Audience Research
Daniel Morland
Audience – AGE – 16 to 22
Understanding how my targeted age range spends
their time is key when aiming my fanzine at them.
From this survey by Virgin Trains, people aged from 18
– 24 say that they "value time more than money" and
this is useful when considering my fanzine. I will have
to attract them to my fanzine so that they read what I
have to say. In a digital age, its less about getting the
reader to open your magazine, but its about getting
reader to actually read the magazine. I must construct
my magazine in such a way that its not only visually
interesting but also create interesting content and
structure to maintain the reader.
Another thing to note from the survey is the fact that
people aged 18-24 spend 36 days a year on average
on phone/computers. That’s 10% of their day on
phones/computers. From another survey by
KOMMANDO, it found that people from all age ranges
view their phone for around 7% of the day. So as you
can see from these statistics, my targeted age range
uses digital platforms more then the average
population.
https://www.thenationalstudent.com/Student/2017-08-
17/18_24_year_olds_have_less_free_time_now_than_five_years_ago.html
https://kommandotech.com/statistics/how-much-time-does-
the-average-person-spend-on-their-phone/
Audience – GENDER - Male
Understand how my targeted gender uses their
time again is key when designing my digital
fanzine. In a survey from 2014-2017, it found that
teen mid teen males from the United States spend
6:12 hours a day on leisure activities, but more
importantly, they spend 3:31 hours on screens.
This is phones, computers, consoles etc. 58
minuets more than the opposite gender of the
same age. This again reinforces my target gender
because I want my fanzine to be digital, and if the
market is bigger for males then I should attract a
larger audience. Compared to a subject aimed at a
female audience.
https://www.pewresearch.org/fact-tank/2019/02/20/the-way-u-s-teens-spend-
their-time-is-changing-but-differences-between-boys-and-girls-persist/
Audience – PSYCHOGRAPHIC - Achievers
An achiver is somebody who has found success. As a mentality, they want
more power and meterial wealth. And possibly, the internet can provide this
to them.
As the global culture shifts more towards connection and internet access,
statistics have shown that the top 10 jobs in 2011 have shifted from more
hands-on profession to a more fluid internet-based job in 2017. This includes
things like IT and Telecommunications. These jobs involve their employees
interacting with the internet through security, administation and other
activities. This is compared to the top 10 most popular professions in 2011
included professions like customer service, childcare and adminastrative
roles in businesses. These jobs have been on the decline towards 2017
because of the increase of efficiency in computer hardware and software,
aswell as the development in the internet. Customer services for example
has had the introduction of customer self-service. This has reduced the need
to employ people to carry out customer service roles within a business.
Allowing the potential employees to look into other professions. And the
natural choice being the expanding market. Which is the internet.
It has been found that there is a new "digital divide" between people who
have, and who have not got access to the internet. Research by Princeton
university has found that internet access may provide equal opportunity …
but only to people with access" to it.
IT and Telecommunications has shot up the list from 12th position to 7th
with an increase of 0.6% of total population having a job in the profession.
An increase in this profession clearly displays the shift in market from a more
hands-on face to face experience we used to have in 2011, to the more
internet-based activities we take part in now when interacting with
businesses. And as more employees and customers are encouraged to use
the internet, then there will be an increase in the market overall.
with the increase in usage of the internet usage, I have more of a chance of
my magazine reaching more people if it was digital. Because of this, I will
want to target the audience who uses the internet, because they are more in
my target age range when it comes to internet useage.
https://www.ons.gov.uk/employmentandlabourmarket/peopleinwork/employmentande
mployeetypes/articles/youngpeoplescareeraspirationsversusreality/2018-09-27
http://www.youngpeopleshealth.org.uk/wp-
content/uploads/2019/09/AYPH_KDYP2019_FullVersion.pdf
Page 71
https://www.russellsage.org/sites/all/files/u4/Bonikowski%20%26%
20DiMaggio_Make%20Money%20Surfing%20the%20Web.pdf
Page 3
Audience – PSYCHOGRAPHIC - Emulator
An emulator is somebody who wants to 'emulate' an achiver.
They can have many reasons to try to be someone they're not,
but overall they want to understand how to improve
themselves to increase their approvle to their peers and
opposite sex.
This I would see is my main audience. People who want to
improve themself to become something better. And you can
always improve yourself in this current day and age.
Currently there are platforms which provide information on the
game (Escape from Tarkov), primerily channels like Pestily and
entertainment channels like Anton (which indirectly teaches
viewers through emulating gameplay and decision making).
My magazine wants to take a similar stance towards Escape
from Tarkov. Teaching and showing new players how to
improve at the game. Escape from Tarkov is perceived as an
incredibly difficult game when any person first picks it up. And
new and potential players most of the time look towards
youtubers and other information sources to improve their
experience on the game. Therefore in my magazine I'm going to
dedicate a portion of my magazine to the playerbase who are
trying to emulate better players. These people want to learn
more about the game and so by including topics such as
"ballistic mechanics", "money management" as well as gun
building topics and hints, will attract these players/emulators
who are trying to improve themselves.
Pestily follower count. A youtuber and twitch streamer
who benefits the Escape from Tarkov player base.
