From Digimon to That Time I got Reincarnated as a Slime, isekai is a genre of anime that holds a lot of staying power in the industry. The topic taker should research:
The beginning of the genre
What made it popular
Its impact on the anime industry
Is the animation of isekai not to the same standard of other anime, or just drawn in simpler styles? Does the numerous amounts of isekai better or worsen working conditions for anime artists?
What genres do isekai cross over with?
Why is isekai so popular?
Are there too many isekai?
Will isekai bring about new genres of anime?
By researching these aspects of isekai, the topic taker should be able to get a full picture of the how, what, and why of isekai. The topic taker is, as always, free to do more research on isekai, such as whether or not isekai helps its viewers by increasing positivity in their mood, help them relax from the stressors in life, and so on.
Breath of the Wild and Tears of the Kingdom are newer Legend of Zelda games that feature open world mechanics and the return of the collectathon, in a sense. A collectathon is a type of video game where there are items and objects to collect in order to either progress in the game or obtain an upgrade. An older example of a collectathon would be Banjo-Kazooie or Jak and Daxter. In Breath of the Wild, the collectathon element of the game is Korok seeds, except there are about 900 to collect in the game. Tears of the Kingdom increases that number.
The topic taker should see if this newer collectathon element is too much to do for the player. The topic taker is free to examine other newer forms of collectathons than the two mentioned in this topic. Research points to include:
– The time it takes to do these collecting elements
– The reward for completing the entire collection
– Player feeling about the collecting element in the chosen game or series
– The topic taker is free to also include an element of the psychology behind why collectathons work, if they wish.
The topic taker should analyze the requirements of some trophy lists to beat games on the "Hard" Difficulty and/or unlock special items or extra difficulties in the game. Examples that come to mind are Final Fantasy Remake and Rebirth, Kingdom Hearts III, DOOM, and the God of War series. The topic taker is free to include other games to the list that they may know about–the list serves as a jumping off point to get the topic taker started. The topic taker should consider the following for their article as well:
– Is completing a game on Hard Mode enjoyable?
– Is requiring finishing a game on a Hard mode restrictive or prohibitive in any way?
– If someone chooses to play at difficulties other than hard mode, does that mean they are more or less of a gamer in the eyes of the game's community?
– Should Hard Mode be a requirement for getting certain items or cutscenes or trophies, or should that content be available regardless of the difficulty?
The topic taker should address these points with research and examples from the games they choose that is relevant to the points. If desired, the topic taker can look at the psychological research done on this subject and how it affects players' self esteem, if the research exists.
I think that it’s worth including as a separate item a description of hard fashion through an analysis of the creativity of the FromSoftware studio – MagnoliaDunbridge4 months ago
Recently, a lot of books have been making it onto the infamous banned books list in America, due to containing such themes as "strong female leader" in the case of Wizard of Oz, "racism", especially with children's books that tend to point to the systemic nature of racism in America, and of course, "sexuality and gender" that basically gets slapped on anything that even remotely hints at an LGBTQ relationship or gender expression outside of the cisgender spectrum. Most of these entries to the ever-growing ban list seem to be coming from conservative areas. It might be good to take a small sample of the banned book list from the past 2 years or so and see how it would compare to, say a European banned books list, if the idea of a banned books list isn't something that is wholly limited to America in the first place, and see if there are any overlapping topics between the lists to see what trends might exist cross-culturally.
If this cross-examination is not possible, the topic taker could instead talk about whether or not book bans should exist, and the reasons why they do, and could choose to take a few selections from the banned books list and make an argument as to whether or not the themes presented in the literature truly merit a spot on a banned books list.
I think for this to be good analysis of cultural differences it should look at time frames as well. 90s America vs 90s China for example. Or a myriad of differing ideologies within the nations and have they remained the same or evolved as times have changed. – Sunni Ago9 months ago
I think this is a very interesting topic! I think it would be fascinating to research if book bans come from liberals as well. The comparison could be what each side of the spectrum is trying to ban. Also, I think your second paragraph could be an interesting focus. – shoafhannah9 months ago
The topic taker should explore how roguelike games can be used to tell complex stories. Specifically, the topic taker should consider The Binding of Isaac and similar games that use its roguelike mechanics, like unlocking new characters, new powers, or new stat boosters to tell a multi-layered story. For example, in The Binding of Isaac, clearing a run usually unlocks a new ending to the game, and then opens up a new path and/or character for the player to choose.
