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Research
Joe Manship
Survey monkey: https://www.surveymonkey.co.uk/r/G2PJZZR
Existing Product
My advergame will be structured
like super Mario brothers as the
composition will be a side-scroller
and the character will have to avoid
the enemy characters and move
through the level. This will appeal
to my target audience the game is
simple and easy to play, cancelling
out the chances of the game being
too complex and driving the
customers away.
The colours in Mario brothers
denote adventure with the bright
green and brown which symbolises
adventure as the dirt tracks makes
it seem as if he was going on an
adventure which appeals to
customers as they can explore and
it gives the game some mystery as
they have to travel through an
unknown place with dangerous
characters trying to get Mario
which is appealing to the audience.
The colours of Mario is now iconic
as when you think of Mario you
think of the colour red which is
good publicity for the game. The
colour of Mario stands out making
it easy to remember who he is.
The props in the game are the mushroom characters which try to damage Mario. This is good
as it keeps the customer entertained and always focused, this also stops any possibility of the
game becoming tedious for the customer. Another prop is the question marks that are used
as a chance to upgrade your character or score points this adds variation into the game and
gives the player an opportunity to challenge themselves and go for the question marks which
is appealing to the audience as they have the opportunity to make the game harder for them
or just try something new if they're getting bored of the game.
The location of the game is good as it
bright and colourful meaning that
there is not tension in game, this
would be good for the audience as
they don’t have to prepare for any
surprises or sudden frights which can
turn some players away if they just
want to play the game and relax. The
game is pixelated which gives a none
serious effect which would appeal to
the audience as they can just have
fun and not need to worry about the
outcome of the points at the end.
This would allow people to take their
time and appreciate the game more
as they do not have to rush through
as if they were under a timing
system, this good as even older
people that may not be as quick as
younger people can play the game
and enjoy it.
The angle of the game makes the game the
simple and easy to play which is good for
relaxing as the player would not have to
concentrate too much and can relax and
play it at there own pace. Mario has some
difficult stages so that the audience stay
interested and not get bored. The angle also
displays the a wide view of the map so that
the customer can see what is coming
towards the character not making it too
difficult for the player.
Existing Product
The colour in the picture is used well
as the gold on the black background
denotes that the person who is going
to win the award has stood out from
everyone and produced something
better than anyone could have
meaning you get an award. The gold
also symbolises that it is the highest
award which would make people
want to attend.
The large trophy looking down on the
little person represents how
prestigious the award is making
people want to attend the ceremony.
The fonts used are very serious which
makes it clear that it is a serious
event as in if the font was big and
had an informal font such as ‘forte’
the event would look like is wasn’t a
big ceremony and just a little on that
hasn’t had much thought put into it.
The props that are used in the poster
are the man and the trophy. The
trophy is centred in the middle of the
page so that people see that the
award is for the BAFTA as the golden
face is very iconic and well known.
The composition of the trophy
makes the viewer want to see
the award as it is the centre of
the page and it is large so people
will want to see why it is such a
big deal. The face of the trophy
is very recognisable so it will
appeal to people that watch the
BAFTA awards yearly and people
will know already what the
awards is about so they will
want to go.
The angle of the gold coming
down is a good effect as it makes
the trophy stand out and
connotes that anyone who wins
the award will have the spotlight
on them and be very famous for
winning and also have lots of
publicity.
Existing Product
The colours on the magazine
article are very bright which would
appeal to younger customers, the
blue symbolises PlayStation and
how the blue on the PlayStation is
very iconic which will attract even
more customers to read the
magazine making it more of a
success.
The image of the character is very
striking as it is very large and due
to the angle the character looks
like it is looking at you and forcing
you to purchase the magazine.
The fonts used make the magazine
seem informal as the font is
rounded and different colours. This
is appealing to audiences as they
don’t not feel that the magazine
would be tedious to them as
recreational read. The composition
of the title and the character is
because the title ‘Killzone’ is linked
to the character and if the title is
on the character the audience will
not be confused by the image and
why it is there in the centre of the
page.