Largest influx in new players, as the game
became mainstream with patch 0.11.0 update
for Escape from Tarkov.
https://twitchtracker.com/pestily
Audience – GEODEMOGRAPHIC
The geodemographic group I want to target is the english
speaking first world. Country's like the USA, UK and
Australia to name a few.
There are 2 reasons why I want to target these groups.
First because the english speaking population is widely
exposed to the internet so it would suit the digital
consumer market which I'm aiming my digital magazine
at.
On the map at the top, it displays the main countries I'm
aiming my fanzine at. USA, UK and other secondary
countries like Australia, Canada and potentially other
countries that read English text like Sweden and the
Netherlands. This aims at the inner circle for native
English speakers as well as a portion of the outer circle
who speak English as a second language. What they all
have in common is that they all speak the English
language fluently and can understand written text.
Therefor I want to write
Braj Kachru's Three Circles
of English.
https://www.thehistoryofenglis
h.com/history_today.html
Other Audience Categorie
I would say Escape from Tarkov includes 3 of the different
categories of players:
- "The casual" - players who don’t take Escape from Tarkov
seriously. They just play to have fun. As my source mentions; "they
dip in and out a variety of games" so it would be hard to target
this audience.
- "the dreamer" - Players who interact with Tarkov for its realism.
Escape from Tarkov has many unique ballistic and medical
mechanics which are not found in other FPS games like call of
duty. Players experience fear, excitement and adrenalin much
more on Tarkov compared to many other games and this is what
the dreamers are here for. I can include information about the
lore behind escape from Tarkov to attract these people.
- and "the competitive one"- And the largest audience; the
"competitive" players. These people are playing Tarkov to be
better than others. Always finding new ways to one up their
enemies. This will be the easiest group to target in my fanzine.
Because I am one myself. I understand that these people want to
understand the complex mechanics. Learn the huge maps and
most of all, make like of roubles whilst doing it (the in-game
currency, earned from taking loot off of kills and selling it on the
'flee market'). Writing about changes to maps, guns and including
information about the next patch of the game will appeal to these
people who want to always find out more information.
https://debut.careers/insight/how-much-can-you-tell-about-a-person-from-the-games-they-play/
Secondary audience
People who haven't purchaced games, like
any other product are always looking for
reasons to buy the game. By providing such
reasons in my magazine would be helpful
when considering this audience.
In this post on reddit, the
user u/namesareannoying explained his
thought process when it came to deciding
to buy a game. Things like the $ per hour
value he would get if he played the game
for a certain amount of time as well as
watching gameplay and walkthroughs. My
magazine can capatilise on these people by
showing my opinion and thought process
when I bought the game, as well as reasons
to buy the game.
https://www.reddit.com/r/Games/comments/7guxl5/how_do_you_decide
_whether_to_buy_a_game_when_do/
Another secondary audience
One audience I which might come across my magazine, is the younger
generations. Im talking ages 12-16.
Like all youths, they want to be internet famous and to do that they belive
that they should play the mainstream games. It has been found that 14% of
todays youths want to grow up to be a youtuber. this is because medias like
youtube and twitch have become incredebly influential on this new
generation. And like all young people, they want to grow up to be what they
see when they are younger.
Understanding that this new generation is growing up, I can expose them to
improve their quality of gameplay with aids in my magazine. Such as guides.
https://www.statista.com/statistics/1110
790/career-aspirations-of-uk-teens/
Audience – PRIMARY RESEARCH
Interview questions I will ask some of my known target
audience:
- "How much experience do you have with Escape from
Tarkov?"
- " What would encourage you to read a magazine on Escape
from Tarkov?"
- "What topics would you like me to cover?"
- "In a magazine, what visuals would you like to see included in
the magazine?"
Asking these questions will give me a rough understanding of
what direction my target audience will want me to take the
magazine.
I asked my questions over a social media app called Discord.
Discord is a social media app mainky for gaming. I used it
because it has other players I knowwho enjoy the game and
who all have their own opinion about the game. Just for
reference. The name is my personal account which I use on
discord.
Here are the questions I asked:
Person 1 – 21, fluent English
speaker from Poland.
Q - "How much experience do you have with Escape from Tarkov?"
A - "I'd like to say I got a fair amount of experience in the game as I have
played over 1000 hours. But I still have a lot to learn making me above
average at the game."
Q - " What would encourage you to read a magazine on Escape from
Tarkov?"
A - "I'd be encouraged to read an EFT [Escape from Tarkov] magazine if it
contained content that I might not know about tips, tricks and general
knowledge."
Q - "What topics would you like me to cover?"
A – "Scav gang, How going into a game [raid/lobby] can sometimes give you
good fortune and you can come out rich [in reguard to ingame value]. Also
the interaction of ai Scavs mixed with player Scavs making it more difficult to
stay alive."
Q - "In a magazine, what visuals would you like to see included in the
magazine?"
A - "I'd like to see something new, content that I'm only going to be able to
find in this magazine making it worthwhile reading."
Summarizing Kasper's answer
He describes himself as an experience's player, with 1000 hours under the belt. He fits into the established market,
who pretty much understands the game, but still continues to find out new things about Tarkov. Kasper is 21, falling
into my target audience perfectly.