As always, the topic taker is free to include other roguelike games they know of that use the game mechanics to tell a complex story in their analysis. Things to consider would be as follows:
– The story gets told in various parts, in some manner, as referenced with my example above.
– The roguelike offers a story in some way, so, this excludes things like Brotato, to my understanding.
– The topic taker is free to add in whatever elements they might need for this article. For example, the topic taker, if focusing on The Binding of Isaac may consider looking into how the religious elements in the game tell a deeper story. Or, if the topic taker chooses to include Hades in this analysis, they could include aspects of the Greek Pantheon that highlight elements in the story and/or mechanics.
– The topic taker can consider the merits of comparing and contrasting two different roguelike games to see if storytelling is similar or different between them, but, given the nature of roguelike games, I would advise limiting this article to two games.
Here is a link to the Wikipedia for The Binding of Isaac for topic takers who may not be familiar with the game or its mechanics: (link) Binding of Isaac is,to OS X, and Linux.
Hades is a really interesting case study for this topic. A lot of the story is told through multiple runs/run ins with characters, as well as multiple times beating the final boss. – Sean Gadus5 months ago
Following the departure of the creator of channels The Game Theorists, Film Theorists, Food Theorists, and Style Theorists, MatPat, from YouTube, there has been discussion about the changes of YouTube's platform and if viewers of the platform are going to see other long-standing YouTubers leave. In MatPat's goodbye video, he references other YouTubers who have decided to leave the platform and notes that "the platform is changing". We have also seen the trend of short-style videos in the vein of TikTok rise in popularity. The topic taker should address what changes they see taking place, possibly using the host of recent goodbye videos as a jumping off point, for the web-video platforms and analyze what those trends might mean for others looking to get into the content creation space.
The topic taker is free to include the psychological impact of content creation, especially with the constant stream of short-form videos, has on a person. In addition, the topic taker can compare and contrast the platforms of YouTube and TikTok on multiple levels, such as monetization strategies and algorithms if they wish in order to predict where the trends might be going and indicate what those trends suggest for viewers and creators alike.
Evoland I and II are games by the indie developer Shiro Games and were released in 2013 and 2015. Evoland was inspired by older games in series like Final Fantasy and Zelda, and, it somewhat takes the player through a bit of video game history in its premise. The gameplay, despite the shifts in playstyles that took place, flowed well, according to a reviewer. Evoland II definitely builds on the premise of capturing the feeling of how older games played, and has more mechanics in it than the first game. However, it could be said that there are too many mechanics that contradict and break flow.
For this topic, the topic taker should look into reviews on both games to see if these games set out to capture a truly nostalgic feeling while adding their own twist to the genres the games were influenced by or if something about the older styles of gamplay simply don't mesh in the modern era of gaming.
The topic taker can consider the following avenues of research for adding foundation to this analysis:
– Consider the history of the video game industry and the limits of technology that affected game mechanics and graphics and whether the current technology is too good to correctly capture how older games played.
– Figure out what the developer intended for their games, if possible, and if they achieved that intention.
– See if there are any other games similar to Evoland that mixes up different kinds of genre and gameplay and see if they are successful or if they fall into the same problems as Evoland.
– If the topic taker has played Evoland and Evoland II, they are free to add in their personal experience with how the games felt as it relates to this topic.
Here are links that might help the topic taker start their research:
Matrix: Resurrections released in 2021 and returned viewers to the world that was built on in the previous trilogy. The first movie, The Matrix (1999) has been confirmed by the Wachowskis to be a trans allegory on some level, and the meaning of the first trilogy is still debated. The topic taker should examine if the themes of the most recent film add something to the trilogy's discourse. Along with that, the topic taker should examine if any allegories are made within Matrix: Resurrections. Specifically, the topic taker should aim to answer the following question after their theme and allegory analysis:
Does Matrix: Resurrections provide any meaning to where society finds itself with technology and the rise of AI?
