The document provides an analysis of audience research conducted for a proposed wrestling magazine. It examines responses to a questionnaire about magazine reading habits, preferences, and knowledge of wrestling. Key findings include that the 17-20 age group is less interested in magazines and will need compelling headlines and cover stars. Respondents felt interviews and show results would be common magazine content. Cover stars and intriguing headlines were seen as the biggest factors for buying magazines. The research suggests appealing to fans by featuring a well-known wrestler on the cover and including interviews or match reviews.
My collection of research containing information about how I would conduct a questionnaire to know what my target audience would want off of a magazine
The document summarizes the results of a questionnaire given to a focus group about design and content preferences for a new rock music magazine. Key findings include:
- Respondents most want to see "star appeal" on the front cover and will pay £1.50-£1.60 for issues featuring exclusive offers.
- They prefer a layout with one large central image and smaller images on the right, and want contents pages listing musician news over promotions.
- Double page spreads should match the front cover colors and include a mixture of images and text, particularly musician interviews.
The document outlines plans for an indie/alternative music magazine questionnaire. It discusses the target audience as 16-24 year old middle/working class "indie kids" in the UK. A 10-person questionnaire was distributed and results were graphed. Key results found that star appeal and artist interviews were most important on the cover and inside. Mac Demarco was the preferred interview subject. Respondents preferred studio photos over location shots. Contents pages and promotions were also deemed important. Most would not pay for the magazine given free competitors.
The document analyzes magazine cover designs from Sports Illustrated, SLAM, ESPN The Magazine, and Muscle & Fitness. It finds that most covers feature studio photographs of athletes looking straight at the camera. They also usually include a unique masthead font at the top, a contrasting coverline next to the photo subject, and references to inside articles. Double page spreads tend to look like posters with minimal text. The analysis concludes some best practices for magazine cover design, like utilizing a masthead, coverline, and studio photograph pose.
The document describes the results of a questionnaire distributed to the target audience of a planned indie/alternative music magazine. Key findings include that the most important front cover elements are "star appeal" images and that interviews are the most popular article type. Color schemes and promotional items are also identified as important design elements. The results will inform the creation of the magazine's layout, featured artists, and business model.
The document discusses creating an effective questionnaire to conduct research for a new indie music magazine. It provides details on the magazine's target demographic and research aims. A sample is described consisting of 16-24 year old males and females interested in indie music. The questionnaire will be distributed to a focus group of the creator's school peers fitting the target demographic. Results will be analyzed to inform design choices like price, featured artists, and style to best suit the audience. Examples are given of questions asked and the most popular responses that will influence aspects of the magazine like the masthead, cover image, and content focus.
This document analyzes the contents page and double page spread (DPS) of NME Magazine from November 2008 and 2011. It summarizes the key conventions used, including subheadings in boxes to label sections, a band index, a subscription box, colored drop capitals, pull quotes, and filling most of the DPS with an image of a featured artist. The document concludes that incorporating these conventions would help appeal to the target audience of a music magazine and increase readership based on theories of star appeal and genre expectations.
The document appears to be a questionnaire for a music magazine. It asks respondents about their preferences for different elements of a music magazine, including the front cover, contents page, and double page spreads. Specifically, it asks about visual elements like images and layouts, as well as preferences for promotional content, interviews, and coverage of favorite musicians. The goal seems to be to gather feedback to help design a music magazine that appeals to readers' interests.
My collection of research containing information about how I would conduct a questionnaire to know what my target audience would want off of a magazine
The document summarizes the results of a questionnaire given to a focus group about design and content preferences for a new rock music magazine. Key findings include:
- Respondents most want to see "star appeal" on the front cover and will pay £1.50-£1.60 for issues featuring exclusive offers.
- They prefer a layout with one large central image and smaller images on the right, and want contents pages listing musician news over promotions.
- Double page spreads should match the front cover colors and include a mixture of images and text, particularly musician interviews.
The document outlines plans for an indie/alternative music magazine questionnaire. It discusses the target audience as 16-24 year old middle/working class "indie kids" in the UK. A 10-person questionnaire was distributed and results were graphed. Key results found that star appeal and artist interviews were most important on the cover and inside. Mac Demarco was the preferred interview subject. Respondents preferred studio photos over location shots. Contents pages and promotions were also deemed important. Most would not pay for the magazine given free competitors.
The document analyzes magazine cover designs from Sports Illustrated, SLAM, ESPN The Magazine, and Muscle & Fitness. It finds that most covers feature studio photographs of athletes looking straight at the camera. They also usually include a unique masthead font at the top, a contrasting coverline next to the photo subject, and references to inside articles. Double page spreads tend to look like posters with minimal text. The analysis concludes some best practices for magazine cover design, like utilizing a masthead, coverline, and studio photograph pose.
The document describes the results of a questionnaire distributed to the target audience of a planned indie/alternative music magazine. Key findings include that the most important front cover elements are "star appeal" images and that interviews are the most popular article type. Color schemes and promotional items are also identified as important design elements. The results will inform the creation of the magazine's layout, featured artists, and business model.
The document discusses creating an effective questionnaire to conduct research for a new indie music magazine. It provides details on the magazine's target demographic and research aims. A sample is described consisting of 16-24 year old males and females interested in indie music. The questionnaire will be distributed to a focus group of the creator's school peers fitting the target demographic. Results will be analyzed to inform design choices like price, featured artists, and style to best suit the audience. Examples are given of questions asked and the most popular responses that will influence aspects of the magazine like the masthead, cover image, and content focus.
This document analyzes the contents page and double page spread (DPS) of NME Magazine from November 2008 and 2011. It summarizes the key conventions used, including subheadings in boxes to label sections, a band index, a subscription box, colored drop capitals, pull quotes, and filling most of the DPS with an image of a featured artist. The document concludes that incorporating these conventions would help appeal to the target audience of a music magazine and increase readership based on theories of star appeal and genre expectations.
The document appears to be a questionnaire for a music magazine. It asks respondents about their preferences for different elements of a music magazine, including the front cover, contents page, and double page spreads. Specifically, it asks about visual elements like images and layouts, as well as preferences for promotional content, interviews, and coverage of favorite musicians. The goal seems to be to gather feedback to help design a music magazine that appeals to readers' interests.
The document provides information about several movie magazines, including Empire, Total Film, Film Comment, and Film Journal International. It discusses the background and target audiences for each magazine. Empire targets a younger audience with bold covers and focuses on action films. Total Film also uses eye-catching images but covers more mainstream blockbusters. Film Comment has in-depth essays and targets an older, more mature readership. Film Journal International covers the film industry and technology and targets professionals aged 30-50.
The document analyzes the front covers of three music magazines - Hammer, Q, and Kerrang! All three magazines use similar design elements to target their audiences of metal, rock, and various genre fans respectively. These include prominent images of bands in styles associated with the genres, headlines about interviews and articles that would interest fans, and design choices like colors and fonts that draw the eye to important information and persuade readers to purchase the issue.
