3. Research
⢠I thought that my research was very useful as I was able to identify who the
best audience was to fit my product. Through my survey's and questionnaires I
was able to get a good grasp of what my audience would like to see in my
product. This was good as I knew if I added items into my product, the
majority of people viewing the product would find it appealing and want to try
the game. The interviews that were taken were useful as I could get a detailed
opinion of what my audience wanted to see, the detailed answers gave me a
good idea of what to put in to my products so that it would be a success.
⢠In my survey I wish I had asked more questions so that I could have had
multiple ideas and get a good idea of all different ideas I could apply to my
products. I also wish I could have interviewed more people as I would have
had more of a variety of answers to work with as I would have been able to
use the different ideas to appeal to all of my audience better. With more
detailed answers I could have used all the ideas to make a better suiting game
for my audience and made a game that would have had original ideas that no
other game had so that the customers would have something new and
different to play which will interest the customers.
4. Planning
⢠My initial plans was a very useful way to plan for my final product as I could generate
multiple ideas that I thought would be a good idea for a game and how I would
advertise the game to the public. Making three different ideas helped to choose what
genre of game would be best to make as I could choose an easy but effective genre of
game that would appeal to my audience. When choosing the product I thought would
be the best, I was able to explore the idea of that specific product and get the full
potential out of the product because generating ideas helped to make an original game
which would appeal to not only my audience but people wanting to try a new game.
Focusing on one topic help to make the game detailed and not have any faults as I could
make sure that the game was well thought through and would have nothing that would
make the customer not be interested in the game. The style sheet was very useful as I
could experiment with the different colours and fonts that would add detail to the
game and make it more appealing to the customer. Experimenting with the style sheet
helped to me to decide what would work well with each other and what would as some
colours and fonts didnât work and contrasted with each other, so planning helped me to
anticipate all the best ways to get rid of faults and also the best ways to appeal to my
audience.
⢠I thought that my layout plans could have been more detailed as they didnât really help
when designing a rough copy of a final piece because they were too plain to get ideas of
when designing my final product. If I had made more detailed layout plans I would have
been able to use the layout plan more to make sure I didnât miss any key feature that
would have applied to my final product. It also would have been more time efficient
because I wouldnât have to have started from scratch and ben able to have used the
layout plans as a base to start designing my final product.
5. Time Management
⢠I thought that my time was managed fairly poor as towards the end of my
production I felt my work was slightly rushed and I didnât have time to make a
detailed version of my product. My work was to a good standard but I think,
with more time I would have been able to make a very detailed and been able
to design a product that displayed my full potential. If I had more time I would
been able to make more products that would have give the advergame (my
main product) more publicity as I ran out of time when I was designing my last
product. The reason I ran out of time was because the advergame took longer
than expected to make I wasnât very experienced in the production of
advergames, this meant I couldnât spend as much time on the rest of my
products because I was behind schedule and trying to catch up. I was able to
catch up a little bit when creating my magazine from cover as the idea of the
cover was simplistic and I am experienced in making visual products, so it
didnât take as long as expected to make the visual products. The invitation
could have been more improved because it seemed limited and could have
had more text which would have made it look more appealing to my audience
and been more of a use to the customer.
6. Technical Qualities
Both products are very simple and do not
have lots of text. This makes the magazine
very eye catching and would grab the
customer attention more. The large images
I the centre are used to interest the
customer but donât give them too much
information on the topic so they have to
purchase the magazine to find out what
the product is about. The title of the game
is always over laying the image of a
character so that the customer knows
what the game is called and can find more
information about the game if they want
giving the game more publicity. The title of
the magazine is at the top of the page as it
is first thing people look at when reading.
The text is large so that it stands out over
the other text and can be easily
remembered so that if they see the
magazine again the will recognise it and be
drawn to buying your magazine again over
another magazine as they have never seen
before as the will already know that the
content is good in your magazine.
The backgrounds are plain in both
products so that the attention is not
taken away from the centre image and
the title screen. It is also easier to
display text if the background is plain
as you have the text one colour and
you can make sure it contrast with the
plain background so that it is easy to
read and make sure it stands out, as it
can be hard to read if the background
is changing colour and the text is the
same colour because the text could be
the same as the background and make
the word invisible and hard to read.
The boarder at the top of my magazine
cover shows the customer what games
console you can play the games
displayed in the magazine on, this is a
good way to get people who have one
of the consoles to read the magazine
as they can relate to the magazine and
they will use the magazine to find out
more about the games they already
have or look for new games being
displayed in the magazine.
7. Aesthetic Qualities
I thought my game centre magazine was
a unique design as it was very simplistic.
Most magazine front covers are covered
from top to bottom with text and
images. This would help to attract
customers as they would want to try
something different but also could
make the customer think that the cover
is limited and not worth reading. I also
think that the large black areas make
the magazine look a bit plain and
boring, the customer has to be
interested by the cover or else they
wont want to buy and read the
magazine. I would improve the black
space by adding text introducing
different games and have a small image
to give the customer something else to
interest them into reading the
magazine. I like the read boarder at the
bottom as it stands out and has a game
centre website so that customers can go
to the website and find out about the
games if they donât want to purchase
the magazine.