The magazine would appeal to the
customer as the images on the
front cover are detailed and there
are lots of subheading in the
magazine suggesting that the
magazine is filled with good
amounts of content inside.
The batman subheading is big
selling point as the colours used
show relevance and symbolic
imagery to the actual batman
game as the colours are black and
yellow, the batman heading is a
good selling point as it also shows
the batman symbol which is very
popular amongst their target
audience and is very iconic
meaning other people will see that
and want to purchase the
magazine. The lighting on the
cover is used very well as the
background behind the character is
very bright and shows off the blue
PlayStation title making the title
stand out more showing people
that this magazine is the
PlayStation official and using the
PlayStation reputation it is a very
good selling point.
Existing ProductThe pre 1990 game Donkey Kong
has very bright colours so that it
will appeal to their audience,
younger people tend to like bright
colours more than adults.
The simplicity of the game makes it
enjoyable but not to complex
which can make the customer find
the game not as enjoyable.
Pre 1990 game designers didn’t
have as advanced technology so
there was not as much variation in
games at that time so customers
would not have as much demands
on how complex the games should
be.
The composition of the characters
Mario and donkey king symbolises
the power they have as donkey
Kong is powerful at the top and
Mario at the bottom is not very
powerful at the bottom so as
Mario climbs the ladders dodging
donkey Kong's traps he will
become more powerful and rescue
the princess. You can tell that
Mario is at the bottom as he is very
iconic and doesn’t need any
introduction. Meaning the game
will get publicity and the audience
will be attracted to the game just
because of Mario.
The angle of the game is a big
attraction to the audience as the
full map is displayed giving
people an incentive to get top
the goal (the top) and save the
princess. This will give the
customer motivation to
complete the game as the can
see the finish and want to get to
it where as if they were just
climbing up not know what they
were going to people would find
the game tedious as they would
have see no point in getting to
the goal.
The costumes of the characters
would appeal to the audience as
the you can tell that the who is
the damsel in distress is in pink
which is very stereotypical and
will make is clear and easy to
understand who the customer
will have to rescue. The barrels
in the game are good props as
barrels rolling at someone to try
slow them down as it keeps the
player entertained as they have
to watch out for objects this
would make people want to
purchase the game as they have
to climb the tower with also a
chance of getting hit by the
barrels adds variation to the
game which not a lot of games
had in the pre 1990
Research Analysis
• What common features do the researched products have?
– The games have a lot of common features such as the angle of the games as in both games you can see a wide view of
the map allowing player to be able to see what it coming up in front of them, this will appeal to the customers as the
game would be too hard if they didn’t have a view of the game as they would have no time to react and it would make
the game tedious for them also it allows the designers to display a very detailed background which would attract
customers as the background would be very eye catching.
– The magazine cover and the poster have large images in the centre of the page to show what the product is about,
this is useful to the customers as they can take a quick glance at the magazine and already notice what genre the
magazine is. This will also attract customers as if they see a detailed image that interests them they will be drawn into
purchasing the product so that they can read more about the image. The images are useful when trying to appeal to
the target audience as they are very iconic images so the customer will already have an idea of what will be in store
for them and be able to get more information on them. The images also connote the theme of the of
magazine/poster as the klllzone image represents danger and excitement and the BAFTA poster’s image represents
prestigious and celebrations which will be good for appealing to their target audience.
– Both games have bright colours which connotes that the game is friendly and is not a scary or serious game which can
put customers of purchasing the game, this would appeal to their audience as due to previous research most people
prefer more adventurous and action packed themed games rather than games which contain scary and mysterious
content.
• What aspects of the research will you include within your on work?
