The document discusses research conducted for a magazine focused on video games, including analyzing the front covers, content pages, and articles of existing gaming magazines. The research covered topics like color schemes, layouts, images, and typography used on covers. The goal of the research was to help design an effective magazine cover that would appeal to the target gaming audience.
The document proposes a new indie music magazine called "SOUND" that will be released monthly. It will target teenagers aged 16-22 and feature reviews, interviews, and competitions. Each month there will be an in-depth profile of a featured artist with questions, tour dates, and trivia. The unique selling point is that tokens collected in each issue can be redeemed for prizes from artist merchandise to concert tickets, with better prizes requiring more tokens. The magazine launch will include chances to win trips to major cities and a special cover to generate excitement.
Codes and conventions of a magazine contents pageRachLou96
The document outlines the codes and conventions for magazine contents pages. Contents pages typically feature the magazine title in the largest text along with a main image. Sub-headings categorize articles and are usually in 14pt font. Articles are listed in chronological order with a brief description to entice readers. Contents pages have a simple white background for readability. The layout is usually single column or dog leg style and can include additional details like the issue date and cover photo credits.
This document provides an analysis of the layout and design elements used across multiple pages of a TV magazine. Key elements include:
1. Headings are prominently placed and use different fonts, sizes, and colors to stand out and attract readers' attention. Subheadings and quotes are also used to entice readers.
2. Articles are broken into multiple columns and use images, captions, and positioning relative to images to enhance readability and interest.
3. Consistent design elements like page numbers, magazine names, and color schemes are used across pages to provide order and cohesion.
4. Images, charts, and positioning of elements follow principles like the rule of thirds to create balanced and
The document provides guidance on identifying the target audience for a magazine. It lists factors to consider such as age range, gender, nationality, race, interests and occupation. Examples are given of analyzing the front covers of magazines to deduce the target audience based on these factors.
The document summarizes experiments with different font styles and layouts to title a magazine double page spread about a documentary. It considers conventions like Channel 4's typical color schemes and the need for the title to represent themes in the documentary like reflecting on the past. Various font styles are tested with different colors, sizes, and effects like shadows and reversals. The most effective experiments use a simple black and white or grey color scheme and a standard italic style to represent the documentary's focus on a mother's past and present confidence in discussing her childhood.
1) A masthead displays the magazine title to familiarize readers.
2) The main image typically features people or objects related to the main article.
3) A selling line below the masthead introduces the magazine's content.
The document provides details about three case studies of magazines:
1) Festival Magazine was founded in 1978 and moved online-only in 2014. It targets young/middle-aged women and features celebrities.
2) Glamour magazine was founded in 1939 in the US and is owned by Conde Nast. It reaches over 14 million across social media and believes in empowering women.
3) Vogue is one of the world's most popular fashion magazines with over 220,000 in circulation. It covers fashion, beauty, culture and lifestyle. The covers often feature celebrities.
The document discusses research conducted for a magazine focused on video games, including analyzing the front covers, content pages, and articles of existing gaming magazines. The research covered topics like color schemes, layouts, images, and typography used on covers. The goal of the research was to help design an effective magazine cover that would appeal to the target gaming audience.
The document proposes a new indie music magazine called "SOUND" that will be released monthly. It will target teenagers aged 16-22 and feature reviews, interviews, and competitions. Each month there will be an in-depth profile of a featured artist with questions, tour dates, and trivia. The unique selling point is that tokens collected in each issue can be redeemed for prizes from artist merchandise to concert tickets, with better prizes requiring more tokens. The magazine launch will include chances to win trips to major cities and a special cover to generate excitement.
Codes and conventions of a magazine contents pageRachLou96
The document outlines the codes and conventions for magazine contents pages. Contents pages typically feature the magazine title in the largest text along with a main image. Sub-headings categorize articles and are usually in 14pt font. Articles are listed in chronological order with a brief description to entice readers. Contents pages have a simple white background for readability. The layout is usually single column or dog leg style and can include additional details like the issue date and cover photo credits.
This document provides an analysis of the layout and design elements used across multiple pages of a TV magazine. Key elements include:
1. Headings are prominently placed and use different fonts, sizes, and colors to stand out and attract readers' attention. Subheadings and quotes are also used to entice readers.
2. Articles are broken into multiple columns and use images, captions, and positioning relative to images to enhance readability and interest.
3. Consistent design elements like page numbers, magazine names, and color schemes are used across pages to provide order and cohesion.
4. Images, charts, and positioning of elements follow principles like the rule of thirds to create balanced and
The document provides guidance on identifying the target audience for a magazine. It lists factors to consider such as age range, gender, nationality, race, interests and occupation. Examples are given of analyzing the front covers of magazines to deduce the target audience based on these factors.
The document summarizes experiments with different font styles and layouts to title a magazine double page spread about a documentary. It considers conventions like Channel 4's typical color schemes and the need for the title to represent themes in the documentary like reflecting on the past. Various font styles are tested with different colors, sizes, and effects like shadows and reversals. The most effective experiments use a simple black and white or grey color scheme and a standard italic style to represent the documentary's focus on a mother's past and present confidence in discussing her childhood.
1) A masthead displays the magazine title to familiarize readers.
2) The main image typically features people or objects related to the main article.
3) A selling line below the masthead introduces the magazine's content.
The document provides details about three case studies of magazines:
1) Festival Magazine was founded in 1978 and moved online-only in 2014. It targets young/middle-aged women and features celebrities.
