This week I started writing my research methodology and literature review. Last week when I was collecting my literature I wrote a paragraph about what information I the literature. I later used these paragraphs to make a literature review. Next, I started to work on the methodology. I used e-liberal to collect the data and information.
Literature Review.
While researching this topic it was realised that there were plenty of research papers written on consumption content, but there was a lack of studies made on its effect on the visual effects industry.
Garima, S.N. and Dr Surbhi (2020) highlight the changes observed during and after the COVID-19 pandemic and it was found that 87% of consumers felt that their use of streaming services increased during the pandemic and increased thereafter due to the flexibility of working from home. A few papers also pointed out that television as it telecasted old or repeated episodes during the lockdown in 2020. (Sunitha, S. and Dr Sudha, S 2020). Dr Ganesh, W., Dr Dattatrayarane and Dr Anand, K. (2022) theorized that this has altered behavioural patterns in people. The sudden change in consumers’ social activities has shifted the mode of entertainment to video streaming services rather than regular television or theatres owing to additional benefits like on-demand services and ease of access.
Allan, V. (2020) claimed how content creation has evolved over the years, and specifically how streaming services have started investing in original content creation. Prior to the pandemic, visual effects would be used mainly in cinema films. During the pandemic, content consumption shifted towards streaming services, which were far more accessible. In 2019, Netflix spent $15B on original content creation, which is the same amount as ViacomCBS, the parent of Paramount Pictures. These players are competing not just for customers, but also for content production resources and this has helped the visual effects industry to get a better foothold in content for online platforms. This has led to (Zubaida, N and Hushinaidi, A.H. 2023) implications of the new technology i.e., VR & XR immersive virtual environments in creating real-time limitless visual aesthetics for films. Animation & visual effects technologies influence global production trends & digitalization of cinema from 1990 to 2020.
Throughout the literature, it is understood that there has been a change in the way consumers view their content and the pandemic had a main role in this to play. This has made the consumer view content on streaming sites quickly access and for a wide variety of choices. This has pulled streaming companies to put out more content, both original and non-original. This has helped the Visual Effects industry to get a better foothold and helped the industry to invest in researching new technology and more rapid ways to deliver content.
Research Design Methods.
The type of data that was collected was secondary and mainly qualitative. The data was collected from different research papers that had similar themes but were mainly based on how content consumption has been affected by the recent pandemic. The main tool used was Google Scholar and JSTOR where certain keywords were used to search for papers with relevant material. Some of the data used was also collected by a company called ‘Variety’, which appeared to have collected data relating to content consumption over the timeline that I was interested in. I was then able to use this data and the data from other papers to correlate it with how new developments had simultaneously taken place in the visual effects industry.
This week Nigel gave us the stretcher for the thesis proposal, so now I needed to start working on the general outline of each chapter.