– I will include large images in my magazine and poster as they're very appealing to customers in the visual industry and
will be very appealing to my target audience as the younger side of my audience will want to see good quality,
detailed images. But also I will add in lots of information for the older audience for the older audience so that both
the older audience and the young audience will be attracted to my product/event. I will use the idea of the simplicity
of the other games as it allows the customer to easily understand the game but also find it enjoyable.
Questionnaire Analysis
Audience research
• Observation: 92.31% of people taking the survey were male which means most males enjoy gaming
magazines as most gaming magazine have violent images that would not appeal to females.
• What this says about my audience:my audience are mostly males which means I have to
design my product to what the majority of males like.
• How will your product appeal to this audience: my product will appeal to this
audience as the game will be a violent game and have lots of action in it.
Audience research
• Observation: 100% my audience are 16-18
• What this says about my audience: this mean that my audience will mostly like images
rather than content.
• How will your product appeal to this audience: I will include many images so that
the audience’s attention and so they don’t have to read as much writing which will erase the possibility of the
product getting boring, the game will be have bright colours so that the game is attractive to my audience and will
keep them entertained as younger adults like detailed backgrounds that they can appreciate.
Audience research
• Observation: 61.54% of the people taking the survey prefer images to anything else but
also 30% people prefer text.
• What this says about my audience: my audience like both text and images
but would prefer images more than text.
• How will your product appeal to this audience: my product will
appeal to this audience as there will be both text and images in the magazine but mostly pictures as
this will attract the audience more than text.
Audience research
• Observation: 46.15% of the people taking the survey preferred the PlayStation magazine as
the layout is very detailed and will is mostly images.
• What this says about my audience: this shows that the more images being shown in the
magazine will increase the amount of people purchasing the magazine as the images draw the customers
attention but don’t give them any information and make them want to find out about the topic.
• How will your product appeal to this audience: my product will appeal as I have
lots of images and I will design my product around the PlayStation magazine.
Audience research
• Observation: 38.46% of people prefer a well thought through multiplayer as players can play with each
other and they can enjoy themselves on the actual game.
• What this says about my audience: this says that people want to be playing
against each other and being able interact with each other whilst playing.
• How will your product appeal to this audience: my product will appeal
to the audience as I will advertise a multiplayer option so that customer
will be able to play against other gamers.
Audience research
• Observation:60.23% of the people taking the survey chose informal as their preferred text.
• What this says about my audience: this means that most young people prefer a
informal speech as some young adults vocabulary will not as good as an older adult meaning
they will not be able to understand the text and not get any full content out of it.
• How will your product appeal to this audience: my product will appeal
to the audience as the text will be informal so that it is fun to read and not too
challenging for the readers.
Audience research
• Observation: 61.54% of the people taking the survey play on the platform of PlayStation.
• What this says about my audience: this means a PlayStation exclusive topic would be
appropriate to add into the magazine as it would tend to the audiences demands.
• How will your product appeal to this audience: my product will appeal to
this audience as one of my topic is going to be a PlayStation exclusive
magazine article and if most of the audience play PlayStation they will be
drawn into watching it.
Audience research
• Observation: 53.85% of the people chose call of duty as their preferred game, this shows that my
audience will like violent games which is what my game is.
• What this says about my audience: this shows that my audience is into
more violent games which is good as my product will be violent.
• How will your product appeal to this audience: my product will appeal
as the advert of the game will be violent and normally younger adults aged 16-18
have an interest in violent games.
Audience research
• Observation: 38.46% of people don’t normally read magazines but 30.77% of people read magazines every month.
• What this says about my audience: this means that it would be more valued to the
customers if the magazine was issued every month meaning there will have to be a
lot of detailed content in the magazine to get the full interest if the customer.
• How will your product appeal to this audience: my product will be appealing the
audience as the magazine will be full of good amounts if detail so that the
customer will get what they desired.
Audience research
• Observation: 69.23% of young people do not want to pay for a subscription to a magazine.
• What this says about my audience: this says that my audience will only buy a
magazine if the front cover appeals to them as they will see it and want to know
what is inside the magazine.