2) Glamour magazine was founded in 1939 in the US and is owned by Conde Nast. It reaches over 14 million across social media and believes in empowering women.
3) Vogue is one of the world's most popular fashion magazines with over 220,000 in circulation. It covers fashion, beauty, culture and lifestyle. The covers often feature celebrities.
The document describes a student's task to design a school magazine. The student was asked to research existing school magazines, evaluate them, and design their own front cover and contents page. This included considering the target audience, main titles, images, and taking their own photos. The student outlines their design for the mock school magazine "Priory Journal," including a photo of two students for the cover, stories on an upcoming business competition and school results, and consistent typography, color scheme and logo placement.
The document describes the layout and design of the contents page of a magazine called NME. The title of the magazine is written in bold red letters with a white outline to make it stand out. Other important elements are also in red but are not as bold. The word "CONTENTS" is in a different color and bold font but does not stand out as much as the magazine's title. Sections are separated and headlines are in bold with surrounding black borders to make them stand out. Page numbers are in bold red to match the theme colors of black, white, and red. An advertisement at the bottom stands out in yellow and white colors unlike the theme. The main headline has a photo that complements the theme colors and is
Graphic media language magazine double page spread analysisRafaelPerezOlivan
This document defines and describes various elements that may appear on a magazine page layout, including the standfirst, pull quote, credits, crosshead, header, caption, body copy, main image, additional images, gutter, and footer. It provides explanations for the purpose and typical formatting of each element.
The document summarizes information from various pie charts and bar charts related to a survey about music magazine preferences. Key findings include:
1) Most people get their music from online downloaders rather than stores like iTunes. The most popular age range for the survey was 11-18 years old.
2) The most popular existing magazines were Kerrang and NME. Most popular reader hobbies included going out with friends, using the internet, and shopping. The most popular music genre was R&B.
3) Readers preferred magazine covers that were busy with pictures, colors, fonts and bands over simpler designs. They also preferred to pay between $1-2 but some were willing to pay up to
The document proposes a magazine focused on mountain biking in Hertfordshire. It would be 30-60 pages in length, published monthly or every other month. The target audience is men and women ages 16-40 with an interest in mountain biking. The magazine would feature content like gear reviews, trail guides, and athlete interviews to both inform and entertain readers. It aims to stand out from competitors with a natural color scheme and focus solely on the local mountain biking scene.
magazine cover content page and double spread analysisshazrehshahzad
The document analyzes the cover and contents page of various magazines. It discusses the key elements found on magazine covers like the masthead, date/price, cover lines, slogans, and main image. It explains that the masthead identifies the magazine brand and is prominently displayed. Cover lines, images of celebrities, and movie/album promotions are used to attract readers. The contents page lists the sections and features to help readers navigate the magazine. Common elements like the magazine name, issue date, and table of contents help orient the reader.
Codes and conventions of a gaming magazineCharlie512
Gaming magazines contain standard magazine codes and conventions like mastheads and cover lines. However, their central images are not always people or places, making the primary mode of address indirect but still narrative. Additionally, there is evidence of competition between brands featured in order to increase sales of related products. Both magazines prominently display mastheads and use central images from games to directly address readers while also advertising exclusive features through puffs.
This document appears to be a presentation on a study of tabloids in India. It includes sections on the history of tabloids in India, studies of leading tabloids like Mid Day and Mumbai Mirror, surveys of reading habits in Chennai, results and recommendations. There are also sections on the presence of tabloids on social media and constraints faced. In summary, the presentation examines tabloids in India through an analysis of popular publications, reader surveys, and the role of social media, with the goal of providing results and recommendations.
The document discusses conventions used in magazine design. It provides examples from magazine covers and interior pages. Some key conventions discussed include using a bold masthead font to identify the magazine, prominent cover images of celebrities related to the magazine's genre, and consistent color schemes throughout the magazine content and covers. Interior pages also employ techniques like quotes and large images of celebrities to draw reader attention, while keeping body text in an easy-to-read font. The consistent application of design elements and celebrities tied to the magazine's topic help create recognition and attract readership.
This document analyzes magazine covers and contents pages from different publications. It discusses design elements like colors, images, logos, and text placement and how they appeal to target audiences. Prima magazine uses feminine colors and celebrity images to attract women ages 20-55. Match! focuses on football content and language to engage teenage boys. Billboard features colorful logos and young celebrity images to appeal to music fans ages 16-26. I-D magazine employs minimalist designs and catchy text to seem modern and attract younger readers.
The document analyzes three magazine covers. For Cover 1, the summary is: The masthead covers Kim Kardashian's face, showing her importance. The cover promotes an article on Kim speaking, using her popularity to sell magazines. The color scheme and large cover image are intended to attract female readers interested in celebrity gossip. For Cover 2, the summary is: The masthead is small and unique, placed in the corner. The main image features YouTube star Zoella, targeting teenage audiences. Colorful articles promote music celebrities. For Cover 3, the summary is: The masthead is covered by Emilia Clarke, indicating the magazine's popularity. Clarke's large cover image acts as a sell for fans of Games of
The document analyzes and compares the double page spreads from Q Magazine and NME Magazine.
The Q Magazine spread features Adele with a sophisticated black and white image and focuses on her achievements over the past year. It targets older audiences who listen to Adele's music.
The NME Magazine spread features Nicki Minaj with a bold, colorful pink image representing her pop music. It uses a lively design with different text sections and quotes to engage younger, female readers who are fans of Minaj.
The spreads show how magazine layout, images, colors and text are tailored to attract different target audiences for the featured artists.