I like the red guardian title as it brings a
lot more colour to the magazine as the
magazine would look very plain and
boring if it was just black and orange,
with the third colour it breaks up the
constant view of just black and orange. It
also makes the title stand out and grab
the viewers attention and makes it seem
like the game is a biggest game around
as it is in the centre of the page and it is
a large image. The boarder at the top Is
very good way to get people to read the
magazine as it shows people why they
should read this magazine as the
majority of people that would be viewing
the magazine have one of the consoles
and will want to see what is the latest
games for their specific console. The
rhetorical question will make people
want to read on as it gives the viewer a
little bit of information about who they
have to save but it doesnât tell people
what they have to save the princess from
which is why they will want to purchase
the magazine and find out more about
the game.
8. Audience Appeal
I thought that my magazine was appealing
to my audience age rating was 16-18 I know
this from my questionnaire as everyone
who took the question was aged 16-18,
from this I knew I couldnât put too much
information as the majority of teenagers
donât like to read big loads text. They mostly
prefer skim reading which is why large
images to appeal to my audience and make
them want to find out what the game is
more productive rather than them looking
past the image and moving on to the next
image without reading the information set
for the game.
My magazine appeals people with the social
statues of E-C1 as they have the most
recreational time and also the pricing at the
bottom isnât that expensive as the majority
of people donât like spending too much
money on recreational activities so the
price will be appealing to them as it is only
ÂŁ3.99 which is a lot less then other
magazines. The website at the bottom also
gives them an option to explore the game
centre more as they have more time than
others and will want to find out the latest
news about games.
My magazine is suited to males more
rather than games as males tend to like
more violent games than women and the
front cover of the game will appeal to the
male gender more than females. This is
because of the centre image as it is a
knight with a large sword which suggests
violence will be in the game which will
interest males and make them want to
purchase the game. The dark background
gives a violent and death-like effect to the
cover which suit the genre and theme of
the game. I know this from my
questionnaire as 92.31% of people who
took the questionnaire are male.
The website address would be appealing
to my audience as the psychographic of
my audience are belongers, which is why
the website is appealing for them as the
customer can feel part of the gaming
community and be able to compete and
interact with other people to get the best
scores and feel like achievers.
10. Feedback 1
⢠What did you like about the product?
â I liked the fact that it had a large image to go with the
title of the game.
â I like the font used on the magazine as it goes well
with the genre of the game.
⢠What improvements could have been made to
the product?
â You could have added in a little more information in
the cover or a few more images.
11. Feedback 2
⢠What did you like about the product?
â I like the game centre title and how the âAâ in the
title was different.
â the simplistic look help to show off the game and
give it a lot of attention.
⢠What improvements could have been made to
the product?
â I would have added in a few more colours as it
makes the cover look a bit plain.
12. Feedback 3
⢠What did you like about the product?
â I think the website at the bottom was a good idea.
â I like the image in the centre of the page and how
there isnât much information about it.
⢠What improvements could have been made to
the product?
â I would have added in a secondary image in case
the customer didnât like the centre image.
13. Peer Feedback Summary
⢠What do you agree with from your peer
feedback?
â I agree with the fact my magazine was a bit plain and boring, and that I need to add
more images and text to make the magazine more exciting and interesting.
Although I liked the simplistic effect I think that adding more images and text into
the magazine would have made it look more professional and appealing to my
audience. I agree with the comment about the guardian title as I think it is stands
out well and breaks up the simple two colour theme that the magazine would have
without the red added in.
⢠What do you disagree with from your peer
feedback?
â I disagree with the comment that states âI would have added in a few more colours
as it makes the cover look a bit plain.â I donât agree because the idea of the
magazine was to display one game and have all the attention on that one game
making it seem like the guardian (the game) is the biggest attraction as it would
interest potential customers as they would want to see why it is the head lining
topic. The 3 colour theme made the cover look more mysterious as there wasnât
much information about the games as it would make people want to find out more
about the games, the dark colours made the cover fit with the genre of game and
make the cover fit with the game.
14. Peer Feedback Summary
â Due to my feedback I would add more subheadings of well known and popular
names of games that will be displayed in the magazine and another image. I
would add secondary image so that if the customer didnât like the main image,
the secondary may appeal to them more and interest them enough to
purchase the magazine. Adding text into the cover would fill any blank spaces
so that the cover didnât look plain and boring, also having text in the cover
would appeal to my secondary audience as older people like to read more and
find as much information about the game before they purchase it so having
text on the cover will make them believe that inside there is good quality
content and lots of information inside. Having more images would make the
magazine look more appealing but also take attention away from the main
game (the guardian) because customer may see the secondary image and
dismiss the main game, so having more text would be more productive as the
centre image would grab the attention of the customer. Then the text would
appeal to them by giving basic information so that they have a basic insight on
the game but not enough to fully satisfy them so that they have to purchase
the magazine and find out more about the game.
Editor's Notes
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Compare your work to similar existing products and discuss the similarities and differences
Put your final piece(s) in the centre of a page alongside an existing product
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your gameâs visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Age/ phy /social /gender/ why it appeals/
What changes would you make to your product based upon your peer feedback and why?