• How will your product appeal to this audience: my product will appeal to the
audience as the front cover will have lots of images that will draw the customers in
and make them want to read the magazine.
Interviews
Interview 1
• What do you like about medieval games?
- The best thing about medieval games is the scenery. Most games are
very realistic in how it is set out e.g. castles or weapons.
• What do you prefer, multiplayer or campaign?
- Multiplayer.
• What makes a good poster?
- For a poster to be good, it has to be colourful, effective, bold and
stand out. Also, it has to get the point across.
• What do you use to connect with people?(e.g social media, email)
- I use, Facebook, Instagram and Snapchat.
• How often do you read magazine?
- I read a magazine every time I go to Asda.
Interview 1
• Observation: people use social media to connect with people, adding a
sponsorship with Facebook and snapchat will encourage the people to share the
game over social media bringing more publicity.
• What this says about my audience: this shows that if
the product appeals to one person it will most likely appeal to their friends and
sharing the product over social media will give the game more publicity and as the
audience are belongers they will be more inclined to play the game as they will
want to be part of the community that are playing the game.
• How will your product appeal to this
audience: my product will appeal to the audience as the poster and
magazine will have sponsors from social media websites and have the detailed
images that will appeal to the customer.
Interview 2
• What do you like about medieval games?
- The historical side to them. I like sword fights and battles.
• What do you prefer, multiplayer or campaign?
- Campaign
• What makes a good poster?
- One that can clearly get it’s message across while also remaining
appealing to the eyes.
• What do you use to connect with people?(e.g social media, email)
- Social media at home and email in college.
• How often do you read magazine?
I read them when I visit my local shop and occasionally buy them if my
favourite game franchise is on the front cover.
Interview 2
• Observation: they buy things that are appealing to them, they're drawn
to products that have information about their favourite game and also items that
stand out.
• What this says about my audience: this shows that my
audience will be drawn to a product from how appealing it is and how they can
value from this magazine, meaning that the cover has to be very detailed and be
appealing to the customer.
• How will your product appeal to this
audience: my products will be appealing to the audience as they will be
able to see the bright and detailed cover which will make them want to purchase
the magazine.
Audience Profile
Category Demographic Content to appeal to this audience
Age Range
16-18 • Young adults prefer more images and
detailed backgrounds in games and
magazines.
Gender
male • Males prefer violent games and images of
destruction as playing and looking at images
gives them a sense of power that the
majority of males want.
Psychographic
Belonger • Able to be part of small community and
compete against each other so that they can
be the best and become achievers.
Social Status
E-C1 • People in the social status of E-C1 will have
a good amount of recreational time so they
will have lots of time to play the game and
also the price will not be too high so that it
is affordable for the people in that social
status.
Research Evaluation
Research Evaluation
• Give an overview of how you conducted your research. Discuss the
strengths and weaknesses of each method
– Product Research
• The product research was very good as it gave me good ideas that I can transfer into my
products, I could also see patterns in magazine that I could introduce into mine as all the
best selling magazines had big bold fonts that attract the customer and also give a clear
idea of what the product is about. The product research help to give an idea of different
ways to display the product as there were multiple different ways the product was
advertised.
– Questionnaires
• The questionnaire helps to make me understand what type of people are interested in
game and how many people would be interested in the idea I thought of in my initial
plans, this helped as I could already know weather the game would be a success or not
and if not I could change some parts of the game to fit the demands of the majority of
the audience.
– Interviews
– the interviews were useful as I was able to get a detailed response which I
could use with my questionnaire and see is the interview matched the
survey as this would determine weather the research was valid.
Research Evaluation
– What sort of a response did you get?
I got a good response from my survey as the age of customers were the same so I
knew what the majority of the people taking the survey like and how they would
like the game to be displayed. The response I got from the interview was very
useful as it helped to give a detailed answer which the survey couldn’t as the
survey showed a broad idea of what people like.