Connor Wood created a magazine aimed at younger classic rock fans aged 16-25. He targeted this group because typical classic rock magazines appeal to older audiences. The magazine would be distributed by Bauer Media, which also distributes similar magazines.
For the cover, Connor featured a new artist representing the magazine's target demographic. He used styles of dress and posture emulating classic rock icons to appeal to readers. Through the design process, Connor learned to use tools like Photoshop and Publisher effectively and improved conventions like bolder text and clearer formatting compared to his preliminary work.
The document discusses the generic conventions of magazine covers such as mastheads, banners, headlines, and photos. It examines two music magazine covers, describing their layouts and how each creates a distinct brand identity through consistent design. The target audience is analyzed using demographic factors like gender, age, and income as well as psychographic attributes. Color, non-verbal, and technical codes used on the covers are described and related to how they shape the magazine's intended image and audience.
The document outlines a plan for a magazine article and cover on the 10 most influential footballers of the decade. It will follow conventions of sports magazines by having images and less text. The representations shown will focus on the influence of ethnic minority footballers and if athletes are still portrayed as heroes. The target audience is males aged 18-30 from social groups C and D who typically read sports magazines. The article and cover will examine ethnic minority representation in Britain football compared to British athletes and any nationalist portrayals.
Here are the key observations from Interview 1:
- The person would be willing to wear a t-shirt with their favorite superhero logo or face on it.
- They would buy a poster from their favorite sci-fi film if they had room for it.
- They prefer dark colored t-shirts over colorful ones.
- They would spend up to £15 on a t-shirt.
- They would spend £10 on a poster.
- They prefer short sleeve t-shirts.
The answers were brief but provided clear insights into their preferences and willingness to purchase sci-fi and superhero merchandise like t-shirts and posters. This helps validate that products featuring superheroes and sci
The document provides information about different movie magazines, including Empire, Total Film, Film Comment, and Film Journal International. It discusses the background and target audiences for each magazine. The primary audience for Empire is described as people who want to learn about the latest in media. Total Film's primary audience is suggested to be younger professionals and students. Film Comment targets an older, more mature audience. Film Journal International aims for people aged 30-50 who are interested in theatrical exhibition. The document also covers common magazine layout conventions and includes an analysis of the front cover of an Empire magazine issue.
The document summarizes the process of designing and creating a music magazine called "SOUNDCLASH" as part of a school project. Key aspects included conducting market research on genres and target audiences, analyzing conventions of existing magazines, designing covers, content pages and articles featuring an interview with a local band. The student evaluated their final product pages and felt they successfully incorporated research into a magazine that brought different music genres together.
The document discusses various codes and conventions used in magazine design, including the ratio of image to text, direct address of the audience, mastheads, themes, typography, layouts, and theories about audience targeting. It provides examples from specific magazine covers, analyzing the use of celebrity endorsement, themes created by color choices, how the layout directs the audience's gaze, and what each example reveals about the intended audience in terms of demographics, socioeconomic groups, and psychological needs.
The document discusses feedback received on a magazine concept. It analyzes both quantitative feedback (yes/no questions) and qualitative feedback (open-ended responses). For most elements, the feedback was positive and confirmed the initial ideas, such as the magazine name, color scheme, cover image choices, and contents of the splash page. Some minor changes will be made, such as expanding the target age range to 16-30 based on limited negative feedback, and changing the magazine frequency and price based on other feedback received.
The document discusses various codes and conventions used in magazine design, including the ratio of image to text, direct address of the reader, masthead and cover lines. It also references theories related to magazine audiences, such as uses and gratification theory, socio-economic models, and demographic models. Specific magazine covers are analyzed in terms of layout, typography, application of celebrity endorsement as a marketing tool, and how they target particular audiences through their use of images, text and design elements.
The target audience for the media product is males aged 18-28 who are interested in boxing or sport drama films. Questionnaires distributed to this target audience provided feedback on the storyline, locations, music, and whether they would watch the film. This pre-production research helped the filmmakers adapt the film to fit the target audience's interests and make changes to increase the chances of the film's success.
This document discusses various print media and their key features. It covers magazine covers, print advertisements, film posters, web pages, newspapers, CD covers, and computer game covers. For each medium, it identifies their purpose and conventions. Magazine covers aim to attract readers through images and headlines. Print ads promote products, events, and causes. Film posters use stars, imagery, and quotes to establish genre and promise pleasure. Web pages employ navigation, banners, multimedia, and links. Newspapers prioritize news based on factors like negativity, proximity, and elite people. CD and game covers center an image and use design to communicate genre.
The student discusses how their magazine uses conventions of real magazines such as having a date, bold title, contests, and images. They developed conventions by using one color backgrounds and multiple images. The student represents their target audience of teens to early 20s through the models used. They would be distributed by Billboard since they have experience with music magazines. The student addressed their audience through surveys to learn their preferences and made adjustments based on feedback. Through creating the magazine, the student learned about technologies like cameras, Photoshop, InDesign, and editing photos. They felt they learned the most about properly planning out a magazine template from
This document outlines the key topics and activities to be covered in a music press unit. It includes analyzing genres and conventions of music magazines, exploring students' and communities' music listening habits through surveys and charts, building media terminology knowledge through ongoing vocabulary exercises, examining typical magazine contents and formats, and assigning homework that involves purchasing a music magazine and interviewing peers about their music tastes. The goal is to help students develop understanding of music magazines as a media genre.
The researcher conducted product research, questionnaires, and interviews to inform the development of sports posters. Product research allowed comparison of common features and effective design techniques across existing products. Questionnaires provided insights from the target audience about preferred content, designs, and role models. Interviews gave more in-depth feedback. Strengths included gathering audience preferences and ideas, while weaknesses could be immature responses or copying existing designs too closely. The research provided guidance on appealing to teenage male audiences.
Here are a few key points about evaluating your research:
- You gathered a good variety of research including product analysis, questionnaires, and interviews. This triangulation of methods provides a well-rounded perspective.
- The sample sizes for the questionnaire and interviews were relatively small. Larger samples could provide more statistically significant insights. However, the qualitative data still yielded useful findings.
- Distributing the survey digitally made it convenient but limited your reach. Other distribution channels like social media could potentially capture more responses.
- The research identified clear trends in your audience's preferences that can be directly applied to product design and development. This shows the research was effective in understanding the target market.
- Overall, while not perfect
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and details of the clothing rather than reading descriptions.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped"
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and descriptions of the clothing styles rather than reading interviews.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped
Research was conducted through surveys and interviews to understand the target audience for a proposed football magazine. Feedback was mixed, with some respondents enthusiastic football fans interested in player statistics and visual elements, while others were not interested in football. Key learnings included pricing the magazine around £1.99, emphasizing visuals and statistics, and explaining the basics of football for non-fans. The audience research provided both positive ideas and awareness that not all will be interested in a football-focused publication.