I would say that Kasper fits into the emulator psycographics. This is because he mentions that he will want to read a
magazine if it covers "content that I might not know about" already. Showing his willingness to continue learning even
though he already has 1000 hours in the game.
In this second answer, he mentioned that he would read my magazine/fanzine or a Tarkov magazine in general if I
contained information that he didn’t already know. Having a 1000 hours this might be diffacult to find a large subject to
talk about which he doesn’t alreay know. So on the quantary, I could cover other things that might interest him. Such as
gameplay and new features.
In his third answer he suggested a few topics that might interest him if they appeared in a magazine:
- "Scav gang" - The russian natives in the game, appear across nearly all maps. Usually drunken aggressive native whose
main role is to irritate the player base.
- "How going into a game [raid/lobby] can sometimes give you good fortune and you can come out rich [in reguard to
ingame value]." I inturptet this as a guide at how to earn money effectively in game. And its always a question that the
general player base is worried about.
- 'Also the interaction of ai scavs mixed with player scavs making it more diffacult to stay alive." In reference to the
avalability for players to play as a 'scav' for free. With no cost but minimal firepower and protection. The topic I think he
wants me to cover is that even though you don’t have much firepower, you can still kill people who have a lot of guns
and armor.
3 subjects that definently have potential to go into my magazine. This is because it looks into the thoughts that
experienced players have in Tarkov. And this could definitely be interesting for them to read about.
Kasper's last answer for me was worrying. He mentions that the magazine need to be interesting to be "worthwhile"
reading for him. If I don’t include the right and interesting subjects for him, then it could turn a portion of the
playerbase, like himself away. By including relevant and suggested topics however, I should be able to attract and
maintain his attention.
Person 2 - 17, fluent English speaker from Finland.
Q - "How much experience do you have with Escape from Tarkov?"
A - "I have played Tarkov for half a year and in that time I have accumulated
1050 ingame hours."
Q - " What would encourage you to read a magazine on Escape from
Tarkov?"
A - "The fact that one would be made since I'm interested in Tarkov related
topics."
Q - "What topics would you like me to cover?"
A - "Assuming the magazine is for the people who do not know much or
anything about Tarkov. Then I would suggest the basics of the game and
the reasons to play it.
Say I it was aimed at people who are finiliar with the topic, then you should
cover news, updates and maybe content creation. "
Q - "In a magazine, what visuals would you like to see included in the
magazine?"
A - "Screenshots of funny moments or things related to the magazine text."
Summarizing Anton's answer
Again, Anton is another experienced player, with a 1050-hour playtime. But I think hes more leaning
towards an achiver. This is because his questions lean more towards teaching the new playerbase, and
not teaching him speciffically. He also is more interested in other players experience as entertainment.
Anton is 17 so he slots right into my target audience, with a drive to play and teach people about Escape
from Tarkov.
In his second answer, anton mentions that he would be interested in a magazine about Escape from
Tarkov, because it already interests him as an audience.
Anton in his third answer suggests 2 different topics, to appeal to experience players, new players
and potential players. His first suggestions were: showing "the basics" and "to suggest reasons to play
the game." These topics would as he said, be aimed at "people who do not know much or anything
about Tarkov." Players who are new and are trying to emulate the people who understand the game. His
next suggestions had experienced players in mind when he suggested to "cover news, updates and
maybe content creation." This would interest experienced player because they haven't already been
exposed to this information. Like new content and updates. The "content creation" suggestion could
mean 2 things. The first being new content being introduced into the game like guns and maps and the
second being user content. Content made by players like myself who all have and can record their
experiences in the game. This would be interesting to an experienced player because not everyone has
the same experience in a game like Escape from Tarkov, so watching someone else's perspective can be
interesting. That is why content on youtube and twitch is so popular for both new and experienced
players. For new players it displays decision making by a youtuber/twitch streamer, and it's also
interesting for experinenced players because it's another perspective playing the game. And in a game
like Escape from Tarkov, you can play the game in many different ways.
In his last answer, he belives that "Screenshots of funny moments" would be entertaining for him as a
reader. Again this is a perspective and experience value which he is looking for. The next suggestion was
to include visual aids for content "related to the magazine text." This is key in a magazine like this plain
and simple. For new and potential players, if I don’t provide as much visual aid as possible, key bits of
information can go unmissed and become confusing. This can drive them away from my fanzine if part
of information is glossed over.
Person 3 – 13, not fluent, however
does understand written English.
Q - "How much experience do you have with Escape from Tarkov?"
A - "I haven't played a lot really, I've beem in Tarkov for about a month now.
I got 200 hours as of now."
Q - " What would encourage you to read a magazine on Escape from
Tarkov?"
A - "Not really anything as I haven't read a magazine since I was 9. But if I
did, It would be something that teaches you about Tarkov. As I'm a new
player, I'm looking forward to get better at the game, so something like a
starter guide."
Q - "What topics would you like me to cover?"
A - "Armor, Bullets types and Maps"
Q - "In a magazine, what visuals would you like to see included in the
magazine?"
A - "On the cover, I'd like to see something like a map of some sort, showing
off scavs spawns and PMC [spawns. PMC standing for Private millatory
company], some ground stashs aswell. As for the pages in the magazine, I
would like to see a bullet type chart, as it is one of the most important
aspects of Tarkov."