– How did you distribute your survey? Give an advantage and a disadvantage
• The survey was distributed over social media which helped as many people use
social media and this would help to get lots of opinions on their favourite game, a
disadvantage was that many people taking the survey were my friends, meaning
they like the same things as me, this made the survey a bit one sided and biased.

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2. fmp research

  • 1. Research Joe Manship Survey monkey: https://www.surveymonkey.co.uk/r/G2PJZZR
  • 2. Existing Product My advergame will be structured like super Mario brothers as the composition will be a side-scroller and the character will have to avoid the enemy characters and move through the level. This will appeal to my target audience the game is simple and easy to play, cancelling out the chances of the game being too complex and driving the customers away. The colours in Mario brothers denote adventure with the bright green and brown which symbolises adventure as the dirt tracks makes it seem as if he was going on an adventure which appeals to customers as they can explore and it gives the game some mystery as they have to travel through an unknown place with dangerous characters trying to get Mario which is appealing to the audience. The colours of Mario is now iconic as when you think of Mario you think of the colour red which is good publicity for the game. The colour of Mario stands out making it easy to remember who he is. The props in the game are the mushroom characters which try to damage Mario. This is good as it keeps the customer entertained and always focused, this also stops any possibility of the game becoming tedious for the customer. Another prop is the question marks that are used as a chance to upgrade your character or score points this adds variation into the game and gives the player an opportunity to challenge themselves and go for the question marks which is appealing to the audience as they have the opportunity to make the game harder for them or just try something new if they're getting bored of the game. The location of the game is good as it bright and colourful meaning that there is not tension in game, this would be good for the audience as they don’t have to prepare for any surprises or sudden frights which can turn some players away if they just want to play the game and relax. The game is pixelated which gives a none serious effect which would appeal to the audience as they can just have fun and not need to worry about the outcome of the points at the end. This would allow people to take their time and appreciate the game more as they do not have to rush through as if they were under a timing system, this good as even older people that may not be as quick as younger people can play the game and enjoy it. The angle of the game makes the game the simple and easy to play which is good for relaxing as the player would not have to concentrate too much and can relax and play it at there own pace. Mario has some difficult stages so that the audience stay interested and not get bored. The angle also displays the a wide view of the map so that the customer can see what is coming towards the character not making it too difficult for the player.
  • 3. Existing Product The colour in the picture is used well as the gold on the black background denotes that the person who is going to win the award has stood out from everyone and produced something better than anyone could have meaning you get an award. The gold also symbolises that it is the highest award which would make people want to attend. The large trophy looking down on the little person represents how prestigious the award is making people want to attend the ceremony. The fonts used are very serious which makes it clear that it is a serious event as in if the font was big and had an informal font such as ‘forte’ the event would look like is wasn’t a big ceremony and just a little on that hasn’t had much thought put into it. The props that are used in the poster are the man and the trophy. The trophy is centred in the middle of the page so that people see that the award is for the BAFTA as the golden face is very iconic and well known. The composition of the trophy makes the viewer want to see the award as it is the centre of the page and it is large so people will want to see why it is such a big deal. The face of the trophy is very recognisable so it will appeal to people that watch the BAFTA awards yearly and people will know already what the awards is about so they will want to go. The angle of the gold coming down is a good effect as it makes the trophy stand out and connotes that anyone who wins the award will have the spotlight on them and be very famous for winning and also have lots of publicity.