The document provides information about several movie magazines, including Empire, Total Film, Film Comment, and Film Journal International. It discusses the background and target audiences for each magazine. Empire targets a younger audience with bold covers and focuses on action films. Total Film also uses eye-catching images but covers more mainstream blockbusters. Film Comment has in-depth essays and targets an older, more mature readership. Film Journal International covers the film industry and technology and targets professionals aged 30-50.
The document analyzes the front covers of three music magazines - Hammer, Q, and Kerrang! All three magazines use similar design elements to target their audiences of metal, rock, and various genre fans respectively. These include prominent images of bands in styles associated with the genres, headlines about interviews and articles that would interest fans, and design choices like colors and fonts that draw the eye to important information and persuade readers to purchase the issue.
Connor Wood created a magazine aimed at younger classic rock fans aged 16-25. He targeted this group because typical classic rock magazines appeal to older audiences. The magazine would be distributed by Bauer Media, which also distributes similar magazines.
For the cover, Connor featured a new artist representing the magazine's target demographic. He used styles of dress and posture emulating classic rock icons to appeal to readers. Through the design process, Connor learned to use tools like Photoshop and Publisher effectively and improved conventions like bolder text and clearer formatting compared to his preliminary work.
The document discusses the generic conventions of magazine covers such as mastheads, banners, headlines, and photos. It examines two music magazine covers, describing their layouts and how each creates a distinct brand identity through consistent design. The target audience is analyzed using demographic factors like gender, age, and income as well as psychographic attributes. Color, non-verbal, and technical codes used on the covers are described and related to how they shape the magazine's intended image and audience.
The document outlines a plan for a magazine article and cover on the 10 most influential footballers of the decade. It will follow conventions of sports magazines by having images and less text. The representations shown will focus on the influence of ethnic minority footballers and if athletes are still portrayed as heroes. The target audience is males aged 18-30 from social groups C and D who typically read sports magazines. The article and cover will examine ethnic minority representation in Britain football compared to British athletes and any nationalist portrayals.
Here are the key observations from Interview 1:
- The person would be willing to wear a t-shirt with their favorite superhero logo or face on it.
- They would buy a poster from their favorite sci-fi film if they had room for it.
- They prefer dark colored t-shirts over colorful ones.
- They would spend up to £15 on a t-shirt.
- They would spend £10 on a poster.
- They prefer short sleeve t-shirts.
The answers were brief but provided clear insights into their preferences and willingness to purchase sci-fi and superhero merchandise like t-shirts and posters. This helps validate that products featuring superheroes and sci
The document provides information about different movie magazines, including Empire, Total Film, Film Comment, and Film Journal International. It discusses the background and target audiences for each magazine. The primary audience for Empire is described as people who want to learn about the latest in media. Total Film's primary audience is suggested to be younger professionals and students. Film Comment targets an older, more mature audience. Film Journal International aims for people aged 30-50 who are interested in theatrical exhibition. The document also covers common magazine layout conventions and includes an analysis of the front cover of an Empire magazine issue.
The document summarizes the process of designing and creating a music magazine called "SOUNDCLASH" as part of a school project. Key aspects included conducting market research on genres and target audiences, analyzing conventions of existing magazines, designing covers, content pages and articles featuring an interview with a local band. The student evaluated their final product pages and felt they successfully incorporated research into a magazine that brought different music genres together.
The document discusses various codes and conventions used in magazine design, including the ratio of image to text, direct address of the audience, mastheads, themes, typography, layouts, and theories about audience targeting. It provides examples from specific magazine covers, analyzing the use of celebrity endorsement, themes created by color choices, how the layout directs the audience's gaze, and what each example reveals about the intended audience in terms of demographics, socioeconomic groups, and psychological needs.
The document discusses feedback received on a magazine concept. It analyzes both quantitative feedback (yes/no questions) and qualitative feedback (open-ended responses). For most elements, the feedback was positive and confirmed the initial ideas, such as the magazine name, color scheme, cover image choices, and contents of the splash page. Some minor changes will be made, such as expanding the target age range to 16-30 based on limited negative feedback, and changing the magazine frequency and price based on other feedback received.
The document discusses various codes and conventions used in magazine design, including the ratio of image to text, direct address of the reader, masthead and cover lines. It also references theories related to magazine audiences, such as uses and gratification theory, socio-economic models, and demographic models. Specific magazine covers are analyzed in terms of layout, typography, application of celebrity endorsement as a marketing tool, and how they target particular audiences through their use of images, text and design elements.
The target audience for the media product is males aged 18-28 who are interested in boxing or sport drama films. Questionnaires distributed to this target audience provided feedback on the storyline, locations, music, and whether they would watch the film. This pre-production research helped the filmmakers adapt the film to fit the target audience's interests and make changes to increase the chances of the film's success.
This document discusses various print media and their key features. It covers magazine covers, print advertisements, film posters, web pages, newspapers, CD covers, and computer game covers. For each medium, it identifies their purpose and conventions. Magazine covers aim to attract readers through images and headlines. Print ads promote products, events, and causes. Film posters use stars, imagery, and quotes to establish genre and promise pleasure. Web pages employ navigation, banners, multimedia, and links. Newspapers prioritize news based on factors like negativity, proximity, and elite people. CD and game covers center an image and use design to communicate genre.
The student discusses how their magazine uses conventions of real magazines such as having a date, bold title, contests, and images. They developed conventions by using one color backgrounds and multiple images. The student represents their target audience of teens to early 20s through the models used. They would be distributed by Billboard since they have experience with music magazines. The student addressed their audience through surveys to learn their preferences and made adjustments based on feedback. Through creating the magazine, the student learned about technologies like cameras, Photoshop, InDesign, and editing photos. They felt they learned the most about properly planning out a magazine template from
This document outlines the key topics and activities to be covered in a music press unit. It includes analyzing genres and conventions of music magazines, exploring students' and communities' music listening habits through surveys and charts, building media terminology knowledge through ongoing vocabulary exercises, examining typical magazine contents and formats, and assigning homework that involves purchasing a music magazine and interviewing peers about their music tastes. The goal is to help students develop understanding of music magazines as a media genre.
The researcher conducted product research, questionnaires, and interviews to inform the development of sports posters. Product research allowed comparison of common features and effective design techniques across existing products. Questionnaires provided insights from the target audience about preferred content, designs, and role models. Interviews gave more in-depth feedback. Strengths included gathering audience preferences and ideas, while weaknesses could be immature responses or copying existing designs too closely. The research provided guidance on appealing to teenage male audiences.
Here are a few key points about evaluating your research:
- You gathered a good variety of research including product analysis, questionnaires, and interviews. This triangulation of methods provides a well-rounded perspective.
- The sample sizes for the questionnaire and interviews were relatively small. Larger samples could provide more statistically significant insights. However, the qualitative data still yielded useful findings.
- Distributing the survey digitally made it convenient but limited your reach. Other distribution channels like social media could potentially capture more responses.
