2. Existing Products
• The voices they’ve have used for the review are unedited
and with no sounds effects. They have music for some
moments of the review and also use some game sounds
throughout. Additionally, the absence of sound effects makes
for a more casual conversation with the three hosts, this
makes it less formal more informal with the addition of having
the game sounds a the right moment for example stating a
sound which then plays. Since it’s such a friendly atmosphere
you would be persuaded to buy the game as its been
presented correctly and not analysed to death.
Link to the podcast/documentary; https://youtu.be/Y7giqjjpmzA?t=231
3. Existing Products
• To begin they use an edited clip from the game they’re
focusing on with the shows music. The way they begin is
formal with the main host introducing the other two guys.
After the introduction I become more informal with it being a
general discussion whilst keeping the formality of having a
host. This makes the audience want to buy the talked about
game since it’s been explained enough with experience
they’ve had and the visuals.
Link to the podcast/documentary; https://www.youtube.com/watch?v=eRmRTQt_Gi8
up to 5:00
4. Existing Products
• To start the review a good comment is
instantly said, almost to protect what's to
come. Additionally, they use their own theme
sound effects to introduce the review.
Throughout the review they keep talking back
to the listener like it’s a formal review but says
the subject in a casual manner.
Link to the podcast/documentary; https://www.youtube.com/watch?v=XRNE2qtG2Zw
5. Research Analysis
• What common features do the researched
products have?
– They all have the similarity of being formal but are
all spoken to the listener in a casual manner.
• What aspects of the research will you include
within your on work?
– I would definitely have the formal-causal
sequence happening.
– Also the theme for each show intrigues me so I
would like to have a unique one as well.
7. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
16-30 • The reason I chose this age range is because the
games used are not allowed to be shown to
anyone younger. Additionally, even though there
are some, not many people play after the age of
30.
Gender
Male • The reason I picked male was because the games
used appeal towards them and not many females
enjoy that genre, not to say there isn’t a girl that
does
Psychographic
Needs driven • Needs driven was chosen since all the games that
would be spoken of would be focused on people
who love having an objective they have to
complete that’s never ending and they have time
to complete.
Social Status
C1-A • The reason I chose this social status is because
everyone would have access to the radio but not
everyone would appeal to what’s being played,
and even if they did they would need the money
to buy such luxuries
Editor's Notes
Choose a product similar to your own and discuss it
Use of audio- what do they include and to what effect- sound effects, music, voice over.
Content of voice over- what do they talk about, language used (formal/informal), etc
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a product similar to your own and discuss it
Use of audio- what do they include and to what effect- sound effects, music, voice over.
Content of voice over- what do they talk about, language used (formal/informal), etc
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a product similar to your own and discuss it
Use of audio- what do they include and to what effect- sound effects, music, voice over.
Content of voice over- what do they talk about, language used (formal/informal), etc
Audience appeal- how does it make its audience want to buy/watch/play it?