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Research
Samuel Johnson
WIRED
Front cover Double Page Spread
Audience Profile
Existing Product
This magazine appeals to the tech savvy people of the world,
whom are interested in having the top tier products, from
televisions which are visually stimulating, to speakers that
will blow out your eardrums. The way in which they do this,
is by explaining in depth the specifications of each device,
which in turn draws in buyers.
The bold text, along with the vivid
use of colours makes for an enticing
front cover which draws in a wide
array of possible consumers, even
those outside the specified
demographic.
There is a relatively even ratio
between imagery/text, giving context
for the displayed items, which some
readers may find crucial towards the
enticing element of the product, with
others finding the imagery alone
enough of a statement; therefore
appealing to both parties.
The advertisements filling this issue of
‘WHAT HIFI’ are all tech based
products, likely supplied by the
producers themselves, seeing as this
whole magazine is basically an
advertisement in itself showing off the
best products of that year.
On top of that, the suppliers of this
magazine wouldn’t have a product to
sell if it wasn’t for the countless
advertisements which the editors
themselves test out for their own use,
increasing the overall reliability of the
reviews; which in turn attracts more
consumers, who are looking for
trustworthy content.
FOUR FOUR TWO
Front cover Double Page Spread
Audience Profile
Existing Product
The expansive array of footballers adorning the cover of this
‘World Soccer’ magazine, is the main drawing factor towards its
target demographic of football/sport fanatics with an interest in
the more in-depth statistics surrounding the footballing world.
The vibrant display of colours used for
the titles, is a factor used to draw a
variety of audiences towards the
product and not just their usual
audience demographic.
Furthermore, the use of photography
in which they use to display the many
footballing icons encapsulating the
front page, all share similar emotions
of euphoria which in turn rubs off on
potential readers, whom all want to
feel similar emotions when picking up
this product.
Most of the text is almost a secondary
asset to the main drawing factor of
the footballers, with the text/picture
ratio not evenly matching up to cover
the front page, which proves just how
much of an influence these icons of
the game have on the general public.
The adverts which splay around
this particular issue of ‘World
Football’ all tend to be football
related products which appeal
towards their main consumer
demographic, which massively
helps the advertiser in
question. They’re no longer
forced to scour around for their
target market, seeing as
they’ve got a perfectly popular
product already out there,
specified towards their
audience demographic.
PC GAMER
Front cover Double Page Spread
Audience Profile
Existing Product
The mix of gaming and retro style which this magazine is quite
clearly trying to convey, appeals towards two fairly spread age
demographics, with one common passion, video games. This
incorporative difference vastly heightens the overall popularity of
the product, seeing as both young and old are drawn in by it,
leading to greater sales.
The mix of vibrant colours displayed around
this front cover makes for an enticing
spectacle, even for those outside the gaming
community, which in turn adds towards their
already established fan base, improving sales
in the process.
The imagery used on the cover, which show a
select few of video games’ most beloved
icons, such as super Mario, are so universally
acknowledged between all age demographics
that everyone will have a reason of which to
be drawn in by this magazine, as people tend
to be attracted to things they know, rather
than just jumping into something blind.
Furthermore, the general aesthetic features
of his character are so vibrant, that it just
adds to the previously mentioned pulling
factor of the colour scheme.
The imagery to font ratio is
relatively even, with each headline
having an equally large image
alongside it, used to entice people
towards reading the article; as
images tend to be a bigger factor
in enticing potential consumers,
especially from a distance, when
the text itself is indescribable.
The text choice used within this
magazine, matches the aesthetic
quality this product tries to
convey, with many of the font
choices being 8-bit stylized, as to
resonate with the look of retro
games. This simple choice of
design majorly impacts the
consistent theme of the magazine
in a positive light, as it gives the
product a unique identity which
connects to all walks of life from
the gaming community.
Research Analysis
• What common features do the researched
products have?
• All of my researched products share vibrant outer aesthetics, along with bold text
which are all pulling factors when attracting potential consumers.
• What aspects of the research will you include
within your on work?
• This factor (vibrant colours and bold text) appears to be an essential element when
creating a magazine like product, as it majorly impacts the enticing effect a
product has on a wide variety of audiences, for those both in and out of your
specified audience demographic.
Bibliography
Bibliography
1. Title: FOUR FOUR TWO/Publisher: Future
2. Title: PC GAMER/Publisher: Future
3. Title: RETRO GAMER/Publisher: Future
4. Title: WHAT HI*FI/Publisher: Future
5. Title: WIRED/Publisher: Conde Nast
6. Title: WORLD SOCCER/Publisher: TI Media