The document discusses the house style of the Top Gear magazine November 2012 issue. It notes that the main car in the cover image is orange, and that color is used throughout the issue for elements like the masthead and cover lines. The masthead is always at the top of the magazine below the skyline and BBC logo. The barcode is typically in the bottom right corner, near the main cover line which is always in the bottom half of the magazine.
GCSE Media Studies Coursework - Magazine research and planningNeill Ford
This document analyzes the cover designs of various magazines to understand how they appeal to their target audiences. It discusses magazines across different genres, including fashion, music, and football. Key techniques identified that magazines use to be appealing include using bright colors, celebrity images similar in age to readers, minimal text, and catchy taglines. Font styles, cover layouts, and photo positioning are also examined for how they draw in audiences.
The generic conventions of magazines coverJenny McNulty
The front covers of magazines aim to attract buyers through eye-catching design elements. They establish a consistent house style through fonts, layout, color, and logos to build brand recognition and loyalty. Covers typically feature a central high-resolution celebrity image looking directly at viewers to create engagement. Additional cover lines advertise internal articles to entice purchases. Dates, prices, and web addresses round out the nonverbal communication on magazine fronts.
This document discusses multiple linear regression analysis. It begins by introducing multiple regression and defining the notation used. It then explains how to derive the OLS estimators for multiple regression by minimizing the sum of squared errors. This involves setting partial derivatives of the SSE with respect to each beta coefficient equal to zero and solving the system of equations. The document further discusses the properties of the OLS estimators, how to calculate variances and standard errors, and applications of functional form regression including Cobb-Douglas production functions and polynomial models.
Gatorade has the largest market share of sports drinks but saw sales decreases last year. It aims to maintain its image of strength and intensity while expanding to reach more women and older, active individuals. Gatorade's top competitors are Powerade and MiO Fit. It aims to appeal to a broader audience through messaging that Gatorade isn't just for pros but for anyone seeking premium hydration and fitness results.
The document analyzes and compares the covers of two music magazines - Kerrang and NME. [1] Kerrang targets 15-25 year old males and features heavy metal music, using bold colors like black, red and yellow that represent rebellion. [2] In contrast, NME targets 16-35 year olds of both genders and features indie/alternative music, using softer colors like hot pink and presenting information in a more sophisticated way. [3] While the magazines have different styles, they both use bright colors and placement of images and text to draw attention and attract their target audiences.
Tom Nichol's initial plans include creating a mood board and informal proposal for a technology and entertainment magazine. The mood board will help generate cover design ideas and influence the final product. The informal proposal outlines the concept for the magazine which will cover YouTube videos, games, hardware, and new technology. It will require design software, images, and knowledge to write reviews and reports in a professional manner. The target audience is described as mainly male, ages 12-24, from social grades C2, C1 and AB who are interested in technology and entertainment. Discounted ideas like a movie or podcast are explained as being too time-consuming or lacking necessary equipment.
The document describes a student's task to design a school magazine. The student was asked to research existing school magazines, evaluate them, and design their own front cover and contents page. This included considering the target audience, main titles, images, and taking their own photos. The student outlines their design for the mock school magazine "Priory Journal," including a photo of two students for the cover, stories on an upcoming business competition and school results, and consistent typography, color scheme and logo placement.
The document describes the layout and design of the contents page of a magazine called NME. The title of the magazine is written in bold red letters with a white outline to make it stand out. Other important elements are also in red but are not as bold. The word "CONTENTS" is in a different color and bold font but does not stand out as much as the magazine's title. Sections are separated and headlines are in bold with surrounding black borders to make them stand out. Page numbers are in bold red to match the theme colors of black, white, and red. An advertisement at the bottom stands out in yellow and white colors unlike the theme. The main headline has a photo that complements the theme colors and is
Graphic media language magazine double page spread analysisRafaelPerezOlivan
This document defines and describes various elements that may appear on a magazine page layout, including the standfirst, pull quote, credits, crosshead, header, caption, body copy, main image, additional images, gutter, and footer. It provides explanations for the purpose and typical formatting of each element.
The document summarizes information from various pie charts and bar charts related to a survey about music magazine preferences. Key findings include:
1) Most people get their music from online downloaders rather than stores like iTunes. The most popular age range for the survey was 11-18 years old.
2) The most popular existing magazines were Kerrang and NME. Most popular reader hobbies included going out with friends, using the internet, and shopping. The most popular music genre was R&B.
3) Readers preferred magazine covers that were busy with pictures, colors, fonts and bands over simpler designs. They also preferred to pay between $1-2 but some were willing to pay up to
The document proposes a magazine focused on mountain biking in Hertfordshire. It would be 30-60 pages in length, published monthly or every other month. The target audience is men and women ages 16-40 with an interest in mountain biking. The magazine would feature content like gear reviews, trail guides, and athlete interviews to both inform and entertain readers. It aims to stand out from competitors with a natural color scheme and focus solely on the local mountain biking scene.
magazine cover content page and double spread analysisshazrehshahzad
The document analyzes the cover and contents page of various magazines. It discusses the key elements found on magazine covers like the masthead, date/price, cover lines, slogans, and main image. It explains that the masthead identifies the magazine brand and is prominently displayed. Cover lines, images of celebrities, and movie/album promotions are used to attract readers. The contents page lists the sections and features to help readers navigate the magazine. Common elements like the magazine name, issue date, and table of contents help orient the reader.