Summarizing Apze's answer
Apze takes on the role of a new player to Escape from Tarkov. Having the game for "about a month" and
accumulating "200 hours as of now." Which may seem like a lot from an outsider's perspective. But in
the context of Escape from Tarkov, it’s a child in a grown-up world. He admits himself that he is "a new
player, I'm looking forward to get better at the game," fitting into the role of emulator as he is trying to
improve himself each time he plays.
His response to question 2 is what I expected. Being 13, he doesn’t read magazines all that often, but it
was encouraging to see that he has red one before. So there is potential for him to read mine. He states,
to attact him as a reader, the magazine should include something like a "stater guide." Involving newer
players is key when writing my magazine. As I was saying in Anton's summery; I needed to include visual
aids to maintain the reader. But I also have to make sure I cover topics relevent in the first place. A
starter guide would be a perfect topic to cover to tick off that large audience who have just came to
Escape from Tarkov.
Next, Apze brings up 3 main topics all new players are interested in when they first being to understand
the game:
- "Armour" - Tarkov has a very unique yet understandable armour system, but it's always good to nudge
new players in the right direction when talking about different armor values and protection. I can also
mention in this topic how the armor system is about to change with patch 0.12.8.
- "Bullets types" - like armour, bullets work in a unique but understandable fashion. Its hards for all new
players to immediately understand and giving them a head start by providing them with information on
the subject would be a good point to cover in my magazine.
- "Maps" - The maps in Escape from Tarkov are larger than conventional FPS games like Call of Duty and
battlefield. This suggestion could mean describing key locations to know about and visit in-game.
Looking at all of these suggestions, they are aimed at newer players such as Apze himself.
Looking at Apzes final answer, the suggestions he game again would be visual aids for the reader. Not
overwhelming the reader with lots of information is a key reason to include images/clips to give that
context to the reader.
Bibliography
Bibliography
1. Apze (2020) Target Audience Interviews (09/10/2020)
2. Cameron Ridgway. (2017). 18-24 year-olds have less free time now than five years ago. Available:
https://www.thenationalstudent.com/Student/2017-08-17/18_24_year_olds_have_less_free_time_now_than_five_years_ago.html . Last
accessed 08/10/2020.
3. Gretchen Livingston. (2019). The way U.S. teens spend their time is changing, but differences between boys and girls persist. Available:
https://www.pewresearch.org/fact-tank/2019/02/20/the-way-u-s-teens-spend-their-time-is-changing-but-differences-between-boys-and-girls-
persist/ . Last accessed 08/10/2020.
4. Harriet Dalwood. (2015). What can you tell about a person from the games they play?. Available: https://debut.careers/insight/how-much-can-
you-tell-about-a-person-from-the-games-they-play/ . Last accessed 09/10/2020.
5. J, Kacper. (2020) Target Audience Interviews (09/10/2020)
6. Joseph Johnson. (2020 ). What do teens in the United Kingdom (UK) want to be when they grow up? . Available:
https://www.statista.com/statistics/1110790/career-aspirations-of-uk-teens/ . Last accessed 08/10/2020.
7. Jovan Milenkovic. (2020). How Much Time Does the Average Person Spend on Their Phone?. Available:
https://kommandotech.com/statistics/how-much-time-does-the-average-person-spend-on-their-phone/ . Last accessed 08/10/2020.
8. k, Anton. (2020) Target Audience Interviews (09/10/2020)
9. Luke Mastin. (2011). Who Speaks English. Available: https://www.thehistoryofenglish.com/history_today.html . Last accessed 09/10/2020.
10. Paul DiMaggio and Bart Bonikowski . (Unknown). Make Money Surfing the Web?: The Impact of Internet Use on the Earnings of U.S. Workers .
Available: https://www.russellsage.org/sites/all/files/u4/Bonikowski%20%26%20DiMaggio_Make%20Money%20Surfing%20the%20Web.pdf .
Last accessed 08/10/2020.
11. twitchtracker. (2020). Pestily . Available: https://twitchtracker.com/pestily . Last accessed 09/10/2020.
12. u/namesareannoying. (2018). How do you decide whether to buy a game? When do you think it's worth your money?. Available:
https://www.reddit.com/r/Games/comments/7guxl5/how_do_you_decide_whether_to_buy_a_game_when_do/ . (2018). How do you decide
whether to buy a game? When do you think it's worth your money?. Available:. Last accessed 09/10/2020.

Audience research factual

  • 1.
  • 2.
    Audience – AGE– 16 to 22 Understanding how my targeted age range spends their time is key when aiming my fanzine at them. From this survey by Virgin Trains, people aged from 18 – 24 say that they "value time more than money" and this is useful when considering my fanzine. I will have to attract them to my fanzine so that they read what I have to say. In a digital age, its less about getting the reader to open your magazine, but its about getting reader to actually read the magazine. I must construct my magazine in such a way that its not only visually interesting but also create interesting content and structure to maintain the reader. Another thing to note from the survey is the fact that people aged 18-24 spend 36 days a year on average on phone/computers. That’s 10% of their day on phones/computers. From another survey by KOMMANDO, it found that people from all age ranges view their phone for around 7% of the day. So as you can see from these statistics, my targeted age range uses digital platforms more then the average population. https://www.thenationalstudent.com/Student/2017-08- 17/18_24_year_olds_have_less_free_time_now_than_five_years_ago.html https://kommandotech.com/statistics/how-much-time-does- the-average-person-spend-on-their-phone/
  • 3.
