
CONTEXUAL REPORT + VISUAL ESSAY
For My BCM112 DigitalArtefact, I wanted to touch upon some research I started a few years ago for Global Media. The research was based on the presumption that there could be a growing appeal towards viewership of graphic content online. With the expansion of technology in the last ten to fifteen years, the ability for viewers to access violent or graphic content online has become easier than ever, add to this world events like the war in Ukraine and various natural disasters, is this content more accessible now than ever?
There has been a clear change in my project from a content regulation standpoint, to now, a matter of perceptual framing and audience interactivity. It seems that after analysing the correlation between graphic content that reaches the masses and content that only reaches a very specific group of people, the way videos have been framed plays a direct role as to how the audience will react to these videos containing unsettling content. On one hand, and this is where the framing of these videos really plays a part in how the audience will react, we have videos that are purely showing destruction and on the other we have videos posted from accounts with a clear frame in mind. The way the video is framed has a clear impact on the types of people commenting and what they are commenting on.

Here is where the key takeaways from my audience have been explored and key learning moments have furthered the development of my final project. Analysing these audiences has highlighted a distinct pattern in which different content creates different audiences and varying opinions on the material being shown and creates a platform in which open discussion can take place. To what extent this conversation remains civil or argumentative, seems to rely solely on the content being shown and which audiences this content is reaching, whether being sought out or searched for. This has led me to try and sort through this information and come to a conclusion as to who MY audience is for this project and why this information could be resourceful to the public.
Throughout the course of this project I had struggled to identify whether this information could be useful to a certain audience but through my Beta feedback have come to realise this analysis of the community could be beneficial to a few particular groups. I was urged to think about this project’s social utility for not just the consumer open internet but more clearly defined groups. One being to create reports that get used inside the government for regulatory purposes, perhaps in military and intelligence. This could greatly benefit government understanding as to how the public perceives graphic content that relates specifically to conflicts that country is involved in and can also help to mitigate the risks of negative connotations associated with the military. This research could also be used to help further research into cognitive infatuation with graphic content and the effects continued exposure to it can have on the brain. In my previous research the main argument was determining if this content was simply easier to access due to technological advance or if it takes a certain mindset to want to discover this content online. Although I have backed away from this aim, there is still valuable research yet to be conducted into this topic.

So to recap, there has been a clear change in my project from a content regulation standpoint, to now, a matter of perceptual framing and audience interactivity. The way that videos have been framed plays a direct role as to how the audience will react to these videos containing unsettling content. I believe I have broken some ground as to better understanding the attraction to this material on platforms like TikTok, but there is still more to be done in terms of figuring out how this information is useful and the audience best suited to view my work. The end result is far from what I intended, but I have gained some valuable insight into this complex community through my interactions and observations for this project.































