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Since 2008, to respond to the rapid changes in media such as the diffusion of information-communication technologies, the initiation of digital broadcasting and the spread of the Internet, the JAPAN PRIZE has grown into a contest for all forms of audiovisual educational contents, not only TV programs but also websites, games, and other interactive materials. Meet the Experts is an event created in this transition where experts in audiovisual media gather to consider the effectiveness of audiovisual contents with educational value. |
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What role does entertainment play in educational contents? |
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[For Children] We asked the students at a British school to view this year’s entry contents. Some of the children commented on the ways a program was produced, while others commented on its “rich information”. There were also children who enjoyed the art websites. The different personalities of the children could be seen on screen. |
| What kind of contents can attract the attention of children? |
A heated discussion took place by our three unique panelists, and a large audience gathered around the stage in front of the 4th floor main entrance.
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[Guest] KiriVisual Producer/Vice President, NanaOn-Sha Co. Ltd. |
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[Guest] Atsuko YoshidaScreenwriter (Preliminary juror for the JAPAN PRIZE 2009) |
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[Moderator] Atsuya HirookaSenior Producer, Program Development Center, NHK |
Kiri: I always think that music and images are the basics when working with children. For visuals, I also keep contrast in mind.
Hirooka:I always feel that repetition is powerful when working with kids.
Yoshida: Unpredictability and sudden changes are important for children’s contents. Children tend to have a very short attention span.
Hirooka: There were many documentaries entered (in this year’s JAPAN PRIZE); but for children, I think it’s difficult to deliver a message in the form of a documentary because reality has many sides.
Yoshida: Today, our children are constantly surrounded by information. It’s difficult to make children want to see something that’s been picked out for them when they can easily look up anything on the internet. There were entries that struggled in this area. For example, to keep the attention of the children, rock music and quiz games were included in some of the programs.
Yoshida: When we were young, media was always one-way with the audience receiving. However, now that media is becoming interactive, children are required to be more active. As children are more knowledgeable, producers need to pay more attention to what they say.
Kiri: I personally doubt that documentaries need to be entertaining. But I think it’s important to have children realize through our contents that it’s fun to learn something they didn’t know. For that purpose, it’s effective to make children more aware of media.
The Potential of Games as Educational Media |
| A game can be a powerful media/tool for education if it's used properly. How can serious games be serious fun and effective? We will be exploring the untapped potential of new media technologies that inspire and educate. |
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[Games] Depending on the way they are played or used, games are effective for various purposes. Our international panelists discussed the possibilities of serious games, games which have an educational value and are beneficial to society. |
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[Guest] Takayoshi SatoArt Director, Virtual Heroes Inc. |
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[Guest] Tetsuya MizuguchiPreliminary juror for the JAPAN PRIZE 2009 |
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[Moderator] Hide NakayaExecutive Commentator, News Commentators Division, General Broadcasting Administration, NHK |
Sato started off by introducing a training game he produced for an emergency ambulance crew and a simulation game for NASA astronauts. As a game creator he commented, “Games can train or simulate but it’s important to maintain a balance between the educational and entertainment aspects. If you put too much emphasis in one area, the other area begins to lag.” Regarding the future possibilities of serious games, Mizuguchi commented on 2 of this year’s JAPAN PRIZE entries and said, “I think people are becoming more and more aware of serious games. We should be seeing a change in the way they are produced and distributed.” |