Friday, 30 October 2015

Audience Profile

Age: 13 - 18
Gender: Male and female
Race: No specific race
Nationality: No specific nationality
Interests: Technology, video games, social impacts revolving around video games/technology

The intended audience would perhaps be able to relate the theme in the short film/documentary, which would be the positive social effects of video games.

For example, they help people with dyslexia to train their brain's attention system and they also act as an escape away from the "real" world. A lot of teenagers feel the pressure and stress of being in school and being constantly nagged by their parents so being able to escape is a significant and massive stress-reliever for them. On the aspect with dyslexia or any other special needs that video games aid with, they help people to improve with their difficulties in their every day routines/lives. For instance, if a dyslexic student takes English as a subject and has to constantly read tedious novels throughout the year, he/she will struggle, especially if the novels are boring and long. However, in video games there are not many words, making it easier for them to learn and remember what those words are.




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