    Audience – GENDER- Male Understand how my targeted gender uses their time again is key when designing my digital fanzine. In a survey from 2014-2017, it found that teen mid teen males from the United States spend 6:12 hours a day on leisure activities, but more importantly, they spend 3:31 hours on screens. This is phones, computers, consoles etc. 58 minuets more than the opposite gender of the same age. This again reinforces my target gender because I want my fanzine to be digital, and if the market is bigger for males then I should attract a larger audience. Compared to a subject aimed at a female audience. https://www.pewresearch.org/fact-tank/2019/02/20/the-way-u-s-teens-spend- their-time-is-changing-but-differences-between-boys-and-girls-persist/
  • 4.
    Audience – PSYCHOGRAPHIC- Achievers An achiver is somebody who has found success. As a mentality, they want more power and meterial wealth. And possibly, the internet can provide this to them. As the global culture shifts more towards connection and internet access, statistics have shown that the top 10 jobs in 2011 have shifted from more hands-on profession to a more fluid internet-based job in 2017. This includes things like IT and Telecommunications. These jobs involve their employees interacting with the internet through security, administation and other activities. This is compared to the top 10 most popular professions in 2011 included professions like customer service, childcare and adminastrative roles in businesses. These jobs have been on the decline towards 2017 because of the increase of efficiency in computer hardware and software, aswell as the development in the internet. Customer services for example has had the introduction of customer self-service. This has reduced the need to employ people to carry out customer service roles within a business. Allowing the potential employees to look into other professions. And the natural choice being the expanding market. Which is the internet. It has been found that there is a new "digital divide" between people who have, and who have not got access to the internet. Research by Princeton university has found that internet access may provide equal opportunity … but only to people with access" to it. IT and Telecommunications has shot up the list from 12th position to 7th with an increase of 0.6% of total population having a job in the profession. An increase in this profession clearly displays the shift in market from a more hands-on face to face experience we used to have in 2011, to the more internet-based activities we take part in now when interacting with businesses. And as more employees and customers are encouraged to use the internet, then there will be an increase in the market overall. with the increase in usage of the internet usage, I have more of a chance of my magazine reaching more people if it was digital. Because of this, I will want to target the audience who uses the internet, because they are more in my target age range when it comes to internet useage. https://www.ons.gov.uk/employmentandlabourmarket/peopleinwork/employmentande mployeetypes/articles/youngpeoplescareeraspirationsversusreality/2018-09-27 http://www.youngpeopleshealth.org.uk/wp- content/uploads/2019/09/AYPH_KDYP2019_FullVersion.pdf Page 71 https://www.russellsage.org/sites/all/files/u4/Bonikowski%20%26% 20DiMaggio_Make%20Money%20Surfing%20the%20Web.pdf Page 3
  • 5.
    Audience – PSYCHOGRAPHIC- Emulator An emulator is somebody who wants to 'emulate' an achiver. They can have many reasons to try to be someone they're not, but overall they want to understand how to improve themselves to increase their approvle to their peers and opposite sex. This I would see is my main audience. People who want to improve themself to become something better. And you can always improve yourself in this current day and age. Currently there are platforms which provide information on the game (Escape from Tarkov), primerily channels like Pestily and entertainment channels like Anton (which indirectly teaches viewers through emulating gameplay and decision making). My magazine wants to take a similar stance towards Escape from Tarkov. Teaching and showing new players how to improve at the game. Escape from Tarkov is perceived as an incredibly difficult game when any person first picks it up. And new and potential players most of the time look towards youtubers and other information sources to improve their experience on the game. Therefore in my magazine I'm going to dedicate a portion of my magazine to the playerbase who are trying to emulate better players. These people want to learn more about the game and so by including topics such as "ballistic mechanics", "money management" as well as gun building topics and hints, will attract these players/emulators who are trying to improve themselves. Pestily follower count. A youtuber and twitch streamer who benefits the Escape from Tarkov player base. Largest influx in new players, as the game became mainstream with patch 0.11.0 update for Escape from Tarkov. https://twitchtracker.com/pestily
  • 6.
    Audience – GEODEMOGRAPHIC Thegeodemographic group I want to target is the english speaking first world. Country's like the USA, UK and Australia to name a few. There are 2 reasons why I want to target these groups. First because the english speaking population is widely exposed to the internet so it would suit the digital consumer market which I'm aiming my digital magazine at. On the map at the top, it displays the main countries I'm aiming my fanzine at. USA, UK and other secondary countries like Australia, Canada and potentially other countries that read English text like Sweden and the Netherlands. This aims at the inner circle for native English speakers as well as a portion of the outer circle who speak English as a second language. What they all have in common is that they all speak the English language fluently and can understand written text. Therefor I want to write Braj Kachru's Three Circles of English. https://www.thehistoryofenglis h.com/history_today.html
  • 7.
