week 2

Learning Aim - A Explore video products in esports/games

Investigating esports and games video

Purpose:

Intention

, e.g. to educate, inform, entertain or promote

 

Audiences and their needs

 

Client needs

The creation of any video, be it for video games, film, TV or social media must be considered. The importance of understanding your client and their needs ultimately leads to the success of the project. However, whilst your client is important as they essentially are paying, the needs of the target audiences should be significant in the approach to the project. The client will have ideas for the video product, they will have specific details that cannot be left out of the production and most importantly they will have some deadlines for the production and final product to follow. It is therefore essential, that you in any production, create within your documentation an area for identifying your client's needs. This essentially allows for you, and your client to agree on the key components of the project, milestones and non-flexible requirements. 

 

Legal and ethical constraints:

libel, defamation and privacy

The legal term Libel relates to the publication of an untrue or false statement or set of statements that are potentially damaging to the reputation of an individual or company. This can defame the person that the statement is about by damaging a good reputation that they may have built up.

 

Potential examples of  liable and defermation within esports : Ggrecon.com - SINATRAA

 

 

Create an infographic that explains (with examples) Defermation and Liable. You should look to use examples that have occuered in the esports sector.

 

 

Representation

Representation or "legal representation" in esports is currently an area where players tend to represent themselves it is suggested (Traverselegal.com) as there is no current formal body of regulation within esports it makes it hard for legal representations to be given as the tournaments and competitions are most commonly regulated and operated by different organisations and publishers therefore not allowing for consistency to be applied to rules and regulations.

Things to consider when it gaming and esports is your job.

When your playing in freeplay your not representing any team, organisation or squads so "rage" is not a big issue and the things that you say or do may not have any impact on others. However when you are representing your would be expected to follow your sponsor, team/squad codes of conduct as your held in a higher regard by those that may make financial contributions towards your teams. You must also consider your target audiences and the following that you have as this could be impacted.

As teams and squads grow, so do the potential prize and competition pots. So in some instances squads may need to appoint a team manager or principle to represent them and negotiate any contracts of competition or payments. This is extended to the potential sponcership deals with organisers as team players can act as influencers. 

 

Copyright.

https://niknaksoldpeculiarblog.blogspot.com

The copyright law in the United Kingdom has been around since 1710 and was the first law of its type in the world. However, the concept of copyright and its provision dates back to the 1556 Charter of Worshipful Company of Stationers and Newspaper Makers where the Licence of Press Act of 1662 gave publishers printing rights exclusively, however it didn't give any rights to the authors.

In our modern times, we use the current Copyright, Design and Patents Act of 1988. This act helped protect intellectual property or IP from being stolen. This act set out rights to cover elements like logos, photos, music and an extensive library of intellectual property. 

Further detail can be found using the following links to sources.

UK Government Copyright Law

BBC Copyright Explained

 

 

 


Last Updated
2022-10-12 09:13:10

Links to Learning Outcomes

Links to Assessment criteria

LOA - Explore video products in esports/games

 

A.P1

Describe the format and characteristics of video in esports/games.

A.P2

Outline the legal and ethical constraints for video products

A.M1

Compare the characteristics of video in esports/games for different formats and purposes.

1/A.D1

Evaluate the relationship between video characteristics and audiences.



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