  • 4. Existing Product The colours on the magazine article are very bright which would appeal to younger customers, the blue symbolises PlayStation and how the blue on the PlayStation is very iconic which will attract even more customers to read the magazine making it more of a success. The image of the character is very striking as it is very large and due to the angle the character looks like it is looking at you and forcing you to purchase the magazine. The fonts used make the magazine seem informal as the font is rounded and different colours. This is appealing to audiences as they don’t not feel that the magazine would be tedious to them as recreational read. The composition of the title and the character is because the title ‘Killzone’ is linked to the character and if the title is on the character the audience will not be confused by the image and why it is there in the centre of the page. The magazine would appeal to the customer as the images on the front cover are detailed and there are lots of subheading in the magazine suggesting that the magazine is filled with good amounts of content inside. The batman subheading is big selling point as the colours used show relevance and symbolic imagery to the actual batman game as the colours are black and yellow, the batman heading is a good selling point as it also shows the batman symbol which is very popular amongst their target audience and is very iconic meaning other people will see that and want to purchase the magazine. The lighting on the cover is used very well as the background behind the character is very bright and shows off the blue PlayStation title making the title stand out more showing people that this magazine is the PlayStation official and using the PlayStation reputation it is a very good selling point.
  • 5. Existing ProductThe pre 1990 game Donkey Kong has very bright colours so that it will appeal to their audience, younger people tend to like bright colours more than adults. The simplicity of the game makes it enjoyable but not to complex which can make the customer find the game not as enjoyable. Pre 1990 game designers didn’t have as advanced technology so there was not as much variation in games at that time so customers would not have as much demands on how complex the games should be. The composition of the characters Mario and donkey king symbolises the power they have as donkey Kong is powerful at the top and Mario at the bottom is not very powerful at the bottom so as Mario climbs the ladders dodging donkey Kong's traps he will become more powerful and rescue the princess. You can tell that Mario is at the bottom as he is very iconic and doesn’t need any introduction. Meaning the game will get publicity and the audience will be attracted to the game just because of Mario. The angle of the game is a big attraction to the audience as the full map is displayed giving people an incentive to get top the goal (the top) and save the princess. This will give the customer motivation to complete the game as the can see the finish and want to get to it where as if they were just climbing up not know what they were going to people would find the game tedious as they would have see no point in getting to the goal. The costumes of the characters would appeal to the audience as the you can tell that the who is the damsel in distress is in pink which is very stereotypical and will make is clear and easy to understand who the customer will have to rescue. The barrels in the game are good props as barrels rolling at someone to try slow them down as it keeps the player entertained as they have to watch out for objects this would make people want to purchase the game as they have to climb the tower with also a chance of getting hit by the barrels adds variation to the game which not a lot of games had in the pre 1990
  • 6. Research Analysis • What common features do the researched products have? – The games have a lot of common features such as the angle of the games as in both games you can see a wide view of the map allowing player to be able to see what it coming up in front of them, this will appeal to the customers as the game would be too hard if they didn’t have a view of the game as they would have no time to react and it would make the game tedious for them also it allows the designers to display a very detailed background which would attract customers as the background would be very eye catching. – The magazine cover and the poster have large images in the centre of the page to show what the product is about, this is useful to the customers as they can take a quick glance at the magazine and already notice what genre the magazine is. This will also attract customers as if they see a detailed image that interests them they will be drawn into purchasing the product so that they can read more about the image. The images are useful when trying to appeal to the target audience as they are very iconic images so the customer will already have an idea of what will be in store for them and be able to get more information on them. The images also connote the theme of the of magazine/poster as the klllzone image represents danger and excitement and the BAFTA poster’s image represents prestigious and celebrations which will be good for appealing to their target audience. – Both games have bright colours which connotes that the game is friendly and is not a scary or serious game which can put customers of purchasing the game, this would appeal to their audience as due to previous research most people prefer more adventurous and action packed themed games rather than games which contain scary and mysterious content. • What aspects of the research will you include within your on work? – I will include large images in my magazine and poster as they're very appealing to customers in the visual industry and will be very appealing to my target audience as the younger side of my audience will want to see good quality, detailed images. But also I will add in lots of information for the older audience for the older audience so that both the older audience and the young audience will be attracted to my product/event. I will use the idea of the simplicity of the other games as it allows the customer to easily understand the game but also find it enjoyable.
