The document is a project proposal for a short film examining the psychological and biological effects of playing video games. It outlines the student's past film projects and identifies areas for improvement. The proposed film will use footage of gameplay, interviews with professionals, and scientific studies to explore different psychological perspectives on video games. Evaluation of the project will include weekly progress reports, regular self-reflection, and an overall self-assessment. A bibliography provides potential sources including books, articles, documentaries, and games to support research. The proposal also includes a schedule of pre-production, production, and evaluation tasks over 20 weeks.
1. Proposal
1
DELETE SUPPORT COMMENTS IN RED AFTER WRIING SECTION
Centre Name and Number:
York College 48357
Student Name and Number:
Kieran Dean Beal 342751
Project proposal title and date:
Digital psychology
Main area of activity:
film
Rationale: 150 words approx.
My first real short film was ‘Time to Time’ in which the camera techniques were simplistic, and the
video quality was poor, editing was also mediocre. My second film ‘Pressure’ rectified the issue of
lack of variety in camera shots, however video quality was still lacking. Transitions were overused
due to poor footage collection, the chase sequence was extended to the point where it takes up
most of the film, editing was slightly improved but could’ve been done better. My next short film
was a documentary called ‘Software secure’, here all the issues from my last project were fixed,
the main issues were a poor narration and unrelated footage. Finally, my last project was a
promotional trailer for City screen in York, which has been my best work so far, with a variety of
camera angles and smooth transitions, combined with a soundtrack that compliments the video
well, with the only issues being the camera was blurry in some parts, but I made it work, and the
trailer didn’t show off aspects as much as I would’ve liked.
Project Concept: 200 words approx.
The concept for my project is the psychological and biological consequences to a person playing
videogames, the visuals for this film will mostly require gathering footage of gameplay and
recording people play games. Using a variety of camera angles and images onscreen should
create enough variety to keep the video engaging, combined with a digital soundtrack to match the
tone of the video. I will also be interviewing professionals in psychology and biology to get their
views on it, as well as some more subjective opinions from people to get a wide range of data.
Fortunately, video games are an incredibly controversial topic with many experts arguing for and
against them, this means that there are plenty of scientific theories, opinions and studies that
discuss different areas of videogames, some covering biology but most covering the psychology
angle, so that’s where the focus of my video will be. I will be collecting this data from not just from
websites but additionally from scientific journals and articles discussing the topic, in addition to this
I could also watch documentaries and listen to podcasts on the subject, being discussed
subjectively by people who aren’t scientists.
How will the project be evaluated and reviewed: 150 words approx.
There are multiple ways I am going to evaluate my own work to make sure that I keep to the high
standard that I set out to do originally. Firstly, I will be keeping a weekly production diary of sorts,
documenting everything of significance that I did during the week, reviewing the outcome of this
and evaluating whether I did enough work and in the level of detail that I require or not. In addition
to this I will also be holding up a regular production reflection throughout the duration of this
project, the difference will be that this reflection will cover each section of the project that I have
completed in full detail, what I did, what I did well and what I can go back on to improve upon.
Finally, an overall evaluation of the project will let me self-assess my work overall to see if it meets
the standard, I previously set at the start of the project.
3. Proposal
3
Bibliography:
Minimumof 10 sourcesthat youcoulduse for your project.These canbe existingproducts,used
for inspiration.Orbookslookedatforthe theoryresearch.Make sure youget a mixture of books
and products.Limityourself tonomore than 2 websites if possible(youcanputGoogle Booklinks
like BooksonNeil’sToolbox). Considergalleries,books,magazines, journals, films,computer
games, websites,blogs,socialmedia, radioprogrammes,archive material,podcasts etc.
Thismust include atleast2 primarysourcesof information- tweakSource 1and 2 to fit.
Alphabetise the list whencomplete (highlightthesourcesand click the SORT button- ithasan A-Z
and an arrowpointing down on it).
Peter Gray. (2012). The Many Benefits, for Kids, of Playing Video Games.
