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The scene will start by showing a dark room where a kid who is gaming, he is constantly focused in the game and he is ignoring all the mess around him on his desk, bed and chair. On top right corner of the scene, "MYTH" in red text shows up along with "messy room?" text in yellow.
The scene changes to a bright room with the same kid gaming with all his surroundings clean and tidy. On top right corner again "Reality" text in green is showing and "cleanliness" text in blue presenting the differences between myths and reality.
Third scene is showing the second myth in the same dark room as first scene with same set up and red text saying "myth" on top right corner, however in this scene he loses the game he is playing smashes his hand on the desk yelling "NOO" loudly picking up the controller and swinging it towards the computer screen, right after the swing the camera angle changes to a point of view from the computer screen of the gamer kid showing his angry emotions and smashing his controller against the screen. Yellow text saying "anger issues?" slides in during the scene.
Fourth scene changes back to bright room ("reality" text in green in top right) in same situation where the kid is losing the game but instead in this scene he shuts his computer screen right after losing gets up from his chair and is walking out of the room, right after him leaving the room the scene moves to another room showing him walking in the room pulling out the chair and sitting down to study to get his mind of gaming. Then in blue text "taking timeouts" shows up.
Finishing the video off by showing "PG Games" logo credits on right side of the frame.

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I am will be using is "Chaloops" because it is gentle and not to bold to so the audience wouldn't feel too pressured. This font will give a friendly approach as it is very simple and plain which makes it easy to read. This font will very flexible can be used in different aspects, it can state the seriousness of the message I am putting out in the video and also present it in a fun informal manner.

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The audience of the video must have an understanding of games having a lot negative effect on their kids and completely ignoring the positive sides of it. The idea of the tone and emotion to be shown in the video is to how kids can also benefit from games in different ways. I will show happiness and excitement vibe in the video. A friendly and optimistic tone will be used with vibrant colours theme(e.g. green and yellow) as it gives playful and happy energy.

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I am using red, yellow, green, white and sky blue because red being a dominating colour it will show importance of the message. Yellow will add the excitement and happiness to the context. As yellow is also a colour used for warning signs, it will catch the attention of the audience quicker. I am also using white as it is known to be an ideal secondary colour because it can pair well with anything and draw out the elements of different colours more. Green colour is stable and gives a natural look. While blue colour is a colour of trust, blue gives calm and serenity look.

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Moving back to the foundation of any promo video, started the class by deciding what font, tone, audience and colour palette will be used for the promotion. Learnt more about colour theory, how colours need to match the emotions of the message being promoted.

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This week was all about brainstorming and documenting the creative ideas we come up with. Using our ideas we have to identify and craft a message for our promo videos. Finished off the class with learning about how to write a treatment for the promo video.

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Challenging start of the week, beginning with basics of HTML, learning about its elements and attributes and how will it be used for our assignment. We updated our assignment template and home page by using HTML coding.

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This week started off with a discussion about different marketing strategies that are used by brands to advertise the product/message in 30 secs, it is an exciting brainstorming exercise to work and build skills towards our upcoming assignment. Important bit of the tutorial was to decide on a final idea/message that we wish to promote, who will be the targeted audience and start the research about it.

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Attention : The visuals are going be the more important than any dialogues in first few seconds of the video. The intention is to have the element of surprise to keep the audience hooked into the video.

Interest : Parents mostly want to see their kids to do good in education. They will be interested in knowing how their kids can further develop cognitive and multi-tasking skills from gaming.

Desire :  Showing positive effects of gaming on their kids education will also involve the audience's feeling rather than just facts.

Action : The video's main focus is to make parent's view gaming in a better light rather than basing their assumptions off of gaming stereotypes.

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What is the message to promote in the video?

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What is the message to promote in the video?

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The idea is to promote that playing video games is not a harmful hobby. The common misconception that is out there about gaming is that it only consists of negative effects however studies have shown otherwise. The goal is to show which of the common myths/negative effects are not true.

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How will my video be creative and different

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How will my video be creative and different

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The video will be presented with humour, the idea is to make it like a funny skit because people will relate more to humour based knowledge rather than getting bombarded with information in a monotone manner. This video will represent the importance of knowledge gained through gaming within 30 seconds instead of a usual video being over at least 2 minutes long.

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Parents (both male and female) aged 25-40. The reason for specifically choosing this age range is because I believe that most parents in our society now enter parenthood around the age of 25; so having that as the starting range would be good as parents will be more likely to be extra careful about what their kids are exposed to. This is where my promo video will help them steer away from any false myths that are on the internet or TV.

The reasoning for having the age range up till 40 is because I believe that a lot of older parents don't understand gaming as a topic and there is a big generations gap between them, their kids or even grandkids. Hence, why the promo video will be a good opportunity to teach about why gaming can be beneficial for their kids or grandkids wellbeing and even how gaming can build a stronger relationships between them and their children.

Most parents are employed full time and are unable to constantly monitor their kids all the time. Learning more knowledge about gaming and how it can be beneficial for their children to learn different skills will reduce their worries about gaming being bad and it having negative effects on kids.

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Lobel, A, Engels, R.C.M.E, Stone, L.L, Burk, W.J & Granic, I 2012, 'Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study', Journal of Youth and Adolescence, vol.46, no.4, pp.884–897
This article mentions how and why games impacts child behaviour, this source is useful as it explains how different type of games and frequency of the gaming time has a huge role in telling what positive or negative impacts it will have on children. This gave a clear understanding about how it really depends on external factors of gaming that whether it will have a negative or positive impact on children.

