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Research
Thea Jennings
Existing Product
This game is about surviving the aftermath of a epidemic and my
game is going to be about surviving but surviving an earthquake
and its aftermath. The colour of the logo is orange. The orange
could represent the strength and endurance of the people of the
Division and finally the font of the title is big, bold and capitalised
which makes more appealing to the human eye. This game makes
the audience want to play it because it’s a open world game
where survival is the fittest and it is also multi multiplayer which
means you can communicate with other players and play with
them.
Existing Product
This game is about surviving the zombie apocalypse and my game
is going to be about surviving but surviving an earthquake and its
aftermath. The colour of the logo is black. The black could
represent the sadness and gloominess of the zombie apocalypse
and finally the font of the title is big, bold and capitalised which
makes more appealing to the human eye This game makes the
audience want to play it because it’s a open world game where
survival is the fittest and it is also multi multiplayer which means
you can communicate with other players and play with them.
.
Existing Product
This game is about surviving a war in a makeshift shelter
and my game is going to be about surviving but surviving
an earthquake and its aftermath. This game is located in a
fictional town but my game is going to be based in real
countries around the world. The colour of the logo is black.
The black could represent the sadness and gloominess of
the zombie apocalypse and finally the font of the title is
big, bold and capitalised which makes more appealing to
the human eye This game makes the audience want to play
it because it’s a open world game where survival is the
fittest and it is also multi multiplayer which means you can
communicate with other players and play with them.
Research Analysis
• What common features do the researched
products have?
The common features that my researched
products have are that they are all set in in
times of survival.
• What aspects of the research will you include
within your on work?
I will make sure that the game will be open
world and multi multipliyer
Audience
Audience Profile
Category Demographic Content to appeal to this audience
Age Range
13-18 I am going to make a survival disaster game
where you make your own decisions and
character but it’s also going involve lots of
tragic and dramatic scenarios which is why I
want this to be my gaming audience
Gender
Multigender The topics and issues I will be including in the
game will be ok with all genders.
Psychographic
Belonger The game will be easy to purchase and will
allow them to play against other. They will be
able to play it on consoles they might already
have.
Social Status
Middle Class The price of the game is going to be as cheap
as possible so more people will be able to
afford it.

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2. research(2)

  • 2. Existing Product This game is about surviving the aftermath of a epidemic and my game is going to be about surviving but surviving an earthquake and its aftermath. The colour of the logo is orange. The orange could represent the strength and endurance of the people of the Division and finally the font of the title is big, bold and capitalised which makes more appealing to the human eye. This game makes the audience want to play it because it’s a open world game where survival is the fittest and it is also multi multiplayer which means you can communicate with other players and play with them.
  • 3. Existing Product This game is about surviving the zombie apocalypse and my game is going to be about surviving but surviving an earthquake and its aftermath. The colour of the logo is black. The black could represent the sadness and gloominess of the zombie apocalypse and finally the font of the title is big, bold and capitalised which makes more appealing to the human eye This game makes the audience want to play it because it’s a open world game where survival is the fittest and it is also multi multiplayer which means you can communicate with other players and play with them. .
  • 4. Existing Product This game is about surviving a war in a makeshift shelter and my game is going to be about surviving but surviving an earthquake and its aftermath. This game is located in a fictional town but my game is going to be based in real countries around the world. The colour of the logo is black. The black could represent the sadness and gloominess of the zombie apocalypse and finally the font of the title is big, bold and capitalised which makes more appealing to the human eye This game makes the audience want to play it because it’s a open world game where survival is the fittest and it is also multi multiplayer which means you can communicate with other players and play with them.
  • 5. Research Analysis • What common features do the researched products have? The common features that my researched products have are that they are all set in in times of survival. • What aspects of the research will you include within your on work? I will make sure that the game will be open world and multi multipliyer
  • 7. Audience Profile Category Demographic Content to appeal to this audience Age Range 13-18 I am going to make a survival disaster game where you make your own decisions and character but it’s also going involve lots of tragic and dramatic scenarios which is why I want this to be my gaming audience Gender Multigender The topics and issues I will be including in the game will be ok with all genders. Psychographic Belonger The game will be easy to purchase and will allow them to play against other. They will be able to play it on consoles they might already have. Social Status Middle Class The price of the game is going to be as cheap as possible so more people will be able to afford it.

Editor's Notes

  1. 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?
  2. 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?
  3. 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?