  • 8. Audience research • Observation: 92.31% of people taking the survey were male which means most males enjoy gaming magazines as most gaming magazine have violent images that would not appeal to females. • What this says about my audience:my audience are mostly males which means I have to design my product to what the majority of males like. • How will your product appeal to this audience: my product will appeal to this audience as the game will be a violent game and have lots of action in it.
  • 9. Audience research • Observation: 100% my audience are 16-18 • What this says about my audience: this mean that my audience will mostly like images rather than content. • How will your product appeal to this audience: I will include many images so that the audience’s attention and so they don’t have to read as much writing which will erase the possibility of the product getting boring, the game will be have bright colours so that the game is attractive to my audience and will keep them entertained as younger adults like detailed backgrounds that they can appreciate.
  • 10. Audience research • Observation: 61.54% of the people taking the survey prefer images to anything else but also 30% people prefer text. • What this says about my audience: my audience like both text and images but would prefer images more than text. • How will your product appeal to this audience: my product will appeal to this audience as there will be both text and images in the magazine but mostly pictures as this will attract the audience more than text.
  • 11. Audience research • Observation: 46.15% of the people taking the survey preferred the PlayStation magazine as the layout is very detailed and will is mostly images. • What this says about my audience: this shows that the more images being shown in the magazine will increase the amount of people purchasing the magazine as the images draw the customers attention but don’t give them any information and make them want to find out about the topic. • How will your product appeal to this audience: my product will appeal as I have lots of images and I will design my product around the PlayStation magazine.
  • 12. Audience research • Observation: 38.46% of people prefer a well thought through multiplayer as players can play with each other and they can enjoy themselves on the actual game. • What this says about my audience: this says that people want to be playing against each other and being able interact with each other whilst playing. • How will your product appeal to this audience: my product will appeal to the audience as I will advertise a multiplayer option so that customer will be able to play against other gamers.
  • 13. Audience research • Observation:60.23% of the people taking the survey chose informal as their preferred text. • What this says about my audience: this means that most young people prefer a informal speech as some young adults vocabulary will not as good as an older adult meaning they will not be able to understand the text and not get any full content out of it. • How will your product appeal to this audience: my product will appeal to the audience as the text will be informal so that it is fun to read and not too challenging for the readers.
  • 14. Audience research • Observation: 61.54% of the people taking the survey play on the platform of PlayStation. • What this says about my audience: this means a PlayStation exclusive topic would be appropriate to add into the magazine as it would tend to the audiences demands. • How will your product appeal to this audience: my product will appeal to this audience as one of my topic is going to be a PlayStation exclusive magazine article and if most of the audience play PlayStation they will be drawn into watching it.
  • 15. Audience research • Observation: 53.85% of the people chose call of duty as their preferred game, this shows that my audience will like violent games which is what my game is. • What this says about my audience: this shows that my audience is into more violent games which is good as my product will be violent. • How will your product appeal to this audience: my product will appeal as the advert of the game will be violent and normally younger adults aged 16-18 have an interest in violent games.
  • 16. Audience research • Observation: 38.46% of people don’t normally read magazines but 30.77% of people read magazines every month. • What this says about my audience: this means that it would be more valued to the customers if the magazine was issued every month meaning there will have to be a lot of detailed content in the magazine to get the full interest if the customer. • How will your product appeal to this audience: my product will be appealing the audience as the magazine will be full of good amounts if detail so that the customer will get what they desired.
  • 17. Audience research • Observation: 69.23% of young people do not want to pay for a subscription to a magazine. • What this says about my audience: this says that my audience will only buy a magazine if the front cover appeals to them as they will see it and want to know what is inside the magazine. • How will your product appeal to this audience: my product will appeal to the audience as the front cover will have lots of images that will draw the customers in and make them want to read the magazine.