Codes and conventions of a gaming magazineCharlie512
Gaming magazines contain standard magazine codes and conventions like mastheads and cover lines. However, their central images are not always people or places, making the primary mode of address indirect but still narrative. Additionally, there is evidence of competition between brands featured in order to increase sales of related products. Both magazines prominently display mastheads and use central images from games to directly address readers while also advertising exclusive features through puffs.
This document appears to be a presentation on a study of tabloids in India. It includes sections on the history of tabloids in India, studies of leading tabloids like Mid Day and Mumbai Mirror, surveys of reading habits in Chennai, results and recommendations. There are also sections on the presence of tabloids on social media and constraints faced. In summary, the presentation examines tabloids in India through an analysis of popular publications, reader surveys, and the role of social media, with the goal of providing results and recommendations.
The document discusses conventions used in magazine design. It provides examples from magazine covers and interior pages. Some key conventions discussed include using a bold masthead font to identify the magazine, prominent cover images of celebrities related to the magazine's genre, and consistent color schemes throughout the magazine content and covers. Interior pages also employ techniques like quotes and large images of celebrities to draw reader attention, while keeping body text in an easy-to-read font. The consistent application of design elements and celebrities tied to the magazine's topic help create recognition and attract readership.
This document analyzes magazine covers and contents pages from different publications. It discusses design elements like colors, images, logos, and text placement and how they appeal to target audiences. Prima magazine uses feminine colors and celebrity images to attract women ages 20-55. Match! focuses on football content and language to engage teenage boys. Billboard features colorful logos and young celebrity images to appeal to music fans ages 16-26. I-D magazine employs minimalist designs and catchy text to seem modern and attract younger readers.
The document analyzes three magazine covers. For Cover 1, the summary is: The masthead covers Kim Kardashian's face, showing her importance. The cover promotes an article on Kim speaking, using her popularity to sell magazines. The color scheme and large cover image are intended to attract female readers interested in celebrity gossip. For Cover 2, the summary is: The masthead is small and unique, placed in the corner. The main image features YouTube star Zoella, targeting teenage audiences. Colorful articles promote music celebrities. For Cover 3, the summary is: The masthead is covered by Emilia Clarke, indicating the magazine's popularity. Clarke's large cover image acts as a sell for fans of Games of
The document analyzes and compares the double page spreads from Q Magazine and NME Magazine.
The Q Magazine spread features Adele with a sophisticated black and white image and focuses on her achievements over the past year. It targets older audiences who listen to Adele's music.
The NME Magazine spread features Nicki Minaj with a bold, colorful pink image representing her pop music. It uses a lively design with different text sections and quotes to engage younger, female readers who are fans of Minaj.
The spreads show how magazine layout, images, colors and text are tailored to attract different target audiences for the featured artists.
The document discusses the house style of the Top Gear magazine November 2012 issue. It notes that the main car in the cover image is orange, and that color is used throughout the issue for elements like the masthead and cover lines. The masthead is always at the top of the magazine below the skyline and BBC logo. The barcode is typically in the bottom right corner, near the main cover line which is always in the bottom half of the magazine.
GCSE Media Studies Coursework - Magazine research and planningNeill Ford
This document analyzes the cover designs of various magazines to understand how they appeal to their target audiences. It discusses magazines across different genres, including fashion, music, and football. Key techniques identified that magazines use to be appealing include using bright colors, celebrity images similar in age to readers, minimal text, and catchy taglines. Font styles, cover layouts, and photo positioning are also examined for how they draw in audiences.
The generic conventions of magazines coverJenny McNulty
The front covers of magazines aim to attract buyers through eye-catching design elements. They establish a consistent house style through fonts, layout, color, and logos to build brand recognition and loyalty. Covers typically feature a central high-resolution celebrity image looking directly at viewers to create engagement. Additional cover lines advertise internal articles to entice purchases. Dates, prices, and web addresses round out the nonverbal communication on magazine fronts.
This document discusses multiple linear regression analysis. It begins by introducing multiple regression and defining the notation used. It then explains how to derive the OLS estimators for multiple regression by minimizing the sum of squared errors. This involves setting partial derivatives of the SSE with respect to each beta coefficient equal to zero and solving the system of equations. The document further discusses the properties of the OLS estimators, how to calculate variances and standard errors, and applications of functional form regression including Cobb-Douglas production functions and polynomial models.
Gatorade has the largest market share of sports drinks but saw sales decreases last year. It aims to maintain its image of strength and intensity while expanding to reach more women and older, active individuals. Gatorade's top competitors are Powerade and MiO Fit. It aims to appeal to a broader audience through messaging that Gatorade isn't just for pros but for anyone seeking premium hydration and fitness results.
The document analyzes and compares the covers of two music magazines - Kerrang and NME. [1] Kerrang targets 15-25 year old males and features heavy metal music, using bold colors like black, red and yellow that represent rebellion. [2] In contrast, NME targets 16-35 year olds of both genders and features indie/alternative music, using softer colors like hot pink and presenting information in a more sophisticated way. [3] While the magazines have different styles, they both use bright colors and placement of images and text to draw attention and attract their target audiences.
Tom Nichol's initial plans include creating a mood board and informal proposal for a technology and entertainment magazine. The mood board will help generate cover design ideas and influence the final product. The informal proposal outlines the concept for the magazine which will cover YouTube videos, games, hardware, and new technology. It will require design software, images, and knowledge to write reviews and reports in a professional manner. The target audience is described as mainly male, ages 12-24, from social grades C2, C1 and AB who are interested in technology and entertainment. Discounted ideas like a movie or podcast are explained as being too time-consuming or lacking necessary equipment.