The topic taker is free to go into the history of the Matrix as a whole, including how it was produced to see if there are any similarities to how Resurrections was produced and if the new film took this history and the discourse surrounding the original trilogy into consideration. The topic taker can, of course, include any research on this topic that they wish. For example, if following the trans allegory of the original Matrix helps establish something that Resurrections is conveying, please include that in your analysis!
Link to an interview excerpt by Lilly about The Matrix's trans allegory: (link)
In certain writing circles, SubStack and Ghost are popular ways of getting writers' work into a email newsletter format. These sites promise that the writer's rights remain with them, and, supposedly, revenue can be made through these sites. Ghost in particular sells itself as being a place where a writer can build up their brand. Furthermore, places like Royal Road and Wattpad are places where writers can post their work as web novels, which then might be picked up by a publisher. These places may accept donations on the writer's profile so that they can make money from their craft.
The topic taker should research the following things for this topic:
Does writing a web novel or posting writing on a subscription service affect the writer's process?
Is this way of allowing writing to be placed out into the world good or bad–for example, does creating a web novel cause the writer to burn out?
Are places like these sites using writer's aspirations for free revenue on their behalf? In other words, are these sites promising something like notoriety or a path to publishing that they cannot keep?
Finally, does writing for sites like these mean that the publishing industry might be going through a change, or, are sites like these a new way of gatekeeping making money off of writing/getting work published?
The topic taker can also talk about problems within traditional publishing and the toll it may take on a writer and their psychology or process of writing if they wish as well.
Add some descriptions to the links for the writers. – Sunni Rashad7 months ago
The first link is to Royal Road, a place that posts up web novels, and typically markets lit-RPGs. Writers can take donations for their writing, but, they have to get noticed first. The second link is to Substack, a subscription based service that writers can use to build a email newsletter platform. They claim that you can make decent money off of this system. The third link is to a site debunking the Substack claim of making money from their platform on their writing. This site claims that Substack pays a certain amount of writers enough money to live on to make Substack look profitable. The fourth link is to Ghost, which claims to help writers build a base/brand for their writing, though, like Substack, you can monetize subscriptions and possibly make money from with enough of an audience willing to pay. – Siothrún7 months ago
A study of this new way of getting one's works out to the public would be very interesting indeed. Just the question on the writing process could be explored with depth. Two major shifts I can perceive, compared with traditional publishing. Firstly, the writer is self-publishing, not dependent on being accepted by a publisher. This seems to be the democratisation of publishing. Secondly, the writing process now incorporates instant feedback from readers, at each stage or instalment of the writing, unlike in the past, when authors only get to know critics and public opinions after their works have been launched by a publisher, after the time lapse from the actual writing process. Would this constant feedback from public opinion beneficial to the author? Should the author obey their own artistic vision or popular demands? – Lydia Gore-Jones6 months ago
The 2000s had quite a few anime that dealt with what it means to "become" justice, in a sense. Fate Stay Night has a protagonist who tries to fight for his sense of justice. Claymore examines the topic in a more brutal way that also deals with what it means to be human, and, of course, Death Note and Code Geass: Lelouch of the Rebellion both examine what would happen if their protagonists were given a means to end the wrongs of the world in which they live, only to pay a price for it later.
The topic taker should examine each of the anime listed, if possible, and compare and contrast how each anime dealt with the theme of justice it wanted to convey. How did each anime handle the toll it took on its protagonist? What could be gleaned from the outcomes of the individual anime surrounding what it means to be a savior figure, even if that ideology is subjective?
Furthermore, the topic taker should delve into whether or not the sense of justice being displayed is entirely subjective to the protagonist of the anime, or if it tackles the idea of objective justice and the toll that takes on groups as opposed to the individual. The topic taker can include other anime that they feel may fit this idea, so long as it was released between 2000-2009, as there seemed to be a trend with anime around that time that shared a certain thematic work and aesthetic which is to be examined in this topic specifically. In this regard, the topic taker could also deepen the topic by looking into what was going on in Japan and/or the world in general at the time to see if current events or recent history evoked the theme of justice being culturally relevant to its viewers. The topic taker may also include, briefly, how anime from the 2000s with this theme of justice may have influenced other anime to re-examine the themes later on, such as with 2012's Psycho-Pass or more current day anime.