    Other Audience Categorie Iwould say Escape from Tarkov includes 3 of the different categories of players: - "The casual" - players who don’t take Escape from Tarkov seriously. They just play to have fun. As my source mentions; "they dip in and out a variety of games" so it would be hard to target this audience. - "the dreamer" - Players who interact with Tarkov for its realism. Escape from Tarkov has many unique ballistic and medical mechanics which are not found in other FPS games like call of duty. Players experience fear, excitement and adrenalin much more on Tarkov compared to many other games and this is what the dreamers are here for. I can include information about the lore behind escape from Tarkov to attract these people. - and "the competitive one"- And the largest audience; the "competitive" players. These people are playing Tarkov to be better than others. Always finding new ways to one up their enemies. This will be the easiest group to target in my fanzine. Because I am one myself. I understand that these people want to understand the complex mechanics. Learn the huge maps and most of all, make like of roubles whilst doing it (the in-game currency, earned from taking loot off of kills and selling it on the 'flee market'). Writing about changes to maps, guns and including information about the next patch of the game will appeal to these people who want to always find out more information. https://debut.careers/insight/how-much-can-you-tell-about-a-person-from-the-games-they-play/
  • 8.
    Secondary audience People whohaven't purchaced games, like any other product are always looking for reasons to buy the game. By providing such reasons in my magazine would be helpful when considering this audience. In this post on reddit, the user u/namesareannoying explained his thought process when it came to deciding to buy a game. Things like the $ per hour value he would get if he played the game for a certain amount of time as well as watching gameplay and walkthroughs. My magazine can capatilise on these people by showing my opinion and thought process when I bought the game, as well as reasons to buy the game. https://www.reddit.com/r/Games/comments/7guxl5/how_do_you_decide _whether_to_buy_a_game_when_do/
  • 9.
    Another secondary audience Oneaudience I which might come across my magazine, is the younger generations. Im talking ages 12-16. Like all youths, they want to be internet famous and to do that they belive that they should play the mainstream games. It has been found that 14% of todays youths want to grow up to be a youtuber. this is because medias like youtube and twitch have become incredebly influential on this new generation. And like all young people, they want to grow up to be what they see when they are younger. Understanding that this new generation is growing up, I can expose them to improve their quality of gameplay with aids in my magazine. Such as guides. https://www.statista.com/statistics/1110 790/career-aspirations-of-uk-teens/
  • 10.
    Audience – PRIMARYRESEARCH Interview questions I will ask some of my known target audience: - "How much experience do you have with Escape from Tarkov?" - " What would encourage you to read a magazine on Escape from Tarkov?" - "What topics would you like me to cover?" - "In a magazine, what visuals would you like to see included in the magazine?" Asking these questions will give me a rough understanding of what direction my target audience will want me to take the magazine. I asked my questions over a social media app called Discord. Discord is a social media app mainky for gaming. I used it because it has other players I knowwho enjoy the game and who all have their own opinion about the game. Just for reference. The name is my personal account which I use on discord. Here are the questions I asked:
  • 11.
    Person 1 –21, fluent English speaker from Poland. Q - "How much experience do you have with Escape from Tarkov?" A - "I'd like to say I got a fair amount of experience in the game as I have played over 1000 hours. But I still have a lot to learn making me above average at the game." Q - " What would encourage you to read a magazine on Escape from Tarkov?" A - "I'd be encouraged to read an EFT [Escape from Tarkov] magazine if it contained content that I might not know about tips, tricks and general knowledge." Q - "What topics would you like me to cover?" A – "Scav gang, How going into a game [raid/lobby] can sometimes give you good fortune and you can come out rich [in reguard to ingame value]. Also the interaction of ai Scavs mixed with player Scavs making it more difficult to stay alive." Q - "In a magazine, what visuals would you like to see included in the magazine?" A - "I'd like to see something new, content that I'm only going to be able to find in this magazine making it worthwhile reading."
  • 12.
    Summarizing Kasper's answer Hedescribes himself as an experience's player, with 1000 hours under the belt. He fits into the established market, who pretty much understands the game, but still continues to find out new things about Tarkov. Kasper is 21, falling into my target audience perfectly. I would say that Kasper fits into the emulator psycographics. This is because he mentions that he will want to read a magazine if it covers "content that I might not know about" already. Showing his willingness to continue learning even though he already has 1000 hours in the game. In this second answer, he mentioned that he would read my magazine/fanzine or a Tarkov magazine in general if I contained information that he didn’t already know. Having a 1000 hours this might be diffacult to find a large subject to talk about which he doesn’t alreay know. So on the quantary, I could cover other things that might interest him. Such as gameplay and new features. In his third answer he suggested a few topics that might interest him if they appeared in a magazine: - "Scav gang" - The russian natives in the game, appear across nearly all maps. Usually drunken aggressive native whose main role is to irritate the player base. - "How going into a game [raid/lobby] can sometimes give you good fortune and you can come out rich [in reguard to ingame value]." I inturptet this as a guide at how to earn money effectively in game. And its always a question that the general player base is worried about. - 'Also the interaction of ai scavs mixed with player scavs making it more diffacult to stay alive." In reference to the avalability for players to play as a 'scav' for free. With no cost but minimal firepower and protection. The topic I think he wants me to cover is that even though you don’t have much firepower, you can still kill people who have a lot of guns and armor. 3 subjects that definently have potential to go into my magazine. This is because it looks into the thoughts that experienced players have in Tarkov. And this could definitely be interesting for them to read about. Kasper's last answer for me was worrying. He mentions that the magazine need to be interesting to be "worthwhile" reading for him. If I don’t include the right and interesting subjects for him, then it could turn a portion of the playerbase, like himself away. By including relevant and suggested topics however, I should be able to attract and maintain his attention.