The document summarizes the steps taken to design the front cover of a magazine about rock music. Key elements were added using the text tool, including the masthead, positioning statement, price, issue information, cover lines about band names identified by the target audience, sublines explaining article contents, and a main cover line anchoring the base image. A bar was also added to the bottom with additional band names from audience research to appeal to a wide audience.
Brandon Daffern is a 17-year-old male student studying media, photography, and film who enjoys playing sports, video games, and spending time with friends. He has no income as a student but gets money from his parents to spend on games, clothes, and food. The document aims to understand Brandon's demographic profile so that Celador Films can determine how their horror movie The Descent might appeal to him and others like him based on factors such as interests, lifestyle, and spending power. Understanding the target audience allows a company to better design a product's features and marketing to have more impact.
This document discusses different lighting techniques for photography including Rembrandt lighting, broad lighting, short lighting, and three point lighting. Rembrandt lighting uses a key light at a 45 degree angle to one side of the subject's face with a fill light to reduce shadows. Broad lighting positions the key light at camera right or left at a 45 degree angle to evenly light the entire face. Short lighting places the key light camera left or right at a 90 degree angle to emphasize one side of the face. Three point lighting uses a key light, fill light, and backlight to fully illuminate the subject.
The document discusses various design elements and sections commonly found in magazines, including:
- The masthead at the top featuring the magazine's title in a unique font.
- The main cover page usually featuring a studio photograph and several cover lines framing the image to attract readers.
- Additional elements like a date/price bar, buzz words to promote featured articles, and puffs offering freebies.
- Interior pages including a content page summarizing the magazine's stories, drop capitals to guide readers, and bylines crediting article writers.
The document discusses common codes and conventions used on movie magazine front covers. It notes that the main image typically features the protagonist of an upcoming film to draw viewers to side with that character. Magazine mastheads usually keep a consistent house style with a limited color palette to avoid looking cluttered. Barcodes are a convention to allow sales tracking as the magazines are retail products. Taglines are also common, using short, enticing text to hint at the featured film and grab readers' attention when browsing shelves.
A man named Ramel Kinsley is killed by undercover police, sparking violence in the city. The two officers must live with the guilt of killing him. A family discovers strange silhouettes appearing when lights are off, though one member is unaware he has died until his brother mourns him. A group of teens investigates after their friend disappears among random vanishings; they find the man playing piano is behind the murders and transports victims to another reality through his music. Two respected gunslingers defend cities and camps, but one becomes corrupted by his weapon and needs to kill people to be fed.
The document describes a student's media coursework project to create a new British music magazine focused on the genre of electro-pop. The student conducted research and found no existing electro-pop magazines, seeing an opportunity. The student believes the magazine will be popular given the growing popularity of electro-pop music and artists. The document includes questions about representing audiences, distribution partners, the target audience, and attracting readers.
Celador Entertainment is a UK-based independent production company founded in 1983 by Paul Smith and Jasper Carrott. It produces television shows, movies, and radio content. Some of its most well-known productions include the game show Who Wants to Be a Millionaire? and the films Slumdog Millionaire and The Descent. While smaller than major studios, Celador has found success with modestly-budgeted films that earn high profits. It collaborates with other companies for funding and distribution.
This document outlines ideas for different magazine types including gaming, films, architecture, and music. It decides on creating a gaming magazine that will include questions and answers about games, consoles, and upcoming video game events and releases, as well as images from games and gaming conventions.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
This document provides a cultural analysis of the video game Fallout 3. It discusses how the game represents 1950s American culture through its post-apocalyptic setting in the ruins of Washington D.C. The analysis examines various cultural references found throughout the game related to history, literature, movies and music. It also analyzes how the game incorporates cultural rhetorics related to topics like gender, racism, classism and government surveillance. Overall, the document argues that Fallout 3 uses cultural references and representations of social issues to create an immersive game world and appeal to audiences interested in different subcultures.
Challenges and Oppotunities in the Videogame Industrydiglondon
The document discusses the challenges facing the video game industry and opportunities for the future. It outlines the economics of console game development and used game sales. Recent industry trends are examined, including rising development costs, financial difficulties for some studios, and new business models emerging around free-to-play and microtransactions. The presentation predicts increasing monetization of existing games, a potential crisis in creative content, and growth in transmedia storytelling across multiple platforms.
This document provides an introduction to the game development industry. It discusses the key players in the industry such as hardware manufacturers, publishers, developers and gamers. It also outlines the business models and how money is generated. The document highlights how the industry has evolved from coin-operated arcade games to the current era of online and mobile games. Main Studios is introduced as a game and animation developer.
Video games: And introduction and overviewShahir M
The document provides a detailed history of video games from the early 1970s to the present. It covers the evolution of gaming platforms from mainframes and arcades to PCs and various console generations. It discusses notable games and consoles for each generation, including top selling titles. It also outlines the rise of online gaming and the genres and demographics of video game players today.
The document discusses the games industry and the major players within it, including console manufacturers Nintendo, Sony, and Microsoft, as well as publishers and developers. It covers Nintendo's focus on innovation and accessibility with the Wii, Sony and Microsoft's focus on graphical power and online experiences with the PlayStation 3 and Xbox 360, and the strategies of maintaining existing markets while expanding to new audiences.
