Here are 3 potential citations for research conducted for this project:
1. Thompson, Daniel. (2019, Month Day) Target Audience Research Survey. Survey Monkey.
2. Interviewee 1, Name. (2019, Month Day) Personal Interview.
3. Interviewee 2, Name. (2019, Month Day) Personal Interview.
These citations provide the necessary information about the source according to APA style guidelines: author/interviewer name, year, title, and for online sources the platform. This bibliography captures the primary research conducted with survey and interviews to inform the magazine design project.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
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The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
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Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
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He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Model Attribute Check Company Auto PropertyCeline George
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Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
2. Existing Product
This product is a PlayStation magazine from the early late 90’s/Early 2000’s.
It is the closest theme to what I want to create in my project. The magazine
uses many methods of catching the eye of the reader such as highlighting
the key words of each sentence such as crowning itself as the ‘World’s best
selling’. This confidence displayed by the magazine creators will promise to
the audience that their tips and codes inside will be worth the investment.
The font used in the cover is plain and bold to clearly display to the reader
what the contents are and whole words are capitalised at points to
emphasise importance opposed to the rest of the cover. The font and its
boldness is rather strong looking and could symbolise the tips given in the
magazine will be clearly and well instructed to the reader, increasing their
urge to buy it. The whole cover has a light purple colour scheme to it which
coincides with the main character of the cover feature game. It gives fans
of the game a familiar vibe and they will be more likely to recognize the
magazine. Lastly, the cover has a feature board at the bottom which tells
the reader clearly and simply what other games are mentioned and talked
about inside. This again strengthens the trust from the reader to the
creators that they have clearly and easily laid out the tips and codes inside
for them to easily follow. I have chosen this magazine cover because of the
theme of it and also the type of magazine it is. In my magazine, I am
hoping to achieve some sort of nostalgic, retro style and feature both new
and old games in the way that professional magazines used to do. Not to
mention that my own magazine is going to use the same main featured
game as this one does. From looking at this cover, I have gained many
ideas for what kinds of fonts to use and what my colour scheme could
potentially include. I also have taken a look at how the cover structures the
information in a clear and simple way so that anybody can pick it up and
know exactly what it is straight away. The simplistic design is one of the
many ideas and inspirations for what I am planning my own cover to look
like.
3. Existing Product
I have chosen to look at this website because of the simplicity yet effective ways that it
displays its information while also showing plenty of content. There is a clear colour scheme
which stays true through the whole site that gives the whole product a structure and clean
feel to it. The colour scheme is also used as a highlighter to show titles and emphasise links
to other parts of the website. It catches the reader’s eyes and draws them in, making them
want to read or click on the link. The fonts, much like the last product, are extremely straight
and simple but that just adds to the crisp design of the website. The red and white in the
logo of the website contrast very well with the black header to jump out at the reader. To
also pull the reader in, the websites
links are regularly changed to the
newest and highest rated games. This
ensures that the readers will never
get bored of the content already
there and move on. There are links to
various forms of social media on the
top right which further improves their
relations and communication with the
fans and their community. Overall, I
feel that the main appeal of the
website is the persuasive language
used in link descriptions and links
themselves.
4. This is another magazine design that takes an old
approach to style yet not as old as the above design. It
has the feature game as the theme and the main
character as the face of the magazine. The character is
layered in front of the header to emphasize his
importance in the magazine and to give the cover a
sense of depth. To help him stand out even more, the
background circles around him leaving his face in the
center of attention. To keep to the theme of spies and
James Bond, the colours used in the scheme are the
same as the colours on the clothes he wears. There is
a sharp looking blend of the contrasting black and
white and even the circles and game's name are in a
similar colour to his face. The gold of the game title is
different to the rest of the writing and fonts on the
cover to show clearly what the feature is in this
magazine. The only colours that do not stick to the
colour scheme that the cover seems to have is the red
in the headset offer on the left side and the green in
the game box shown in the top right. These colours
stick out very well in the mostly plain cover,
emphasizing them more and ensuring that they are
easily and clearly seen. The fonts used stick well to
the spy theme that the cover has and looks like a
typewriter has written it when given the white
highlight. The white also contrasts with the black
background to bring out the important information.
