DRAFT: This module has unpublished changes.

Multimodal Reflection

            I planned to target people interested in video games, avid gamers, casual players, and even non gamers that are interested in the subject. I chose brighter colors that were easy to see and easy to read, large fonts that are commonly used to actual video game box arts and stereotypical imagery of violent video game box art (explosions, gunfire, war vehicles). I wanted to make my product look like the potential box art of a video game. However, I wanted it to feel like it wasn’t taking itself seriously. A rather silly title and absurd, over the top quotes serve to address my point without being too serious.

I would want this product to be shown as the “capture image” for an article on video game violence. By capture image I mean the large image that draws your eyes to the article, such as you would find in a newspaper; that really big picture that you can’t help but notice. I would want this is be published a magazine that has a wide variety of audiences. I want to target gamers because I feel they would enjoy reading the article while actually being informed on the issue. I also want different audiences, such as parents and even the general public to see the issue. The product would draw different pairs of eyes for different reasons but the eyes would be drawn.

I believe this product is sticky because it’s unique. I’ve never seen a mock box art before so I imagine others haven’t as well. It’s a different approach to drawing attention to the issue. The box art throws the issue in your face with three amusingly accurate quotes. The quotes aren’t actually spoken by the sources but they convey the points the sources wish to make. They also capture the feeling of an actual box art. “RATED 10/10 IN GAME INFORMER”, “THE BEST SHOOTERIN DECADES”, and “A MUST BUY FOR 2013” all blow up in your face, and while you might not care what they say, you will read them. I’ve found that people read large, in-your-face text even when you don’t want to. The product will also stick because of the overall humorous and over-the-top nature of the text. People tend to remember things that are funny and different, and that is exactly what my product offers. It depicts the issue in an unexpected way, a way in which you can’t not look at it and read it. I imagine people reading the quotes and laughing them off as over the top, but they understand the ideas that the quotes present, and they will want to look down below the picture and read the article.

I’ve learned that you don’t need a ridiculous amount of text to convey a point. You only need a couple sentences and a picture or two. While the research paper develops the issue and explains it in detail, the picture and comments serve to introduce the idea. They plant the concept or issue in the reader’s mind and it stays with them, where they might want to read the long research paper after having seen the picture. I’ve learned that multimedia is far more fun to create that paragraphs and essays, but it cannot convey the same level of depth. You need to back up your claims with facts and moving diction in order for people to truly accept your ideas. I would definitely want to create another multimodal piece in the future, and I feel that developing my idea in two separate papers really helped to create a work that truly reflects the issue.









DRAFT: This module has unpublished changes.