As media studies coursework preliminary taskFilipstojcic
Filip Stojcic will design a school magazine in three stages: pre-production, production, and post-production. In pre-production, he will conduct research on existing school magazine designs and conduct a market research survey. During production, he will hold a photo shoot and select images for the cover and content pages. In post-production, he will enhance the images digitally and design the cover and a content page based on his research. He will then evaluate the final outcomes.
The document outlines a magazine pitch for a gaming magazine. It will target late-teen and young adult males ages 16-24 who have a strong interest in gaming. The magazine will provide gaming reviews and previews, news about the gaming industry, hardware tips, a Q&A page, and an interview with a pro gamer. It will have a modern design inspired by other gaming magazines, using striking colors, images, and fonts to appeal to its target demographic.
This document proposes a gaming magazine called "Next Level". It would include top 10 lists, game reviews, debates on gaming topics, and a section for reader comments and questions. The target audience is mainly males aged 10-29 who enjoy gaming. To appeal to readers, the magazine would integrate social media to foster discussion and a sense of community. While some mature game content could potentially offend younger audiences, the proposal aims to review games professionally and avoid offending social groups. Copyrighted characters would require permission to use.
The document outlines a proposed gaming magazine called "About Gaming" targeted at males aged 20-30. The magazine will feature the latest gaming news, reviews, and profiles of popular games and gamers. Research on current gaming magazines' layouts, content, and audiences will inform the design and content of "About Gaming" to attract and entertain its target demographic. The creator will evaluate their work by comparing it to other magazines and identifying areas for improvement or success.
The document outlines a proposed gaming magazine called "About Gaming" targeted at males aged 20-30. The magazine will feature the latest gaming news, reviews, and profiles of popular games and gamers. Research on current gaming magazines will inform the magazine's design, content, and strategies for engaging the target audience. The creator plans to evaluate their work by comparing it to other magazines and identifying areas for improvement or success.
The document discusses ideas for creating a video game review or advertisement. Idea #1 involves filming gameplay footage while talking about the game in front of a green screen to overlay the footage. Idea #2 is a longer video game review highlighting key aspects of the game. Research was also conducted through surveys and interviews to determine what information audiences want from a review, such as gameplay footage and whether the graphics are good. Competitors in the video game review space were also analyzed.
This document outlines a proposal for a gaming magazine called "The Gaming Guide". It will entertain readers by providing colorful designs, reviews of video games to inform if they are worth buying, and realistic portrayals of games. The target audience is 16+ of both genders who enjoy achieving skills and belonging to loyal communities. Content will include reviews of graphics, story, controls of a PS4 game. It will comply with ethical standards by avoiding offensive material and sufficiently differentiating from existing products to prevent legal issues.
The document summarizes research conducted through a survey to understand the target audience for a sports magazine. The results of the survey found that the majority who read sports magazines are late teens aged 15-20, and over 30% of respondents are over 30. Most readers are male, as men take a greater interest in sports. Students make up the largest occupation of respondents. The top topic of interest is articles on health, and basketball is the most popular sport among late teens. The preferred format for reading news is on a smartphone. The target audience profile focuses on an 18-year old boy named Joseph who loves basketball and wants to pursue it in college.
This proposal outlines a gaming magazine called GamingLegend. The magazine will entertain and inform regular gamers by providing high-quality reviews of various video games. These reviews will be written by a single person to avoid confusion. The magazine will also feature a section on older, lesser-known games and include news on upcoming releases. The primary audience is 12+ to align with game ratings, but the secondary audience is 18+ to allow coverage of any game. Reviews will avoid offensive language and restrict coverage of games inappropriate for younger audiences. The magazine will use names, pictures and logos of reviewed games but have a distinct enough format and content from other magazines to avoid copyright issues.
The document proposes a podcast that will compare the games Battlefield 1 and Call of Duty: Infinite Warfare. The podcast will be aimed at gamers ages 14 and older and will discuss these popular games as well as critique game developers who produce lazy games. It will focus on big computer games and also possibly Dark Souls 3. The podcast aims to educate listeners about issues like game developers cloning games and using money grab tactics. It does not believe the content will offend any groups but may upset fans of games it critiques. It will use names of games but plans to be different enough from other products to avoid copyright issues.
This proposal outlines a multi-platform gaming product that will include a magazine, website, and audio interview. The magazine will feature reviews of upcoming games in genres that the audience prefers, as well as facts about games. The website will host the magazine content digitally and include additional reviews and information on highly rated and upcoming games. An audio interview will feature the creator asking questions to both avid and casual gamers about their opinions on games. The target audience is teenagers to young adults aged 15-35, predominantly male, and appealing to their interest in games. Legal and ethical considerations around offensive content, younger audiences, and avoiding copyright infringement will need to be addressed.
This proposal outlines a magazine called "PlayStation Times" that will inform and educate readers about PlayStation games and products. The magazine will feature articles on new games, popular titles from 2018, and gameplay details. The target audience is males aged 16-21 who are interested in video games. The magazine will avoid offensive content and respect all religions, groups, and ethics through its choice of games and characters featured from existing titles.
The document summarizes the key considerations and plans for developing a youth sports magazine targeted at readers aged 12-18. It discusses conducting a focus group to better understand the target audience and their interests. Based on the focus group findings, the magazine will have a sleek cover design with articles on how young athletes can become professionals and get involved with local sports teams. The magazine aims to appeal to both the younger and older ends of the target range through a balance of competitions, games and informative articles.