This is ironic seen as it is the same kind of font that
5. Existing Product
Tense atmosphere to the page which could
instantly change anybody's first impression of
the game and lure them into buying the product
to find out the answers to the questions they
have. The colours used in this design are mostly
plain, much like the last cover that I analyzed.
The difference being in this design is that the
colour scheme for the articles are meant to
coincide with the background colours. The only
problem with this design decision is that where
there is white in the background image, you
cannot see the article as clearly. This lowers the
accessibility and stops the majority of people
from looking at it. The colour scheme also uses
red to emphasize main points like the previous
product.
I chose this particular double page spread design mostly because of the article techniques used such as text
wrapping around important images. The articles are placed in such a way that makes the character stand out
among the other aspects of the image. The way they wrap around the gun's silencer makes the articles look
less structured and all over the place. This could imply to the audience that the game itself is crazy and there
is a lot of randomness going on in it. The fact that the character is moving out from a concealed area
wearing dark clothing which covers his face and armed with a dangerous weapon could give the audience
questions as to who he is, who he is fighting for and what is going on in that particular situation. It brings a
6. Research Analysis
• What common features do the researched products have?
– The most common aspect of the researched products are the strong colour schemes. They gel
very well with the rest of the cover and make it feel like a unit.
– Almost all of my researched products have used layering to create a sense of depth. This helps
emphasize the feature game and the main pull for the magazine and helps in drawing in an
audience using familiar characters and games.
– Each of the designs use bold font in a different colour to the rest of the writing to emphasize
important features in the magazine or any other aspect.
• What aspects of the research will you include within your own production work?
– Most of all, I will get the most inspiration from the website design as I feel that that is the print
style I need the most improvement on. I will follow their colourfully minimalistic style as I feel
that it is crisp and clearly portrays its information to the reader.
– I will include text wrapping my final double page spread design as I feel that it is an
aesthetically pleasing technique and will benefit the style of my planned design. It can also be
used to help emphasize any characters or parts of a background that the creator wants the
reader to see.
8. Audience research
• Observation: there is a slightly higher amount of males as opposed to female people in my
audience.
• What this says about my audience: this means that I will be able to create a more boisterous, action
based design. However it would be wise to appeal to the female audience in some way or form too.
• How will your product appeal to this audience: I will use dominantly male games as feature games
and include excitable, fun articles. To keep the gender neutrality however, I will include games
aimed at females such as casual types of games.
9. Audience
research
• Observation: the majority of my audience
are above 18 however a sizable group of
them are in their early/mid teens.
• What this says about my audience: This
means that my audience will prefer to see
games aimed at adults with adult
properties such as blood, swearing, etc.
• How will your product appeal to this
audience: To appeal to my audience, I will
be sure to add in reviews and such of adult
based games but I will still not add any
swearing or vulgar content to appeal to
the slightly younger people in my
audience.
10. Audience research
• Observation: From this screenshot of survey monkey question, I can gather that the same amount
of people like to see a higher image to writing ratio and an equal mix of images and writing in their
favourite magazines.
• What this says about my audience: This says that my audience are not as bothered about long
winded reviews and pieces of information. Instead, they may prefer all the information they wanted
straight up and to the point instead of going into detail of every little thing.
• How will your product appeal to this audience: To appeal to my audience better and to stay safe, I
am going to use an equal amount of images and writing so that there are plenty of images for the
blue group (on the graph) and also there is definitely enough information and reviewing given out
to the audience.
11. Audience research
• Observation: From this survey question, I am able to gather that my audience are
more orientated towards reading article based reviews in magazines as opposed to
watching a video review or a review from the community. This has cleared up for
me what medias and products would have actually worked best.
