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Anything new?

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The title of our video is "Video Game: Good or Bad? " and the target audience is public. The idea is we're going to change people's mentality of saying that video games is not good. We begin the video with a person thinking whether video games is good or bad. However, most of the feedbacks that she/he got is that playing video games doesn't bring any advantages. Then, we continue the video to show that there's still many benefits of playing video games that others might do not realize it. We show some of the benefits in the video like video game players can overcome dyslexia, get more worldwide friends, prevent the old people from suffering Alzheimer's earlier and increase the memory span. We end the video with each member's reflections.

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Madam, we changed our topic to "Video Games Fever".
Target group: Students (7-18 years old)

We will play a videoclip regarding facts and effects of playing video games. There will be two persons explaining regarding the videoclip. At the end of the videoclip, there is another one person will interview the forth and fifth person about their opinions of playing video games.

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What is this? there is no story line here. Each scene is talking about something different. Do you understand what I want from this video? It should not be like a power point presentation

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Jun Wee, did you write all this? Then what did your group member do?

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Target group: Public

Purpose: To introduce video games to public and bring curiousity to public.

Explanation: Introduce video games. Give examples like Tetris Battles, Sudoku, Unblock Me, Super Mario and so on. Explain to public that playing video games is not a waste of time but it can help in our studies because it can boost our brain if we play constantly but wisely for a period of time. Mention that playing video games will also bring positive effects. For example, playing video games can improve one's attention on something, as an effective teaching tool and slows down aging process by around seven years. Playing video games not only bring banes but also bring boons to us.

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Purpose: The purpose of this scene is to show that playing video games can actually promote a wide range of cognitive skills include strategic thinking skills, a more accurate attention allocation, higher spatial resolution in visual processing and enhanced  mental rotation abilities.
Explanation: A study in particular is carried out in the scene where one group of participants were assigned to play Super Mario 64 for 30 minutes per day over 2 months while another group of the participants were put to study constantly within the same period of time, without playing any video game. Afterwards, the results show that the brains of the participants saw an increase of grey matter in areas associated with memory, strategic planning and fine motor skills of the hands, compared to those who had not played.

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Purpose : This is a scene where to show the audience that video games can improve our attention in detail and the result of the study made in 2 month ago.
Explanation : Video games can increase attention to detail in individuals. For example, there is a game that individuals have to yell out what colour the word is as fast as you can. It become more difficult because there is a conflict between the word itself and its colour. Therefore, if you are playing video games more than 5-10 hours a week, you're be able to solve these problem much more quickly. This is because your brain is actually more efficient in the regions associated with attention.

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Purpose of this scene: These scene is trying to show that how the effect of the video game to treat the disease Dyslexia which is a disease that a person cannot read or recognise the word.

Explanation: We start up with the scene that a guy with the disease Dyslexia, showing their symptoms that they cannot recognise the word well, and cannot read the word. After that, this guy is start approach the video game which have some storyline. And after a few month or year the guy played video game. He is get treated from this disease.

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Aisyatul Najihah Binti Khuzaimi - Scene 5

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Aisyatul Najihah Binti Khuzaimi - Scene 5

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Purpose: The purpose of this scene is to let people know that playing video games can actually increase the brain power and prevent diseases such as Alzheimer's.
Explanation: The situation in the scene is about a person playing match match game where all the card will laid face down on a surface and two cards are flipped face up over each turn. The player is required to memorize the card and find the matches. Our intention is to bring clearance to the audiences that playing video games is one of the way to prevent and even reverse deteriorating brain functions such as memory, reasoning and visual processing.

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In my opinion, playing video games is actually can boost our brain. It is for sure having negative effects also but depends on how we utilise it. We have to play video games wisely at the right time and right place at moderate frequency. Avoid addiction since it will cause health consequences to us such as obesity. I always believe that video games can be used as educational and therapeutic purpose because it will reveal on how playing video games can improve reaction times and hand-eye co-ordination. Video games also have great entertainment values to help us to relieve our stress. The games are always motivating, engaging, interactive, and provide rewards and reinforcement to improve. Therefore, I agree that playing games can boost our brain.

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Music:
1. Kevin Macleod - Carefree
2. Alumo - That positive feeling
3. Sophonic - Make it shine
4. Silent partner - Spring in my step
5. Martin Garrix Remix - Can't fell my face
6. Kevin Macleod - Wallpaper