Available: https://www.psychologytoday.com/gb/blog/freedom-learn/201201/the-
many-benefits-kids-playing-video-games. Last accessed 14/1/19
Steven Pace. (2016). COGNITION Action video games improve goal-directed
reaction times, study finds. Available: https://www.psypost.org/2016/06/action-
video-games-improve-goal-directed-reaction-times-study-finds-43507. Last
accessed 16/1/19
C. Shawn Green. (2010). Improved Probabilistic Inference as a General Learning
Mechanism with Action Video Games. Available: https://www.cell.com/current-
biology/fulltext/S0960-9822(10)00942-5. Last accessed 16/1/19
Amanda MacMillan. (2016). Yes, Brain Games Improve Memory, But Only Under
Some Circumstances. Available: https://www.health.com/alzheimers/brain-games-
improve-memory. Last accessed 16/1/19
Brian Handwerk. (2009). Video Games Improve Vision, Study Says.Available:
https://www.nationalgeographic.com/science/2009/03/news-video-games-vision-
correction-sight-medicine/. Last accessed 16/1/19
Zoe Kleinman. (2015). Do video games make people violent?.Available:
https://www.bbc.co.uk/news/technology-33960075. Last accessed 17/1/19
Eichenbaum, Adam Bavelier, Daphné Green, C. Shawn. (2014). Video games: play
that can do serious good. American Journal Of Play. 7 (N/A), 50-72
Vic Hood. (2017). Are loot boxes gambling?. Available:
https://www.eurogamer.net/articles/2017-10-11-are-loot-boxes-gambling. Last
accessed 18/1/19
Matthew Handrahan. (2017). EA's Ultimate Team now worth $800 million
annually. Available: https://www.gamesindustry.biz/articles/2017-03-01-eas-
ultimate-team-now-worth-USD800-million-annually. Last accessed 18/1/19
Tam Pham. (2016). The Company Who Made Clash of Clans Is Worth More Than
Evernote, Eventbrite, and BuzzFeed Combined. Available: https://thehustle.co/the-
company-who-made-clash-of-clans-is-worth-more-than-evernote-eventbrite-and-
Buzzfeed-combined. Last accessed 18/1/19
Christopher Hooton. (2016). More young people are watching Planet Earth 2 than
The X Factor. Available: https://www.independent.co.uk/arts-
entertainment/tv/news/planet-earth-2-ii-young-viewers-x-factor-bbc-itv-david-
attenborough-vieiwng-figures-ratings-a7449296.html. Last accessed 21/1/19
N/A. (2018). Fahrenheit 11/9 (2018). Available:
https://www.imdb.com/title/tt8632862/. Last accessed 21/1/19
The Late Show with Stephen Colbert. (2018). Extended Interview: Michael Moore
Talks With Stephen Colbert. Available:
https://www.youtube.com/watch?v=ojgum7H7g8w. Last accessed 21/1/19
Real Time with Bill Maher. (2018). Michael Moore: Fahrenheit 11/9 | Real Time
with Bill Maher (HBO). Available:
https://www.youtube.com/watch?v=d79X7Udaa2c. Last accessed 21/1/19
Skavlan. (2018). Interview with BBC's legendary Sir David Attenborough | SVT/TV
4. Proposal
4
2/Skavlan. Available: https://www.youtube.com/watch?v=cKAnHAHBonM. Last
accessed 21/1/19
BBC. (2016). The Supergamers BBC documentary 2016. Available:
https://documentaryheaven.com/supergamers/. Last accessed 23/1/19
Harold James Madigan (2015). Getting Gamers. Lanham, Maryland: Rowman and
Littlefield. 187-201
Jane McGonigal (2015). Super Better. USA: Penguin Press. 77-104
Game theory. (2018). Game Theory: How Loot Boxes HACK YOUR BRAIN!.
Available: https://www.youtube.com/watch?v=Xu6pXCxiRxU. Last accessed
24/1/19
Game theory. (2018). Game Theory: WARNING! Loot Boxes are Watching You
RIGHT NOW!. Available: https://www.youtube.com/watch?v=-IXgzc41W3s. Last
accessed 24/1/19
Daphne Bavelier and C. Shawn Green. (2015). Action video game training for
cognitive enhancement. ScienceDirect. 4 (N/A), 103-108
Renjie Li, Uri Polat, Walter Makous & Daphne Bavelier. (2009). Enhancing the
contrast sensitivity function through action video game training. Natural
Neuroscience. 12 (N/A), 527
Claire V. Hutchinson, J. K. Barrett, Aleksander Nitka, Kerry Raynes. (2016).
Action video game training reduces the Simon Effect. Psychonomic Bulletin &
Review. 23 (N/A), 587-592
C.S. Green and D. Bavelier. (2007). Action-Video-Game Experience Alters the
Spatial Resolution of Vision. Psychological science. 18 (N/A), 88-94
(OPEN LETTER) Multiple authors. (2015). On Violent Media Opposing APA
Policy Statements on Violent Media. Available:
http://www.scribd.com/doc/223284732/Scholar-s-Open-Letter-to-the-APA-Task-
Force-On-Violent-Media-Opposing-APA-Policy-Statements-on-Violent-Media.
Last accessed 30/1/19
Multiple authors. (1998). Evidence for striatal dopamine release during a video
game. Nature. 393 (N/A), 266-268
N/A. (2016). HyperNormalisation (2016). Available:
https://www.imdb.com/title/tt6156350/?ref_=nm_flmg_dr_1. Last accessed 30/1/19
Russel Brand. (2018). Under The Skin with Russell Brand Is Civilisation
Crumbling? with Adam Curtis. Available:
https://www.russellbrand.com/podcast/ep-50-civilisation-crumbling-adam-curtis/.
Last accessed 30/1/19
Week Tasks to be Completed: Specific Tasks
1 Pre-production Proposal and background research
2 Pre-production Research- primary and secondary
3 Pre-production Research- primary and secondary
4 Pre-production Experiments
5 Pre-production Experiments
6 Pre-production Pre-Production and planning
7 Pre-production Pre-Production and planning
8 Production Production and reflections
9 Production
10 Production
11 Production Draft peer feedback
12 Production
13 Production
14 Production