Sunday, 19 May 2013

Interactive Film and Online Video Research Project - Final Conclusion

From my research project to my artefacts I have been most interested in public participation through online video and film. People can build a community in order to create a piece of work such as comments/suggestions through YouTube, filming a part of their day to create a larger project or having input on the structure of an interactive story. Film-makers can take a step back and pass the control to the audience; the people who watch the entertainment can also create the entertainment. Interactive film creates distance for the viewer from the entertainment so they become more of a spectator and less immersed. This means the audience are left with a story that challenges their mind; so they think about the choices and the consequences. Having choices means viewers are put on edge, the film becomes an experience, one which questions their morality on if they want the character to succeed or feel pleasure from their demise. I've found from my artefacts that the entertainment is less immersive and you can’t empathise as much with the “puppet-like” characters. Instead the entertainment focuses on the viewer, what choices they would make being in that situation and what you would do being that character. Interactive allows viewers to analyse themselves as well as entertain.

Online video is a tool of self-expression and freedom in creativity, although argued it can be hard for artists to be noticed online with the mass material available, it is definitely a good place for self-promotion. Everyone can share videos, contribute to work and build collaborations. Interactive and online video builds a community where people can unite through participation.

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