Here are some key aspects of your target audience profile that will help guide your magazine cover design:
- Primary age range of 25-44 means focusing on games/content that will appeal to nostalgia for older franchises while still being current
- Including strategy/simulation games will attract your male-focused primary gender audience while using bright colors can broaden the appeal
- Highlighting that the magazine is UK-made plays to the sense of belonging important to your Belonger psychographic
- Competition mentions and buzzwords will tap into the impulsive nature of Needs-Driven readers
- An affordable price point alongside quality production values makes the magazine accessible to your working-class focus while still appealing to middle
2. Existing Product
The feature article photo fills the
entire page. It features a character
from the latest game, Atlas,
dressed in a pirate costume, firing
a gun, mid-jump. The character is
directly addressing the audience to
create a connection with the
reader and her expression and
body language connotes
aggression and action, which will
appeal to fans of action games.
The main character is positioned
centrally in the same convention
style as other magazines. The
background is of a ship at sea, the
ship is partially behind the
character and the sky is bright
blue. This makes the character
stand out as the main focal point
of the image.
The masthead “PC GAMER” is used
on every magazine they produce
and is partially behind the main
character. This is because the
brand is well established enough
that they are confident the reader
will know which magazine it is.
It also makes the character the
main focus of the magazine. The headline is written in the
same colour scheme and font
from the game. This creates brand
recognition. The gold colouring
connotes wealth and success, but
the damaged style font connotes
that it will be dangerous and a
difficult journey. The font is also
quite old fashioned and ties in
with the genre of the game.
The use of the buzz words
“WORLD EXCLUSIVE” tells the
reader that this is the only
magazine, worldwide, that you
can read this article. They won’t
find it anywhere else.
These words are also in the same
red background, with a white font
that they’ve used throughout the
cover for elements that they
really want the reader to see.
The sub heading is in a clear, bold
white sans serif font. The words
surrounding it “20 years on” and
“How Baldur’s Gate brought D&D
to life” attracts an older audience,
making it appeal to them by
featuring an old, classic game.
The cover line tells the reader the genre of
the game and also links it to the makers of a
similar style game, which would make the
article appeal to a wider audience.
3. Existing Product
At the bottom of the page, they’ve included two kickers to advertise other articles within the magazine. They’ve also
included a picture for extra visual recognition. The titles of the games are bold to stand out, where as the taglines are in
a regular font and slightly smaller, but noticeable enough to draw the reader in.
The first plug on the magazine
tells the reader that they can find
out about the PC Gamer Game of
the Year Awards 2018. This is
styled to stand out with a bold red
background and clear white text.
The use of the PC Gamer name
further establishes their
importance and brand and the
year tells you it’s current.
The selling line is positioned
above the masthead. It’s written
in a regular white font, but the
words “number one” have been
written in bold to emphasise the
words. This boasts to the reader
that this is the best magazine to
read.
In the bottom right-hand corner,
there is a plug advertising a
gaming mouse.
The clever use of the words “The
perfect mouse for any budget”
will appeal to the working class
but is not exclusive of other
socioeconomic statuses.
The green background around this
plug tells the reader it’s a
different kind of article, but it is
still related to the gaming genre of
the magazine.
The image chosen is of an online
version of the magazine. For
online versions, barcodes are not
required so instead they have
placed the logo for the Future
media company and the issue
number of the magazine. Physical
copies of the magazine would also
include the barcode, price and
date of the magazine.
4. Existing Product
The folio follows typical magazine conventions and is located at the bottom of the
page, in the outer edge corner of the page. The folio includes the page number, the
publication logo of the magazine and the date of the issue.
The feature images consist of
one large image, and three
smaller images. The main
image goes across both
pages, this attracts the
reader and sets the tone of
the article. All of the pictures
link to the article and show
elements of the gameplay.
They are very visually
appealing with bright colours
and the majority are of
daylight scenes, which
ensures that they are light
and easy to see.
Page 2
The running head is positioned in the top outer corner edges
of the magazine. The use of the word “preview” informs the
reader that the article is a preview of a game that is coming
out and just below this is the title of the game.
The image caption links the
picture and the main article.
The text is white, with a
black background. This
allows the text to stand out
from the picture and be
easily read.
Page 1
5. Existing Product
The main body text is left aligned and broken down into
columns, this makes it easier for the reader to read a large
amount of text without losing interest. The font is written in a
clear sans serif font.
The headline clearly tells the reader what the article is about.
The background is highlighted with colour to make it stand out,
the text is white and contrasts well with the background and is
in a large visible sans serif font.
The pull quote is a sentence from the article, picked out to
emphasise a particular part of the story. It’s written in a bold
font, in a larger font size than the text so that it stands out, but
smaller than the headline so that it doesn’t draw the focus
away from that.
The kicker or intro is the first paragraph located below the
headline. This is written in a serif font, slightly bolder than the
main body text. It features a drop cap which symbolises the
beginning of the article. This summarises the topic of the
article and intrigues the reader to read on.
They’ve included some additional information for the reader,
such as the release date, developer and website. This is written
in a small font so as to not draw focus away from the article,
but clear enough to read.