  • 19. Interview 1 • What do you like about medieval games? - The best thing about medieval games is the scenery. Most games are very realistic in how it is set out e.g. castles or weapons. • What do you prefer, multiplayer or campaign? - Multiplayer. • What makes a good poster? - For a poster to be good, it has to be colourful, effective, bold and stand out. Also, it has to get the point across. • What do you use to connect with people?(e.g social media, email) - I use, Facebook, Instagram and Snapchat. • How often do you read magazine? - I read a magazine every time I go to Asda.
  • 20. Interview 1 • Observation: people use social media to connect with people, adding a sponsorship with Facebook and snapchat will encourage the people to share the game over social media bringing more publicity. • What this says about my audience: this shows that if the product appeals to one person it will most likely appeal to their friends and sharing the product over social media will give the game more publicity and as the audience are belongers they will be more inclined to play the game as they will want to be part of the community that are playing the game. • How will your product appeal to this audience: my product will appeal to the audience as the poster and magazine will have sponsors from social media websites and have the detailed images that will appeal to the customer.
  • 21. Interview 2 • What do you like about medieval games? - The historical side to them. I like sword fights and battles. • What do you prefer, multiplayer or campaign? - Campaign • What makes a good poster? - One that can clearly get it’s message across while also remaining appealing to the eyes. • What do you use to connect with people?(e.g social media, email) - Social media at home and email in college. • How often do you read magazine? I read them when I visit my local shop and occasionally buy them if my favourite game franchise is on the front cover.
  • 22. Interview 2 • Observation: they buy things that are appealing to them, they're drawn to products that have information about their favourite game and also items that stand out. • What this says about my audience: this shows that my audience will be drawn to a product from how appealing it is and how they can value from this magazine, meaning that the cover has to be very detailed and be appealing to the customer. • How will your product appeal to this audience: my products will be appealing to the audience as they will be able to see the bright and detailed cover which will make them want to purchase the magazine.
  • 23. Audience Profile Category Demographic Content to appeal to this audience Age Range 16-18 • Young adults prefer more images and detailed backgrounds in games and magazines. Gender male • Males prefer violent games and images of destruction as playing and looking at images gives them a sense of power that the majority of males want. Psychographic Belonger • Able to be part of small community and compete against each other so that they can be the best and become achievers. Social Status E-C1 • People in the social status of E-C1 will have a good amount of recreational time so they will have lots of time to play the game and also the price will not be too high so that it is affordable for the people in that social status.
  • 25. Research Evaluation • Give an overview of how you conducted your research. Discuss the strengths and weaknesses of each method – Product Research • The product research was very good as it gave me good ideas that I can transfer into my products, I could also see patterns in magazine that I could introduce into mine as all the best selling magazines had big bold fonts that attract the customer and also give a clear idea of what the product is about. The product research help to give an idea of different ways to display the product as there were multiple different ways the product was advertised. – Questionnaires • The questionnaire helps to make me understand what type of people are interested in game and how many people would be interested in the idea I thought of in my initial plans, this helped as I could already know weather the game would be a success or not and if not I could change some parts of the game to fit the demands of the majority of the audience. – Interviews – the interviews were useful as I was able to get a detailed response which I could use with my questionnaire and see is the interview matched the survey as this would determine weather the research was valid.
  • 26. Research Evaluation – What sort of a response did you get? I got a good response from my survey as the age of customers were the same so I knew what the majority of the people taking the survey like and how they would like the game to be displayed. The response I got from the interview was very useful as it helped to give a detailed answer which the survey couldn’t as the survey showed a broad idea of what people like. – How did you distribute your survey? Give an advantage and a disadvantage • The survey was distributed over social media which helped as many people use social media and this would help to get lots of opinions on their favourite game, a disadvantage was that many people taking the survey were my friends, meaning they like the same things as me, this made the survey a bit one sided and biased.

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?
  4. Choose a historical product (pre-1990) 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?
  5. Discuss the existing product research, surveys and interviews
  6. Discuss the responses you got from your survey Discuss distributing your evaluation digitally