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This proposal outlines a project to create a gaming magazine targeted at male and female gamers ages 15 to 18+. The proposed magazine would focus on new, popular video games for PlayStation and discuss gaming trends, hardware, and software. Research plans include analyzing existing gaming magazines like PC Gamer, PlayStation Official Magazine, and Xbox Magazine to gather design ideas and content inspiration. The proposal provides a basic schedule and bibliography to support further research and development of the gaming magazine concept.
The document discusses existing magazine products that are similar to the student's product. It analyzes three existing products that have game covers on the front, use bold text, and have dark or light color backgrounds. The student notes they will include a main character or game on the front cover, a two-page spread discussing an upcoming game on one side and a YouTube game review on the other, and possibly a flashy slogan on the front cover related to the game featured. The student also profiles their target audience as 15-20 year olds of both genders interested in mobile games, from middle-class backgrounds, and will include games that appeal to both genders as well as individually.
The document discusses existing magazine products that are similar to the student's product. It analyzes three existing products that have games or characters featured prominently on the cover in bold text to attract readers. Key similarities include flashy slogans and images related to games. The student notes they will include a main character or game on the cover, a two-page spread discussing an upcoming game on one side and a YouTube review on the other, and potentially a flashy slogan depending on the game featured. An audience profile targets 15-20 year olds of both genders interested in games they can enjoy on the move, focusing on games that would appeal to that demographic and social status.
The product is a gaming magazine, poster, and hoodie or shirt. The magazine will contain images and information about upcoming games to entertain readers who enjoy games. It will have varied page and cover designs. The poster will advertise upcoming Xbox games. The clothing will feature an original design. The target audience is males and females aged 16-19 from middle-class backgrounds who want to succeed. No offensive content or copyrighted material will be included to avoid legal issues.
The product is a gaming magazine, poster, and hoodie or shirt. The magazine will contain images and information about upcoming games to entertain readers who enjoy games. It will have varied page and cover designs. The poster will advertise upcoming Xbox games. The clothing will feature an original design. The target audience is males and females aged 16-19 from middle-class backgrounds who want to succeed. No offensive content or copyrighted material will be included to avoid legal issues.
The document discusses research conducted for a game idea, including analyzing existing games like Donkey Kong and Super Mario, identifying common features such as being pixelated and aimed at younger audiences. Questionnaires were distributed to gather information about the target audience, which is primarily male ages 14-18 who enjoy action and simulator games. Interviews provided additional insights about preferences for multiplayer online games and a range of game types and genres.
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This document is a production diary for an A2 Media Studies coursework project spanning 25 weeks. It provides updates on the student's progress in researching, developing, producing, and promoting a short film. In the first few weeks, the student selected the short film option, researched conventions, developed ideas, and wrote a synopsis. Later weeks involved writing and editing a script, filming, editing the film, and creating ancillary materials like posters, a website, and evaluation. The diary shows the student progressing through pre-production, production, and post-production phases to complete their short film and portfolio.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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As media gaming magazine demographics and potential audience
1.
2. Introduction
As a part of my A level course work and Target audience research I have chosen to investigate the
demographics and potential audience of the gaming industry in order to gain knowledge on how
to construct my magazine according to the consumers wishes and to find out who my potential
consumers were. I will use primary and secondary research to find out the demographics of
gamers who purchase magazine by creating my own questionnaire and analyzing the results as
well as do research online on the internet. . For my questionnaire I will use an online survey,
www.surveymonkey.com, and then critically analyze the results. I will complete my potential
audience profile through extensive secondary research on the internet. Once I have gathered all
the data that I have wanted it will later be used to aid me in constructing my own gaming
magazine using the information I have gained to make it appeal to my main potential consumer
group .
3. 70%
30%
What is your gender?
Male
Female
60%
30%
10%
What is your age?
15-18
19-30
31+
During my survey analysis the majority of the
participants were males. That’s why I will
focus my magazine design and content
towards the male gender, with the inclusion of
some female focused articles as they are still a
part of the gaming community. While looking
at this chart it is obvious that games are aimed
and played by the male audience and
therefore m marketing strategy will be aimed
at this type of audience.
After I have analyzed my survey results and
looked at my chart I have realized that the
majority of the gaming community is in their
late teen years ,15-18, and I will focus my design,
content and language towards them as they are
my target audience. I shall also have some
articles that are more mature as there still is a
18+ audience that I can appeal to as they are also
a part of the gaming consumer base.
4. 10%
10%
80%
What is your current status of
employment?
Employed
Unemployed
Attend School/University
30%
20%
50%
How often do you buy gaming
magazines?
Monthly
Every 2-3 Months
2-3 Times a Year
I have concluded that the majority of the
people who purchase gaming magazines
are still in schools and universities. As this
target audience is not financially self-
sufficient I will not make the price of my
magazine too high for them. I will also
make my magazine for informal and
relatable as the audience is still young as
they are completed their studies and are
not employed.
As I have conducted research on how often
gaming magazines come out and how often
people purchase them. Since they come out
monthly most people tend to purchase them so
or every 2-3 months. Based of my market
research I have found out that they are bought
mostly when they are released I have decided to
also publish my gaming magazine monthly as
at least half of the consumer base would
purchase it.
5. 33%
22%
28%
6%
11%
What type of articles do you like to
read?
Reviews
Previews
Gaming Lists
Old School Gaming Articles
Hardware Articles
60%20%
20%
What other types of gaming platforms would
you like gaming reviews from?