- The research identified clear trends in your audience's preferences that can be directly applied to product design and development. This shows the research was effective in understanding the target market.
- Overall, while not perfect
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and details of the clothing rather than reading descriptions.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped"
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and descriptions of the clothing styles rather than reading interviews.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped
Research was conducted through surveys and interviews to understand the target audience for a proposed football magazine. Feedback was mixed, with some respondents enthusiastic football fans interested in player statistics and visual elements, while others were not interested in football. Key learnings included pricing the magazine around £1.99, emphasizing visuals and statistics, and explaining the basics of football for non-fans. The audience research provided both positive ideas and awareness that not all will be interested in a football-focused publication.
James Lambie proposes a new football magazine called "Your Local Football Report" targeting 16-25 year olds in the North East of England. He conducted research on the target audience and genre, and created mockups of sample pages. The magazine will focus on local grassroots football and include match reports, lifestyle advice, and interviews. It will be funded through sales and advertising. Lambie believes there is a gap in the market for a magazine specifically about football in the North East.
This is the magazine research for my construction of my magazine coursework. It shows the secondary research I carried out so that my magazine suits my target audience.
- Skaterz is a proposed alternative lifestyle magazine targeting males ages 16-25.
- It will be funded through advertising and feature content like skateboarding, tattoos, and local bands.
- Market research found that similar magazines use masculine color schemes, male models, and high image-to-text ratios.
- Mockups were created and focus groups provided feedback, suggesting merging elements of two page spreads.
- The magazine will include 16 pages with 4 advertising pages to earn £1100 and turn a £3879 profit.
This magazine was founded in the United States in 1987 under the name "Sports Fitness" and targets men aged 21-40. It features articles on fitness, nutrition, sports, relationships and fashion. Over time, the magazine shifted its focus more towards aesthetics and sculpted bodies. It uses iconography like muscular models and weights associated with fitness. The front covers generally feature a shirtless male model looking directly at the reader.
Here are the key points from the interview:
- The interviewee is a big football fan so would be interested in a football magazine.
- They think £1.99 is a suitable price point.
- Visual appeal is very important as it draws readers in before they read the content. Things like photos, graphics and design help sell the magazine.
- Player profiles and interviews would be interesting content to include. Things that provide insider knowledge appeal to fans.
- International football coverage would broaden the audience and appeal compared to just focusing on one league.
- 17-30 is a good target age range as many fans are in that demographic. Older fans may also be interested.
The
Jon Villacci conducted primary research through a questionnaire to gather information about what readers find most appealing in an alternative rock magazine. The responses indicated that images, interviews, popular bands, and information are most interesting to readers. Star appeal and promotions were also found to impact readership. The appropriate price range was determined to be £2-3, which is consistent with similar magazines. The research provided insights into design elements and content that will attract readers and influence sales of Jon's magazine.
Ariel Helwani is a well-known MMA journalist who works as the ESPN MMA Insider. He is known for breaking news on social media before official announcements, such as leaking Brock Lesnar's UFC return, which led to him being banned from UFC events. Helwani does podcasts and shows for ESPN and MMAFighting.com, interviewing high-profile guests. His approach is to report on all MMA information to keep his fans informed. David Carson is an influential graphic designer known for his experimental typography and layouts while art directing Ray Gun magazine. He helped launch the careers of many designers and is still actively lecturing worldwide. Existing MMA magazine Fighters Only uses relevant fighters and stories on the
This document summarizes existing magazine covers and identifies common features that make the covers appealing. It notes that the existing magazine covers use bright colors, large fonts, and photos of famous footballers to catch viewers' eyes. The document concludes that the author will incorporate these features - bright colors, large fonts, and Premier League player photos - into their own magazine cover to appeal to audiences who enjoy football analysis.
This document provides a summary of a student's evidence portfolio for a media studies diploma. It includes a set brief for a music magazine promotion project. The portfolio contents outline the ownership structure, operating model, brand ideology, and technological convergence of the fictional magazine. It also includes analyses of the magazine's front cover, contents page, and a double-page article spread, exploring what elements are included and why. The document then covers the magazine's target audience, marketing strategies, distribution, and legal/ethical considerations.
Emily Taylor conducted a questionnaire to gather audience research feedback on her proposed dance magazine "Turning Pointe". Based on the responses, she will:
1) Keep "Turning Pointe" as the magazine's name since respondents liked it.
2) Publish the magazine monthly to meet consumer demand.
3) Price each issue at £3 as a compromise between what most respondents were willing to pay and market standards for a high-quality magazine.
4) Emphasize a simplistic aesthetic on covers to engage readers as suggested.
5) Feature content mostly on mental health and celebrity gossip rather than various topics equally.
6) Create separate but cohesively branded magazines focused
Thank you for sharing your experiences and perspective. While those events were tragic, I'm glad you were able to make it back safely. Stories like yours help ensure we don't forget history or lose sight of the human impact.
This document outlines a proposal for a new local football magazine called "Home Football Magazine" targeted at readers aged 16-25 in the North-East of England. The 12-page magazine would feature articles on the history of Darlington FC, interviews with two young Sunday league managers, and an overview of the Teesside Junior Football Alliance. Market research found that while national football magazines exist, none focus exclusively on the passionate fanbase of the North-East region. Detailed mockups and financial projections demonstrated the commercial viability of the magazine.
The document discusses a student's music magazine project. It summarizes the key design elements and conventions the student drew from real music magazines like Q Magazine. These include using moody artist photos, fitting text around images, big titles and quotes, and banners along the top. The student explains how their magazine challenges conventions by combining these elements into a unique style targeting R&B music fans aged 17-20.
Kieran Johnson proposes creating 5 fictional album covers for a prog-rock band, with each cover representing a different decade from the 1970s to 2020s. This will allow exploration of different artistic styles and production techniques for each era. Research will include studying iconic album art designers and existing album covers. Experiments will inform techniques for achieving desired aesthetics. The covers will be evaluated through peer feedback and reflection on achieving the initial vision. The goal is to demonstrate professional graphic design skills.
Kieran Johnson proposes creating 5 fictional album covers for a prog-rock band, with each cover representing a different decade from the 1970s to the 2020s. This will allow exploration of different artistic styles appropriate to each era. Primary research will include interviews on the importance of album art. Secondary research will examine iconic album covers. Experiments will test techniques for achieving desired aesthetics for each decade. The project will be evaluated through work-in-progress screenshots, prototypes, and audience feedback to improve the final pieces.
This document provides context for the student's final major project (FMP) which will involve creating a series of album cover designs for a prog-rock/prog-metal band over the past 5-6 decades. The student discusses how researching the band Rush helped provide understanding of their influential genre. They also note how Rush artist Hugh Syme created symbolic artwork for each album that represented the musical themes. The student intends to chronologically create one album cover design per decade from the 1970s to present day, experimenting with photography, sketches, and computer-based techniques depending on the era. Although feeling their skills may be lacking compared to another similar student project, the topic's passion keeps the student excited to complete this FMP.