Most games, since the rise of the PS3 and Xbox 360, have introduced some kind of trophy system that marks completion progress. Some trophies or achievements provide some challenge, while, depending on the age of the game and if multiplayer is involved, some trophies are nearly impossible to obtain. In more current generation consoles, particularly if a game is known to be difficult, like Dark Souls, or long, like the Persona franchise, there is usually a tedious nature to obtaining that coveted platinum trophy or other mark of completion. However, especially in older games that received a remaster or port from a time when there were no trophies or achievements to mark progress, a lot of the added in trophies can become a little ridiculous and suck the fun out of the game until you have that one flawless run.
The topic taker should examine whether or not platinuming or otherwise achieving a maximum achievement score has become too tedious for players, given the example above. Clearly, completing any game to that level is a matter of choice, so that aspect should also be touched on. In addition, the topic taker should consider whether or not achieving such feats adds or detracts from the fun of gaming, if it may add too much bloat to the game, and, as the title suggests, if it forces a causal gamer to feel more like a let's player or streamer at the end of the day.
For resources to start with, the topic taker should consider the list of achievements for platinuming or reaching the most achievements with a variety of games, some remasters or ports that did not have trophies or achievements when they were released, such as the Kingdom Hearts 1.5 and 2.5 releases, as well as more modern games, such as Assassin's Creed: Valhalla where the trophy/achievement system is innate to the product, for example, focusing particularly on any trophies or achievements that seem to not make much sense in the list, or clearly have a lot of players complaining about the difficulty to achieve the trophy or achievement–likely resulting in a low trophy or achievement percentage–that bars them from 100% completion.
Using these starting points, the topic taker could then jump into the phenomena of completing a game and what it means at a societal, within gaming communities, and/or psychological level and then from there determine if completing games for the reward is worth the time put into it or not.
I like the general sentiment. Games are turning into perpetual skinner boxes. – Sunni Rashad7 months ago
From Tomb Raider (2001, Angelina Jolie) to Sonic the Movie (2020, Jim Carrey), there have been quite a few games likewise adapted into movies, though to varying degrees of failure or success. Tomb Raider was somewhat considered a flop when it first came out, and it currently has a 5.8 on Imdb: (link) a 20% on Rotten Tomatoes from the critics, and a 47% by audiences: (link) and a 33% on Metacritic: (link) though some consider it underrated: (link) By contrast, the Sonic the Hedgehog movie had a 6.5 on Imdb: (link) a 63% critic rating and a 93% audience rating on Rotten Tomatoes: (link) and a 47% on Metacritic: (link) The success of the Sonic movie garnered it not one, but two sequels.
The topic taker should analyze the trends of adapting a video game to a movie, including the history of it, and what makes so many of the adaptations fail. The topic taker should really dive into what made good video adaptations good and see what trends their analysis reveals. The topic taker may also consider the future of video game to film adaptations and whether they think there will be more successes or failures as well.
To help the topic taker, consider looking into the following films to start forming trends based off their reception via reviews/to start forming the history of video game to film adaptation as they see fit:
Tomb Raider (2018) in order to compare/contrast it with the 2001 film Sonic the Hedgehog 2 Detective Pikachu Prince of Persia: Sands of Time Assassin's Creed Doom Super Mario Bros. (1993) The Super Mario Bros. the Movie (2023) to contrast with the 1993 adaption
This is a really interesting topic and one that is very relevant. I've heard from a variety of different articles/sites that video games adaptations are popular in Hollywood right now. – Sean Gadus9 months ago
I think it would be interesting to see why we play video games on an intellectual level. What do the mechanics of the gameplay influence in the player's surroundings and what influence does the setting of the game have on the story that may teach the player through the immersion process games tend to have? Sure, video games are fun, but what more do they have to teach us?
I recommend looking up Game Theory on Youtube to see what is out there on this topic, though I'm coming at this topic from a more philosophical nature versus a scientific one.