PS3/PS4
Xbox360/XboxOne
Mobile Games
After carefully analyzing the survey results I
have decide to include a large variety of
articles as the potential consumer base
expressed interest in all the types of gaming
articles. Articles about game reviews, previews
and gaming lists will be the most important
and written about content in my magazine as
the audience has expressed the most interest
in those three types of articles. Hardware
articles and old school gaming articles will
also be included but to a lesser extent.
In order to know about what type of consoles
articles I could feature I have conducted a
research to see which are the most popular. In
my research I have concluded that I should
write about games on other consoles and not
just PC games as they are popular. I would
dedicate most of the other gaming console
release to the Play Station games, and split the
rest between the Xbox and mobile games
6. 20%
30%
50%
Would you like the inclusion of mega
posters or giveaways?
Giveaways
Mega Posters
Both
10%
10%
30%
50%
What type of games would you like tips on
how to play better?
FPS
MOBA
MMORPG
Puzzle And Mystery
To encourage people to buy my magazine I
have handed out a questionnaire
wondering what type of rewards they
would appreciate. Since its expensive to
release both per issue and they are almost
equally popular I have decide to alternate
between the mega posters and special
giveaways in my issues. Doing this would
satisfy my consumers as they would get
both and would encourage higher sales on
the reward they prefer more.
I have asked which type of games the people
would prefer help on so I can focus more on
those genres and be more specific towards
my consumers wishes. I have decided that I
would dedicate this section to puzzle and
mystery genre mostly with sometimes
paragraphs about some MMORPG games. I
would not write tips for FPS an MOBA
games as the majority of my consumers are
not interested.
7. 90%
10%
Would you prefer an interactive page
where the magazine answers the
readers questions?
Yes
No
10%
20%
70%
Would you like a gaming hardware section or
an entertainment section(puzzles ,quizzes,
screenshots)?
Hardware Section
Entertainment Section
Both
After I have analyzed the results I have
gotten a very one-sided results and have
decide to incorporate and interactive
page in my magazine. Through this I
have realized that my customers want to
have more personal relations with the
magazine and that it encourages sales as
they feel important to the magazine
when they are noticed.
I have concluded that I should add both
the hardware and the entertainment
section as they have both been wanted
mutually and it would add diversity to my
gaming magazine, making it appeal to a
broader audience. The consumers have
shown interest in sections that are not
only about video games, yet still related to
them, and a diversity would prevent the
magazine from becoming monotone.
8. Target Audience Profile
This is Jeremy, a stereotypical late-teen gamer and a
member of my target audience. He is attending his last
year of high school, year 13, and he is 18 years old. He
spends most of his free time at home playing video games.
At school he enjoys hanging out with his friends during
breaks and classes such as music, science and IT. He enjoys
surfing the internet in his free time as well as going out and
playing sports with his friends. He also enjoys meeting up
with his friends online through Skype and playing online
games with them. He likes to play the newest game and
follow the latest gaming trends. Jeremy is also active within
the gaming community as he participates on forums and
runs his own gaming blog for others to read his gaming tips
and reviews. He Has his own favorite Gaming genre ,action
and FPS, He considers himself a Casual gamer as he does
not devote all of his free time to his hobby and only plays
the most popular newest releases. His favorite type of food
is junk food.
He receives his money from his parents allowances and he
spends it on video games, gaming magazines and hardware
for his PC. He either goes to nearby gaming stores to buy
his games or he orders the online.
9. Target Audience Profile
Jeremy likes going to cafes, skating parks and malls with his friends and hanging out. If they cannot meet outside he
likes to connect with his friends over the internet and play games with them. They usually play games that depend on
their teamwork.
He enjoys discussing games that he has completed over the internet or with his friends. He enjoys asking new friends
online after they have played and experienced the same adventure the game has to offer. He is also actively tracking
the big gaming releases and which ones he will buy and play. He likes to read articles online from his favorite studios
and about his favorite games.
His favorite season is winter as he gets to stay at home all day since its cold and play his favorite games all day and
read.
10. Target Audience Profile
Jeremy only uses Facebook and Snapchat as
they are the quickest and most accessible
methods to communicate with his friends. He
is not interested in picture based ones as he
believes they are a waste of time. He
frequently visits gaming forums regarding his
favorite and upcoming games and often enters
various discussions of the forum.
He is comfortable around his group of friends but
is shy when being introduces to a new. Overall he is
an outgoing and easy to talk to person. He also
loves listening to music and watching TV shows
and movies. He is not afraid to express himself and
his hobbies, and voice his opinion. He is calm
person, not very sporty, and he has good general
knowledge on most daily conversational topic. He
excels at in depth gaming conversations.
His most purchased products are computer
games, gaming magazines, various items related
to his favorite games(figurines, bracelets and
necklaces with and important theme from a
game), junk food and fizzy drinks.
His favorite games are the Battlefield series,
Modern Warfare, far cry 3 and Grand Theft Auto
5.
11. Gaming Demographics
As a part of my primary research into statistics about the gamers and what they
wished for in my magazine I have also conducted secondary research about the
demographics of the people in the gaming industry.
After i have analyzed the secondary research I have found out about the average
gaming industry consumers demographics:
• The average gamer is 35 years old, with the average male gamer also being 35 and
the average female gamer being 43 years old.
• The gaming community is 56% males and 44% females.
• The average number of years and average gamer has been playing is 13 years.
• The average of the gamers are 26% are 18 or younger, 30% are 19-35, 17% are 36-49
and 27% are 50+.
• In the US there are 155 million people that play games, every 4 out of 5 households
own a device used for playing games and 51% own gaming consoles in their
homes.
• 42% of gamer play on a regular basis three or more times a week.