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Research

  • 2. WIRED Front cover Double Page Spread Audience Profile
  • 3. Existing Product This magazine appeals to the tech savvy people of the world, whom are interested in having the top tier products, from televisions which are visually stimulating, to speakers that will blow out your eardrums. The way in which they do this, is by explaining in depth the specifications of each device, which in turn draws in buyers. The bold text, along with the vivid use of colours makes for an enticing front cover which draws in a wide array of possible consumers, even those outside the specified demographic. There is a relatively even ratio between imagery/text, giving context for the displayed items, which some readers may find crucial towards the enticing element of the product, with others finding the imagery alone enough of a statement; therefore appealing to both parties. The advertisements filling this issue of ‘WHAT HIFI’ are all tech based products, likely supplied by the producers themselves, seeing as this whole magazine is basically an advertisement in itself showing off the best products of that year. On top of that, the suppliers of this magazine wouldn’t have a product to sell if it wasn’t for the countless advertisements which the editors themselves test out for their own use, increasing the overall reliability of the reviews; which in turn attracts more consumers, who are looking for trustworthy content.
  • 4. FOUR FOUR TWO Front cover Double Page Spread Audience Profile
  • 5. Existing Product The expansive array of footballers adorning the cover of this ‘World Soccer’ magazine, is the main drawing factor towards its target demographic of football/sport fanatics with an interest in the more in-depth statistics surrounding the footballing world. The vibrant display of colours used for the titles, is a factor used to draw a variety of audiences towards the product and not just their usual audience demographic. Furthermore, the use of photography in which they use to display the many footballing icons encapsulating the front page, all share similar emotions of euphoria which in turn rubs off on potential readers, whom all want to feel similar emotions when picking up this product. Most of the text is almost a secondary asset to the main drawing factor of the footballers, with the text/picture ratio not evenly matching up to cover the front page, which proves just how much of an influence these icons of the game have on the general public. The adverts which splay around this particular issue of ‘World Football’ all tend to be football related products which appeal towards their main consumer demographic, which massively helps the advertiser in question. They’re no longer forced to scour around for their target market, seeing as they’ve got a perfectly popular product already out there, specified towards their audience demographic.
  • 6. PC GAMER Front cover Double Page Spread Audience Profile
  • 7. Existing Product The mix of gaming and retro style which this magazine is quite clearly trying to convey, appeals towards two fairly spread age demographics, with one common passion, video games. This incorporative difference vastly heightens the overall popularity of the product, seeing as both young and old are drawn in by it, leading to greater sales. The mix of vibrant colours displayed around this front cover makes for an enticing spectacle, even for those outside the gaming community, which in turn adds towards their already established fan base, improving sales in the process. The imagery used on the cover, which show a select few of video games’ most beloved icons, such as super Mario, are so universally acknowledged between all age demographics that everyone will have a reason of which to be drawn in by this magazine, as people tend to be attracted to things they know, rather than just jumping into something blind. Furthermore, the general aesthetic features of his character are so vibrant, that it just adds to the previously mentioned pulling factor of the colour scheme. The imagery to font ratio is relatively even, with each headline having an equally large image alongside it, used to entice people towards reading the article; as images tend to be a bigger factor in enticing potential consumers, especially from a distance, when the text itself is indescribable. The text choice used within this magazine, matches the aesthetic quality this product tries to convey, with many of the font choices being 8-bit stylized, as to resonate with the look of retro games. This simple choice of design majorly impacts the consistent theme of the magazine in a positive light, as it gives the product a unique identity which connects to all walks of life from the gaming community.
  • 8. Research Analysis • What common features do the researched products have? • All of my researched products share vibrant outer aesthetics, along with bold text which are all pulling factors when attracting potential consumers. • What aspects of the research will you include within your on work? • This factor (vibrant colours and bold text) appears to be an essential element when creating a magazine like product, as it majorly impacts the enticing effect a product has on a wide variety of audiences, for those both in and out of your specified audience demographic.
  • 10. Bibliography 1. Title: FOUR FOUR TWO/Publisher: Future 2. Title: PC GAMER/Publisher: Future 3. Title: RETRO GAMER/Publisher: Future 4. Title: WHAT HI*FI/Publisher: Future 5. Title: WIRED/Publisher: Conde Nast 6. Title: WORLD SOCCER/Publisher: TI Media

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- scan real magazines or use issuu.com Type of content- studio/location photography, articles, reviews, adverts Conventions – colour schemes, photography, writing style, text/picture ratio, font choices, mode of address Codes – Written, symbolic Audience appeal- how does it make its audience want to buy/read it?
  2. Choose a recent product similar to your own and annotate it- scan real magazines or use issuu.com Type of content- studio/location photography, articles, reviews, adverts Conventions – colour schemes, photography, writing style, text/picture ratio, font choices, mode of address Codes – Written, symbolic Audience appeal- how does it make its audience want to buy/read it?
  3. Choose a recent product similar to your own and annotate it- scan real magazines or use issuu.com Type of content- studio/location photography, articles, reviews, adverts Conventions – colour schemes, photography, writing style, text/picture ratio, font choices, mode of address Codes – Written, symbolic Audience appeal- how does it make its audience want to buy/read it?
  4. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.