Tuesday 19 February 2013

3) What Have you Learnt from your Audience Feedback?




Firstly, here's a link to my audience research identifying my target audience... (Identifying audiences...)
However... My audience has changed slightly because the overhaul with the narrative and video designs. First of all the audience will remain students of the socio-economic table value of E; aged 16-24 but the gender has altered slightly. Because no female roles are present in the actual video, the target gender is more male-based but to take the focus from this, I have used an enigma, removing a relatable face to the artist and protagonist to tailor to neither audience in particular. This is because I believe that the interests in gaming and "geekery" is the essential part of my audiences interest but within this audience are the subgenre's with different sexualities, genders, ethnicities - despite the general stereotype of the geek - that of a white, western heterosexual male of christian or atheist faith. I personally want to detach the word geek from this stereotype and broaden it to those who also label themselves as geeks. This audience can also be considered active or interactive audiences for music, as they are actively watching the video and decoding the meaning behind the lyrics and the video. This is linked to Stuart Hall's theory of Encoding and Decoding a meaning and that the passive audience no longer exists due to this. The socio-economic values of the Survivor and Explorers remain as the centre-piece to the video but the Use and Gratifications changes completely as it conforms to Escapism, Personal Identity and Surveillance as the imagination involved in decoding the narrative.

Now, above are examples of my ancillary products as they have developed. They are heavily focused on video games and intertextual references including a loading bar made with tetrominoes which was originally implemented into the I Fight Dragons logo but was removed after feedback from my teacher and fellow students saying it was "unreadable" from a distance of about 5 metres, so it isn't able to be read, which it needs to stand out from a distance. I also subverted conventions associated with music magazines which I researched last year to use a Blue/White/MidnightPurple colour scheme over the basic Red/White/Black colour scheme akin to rock music. The multi-coloured tetrominoes are part of the band logo and brand identity in this case.

Audience feedback / Questionnaire results

Here are examples of my progression of my feedback as the coursework has progressed over the year. From this, I decided to vary the shots a little from just simple mid shots  as, although sticking to my themes of the video, it seemed a little too repetitive to the audience. I've also received "likes" on Facebook which while was no actual constructive criticism, does give me a glimpse of my audience as all but one person falls into my primary and secondary audience. Only two people from my secondary audience has given feedback and only one of my primary audience (16-19 year olds) was female, as had been already predicted that the audience was to be male dominant.

Through my feedback I have decided to alter several key things of the overall products. First of all my feedback had requested for a variety of shots and as result I introduced several new shots such as the over the shoulder shot which implemented a high angle; a handful of different master shots and varied transitions to split up the boring long shots.

For the ancillary products, my audience research and feedback dictated that the original planned font wasn't readable from more than 2 metres away; for this reason I kept the planned colours but used block colour instead of the tetromino blocks of colour. My research revealed that film, TV and games were the second largest interests after music. This was reflected with my music video focusing on the music over narrative albeit with intertextual references while inversely my digipak employed a more artificial feel with the pixelated images and silhouettes. This also is due to the majority of my audience claiming to prefer "unrealistic" ideas which are represented with the face on the earth. This is all relevant to the artist brand which more than 50% of my audience declared was most important; not the narrative.

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