I think you could focus upon games where there is emotionally-invested storylines involved, such as The Last of Us or Red Dead Redemption, which make gamers think about their own morality. – Ryan Errington10 years ago
It's been suggested that essentially, the consistent popularity of video games is due to the artificial sense of accomplishment they offer. That's more of a scientific idea, but it might be interesting to explore how video games invite that sense of accomplishment on a story level. – Mariana10 years ago
To add to what Mariana said, I also think it ties in to the idea of faux freedom but covertly reliquishing control. Many people play to relax, and it is relaxing because even though you have this open map, you are not having to make the big decisions that real life asks you to - you get limited choices (3 answers to a question, 4 endings to the game, it's all been decided by someone else.) And there is no real consquence to your choices - you can reboot if you need to. It is like being a kid - it's all a game!
I don't know if there is a real theory out there for this, but that is my theory. – Francesca Turauskis10 years ago
Video games can also make the player feel more confident. I know that when I beat a challenging boss or complete a level, I feel good about myself, though I don't know if that confidence translates into the real world. – S.A. Takacs10 years ago
On the point of morality and emotionally-invested storylines as mentioned above, their also all the Telltale games that not only let you choose your actions but the way in which you converse with the characters as well. Those games make people reconsider their actions on a second play through. – Tyler McPherson10 years ago
You should read "Reality is Broken" by Jane McGonigal. She may be a good source to draw from as you research and write. – AnnieVos10 years ago
I will only play for the most part RPG games that A) have a good gameplay system and don't require me having to avoid being seen, and B) RPG games that have a beginning, middle, and end, in essence, a good story. This is probably why I tend to only play Square Enix video games. – Travis Kane10 years ago
In addition to well-paced risk/reward systems, another compelling issue is player involvement. Video games allow the "audience" to participate in the story (usually) as the main protagonist in a way that passively watching television or movies does not allow. In a world where fan involvement is increasingly an aspect of entertainment, this is a powerful but often overlooked motivator. – Monique10 years ago
This would be a good topic, that have been many studies conducted asking this very question (usually game developers doing it to see how they can hook players). – bbazemo210 years ago
There seem to be two converging questions here: what makes us approach video games (concepts of escapism, etc); and what makes us 'stay' in the game (more towards your question of game setting, learning from games, etc.). These things are related but if you wrote about this I think you could use a different approach for each topic, or at least make clear that there is a difference between between them. – Landon4 years ago
Video games are defined based on their platform, which include arcade games, console games, and PC games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote cloud gaming. Video games are classified into a wide range of genres based on their type of gameplay and purpose. – uphonic4 years ago
Great topic! A focus on the positive points of why video games are essential and how it could impact one's life/emotions will be interesting to read. – GabiBellairs4 years ago
I would like to see what writing does to people on a psychological, emotional, and mental level. I know of a study that suggests writing about an issue we are facing in life helps us heal, but I'm wondering about writing in the realm of fiction and creative nonfiction, rather than just journaling about the issues in life. I'm also wondering if other studies exist on this subject and encourage any takers to go deeper than the surface for this topic.