  • 13.
    Person 2 -17, fluent English speaker from Finland. Q - "How much experience do you have with Escape from Tarkov?" A - "I have played Tarkov for half a year and in that time I have accumulated 1050 ingame hours." Q - " What would encourage you to read a magazine on Escape from Tarkov?" A - "The fact that one would be made since I'm interested in Tarkov related topics." Q - "What topics would you like me to cover?" A - "Assuming the magazine is for the people who do not know much or anything about Tarkov. Then I would suggest the basics of the game and the reasons to play it. Say I it was aimed at people who are finiliar with the topic, then you should cover news, updates and maybe content creation. " Q - "In a magazine, what visuals would you like to see included in the magazine?" A - "Screenshots of funny moments or things related to the magazine text."
  • 14.
    Summarizing Anton's answer Again,Anton is another experienced player, with a 1050-hour playtime. But I think hes more leaning towards an achiver. This is because his questions lean more towards teaching the new playerbase, and not teaching him speciffically. He also is more interested in other players experience as entertainment. Anton is 17 so he slots right into my target audience, with a drive to play and teach people about Escape from Tarkov. In his second answer, anton mentions that he would be interested in a magazine about Escape from Tarkov, because it already interests him as an audience. Anton in his third answer suggests 2 different topics, to appeal to experience players, new players and potential players. His first suggestions were: showing "the basics" and "to suggest reasons to play the game." These topics would as he said, be aimed at "people who do not know much or anything about Tarkov." Players who are new and are trying to emulate the people who understand the game. His next suggestions had experienced players in mind when he suggested to "cover news, updates and maybe content creation." This would interest experienced player because they haven't already been exposed to this information. Like new content and updates. The "content creation" suggestion could mean 2 things. The first being new content being introduced into the game like guns and maps and the second being user content. Content made by players like myself who all have and can record their experiences in the game. This would be interesting to an experienced player because not everyone has the same experience in a game like Escape from Tarkov, so watching someone else's perspective can be interesting. That is why content on youtube and twitch is so popular for both new and experienced players. For new players it displays decision making by a youtuber/twitch streamer, and it's also interesting for experinenced players because it's another perspective playing the game. And in a game like Escape from Tarkov, you can play the game in many different ways. In his last answer, he belives that "Screenshots of funny moments" would be entertaining for him as a reader. Again this is a perspective and experience value which he is looking for. The next suggestion was to include visual aids for content "related to the magazine text." This is key in a magazine like this plain and simple. For new and potential players, if I don’t provide as much visual aid as possible, key bits of information can go unmissed and become confusing. This can drive them away from my fanzine if part of information is glossed over.
  • 15.
    Person 3 –13, not fluent, however does understand written English. Q - "How much experience do you have with Escape from Tarkov?" A - "I haven't played a lot really, I've beem in Tarkov for about a month now. I got 200 hours as of now." Q - " What would encourage you to read a magazine on Escape from Tarkov?" A - "Not really anything as I haven't read a magazine since I was 9. But if I did, It would be something that teaches you about Tarkov. As I'm a new player, I'm looking forward to get better at the game, so something like a starter guide." Q - "What topics would you like me to cover?" A - "Armor, Bullets types and Maps" Q - "In a magazine, what visuals would you like to see included in the magazine?" A - "On the cover, I'd like to see something like a map of some sort, showing off scavs spawns and PMC [spawns. PMC standing for Private millatory company], some ground stashs aswell. As for the pages in the magazine, I would like to see a bullet type chart, as it is one of the most important aspects of Tarkov."
  • 16.
    Summarizing Apze's answer Apzetakes on the role of a new player to Escape from Tarkov. Having the game for "about a month" and accumulating "200 hours as of now." Which may seem like a lot from an outsider's perspective. But in the context of Escape from Tarkov, it’s a child in a grown-up world. He admits himself that he is "a new player, I'm looking forward to get better at the game," fitting into the role of emulator as he is trying to improve himself each time he plays. His response to question 2 is what I expected. Being 13, he doesn’t read magazines all that often, but it was encouraging to see that he has red one before. So there is potential for him to read mine. He states, to attact him as a reader, the magazine should include something like a "stater guide." Involving newer players is key when writing my magazine. As I was saying in Anton's summery; I needed to include visual aids to maintain the reader. But I also have to make sure I cover topics relevent in the first place. A starter guide would be a perfect topic to cover to tick off that large audience who have just came to Escape from Tarkov. Next, Apze brings up 3 main topics all new players are interested in when they first being to understand the game: - "Armour" - Tarkov has a very unique yet understandable armour system, but it's always good to nudge new players in the right direction when talking about different armor values and protection. I can also mention in this topic how the armor system is about to change with patch 0.12.8. - "Bullets types" - like armour, bullets work in a unique but understandable fashion. Its hards for all new players to immediately understand and giving them a head start by providing them with information on the subject would be a good point to cover in my magazine. - "Maps" - The maps in Escape from Tarkov are larger than conventional FPS games like Call of Duty and battlefield. This suggestion could mean describing key locations to know about and visit in-game. Looking at all of these suggestions, they are aimed at newer players such as Apze himself. Looking at Apzes final answer, the suggestions he game again would be visual aids for the reader. Not overwhelming the reader with lots of information is a key reason to include images/clips to give that context to the reader.