Hugh Syme is a Canadian graphic artist best known for creating album artwork for the band Rush from 1975 to their retirement in 2016. In interviews, Syme discusses his career-long association with Rush and how he approached designing album covers. He enjoyed significant creative freedom from Rush which allowed him to take risks. Syme's artwork evolved over time from more serious designs to incorporating visual puns related to album titles. He adapted his style to changing formats from vinyl to CDs but laments the loss of larger canvas sizes. Syme provides insights into specific Rush album covers and his creative process.
The student completed a collaborative multimedia project on the theme of nature with another student. They created a website, social media content, posters, and a podcast. The student focused on the graphical elements, creating posters with clear messages about environmental issues. While most elements turned out well, the student felt the book portion could have been improved or omitted. Overall the project conveyed its messages successfully but the student learned they need to improve time management and giving more focus to incomplete tasks in the future.
Kieran created branding and promotional materials for a production company called The Grid focused on environmental issues. He designed logos and banners incorporating a glitched photo effect of York. Posters were made highlighting rising sea levels and nature preservation. A children's book was also produced covering topics like continental drift and Earth facts to educate audiences. Videos, podcasts, and on-location filming were led by Aaron to round out the multi-media project.
This document outlines a student's final major project (FMP) idea to create a portfolio of fictional album artwork representing the career of a progressive rock/metal band over the last 50 years. The student chose this idea after initially considering a board game concept. They find album artwork important for representing artists and connecting their interests in music and graphic design. Key influences for the project include the bands Alter Bridge and Rush, which will be researched for their extensive catalogues and implications of their album artworks. The goal is to create realistic album covers for each musical decade that intrigue audiences to listen to the fictional band's music. Art styles will vary by decade to match the eras' aesthetics.
The document provides information about media consumption habits of 16-24 year olds from various research sources:
- Only 33% watch TV weekly, preferring video on smartphones. They are more likely to be "cord-nevers" and not subscribe to cable.
- They have high access to digital TV, internet and are more confident using apps and social media than older adults. Social media usage among this age group has significantly increased over the last decade.
- Music is very important to their lives and favorite artists influence their style and social circles. They listen to a variety of genres across platforms like Spotify on their smartphones.
Greta Thunberg is an 18-year-old climate activist from Sweden who began organizing school strikes in 2018 to bring attention to the climate crisis. Her speech at the 2019 UN Climate Action Summit criticized world leaders for their inaction. She travels by boat to reduce her carbon footprint and is vegan. The BBC's Planet Earth documentary series, which began airing in 2006, has brought stunning footage of remote natural areas to wide audiences, especially among those aged 16-34. The popularity of the series demonstrates its ability to engage the target demographic on issues of nature and the environment.
Our content plan prioritizes filming and editing a video on the effects of tourism on the environment. We will create a preview of an online magazine with a front cover and article spreads, and produce a podcast episode in a reddit chat show style discussing brief themes. Additional pieces include posters advertising eco-events and print mood boards.
The document discusses brand identity development for "The Grid" including choosing a color palette, fonts, and logo refinement. It recommends choosing colors that are not immediately recognizable as another brand while keeping a colorful, approachable vibe. For fonts, very sharp and angular fonts were chosen to represent the boxy feel of a grid, settling on "Platinum Sign" font. The logo refinement process initially tried a glitched effect with different fonts and colors before deciding on a multi-colored text version of the Platinum Sign font.
The artwork for Metallica's divisive 2003 album St. Anger was designed by artist Pushead to reflect the band's stress, anger, and rehabilitation during a tumultuous period. However, fans have differing interpretations of the clenched fist artwork - some see it as representing the band's failure, while others see it as a triumph. Reception Theory suggests producers encode meanings while audiences decode in various ways. The St. Anger artwork thus lends itself to multiple readings by fans in the context of the album and band's history.
This document discusses several theories related to film analysis:
- The Auteur Theory suggests that directors have control over films and establish their own artistic style across multiple films. It originated from French film critics in the 1950s.
- Reception Theory by Stuart Hall says that media texts are encoded by producers with intended meanings and then decoded by audiences in various ways based on their own contexts and perspectives.
- The Hypodermic Needle Theory says that audiences will absorb all information from media at face value, but it has been largely discredited.
- The Male Gaze theory by Mulvey suggests that women are typically portrayed in a passive, sexually objectified way in films from a male point of view, though
The artwork for Metallica's divisive 2003 album St. Anger, designed by artist Pushead, reflects the stress, anger, and rehabilitation of the band during a tumultuous period. However, fans interpret the artwork differently based on their own perspectives, following Reception Theory. While some see the clenched fist on the cover as representing the band's struggle and triumph, others see it as a failure due to criticism of the album. The artwork therefore exemplifies how producers and audiences can encode and decode cultural works in varying ways.
Kieran Johnson proposes creating a social media platform called "The Grid" targeting politically left-wing 16-24 year olds. The platform would use multiple mediums like social media sites, a website, and graphics to promote a safe online space for people to discuss topics of interest. Over 7 weeks, the project would develop a visual identity, choose a theme, create content like articles and podcasts, launch social media communities, evaluate feedback, and publish the full platform. The goal is to build a niche community similar to Reddit and Buzzfeed that excels at catering to the interests of its target demographic.
The document discusses the process of designing the cover and inside pages of a fanzine about Sonic the Hedgehog. For the front cover, the author experimented with different layouts and styles before settling on one inspired by retro video game box art. They added effects like metallic text and movement to make it engaging. The back cover and inside pages also feature Sonic characters and backgrounds with unique graphic effects to give each page its own style while maintaining cohesion. The author explored many tutorial techniques and adjusted elements through an iterative process to achieve their desired designs.
This project involved creating a 12-page fanzine called "Press X To Play" focused on video games. Key aspects of the project included researching existing fanzines in different genres, developing ideas like reader letters and previews, conducting an interview with a gaming YouTuber, and refining pages like adding a Shadow the Hedgehog poster and retro game reviews. The completed fanzine consisted of consistent artistic style across pages, a review of Sonic Colors, and an exploration of whether the gaming industry is truly evolving. While more detail could have been added on some topics, the creator is pleased with the final product and application of fanzine conventions and design appealing to the target audience.
Kieran Johnson is proposing a fanzine titled "Press X To Start" focused on current issues in the video game industry and whether it is evolving or stagnating. The target audience is 16-24 year olds interested in video games. Research will include existing fanzines and information on the industry's history and impact. The fanzine will include an interview with YouTuber ThisGenGaming and recommendations for older games. Progress will be evaluated through daily diary entries and a final reflection on the challenges and Kieran's evolution as a producer. Production will take place over 4 weeks, with writing, layout, and refinement occurring both in and out of college.