The subhead is written in a bold font, slightly bigger than the
body text. This helps break up the text making it easier to read
and tells the reader that the subject is changing.
Page 1
6. Existing Product
For my third existing product
research, I’ve chosen an older
magazine cover, from 1999. It’s
interesting to see how magazine
conventions have stayed the same,
despite the 20 year difference.
The selling line on the magazine is
positioned above the masthead,
this is to draw the reader’s
attention. The background is
themed in the same colour scheme
as the feature image and the font is
bold and white making it contrast
well. They’ve made the words “20
playable PlayStation demos” stand
out to draw the attention to the
free CD included with the
magazine. They’ve even included a
picture to reinforce the freebie and
listed some of the games to further
appeal to a wider audience.
The feature image is of a character,
positioned centrally, directly
addressing the reader by looking
straight at them and pointing. This
creates a connection and draws the
reader in.
Their pose connotes confidence;
they’re ready for a fight.
The background is white which
draws full attention to the
character.
The masthead is in a bold sans serif
font, this makes it easy to read and
recognise. Like newer magazines,
it’s positioned behind the main
feature image, because even 20
years ago the brand was
established enough to be
recognised.
The headline for the feature article
is written in a large bold sans serif
font. This draws the attention of the
reader. The words “Our biggest
playable demo ever!” are cleverly
lined up with the feature characters
weapon and the word “Solid” is
bigger and bolder.
The anchorage further emphasises
the feature article and includes
buzz words like “all-new” and
“double-sized” to grab the reader’s
attention.
By listing other articles within the magazine, the
magazine will appeal to a wider audience.
The plug attracts the user by
appealing to them with buzz words
like “BIGGEST DISC EVER!” and
“EXCLUSIVE DEMOS!” they’ve
emphasised the “22” by making it
bigger and adding a drop shadow.
The date line tells the reader the
date of the issue and price. It’s
written in a small font so that it’s
readable but doesn’t stand out to
the user. It is a common convention
that they have to follow but it is an
unappealing feature.
7. Existing Product
The use of the words “Official UK” will appeal
to the belonger psychographic because they
prefer products made in the UK and are very
brand loyal.
The sub headings are written in bold, sans serif
fonts, clearly stating other articles that can be
found within the magazine. They’re written in
black so that they stand out from the
background.
The use of the buzz word “PREVIEW” is to draw
intrigue to a game that is soon to be released.
The barcode is a common convention of
physical copy magazines, this is so that the
customer can purchase the product.
Throughout the magazine they’ve highlighted
buzz words and plugs with a purple
background. This colour has been cleverly
pulled from the main character, creating a
consistent colour scheme. This makes the
magazine pleasing to the eye.
8. Research Analysis
• What common features do the researched products have?
– Each researched product follows the common conventions of magazine design. The two covers I researched
include a clear masthead to establish and reinforce the brand, a clear and prominent feature image
supported by a bold headline and anchorage. They also include smaller sub headings to inform the reader
about other articles found within the magazine.
– Throughout all three researched products there was a clear colour scheme defined on each and were all
linked to the feature article and image, or in the case of the two page spread, the colour scheme matched
with the specific article.
– The use of buzz words is a common feature and are used to entice a reader in and cause intrigue and
excitement. Especially words like “PREVIEW” “EXCLUSIVE” and “WIN”.
• What aspects of the research will you include within your own
work?
– For my main cover, I will create a clear brand. I will use clear and easy to read fonts, in a colour scheme that
links to my main feature article/image.
– I will follow the common conventions and legal requirements of creating a magazine by including a date,
issue number, barcode and price.
– I will include a large centrally located feature image and a clear bold headline to draw the reader’s attention.
I will also include subheadings and cover lines for other articles within the magazine.
– I will include buzz words like “reviewed” and “exclusive” and “win” to draw intrigue to my articles.
– The researched magazine covers are of brands that are well established, meaning they are able to slightly
hide their masthead behind the feature image, knowing that the brand will still be recognised. I will make
sure that the masthead on my magazine cover is clear to read and not covered up.
10. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
Primary: 25-44 years
Secondary: 16-24years
I will include content from a game that is a remake/sequel to an
older game in a franchise to appeal to an older audience, but
this will also appeal to a younger audience because the article
will be about a current game.
Gender
Primary: Males
Secondary: Females
I will include content relating to a strategy/simulation game.
These games are typically aimed at males, but are not exclusive
of females.
I will use a colour scheme consisting of bright greens and blues,
although typically seen as masculine colours, by using brighter
shades it will also appeal to females as brighter colours are
more gender neutral.
Psychographic
Primary: Belonger
Secondary: Needs driven
To appeal to the Belonger psychographic I will ensure that my
magazine states that it is made in the UK and to appeal to the
Needs Driven, I will include buzz words and plug a competition
to appeal to their impulsive nature.
Social Status
Primary: Working class
Secondary: Middle class
I will offer my magazine at a fair price to appeal to the working
class, but ensure that the quality is high enough to also appeal
to the middle class.
Editor's Notes
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?