and living in the parallel reality (virtual reality)! - {a drama experimentation can be done to highlight this specific fact.} What is the social and political aspect of this gaming industry? How the hackers act to reopen and spread an already banned game? How the games inject violence to the game addicts? List of crimes happened by the game addicts? The case study of such crimes. Interview few officials of the crime branch. Are the game makers company be liable for any sort of mishap or accident because this gaming? How the specific government react to the reactions of such game? Interviews: Number of highly paid gamers (Preferably, Fear, Peter Dager, Shahil Arora) will be interviewed. Number of psychologists and psychiatrists will be interviewed. Number of orthopedics will be interviewed. Number of game addict young people (not famous) will be interviewed. At least one hacker will be interviewed. Performativity: The documentary maker should perform vulnerably to go any extend out from the comfort zone. Multiple threats including death threats can come while working on this particular documentary. However, the work must go on. It is also important to devote all the time to this. It will be helpful if the documentary maker can accompanied by the photographer and sound recordist all the time (if the budget permits). Voice over: The voice overs will be incorporated as the back-up of significant analytical studies. It can be also used as significant monologues. Dramatization: It is being planned that few significant collective who are dedicated in art works powered with the social experiments needs to be convinced in order to make a dramatization of few real sequences or probably for developing a parallel story. Dance and theatre experiments can be done in this documentary to make it more interesting. An outline script of the documentary: The opening scene of the documentary can be viable with few voice overs: V/O- What if you get paid for passing time? Yes! Fear, Peter Dager, Shahil Arora and end number of gamers earns million dollars just for playing games! But What if someone impose a target on your passion? Will it still remain a passion or just an obligation? It should be noted here in this documentary the camera will be playing a character. Therefore, the journey of making this documentary will also be a vital part of this documentary. The vision of the documentary maker will be analytical and relatable to the audience. Significant bytes of the documentary making team also will play an important role of it. Therefore, after the voice overs how the journey of the film began can be incorporated. In between the interviews, the case studies and the dramatizations will come sequentially. However, it is next to impossible to plan the sequences before starting the shoots. This is impossible because this documentary will narrate a thread of incidents, situations, reality, virtual reality, denial, acceptance, fate, happiness, madness in its own journey. Therefore, before it takes a go it will not be correct to sketch the sequences. It will not be a justification to this documentary to restrict it in limited sequences as it will take a flow of its own for sure. Table: Timing (Seconds) Vision Audio In-Camera Foley / SFX Music 0-15 Shot of gamers busy with Xbox (LS) n/a Use of studio sound/ folly to dramatize the shot Continuous ticking sound of alarm 15-40 A gaming pro expressing frustration on losing the game (MS) n/a n/a n/a 40-70 Documentary crew members talking about their experience of interviewing gamers n/a n/a n/a 70-130 Filmmaker talking about the social influence of playing games under pressure of achieving targets n/a n/a n/a 130-180 Gaming experts talking about the liability of game making companies n/a n/a n/a 180- 240 Dramatization n/a Studio Sound Digital music mix

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