The document provides a treatment for a fanzine about video games and the gaming industry. The purpose is to discuss whether gaming is evolving or deteriorating, as consoles are focusing more on performance than games. The intended audience is male video game players aged 16-39 interested in industry news and history. Contributors will include personal friends and a YouTuber. Visual materials will come from game footage and screenshots captured on a phone or camera. The fanzine outline includes sections for cover, introduction, interview, game reviews, and next issue preview across 12 pages. Producing a printed fanzine combines the creator's specialism in print media and lifelong interest in video games.
Factual development and planning pro formaKieranJohnson6
The document provides planning details for a gaming fanzine project, including:
1) Ideas for content include an interview with a gaming YouTuber, an article comparing today's gaming industry to the past, and a retro game reviews page. Color schemes, fonts, and page layout concepts are also outlined.
2) Production planning considers risks like trip hazards and obtaining permissions. The schedule accounts for idea development, content creation, layout, and distribution.
3) Different elements are needed depending on the format - a fanzine requires content outlines, visual style guides, and pagination plans while a podcast needs scripts and release schedules. Permissions from interview subjects and copyright clearance are also addressed.
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This presentation is version 3 of the strategic plan for Real Bedford Football Club.
Our goals are:
1. Men's Team - To bring League Football to Bedford and ultimately get us into the Premier League.
2. Women's' Team - To bring Championship to Bedford and ultimately get us into the Women's Super League.
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Hordes Germany will look to triumph on home soil at Euro Cup 2024 this seasonal. The three-time Euro Cup Germany champions have disappointed at recent major tournaments, exiting the last two World Cups in the group epochs and only reaching last-16 of Euro 2020, where they lost to England at Wembley three years before.
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But Julian Nagelsmann will be out to recuperate the spirits of the home nation and recent victories over France and the Netherlands in friendly contests was a sign that Germany will be among the competitors for the title this summer.
Scotland, Switzerland and Hungary delay in Group A, with Germany kicking off the UEFA Euro 2024 against the Scots in Munich on June 13. Nagelsmann’s crew has been bolstered by Bayer Leverkusen’s remarkable unbeaten Bundesliga accomplishment, with star Florian Wirtz named player of the year in the German top-flight.
The 21-year-old star adds to a quantity of national team stalwarts who remain from Germany’s World Cup triumph in 2014, with Thomas Muller and Manuel Neuer amalgamated by the returning Toni Kroos, who is back from international withdrawal.
Euro Cup 2024: Julian Nagelsmann Announces Euro Cup Germany's 27-Player Preliminary Squad
Julian Nagelsmann named a 27-player introductory Euro Cup squad on 16 May. This must be cut down to at least 26 players, including three goalkeepers, by the 6 June target.
Goalkeepers: Manuel Neuer (Bayern Munich), Marc-Andre ter Stegen (Barcelona), Oliver Baumann (Hoffenheim), Alex Nubel (Stuttgart),
Defenders: Waldemar Anton (Stuttgart), David Raum (RB Leipzig), Antonio Rudiger (Real Madrid). Moreover Nico Schlotterbeck (Borussia Dortmund), Jonathan Tah (Bayer Leverkusen). Benjamin Henrichs (RB Leipzig), Joshua Kimmich (Bayern Munich), Robin Koch (Eintracht Frankfurt), Maximilian Mittelstadt (Stuttgart)
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Midfielders: Toni Kroos (Real Madrid), Jamal Musiala (Bayern Munich), Aleksandar Pavlovic. Although, Robert Andrich (Bayer Leverkusen), Chris Fuhrich (Stuttgart), Pascal Gross (Brighton and Hove Albion). Florian Wirtz (Bayer Leverkusen), Ilkay Gundogan (Barcelona), (Bayern Munich), Leroy Sane (Bayern Munich)
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Indian Premier League (IPL) ---2024.pptxrathinikunj60
The Indian Premier League (IPL) is one of the most prominent and lucrative Twenty20 (T20) cricket leagues in the world. Since its inception in 2008, the IPL has revolutionized the landscape of cricket by blending sports, entertainment, and commerce. This summary provides an overview of the IPL's history, structure, notable performances, controversies, and its impact on cricket and beyond.
History and Formation
The IPL was launched by the Board of Control for Cricket in India (BCCI) in 2008, inspired by the success of domestic T20 leagues like the English T20 Cup and the now-defunct Indian Cricket League (ICL). Lalit Modi, the then Vice-President of BCCI, played a crucial role in conceptualizing and launching the league. The inaugural season kicked off in April 2008 with eight franchises representing different cities in India.
Structure and Format
The IPL follows a franchise-based model, where teams are owned by a mix of corporations, Bollywood stars, and other high-profile individuals. The league originally started with eight teams, although the number has fluctuated over the years due to various reasons including expansions and terminations. As of the latest seasons, the IPL features ten teams.
The tournament format includes a double round-robin stage, where each team plays the others twice, followed by playoffs. The top four teams from the round-robin stage qualify for the playoffs, which consist of two qualifiers, an eliminator, and the final. This format ensures a highly competitive and engaging tournament, culminating in a grand finale to crown the champion.
Teams and Their Evolution
The founding teams of the IPL were:
Chennai Super Kings (CSK)
Delhi Daredevils (now Delhi Capitals)
Kings XI Punjab (now Punjab Kings)
Kolkata Knight Riders (KKR)
Mumbai Indians (MI)
Rajasthan Royals (RR)
Royal Challengers Bangalore (RCB)
Deccan Chargers (now defunct, replaced by Sunrisers Hyderabad)
Over the years, the league has seen new teams such as Pune Warriors India, Kochi Tuskers Kerala, Gujarat Lions, and Rising Pune Supergiant. The most recent additions are the Gujarat Titans and Lucknow Super Giants, introduced in the 2022 season.
Iconic Players and Performances
The IPL has attracted the best talent from around the world, with numerous iconic players making significant contributions. Some of the standout performers include:
Sachin Tendulkar (MI): The "Little Master" brought his legendary status to the IPL, winning the Orange Cap (top run-scorer) in 2010.
Chris Gayle (RCB, KXIP): Known for his explosive batting, Gayle holds the record for the highest individual score in an IPL match (175*).
MS Dhoni (CSK): Dhoni's leadership has been instrumental in CSK's success, leading them to multiple titles.
AB de Villiers (RCB): Renowned for his innovative stroke play, de Villiers has been a consistent match-winner.
Virat Kohli (RCB): The highest run-scorer in IPL history, Kohli's batting prowess is unmatched.
La
Playing this fast-paced game, you control a small cube that has to get through stages that get harder by avoiding spikes, obstacles, and dangerous gaps while keeping up a fast pace. Though, it's important to remember that Geometry Dash isn't a simple game to get good at. No matter what mistake you make, you will face a tough position and have to start at the beginning.
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2. WWE Magazine – February 2009
Image:
WWE Wrestler Jeff Hardy appears at the centre of the
image, doing his signature pose as he leaves a trail of
burnt ground through the canyon behind him, symbolising
his character trait of being quick. This was clearly done in
a studio with a green screen behind him and the
background of the canyon was done in post-production.