  • 17.
  • 18.
    Bibliography 1. Apze (2020)Target Audience Interviews (09/10/2020) 2. Cameron Ridgway. (2017). 18-24 year-olds have less free time now than five years ago. Available: https://www.thenationalstudent.com/Student/2017-08-17/18_24_year_olds_have_less_free_time_now_than_five_years_ago.html . Last accessed 08/10/2020. 3. Gretchen Livingston. (2019). The way U.S. teens spend their time is changing, but differences between boys and girls persist. Available: https://www.pewresearch.org/fact-tank/2019/02/20/the-way-u-s-teens-spend-their-time-is-changing-but-differences-between-boys-and-girls- persist/ . Last accessed 08/10/2020. 4. Harriet Dalwood. (2015). What can you tell about a person from the games they play?. Available: https://debut.careers/insight/how-much-can- you-tell-about-a-person-from-the-games-they-play/ . Last accessed 09/10/2020. 5. J, Kacper. (2020) Target Audience Interviews (09/10/2020) 6. Joseph Johnson. (2020 ). What do teens in the United Kingdom (UK) want to be when they grow up? . Available: https://www.statista.com/statistics/1110790/career-aspirations-of-uk-teens/ . Last accessed 08/10/2020. 7. Jovan Milenkovic. (2020). How Much Time Does the Average Person Spend on Their Phone?. Available: https://kommandotech.com/statistics/how-much-time-does-the-average-person-spend-on-their-phone/ . Last accessed 08/10/2020. 8. k, Anton. (2020) Target Audience Interviews (09/10/2020) 9. Luke Mastin. (2011). Who Speaks English. Available: https://www.thehistoryofenglish.com/history_today.html . Last accessed 09/10/2020. 10. Paul DiMaggio and Bart Bonikowski . (Unknown). Make Money Surfing the Web?: The Impact of Internet Use on the Earnings of U.S. Workers . Available: https://www.russellsage.org/sites/all/files/u4/Bonikowski%20%26%20DiMaggio_Make%20Money%20Surfing%20the%20Web.pdf . Last accessed 08/10/2020. 11. twitchtracker. (2020). Pestily . Available: https://twitchtracker.com/pestily . Last accessed 09/10/2020. 12. u/namesareannoying. (2018). How do you decide whether to buy a game? When do you think it's worth your money?. Available: https://www.reddit.com/r/Games/comments/7guxl5/how_do_you_decide_whether_to_buy_a_game_when_do/ . (2018). How do you decide whether to buy a game? When do you think it's worth your money?. Available:. Last accessed 09/10/2020.

Editor's Notes

  • #2 Analyse your audience. Use info from the client and any other resources you can to build a picture of them. Consider age, gender, socioeconomic status, geodemographics, psychographics and mainstream/niche. There are a whole range of resources such as NRS, Acorn, YouGov, https://www.prolificnorth.co.uk/digital/featured/2016/11/ten-best-free-online-audience-insight-tools, your client and a host of psychographic profiles. You can also consider some primary research in to your audience as well.
  • #3 Find out as much as you can about the category you have chosen for this type of demographic. Who are they? What other products do they interact with? How much money do they have? What activities do they do? Are there any stereotypes linked with the group you have chosen? All this data needs to be sourced and referenced. Do not include your opinion or experiences- we need to exclusively use published data and research. Include screenshots/copy and paste and summarise the information. Go over as many slides as necessary for each section.
  • #4 Find out as much as you can about the category you have chosen for this type of demographic. Who are they? What other products do they interact with? How much money do they have? What activities do they do? Are there any stereotypes linked with the group you have chosen? All this data needs to be sourced and referenced. Do not include your opinion or experiences- we need to exclusively use published data and research. Include screenshots/copy and paste and summarise the information. Go over as many slides as necessary for each section.
  • #5 Find out as much as you can about the category you have chosen for this type of demographic. Who are they? What other products do they interact with? How much money do they have? What activities do they do? Are there any stereotypes linked with the group you have chosen? All this data needs to be sourced and referenced. Do not include your opinion or experiences- we need to exclusively use published data and research. Include screenshots/copy and paste and summarise the information. Go over as many slides as necessary for each section.
  • #7 Find out as much as you can about the category you have chosen for this type of demographic. Who are they? What other products do they interact with? How much money do they have? What activities do they do? Are there any stereotypes linked with the group you have chosen? All this data needs to be sourced and referenced. Do not include your opinion or experiences- we need to exclusively use published data and research. Include screenshots/copy and paste and summarise the information. Go over as many slides as necessary for each section.
  • #8 Specific data to do with audience based on your factual topic- if it’s a PC game your discussing, what data can you find out about PC gamers.
  • #11 Consider what Primary audience research you could do- interview, survey, focus group. Conduct the research and include the results and your summary
  • #19 List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.