When I write, I frequently go into my character's mind, to the point I feel like I'm in another mindset completely. This helps to understand multiple points of views and how may different types of characters might think. – SpectreWriter9 years ago
Therapeutic writing as non fiction vs fiction would be a fascinating study! I find journaling helps one work through pent up emotions but fiction can help express abstract feelings. Maybe a little section could address the difference in benefits between therapeutic writing and therapeutic art, it would be very interesting to see how effective those two modes of expression are at helping someone cope. – Slaidey9 years ago
One of the reasons I describe myself as a writer is that I've found that if I'm not writing regularly, I'm not as mentally healthy; I seem to need the outlet. The effect is very specifically fiction-centric -- academic and non-fiction writing doesn't provide the same release. I would love to read some psychologically-based research on why that's true. – Monique9 years ago
Writing can really help people deal with trauma because it allows one to communicate inner thoughts and self-reflections free of judgement. I think this would be a really cool idea and that you should pursue it. I love the idea of writing in the realm of creative nonfiction and, in a way, conducting your own case study about the psychological, emotional, and mental affects writing has on people. – Morgan Muller9 years ago
There are studies that I've seen that expressive writing helps with depression, anxiety, mood stimulation. If you look things up online you can see the studies created for that. Just taking 15 to 30 minutes out of each day is even enough to change a person's mood. I think it's important to get into your character's mindset and I think it can really change a person's mood good or bad as the situation is written out but you feel satisfaction in the end and the outcome. I believe if a person is feeling a specific way or dealing with something, writing it out and fictionalizing it can give them a way to cope and look over it and see one of the many possible outcomes written before them to put their mind to ease just a little bit.But as Slaidey said, it would be fantastic to see just how the difference is between non-fiction and fiction writing and the mood changes of the writers afterwards! – shelbysf9 years ago
I looked into this a bit during my degree and some studies I can suggest are... Mcardle, S. and Byrt, R. (2001) ‘Fiction, poetry and mental health: expressive and therapeutic uses of literature’, Journal of Psychiatric and Mental Health Nursing 8: 517–524. Sexton, J.D. and Pennebaker, J.W. (2009) ‘The healing powers of expressive writing’, in S.B. Kaufman and J.C. Kaufman (eds.) The psychology of creative writing, pp. 264-274. Cambridge: Cambridge University Press. If you look up therapeutic writing / therapeutic reading / narrative therapy some more relevant studies may come up (especially if the ones listed above are difficult to access, apologies if they are!) For more general stuff about narrative and therapy/psychology: Riessman, C. and Quinney, L. (2005) ‘Narrative in social work: a critical review’, Qualitative Social Work, 4 (4): 391-412. Kleinman, A. (1998) The illness narratives: suffering, healing, and the human condition. United States: Basic Books. Harre, R. (1997) ‘An outline of the main methods for social psychology’, in N. Hayes (ed.) Doing qualitative analysis in psychology, pp. 17-37. Hove: Psychology Press. Hayes, N. (1997) ‘Introduction to Part I’, in N. Hayes (ed.) Doing qualitative analysis in
psychology, pp. 11-16. Hove: Psychology Press. Emerson, P. and Frosh, S. (2004) Critical Narrative Analysis in Psychology: A Guide to
Practice, revised edition. Basingstoke: Palgrave MacMillan. Hope this helps! :) – Camille Brouard9 years ago
When I write, even if it's not about my life, I find it very therapeutic. – kendalld9 years ago
As Kendal said, writing for me is also very therapeutic and also a creative release. – Munjeera9 years ago
What interests me above all of this, is what writing does to memory and ultimately who we are / become. (i.e. how important is writing in the formation of self?), which also plays into our mental--and maybe even physical--health. – AKulik9 years ago
I think it would also be interesting if the article explores why so many great writers struggled with mental health issues. Not that there is necessarily a connection, but the contrast has always been a bit for me: writing being therapeutic and writers struggling with life.
This article from The Guardian might shed some light on the subject:
http://www.theguardian.com/books/2010/dec/13/writers-depression-top-10-risk – faezew9 years ago
I would like to see an article on whether or not web-based cartoons or shows like "Bee and Puppycat" and "Video Game High School" are successful, and if they will mean anything in terms of competition for TV cartoons and shows in the future as a result of their success/fanbase, etc.
By web-based do you mean just you-tube or sites like Crackle, Netflix and Rooster Teeth all who provide original content in some form or another? – Tyler McPherson10 years ago
I meant YouTube. Thank you for asking and allowing me to clarify. – BethanyS10 years ago
Lately, Lifetime has been trending films about women and kidnapping. What I want to know is why is this a trend, and why would the network choose to focus on this genre? What is the writer's opinion of the choice to air these films? Do the films really empower women, or are they sending a degrading message to the viewers?
Another interesting factor to look at might be how these films tell us to think of men: that they should not be trusted, or that one should do anything in order to attain a husband.