Psychol, F 2018, Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population, Frontiers in Psychology, 7 November, viewed 23 March,<https://www.frontiersin.org/articles/10.3389/fpsyg.2018.02127/full>.
This systematic review article basically is the results of research and analysis that was held on impacts of games on cognitive and emotional skills. This article is useful as it gives evidences of the benefits video games on emotional and cognitive skills especially in young adults.

Granic, I, Lobel, A & Engels, RCME  2014, The Benefits of Playing Video Games, American Psychological Association, DOI: 10.1037/a0034857.
This source is a study to prove that gaming is not only about negative effects of children or adolescents and bring out those positive effects to show how four different domains which are cognitive, motivational, emotional and social are benefitted from gaming. This source will prove more evidence to the promotional video making the video more valid and true to believe.

Gameranx 2018, 10 Scientific Studies That PROVE Gaming Is Beneficial, video, Youtube, 25 July, viewed 28 March 2021,<https://www.youtube.com/watch?v=28sc5n-sKss>.
This video starts by telling gaming is bad and then putting a red cross over the scene mentioning it is not true. Then it gets into the details of why gaming could be beneficial. The video did good as it mentions 10 different benefits and backs it up by showing research finding related to it however the video is nearly 10 minutes which could be too long for the audience to watch. I can start my promo video similar to this video by showing a bad effect and then mentioning it is not true.

Abdall, A 2020, Why Video Games Are Good for You, video, Youtube, 26 July, viewed 28 March 2021,<https://www.youtube.com/watch?v=Xg2cmsnvWx8>.
This video is a short quick explanation of why and how gaming can be good. In the video the guy compares and gives simple reasons to support his point but during most of the video he is just sitting and talking about it without showing different visuals. My video will be different from this as I will be showing different scenes and visuals in it.

Marks, T 2018, How gaming is good for you - 4 Mental Benefits, video, Youtube, 23 May, viewed 28 March 2021,<https://www.youtube.com/watch?v=P7I3HOEHBKs>.
This video is focusing more on only mental health benefits, the whole vibe of the video is more towards serious content. It is fairly long video and not many different visuals were used. My video will be different from this because my video will be very short and will include little bit of humour in it.

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Busting myths around gaming and the negative impact they have on our society (especially young children).

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Debunking the stigma around gaming.

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1. Celiac

2. Gluten free products

3. Football

4. Increasing sales of ruby chocolate

5. Adoption of pets

6. BLM

7. Farmers protest

8. Unable to study without electronics

9. Simpsons predicting future

10. Coronavirus

11. Comfortable masks (as people find it hard to breathe in it)

12. Long lasting colognes

13. Plant more trees

14. Creation of Jarvis from iron man movie

15. Future of super sonic flights

16. Aviation studies being super expense for students

17. Lack of reasonably priced boxing gyms

18. Product to remove any kind of stain from white clothes or shoes

19. Importance of fitness

20. Arrange marriage

21. Benefits of gaming

22. Lack of police force to stop all crimes

23. Corrupt governments

24. American politics

25. Wall Street

26. Lie detecting glasses

27. Poverty

28. More hair products for curly hair

29. Earphones that doesn't fall off the ear

30. Global warming

31. Bush Fire

32. Biodegradable plastic bags

33. Flat earth

34. Abolishment caste system

35. Legalising same gender marriage

36. MSG foods

37. GM foods

38. A.I. future

39. Railway system connecting all Australian states

40. Flyovers for animals to cross the road

41. Microchip in brains

42. Cloning of animals

43. Weaponised animals

44. Using animals for medicinals purposes

45. DNA enhancements

46. Use prisoners on death row for human experiments

47. Technology to increase brain's useable capacity

48. Caffeine addiction

49. Importance of rehab in sports injuries

50. Salary difference between men and women

51. Salary difference of different age groups

52. Automatic updates of personal music playlists

53. Reviving pre-historic animals

54. Legalising sex transplants

55. Making health care free for international students

56. Remaking season 8 of Game of Thrones

57. Free eye surgery for people who are blind

58. Promoting child adoption

59. Mental health

60. Gold prices dropping

61. Water proof hoodies

62. Anti-fog glasses

63. 24/7 Online IT technician support

64. Automatic housing cleaning products

65. Exploration of Ocean

66. Stop dumping waste in sea

67. Legalising marijuana

68. Mental health sessions in schools

69. Team-based activities in schools

70. Free female sanitary products

71. Education centres in third world countries

72. Promote usage of solar energy instead of crude oil

73. More funding for cancer research

74. Increase funding in finding alternative fuel sources

75. Online video series on the benefits of going vegetarian or vegan

76. Importance of exercise in the modern technical world

77. Promotional campaign of the benefit of hybrid cars

78. Self heating cup

79. Easier access to education for kids in rural areas

80. Benefits of growing your own produce

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I am a bit excited about this course as the work we are asked to do will require creativity and thinking outside the box, it will be good way to test my digital media skills and learn more about media platforms. The first assignment given to us is to make a creative journal and a promotional video. I have never done something like this assignment before so it will be a nice experience to develop knowledge and skills from the upcoming challenges of this first assignment.