Style:
Colours appear to be vibrant, a mixture of warm colours
like orange, red and yellow – seemingly representative of
Jeff Hardy’s colourful character as was seen on TV at the
time.
The typical masthead doesn’t exist in WWE magazine,
although the WWE logo does appear in the top left hand
corner of the cover, fractionally covered by Hardy’s right
shoulder.
The rest of the layout of the cover appears to be very standard to conventional magazine covers.
Audience:
Jeff Hardy on the cover would have been the biggest sell to the audience as he was a fan favourite
on TV at the time, and recently came off of a WWE Champion between December 2008-January
2009.
3. FourFourTwo – May 2019
Image:
Man United manager and former player Ole Gunnar
Solskjaer appearing at the centre of the frame, with a
direct address and his hands folded – seemingly a
physical connotation of him being the manager. Most
likely to have been done in a studio, with a green screen
and replaced with the red background in post.
Style:
The combination of the red and yellow colours used
throughout the cover embody the identity of
Manchester United, which makes sense as Solskjaer is
the manager of the team.
The masthead is clear this time as it is nearer the top of
the magazine, just below the header. Ole’s figure also
appears on the top layer, in front of the masthead which
is a usual magazine tecnnique.
There also appears to be more use of the header and footer in this magazine cover compared to the
WWE magazine.
Audience:
Man United fans will have been given added priority for this issue due to the interview with Solskjaer.
4. Power Slam – January 2004
Image:
The main star in this image is clearly Brock Lesnar, who appears
as the central figure from a photo taken at a slight angle at what
appears to have been a live event. Whilst a natural photo is a
first from this research, Power Slam (until their circulation ended
in 2014) had a habit of using more natural photos for their
magazine covers from live events, instead of using green screens
or a studio.
Style:
Brock Lesnar’s presence appears to be towering over the other
wrestlers in this cover, notably Raven (holding a microphone on
the right), Kurt Angle (smiling on the top left) and Chris Benoit
(whom we wrestling fans don’t talk about, on the bottom left).
This, along with the headline PS 50 (the annual ranking of the
best wrestlers over the year) indicates that they’re top
contenders for the number 1 position.
The cover also has a consistent colour scheme, particularly for the copy (or text), with white and pink
being constant throughout the cover – with pink outlines bordering the separate images too.
Audience:
The PS 50 would have been the biggest draw for the audience. Also having Lesnar on the cover in 2004
would have drawn a large audience too, due to him being rumoured to be leaving WWE around the time.
5. World Soccer – November 2019
Image:
Barcelona’s Frenkie De Jong is the central figure in this cover of
World Soccer magazine. Compared to other images, Frenkie’s
face appears to be much closer up. Also in this instance it appears
that the photo was taken from an on-field position, then his
outline was cut out in the editing to appear on the typical white
cover of World Soccer.
Style:
The cover of World Soccer quite often follows the same,
structured cover style. Consequently the colours don’t focus
themselves towards Frenkie De Jong, but moreso stick to the
typical colour scheme of World Soccer of white, black and red.
The multitude of headlines are accompanied by additional photos
depending on the topic – such as the interviews with Lionel Messi
and Angel Di Maria, compared to the FourFourTwo magazine
which was just one central photo and no separate ones.
Audience:
This is definitely geared towards a much more general football audience. Obviously the hook to a
particular club, in Barcelona, is still there, but there is a lot more here for a general football fan to
digest and share interest with.
6. Research Analysis
• What common features do the researched products
have?
– A focus on one particular cover star
– Plenty of headlines/cover lines
– Power Slam and World Soccer use additional images
• What aspects of the research will you include within
your on work?
– Headline and cover lines indicating what is to come in the
magazines
– A key cover star who will be the focus on the magazine as a
whole
13. Audience research
• Observation:
13 of the 21 responses I got stated that they never read magazines – 12 of which
were from the 17-20 age bracket. Additionally, the 5 people who responded with
a 4 or 5 rating regarding their interest in wrestling (they are heavily interested in
it) have a range of both age brackets and interest in sports magazines in general.
• What this says about my audience:
It suggests that it is likely to take a lot of convincing to draw the 17-20 age bracket
towards my magazine – most likely needing to use a really attractive cover figure
as well as plenty of headlines to draw as much of that age bracket.
• How will your product appeal to this audience:
Wrestling nowadays tries to focus its product towards an audience of between 17-
30 (AEW wrestler Chris Jericho often shamelessly refers to this as the “key demo”
on Twitter when it comes to TV ratings by audience age). A good idea is to try and
research what about wrestling caters to that particular audience and apply it into
the project.
14. Audience research
• Observation:
There’s almost an even split on what the responders think is the biggest
contributing factor to buying and reading magazines – 9/21 chose a famous
cover star, 10/21 chose intriguing headlines.
• What this says about my audience:
Most of the responders were most likely wanting to pick both of them, so it
would most likely be that both factors are equally the biggest contributing
factors towards drawing the audience to a particular magazine.
• How will your product appeal to this audience:
I will be aiming to use and apply both of the techniques in order to create as
big an audience as I can draw towards my magazine. The cover star will be
portrayed as much of a big name as possible, with the headlines reinforcing
that the character should be treated seriously and with as much support as
possible.
15. Audience research
• Observation:
Most of the responses thought that interviews and show results were the
most likely insert pages that would appear inside of a wrestling magazine – 8
for interviews, 9 for show results.
• What this says about my audience:
They clearly understand how WWE operate their pay-per-view (PPV) events.
WWE are one of the few promotions that organise themselves to have
monthly PPVs, and as such it would make sense for a monthly magazine to
review the results of the previous month’s headline show, as well as an
overview of key events that had occurred over the previous month of weekly
shows.
• How will your product appeal to this audience:
I didn’t have a particular show review page in mind when thinking of my
product, choosing instead to focus on an interview section. However I may
include the results and reviews as a headline on the front cover, as a way to
entice the audience towards it.
16. Audience research
• Observation:
Most of the responses regarding how they perceive the stereotypical wrestler
are under the impression that they are built with a big body size, quick speed
and being athletic – some using examples such as 14-time World Champion
Triple H.
• What this says about my audience:
They mostly have a good idea regarding how the stereotypical wrestler is
perceived and presented. However it may also greet them with
disappointment to see that wrestlers nowadays are generally smaller in size
than they were during the 80s and 90s – mostly due to the higher intolerance
to steroids and other related drugs, thus wrestlers tend to have higher
longevity with their careers these days.
• How will your product appeal to this audience:
In relation to how they perceive wrestlers, I may mention some kind of
workout routine headline on the cover to get fit and look like a particular
wrestler, such as Triple H.
17. Audience research
• Observation:
Regarding what the responders believed would be the most likely to appear in
the merch pages of a wrestling magazine, wrestler’s t-shirts and action figures
appeared to be the two most popular answers.