I found a couple articles that might be interesting to look at:
http://www.avclub.com/article/how-navigate-weepy-world-lifetime-movies-218180
http://www.huffingtonpost.com/2015/01/29/middlebrow-lifetime_n_6555732.html – Nicole Wethington10 years ago
You might also consider the financial reason lifetime chooses their topics. – LaurenCarr10 years ago
Lifetime is a network targeted towards woman. Specific types of women. Do these lifetime dramas function as a sort of "women level" horror film? I know people of minority demographics who can't take many horror films seriously because as it is often said "No [minority] person would do that? Why are they doing that" in which cases these tropes become part of their story about the majority community. You can relate this so writings by feminist writer bell hooks who wrote an article "Representing Whiteness in the Black Imagination". You can consider the differences between traditional American horror movies and Japanese horror movies as an example. The tropes in Japanese horror movies are different the terrifying little girls for one. How different would horror movies be if they were targeted towards people who don't enjoy horror. People who were stereo typically housewives who took care of their families. I think you can make the argument that Lifetime's women and kidnapping films fill that role for these women. Or at least Lifetime would like them to. – wolfkin10 years ago
The idea kind of speaks for itself, but I think the thing I would like to know is: How does the short film allow for story to be told? What are the pros and cons of short films? Do they have limitations as a medium? A few examples of shorts to look into are Dark Tales of Japan, Escape (may be found under Princess in Another Castle), Luna, and, of course Pixar shorts.
I wonder if we really have discovered everything there is to know about the past people, mysterious lifeforms and places on Earth, or if there is more out there. Destination Truth, a show on Syfy, goes out in search of the truth behind mythical creatures and other such things. Because of this show, I have been led to believe that we do not know all there is to know about the planet we inhabit. I recommend using the show Destination Truth while you compile an article that either explains what all there can be to explore on Earth. You may also argue that we have explored everything and use the show as a "debater" for the unknown in the world.
It might be important to refocus this topic. Scientists know that we haven't discovered everything on Earth. Much of the Earth's oceans and rain-forests remain unexplored. Every year many new species are cataloged, usually insects and plants, but sometimes small mammals, fish, or reptiles are also discovered. It may be of interest to explore the roles of culture and folk tales in the formation of cryptids. Often times Destination Truth is often focused on cryptozoology - the search for animals whose presence cannot be determined, due to a lack of physical evidence. Instead of asking are there more species out there, you may want to ask why are there so many shows that are focused on crytid species, such as, Destination Truth, Bigfoot Hunters, Monster Quest and Survivorman: Bigfoot. In recent years these shows seem to have sprung to life. Even, shows like River Monsters, is trying to capitalize off of the fascination that an unknown creature, such a large mysterious unknown fish species could be lurking in the murky depths of water. Overall, look at the fascination cryptids create and how that translates to marketable TV shows, such as the ones previously listed. – Schmerica1110 years ago
It seems more and more people these days are turning to YouTube as a source of income, particularly in the let's play department. People like GameGrumps, Markiplier, and Versus all entertain us with their videos on YouTube, and I wonder what kind of impact this is having on the world, since YouTube and gaming videos in general seem to be "in" right now. Feel free to also discuss the similarities and/or differences in how the aforementioned let's players approach their medium and audience. I also suggest watching their videos (possibly draw my life, if there are any) to be familiar with their work before writing on this topic.
I feel like this could be a very important conversation topic. Also, since Youtube pays depending on how many minutes are spent watching a video, the Let's Players can often get paid a lot more than independent and creative artists because their videos are naturally longer. – Jemarc Axinto10 years ago
I think it also important to mention that many Lets Players provide other content on their channels too. For example Markiplier has some comedy sketches along side his lets play videos. – Cagney10 years ago
The Stargate series is a military sci-fi TV series that debuted in 1997 as Stargate SG-1 and has two spin off series (Stargate Atlantis and Stargate Universe). While the series does a fairly good job of exploring the unknown and coming to understand what we on Earth are a part of among countless galaxies, I want to know what themes can be found underneath the general overall theme I mentioned.
Might be interesting to analyze the concepts of xenophobia and control as themes. The foundation premise of Stargate is that the entire universe was seeded with humans so that the Goa'uld would have host bodies. (Preferably, beautiful hosts.) When a Goa'uld takes a host body, the host is no longer in control of themselves and become an unwilling witness to the Goa'uld's acts. It's a powerful commentary on both the loss of control and fear of Other -- the thread could be expanded to look at the parallels of addiction or the more xenophobic idea that outside ideas will infect and destroy a person and turn them against loved ones. – Monique10 years ago