Learning Agreement – Future Cinema



learning agreement



Name: Andrew James Everington


Course: Digital Media Production                                                     Level: 5

Unit: Future Cinema

Reference number: DMP550

Credit points: 20

Study hours: 200

Tutor(s): Phil Beards, Christopher Pegg, Jordan Cutler, Mark Sheldon


Synopsis of study

As the Future Cinema unit revolved around a group project I decided to work with Shoma Jevons, we had worked together before so I was fairly confident that we would have a successful final piece on our hands. As we understood the brief ‘Future Cinema’ has a large focus on the evolving methods of distribution, display and interactivity of media forms. Early into this unit we started to look at the Oculus Rift and how that delivered a more immersive form of gaming to a consumer.

It seemed that a lot of people on the course were interested in how the conventions of film and gaming have changed and mixed into each other through software like Source Film maker. Although this interests me, Shoma and I decided that this route wasn’t for us. We started off talking about how the internet and social media has a big influence on video making these days. Initially we looked into ‘Jackass’ and ‘Dirty Sanchez’  two programs shown on MTV that have inspired a number of internet copycats and trends.

 Shoma and I started to think why these sort of films were popular with both consumers and within the television industry. As far as the industry is concerned introducing shows which have a similar format to ‘Jackass’ are fairly low risk as the production costs are very low. As well as this the content of these shows is usually not suitable to show at a prime time hour, meaning that the show can be broadcast late at night without jeopardizing the viewing figures of a more popular show.

Then we looked into why the general public find this content entertaining. It’s a short lived guilty pleasure that is aimed at a younger generation of people (teens and young adults)

We also know from experience how people in general love watching others make a fool out of themselves.

After thinking about this we began to look into how we could incorporate this into the brief for the unit. This is when the idea for ‘Bangers & Mash’ surfaced. The concept was that I would be the general public’s puppet for a day, where through social media they would be able to cast votes that would make me undergo a series of good or bad challenges (Banger or Mash).

When we had the basis down we started thinking how we’d attack the social media side of the project, initially we were going to run with Twitter and Facebook but we had seen from another person’s project on the course that they were not getting anywhere near the amount of interactions on Twitter, so we decided to focus solely on Facebook.

We set up a page, made a trailer and also gave the public some bios and fact files about me.

From my point of view everything after this was quite challenging to document until the day of Bangers & Mash had finished, Shoma and I decided that my reactions to the challenges would be better if I was kept in the dark right up until I had to do them. However this did give me some good time to research into similar productions. After looking into Derren Brown, Ross Noble and various crazy Japanese game shows Shoma and I started to talk about how we wanted the actual brand of Bangers and Mash to look.

We decided on a very low budget, DIY feel to the show, similar to Jackass and Dirty Sanchez. It looked a lot more raw and added comedy value to our production, this was an important consideration during the editing process. After the actual day of the project we started on editing right away, sourcing soundtracks and comedy sound effects, and keeping a chronological edit of the day.





A1 To develop an understanding of storytelling and interactive narrative.

A2 To produce video content that explores the possibilities of future cinema.

A3 To develop skills in narrative, interaction and user centred deign.

A4 Investigate digital techniques to create new user experiences.


Learning outcomes:

LO1 Demonstrate an understanding of storytelling and interactive narrative.

LO2 Produce video content to explore the possibilities of future cinema.

LO3 Demonstrate skills in narrative, interaction and user centred design.

LO4 Explore a consider range of new user experiences.


Assessment Requirements

To create a piece of work that is entertaining and has a strong focus on consumer interactivity

To distribute your work online, considering a range of social media sites.

To evidence initial ideas, research, development and thoughts on the unit in the form of my uni blog.

To produce a final piece ready to present in the form of a crit.

To consider a target audience/ demographic for your work.




Assessment Criteria

Through detailed documentation of the project. (LO1)

Through presentation of final project work. (LO2)

Through production of finished project. (LO3)

Evidence of research through weblog. (LO4)


Transferable skills

• DVD authoring

• Linear narrative

• Interactive narrative

• Storytelling

• Interaction

• User centered design

• Game

• The distributed community

• Cause and effect



Saul McLeod. (2007). The Milgram Experiment. Available: http://www.simplypsychology.org/milgram.html. Last accessed 9th nov 2013.


Saul McLeod. (2008). Zimbardo – Stanford Prison Experiment. Available: http://www.simplypsychology.org/zimbardo.html. Last accessed 5th Nov 2013.


Molly Edmonds. (unknown). How Riots Work. Available: http://people.howstuffworks.com/riot3.htm. Last accessed 14th Nov 2013.


Rebecca Burn-Callander. (2013). How to Harness the Power of Social Media. Available: http://www.telegraph.co.uk/finance/festival-of-business/10260885/How-to-harness-the-power-of-social-media.html. Last accessed 3rd Nov 2013.






Action plan/time plan

20 hours – filming, starring in and broadcasting the video of Bangers & Mash

50 hours – spent at university, in lectures, developing ideas and talking to lecturers

30 hours working on promotion of the brand Bangers & Mash (creating pages, filming trailers, photo shoots & spreading the work through social media.

40 hours – researching from initial ideas (jackass/youtube challenge culture ect.) to the psychology behind why we like this form of entertainment (Milgram experiment, Zimbardo’s prison study) through to current forms and inspirations (Tim & Barry, Chucklevision, Japanese gameshows)

60 hours – evidencing on the blog.