• What this says about my audience: This says that they prefer to be more hands on
with the review and read and register things at their own pace with their own
views rather than either being rushed by a video or following a group of people
that either worship or hate a game all together.
• How will your product appeal to this audience: I will make my product appeal to
my audience by creating a magazine with unbiased views on games (for example
any games I personally played as a child, etc) and clearly moving on from section
to section of each game.
12. Audience research
• Observation: The majority of people in my audience prefer their reviews to be more funny and
comedic as opposed to being serious or potentially harmful in using sarcasm.
• What this says about my audience: this says that my audience are younger at heart and will not
want too much serious writing. They will most likely get bored otherwise and not want to carry on
reading.
• How will your product appeal to this audience: My product will appeal to my audience by using
jokes and humour and less serious and sarcastic tones.
19. Interview 1
• Would you consider buying a gaming magazine featuring Spyro Reignited as the cover
game? Please give a reason for your answer.
I think I would as we haven't seen a remake of a classic video game series in a long time,
and magazine that has possible information on this would be an interesting read.
• What is your opinion on magazines that give hints and cheats for games?
I think that in the 90's these sorts of articles were more useful but if I want a cheat or hint
for games now I generally just use the internet.
• Would you be more interested in a game review magazine or video review and why?
Video review, mainly because I find a review in video format easier to pay attention to.
• What is your favourite retro game and what is your favourite aspect of it?
XIII on the game cube, this is because the gameplay was in the form of a moving cartoon
and the art style was unique.
20. Interview 1
• Observation:
this reader would be happy with older game remasters making a comeback to magazines as he misses
the nostalgic feeling and he would enjoy reading about it more. He also believes that there would be no
point in a tips and cheats section as it would simply make more sense for him to quickly search the
internet for any cheats. This reader would prefer to watch a video review rather than read a magazine
as he finds it a lot easier to pay attention to them. Finally, this reader prefers older games with more of
a cartoony, unrealistic style.
• What this says about my audience:
This tells me that this particular reader is hoping for a comeback of his favourite childhood games
remastered for the point of nostalgia. I also gathered that my audience does not necessarily need as tips
and cheats section due to the high availability on the internet nowadays. This would be useful for my
website design I am planning to create alongside my magazine. Finally, I have found that the type of
game that this reader wants to get reviewed is any old (retro) game with a cartoony or unrealistic,
fantasized style.
• How will your product appeal to this audience:
Due to finding the above information out, I will be sure to pick out some good old remastered games
such as 'Crash Bandicoot' and 'Spyro the Dragon'. I will also make sure to put a hints and cheats section
in my website when I get round to creating it, and to not put it in my magazine anywhere. Lastly, I will
try to give the magazine's cover and double page spreads more of a vintage feel to them by closely
following ideas and designs of other magazines from the early 2000's.
21. Interview 2
• Would you consider buying a gaming magazine featuring Spyro Reignited
as the cover game? Please give a reason for your answer.
Maybe, because I remember the original version.
• What is your opinion on magazines that give hints and cheats for games?
As long as there are no spoilers I don't mind them.
Would you be more interested in a game review magazine or video review
and why?
Games, because there's less snobbery surrounding them.
• What is your favourite retro game and what is your favourite aspect of it?
Persona 3, because of the overall style of the game.
22. Interview 2
• Observation: This reader would like to see a
Spyro game feature the cover of my magazine
because he remembers the game and its
memories it gave him. Also, the reader wouldn't
mind hints and cheats being put into either the
magazine or the website design because it would
help him but as long as there are no spoilers for
his games which is common among those types
of websites.
• What this says about my audience:
• How will your product appeal to this audience:
24. Bibliography
1. Your, Name. (2018) Target Audience Research Survey (conducted on
DATE)
2. Interviewees, Name. (2018) Target Audience Interviews (conducted on
DATE)
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.