• What this says about my audience:
The audience seems to understand the fact that wrestlers always seem to
have t-shirts available for sale and is a common marketing practice for
wrestling – ever since the 1980s, with some of the most famous being the red
and yellow Hulkamania t-shirt (for Hulk Hogan) and the white and red Hot-
Rod t-shirt (for Roddy Piper), both of which still sell to this day.
• How will your product appeal to this audience:
As an avid wrestling merch collector, I have plenty of t-shirts and action
figures that I’d be able to take photos of and apply into a potential
merchandise page for my magazine. I’d also happily be able to buy more for it
too.
18. Audience research
• Observation:
The majority of the responses towards what attracts the audience to the
February 2009 WWE Magazine cover related to the cover star, Jeff Hardy –
who at the time was a very popular wrestler, and had just come off of a WWE
Championship reign. Other responses mentioned the “Wrestlemania
Predictions” headline.
• What this says about my audience:
This takes into consideration the earlier observation I had, that most of the
audience do get attracted to the cover star and the most intriguing headline.
• How will your product appeal to this audience:
As I mentioned before, I will be aiming to use and apply both of the
techniques in order to create as big an audience as I can draw towards my
magazine, portraying the cover star like a big name as possible and make the
headlines reinforcing that the character should be treated seriously.
20. Interview 1 – with a friend of mine
What features of a magazine cover would be the most likely to draw you
into buying it? Explain why.
“Features that would draw me to buying it would be exciting news advertised on the
front, such as “exclusive interviews inside”, and a popular wrestler doing their pose;
”rankings for this week/month” from best to worst and why. Also predictions for
upcoming events by the editors would be a cool feature because it is fun to hear other
people’s ideas.”
What initially sparked your interest in wrestling?
“My dad watched it many years before I was born and I have been watching it for as
long as I can remember. The first match I remember seeing on TV was The Undertaker
vs Mankind in Hell in a Cell. Undertaker in particular was the one who made me fall in
love with wrestling.”
What kind of pages would you personally expect to see in a wrestling
magazine?
“I would expect to see a merchandise page, predictions page, information page,
upcoming events page and perhaps a competition page.”
21. Interview 1 (continued)
How do you think a babyface (good guy) wrestler would be portrayed in a
wrestling magazine? Refer to examples if you can.
“I think a babyface wrestler would be surrounded by bright colour on the page, such
as a sky blue or yellow because that would appeal more to the younger ages, who
would presumably like the good guys more. I think they would also be surrounded by
some of their positive/uplifting quotes and acts they have done after wrestling
matches, such as shaking hands with their opponents or saluting a veteran/legend
wrestler.”
How do you think a heel (bad guy) wrestler would be portrayed in a
wrestling magazine? Refer to examples if you can.
“I think that a heel wrestler would be portrayed as a really evil person with dark
colours like black, dark purple or even red – often known as the colour of violence and
blood. This could also include threatening symbols, such as skulls or flames, and show
small pictures of their evil acts during a match, such as using weapons in a match that
has disqualification rules, or cheating to win. Additionally, they should add some evil
quotes that they have said throughout their career to boost the fans’ hatred of them.”
22. Interview 1 observations
• Observation:
The connection to the wrestlers with certain magazine codes and colours
depending on their character traits (whether they’re face or heel).
• What this says about my audience:
My suspicion regarding the cover star with certain colours and cover codes was
true. The audience seem to gain a better understanding of wrestlers and their
characteristics depending on the colour of the background of their magazine
cover. In my opinion, there may be some instances where the colours of the
background may subvert expectations, depending on specific circumstances – for
example, Apollo Crews is currently playing a heel (bad guy) role in WWE, however
because his character is that of a Nigerian Prince, a potential magazine cover may
be coloured green on the background instead of a dark or warm colour.
• How will your product appeal to this audience:
Because the lines in wrestling are particularly blurred currently, due to social
media and certain fans starting to grow out of traditional conventions of
wrestling, I may be more inclined to subvert expectations instead of going ahead
with the norm, doing this may also create a more personal and realistic character
that the audience would be able to relate to. The headlines and pull quotes will
also help reinforce that.
23. Interview 2 – with another friend of mine
What features of a magazine cover would be the most likely to draw you into buying
it? Explain why.
“I think more than good cover art or a picture of a wrestler I know what’s more likely to draw me
into buying a wrestling magazine is probably a line or headline that can indicate me that there is
going to be an article worth reading. Buying a magazine in general is not something that I do
regularly so it would have to contain something that I think it’s truly worth the buy. I would
always rather listen to the opinion of someone who knows about what he is talking about so if
the cover of the magazine has a headline where it says that I can read about someone in the
industry talking about it and maybe doing an analysis on something I think that’s always more
interesting than anything else cause I like learning about it. Either someone who has been in the
industry or is still in it. I would never buy a magazine without knowing what type of articles are in
it, so I think that’d be the most likely thing to draw me in, headlines of the most important
articles and who is writing them.”
What initially sparked your interest in wrestling?
“I’ve liked wrestling since I was really young, if I’m not mistaken I started watching when I was
about 8 years old and I got introduced to it because of a friend. I think what sparked my initial
interest in it were all the different personalities, but that was also when I watched it more
casually. I stopped watching it for a while and got interested in it again around 2014. I think what
really caught my interest was the fact that there’s nothing else like it. It’s a combination of a sport
and an art and it’s not entirely one or the other. Everything involving the making of it caught my
interest, since I couldn’t really figure out why I still really enjoyed it even if I knew it was “fake”. I
think ever since I learned about everything that goes into it, my respect for wrestling grew.”
24. Interview 2
What kind of pages would you personally expect to see in a wrestling magazine?
“I would probably expect a variety of news stories, either results or just news of the people
involved in general, since there’s always so much stuff happening around the world of pro
wrestling, interviews from both either active industry personalities or retired ones and also either
in or out of kayfabe*, opinion pieces from either someone who is or was in the industry or
someone who has a vast knowledge of it, and perhaps maybe profiles of some of the active
wrestlers too, so that you can learn about them and get invested more into what they do in the
ring.”
How do you think a babyface (good guy) wrestler would be portrayed in a wrestling
magazine? Refer to examples if you can.
“I think it really depends on the intent of the magazine. If it’s a type of in kayfabe magazine, then
it should probably make the babyface look as good as it possibly can so that he looks as
sympathetic to the people as possible. They should also try not to make him look bad unless a
major real life news story has broken out. They should help build the babyface as a
complementary piece. If it’s an out of kayfabe type of magazine then I’d be interested to read
about why such wrestlers is/isn’t a good babyface, what are the qualities that support these
claims and such, It’s always interesting to read about that.”
*Kayfabe = portraying a staged performance as legitimate or genuine, often used in wrestling
terminology – contrastingly, to say something is performed “out of kayfabe” means the
performance is not in character and more of a humanised version of self.
25. Interview 2
How do you think a heel (bad guy) wrestler would be portrayed in a
wrestling magazine? Refer to examples if you can.
“Basically the same that I said for the babyface would apply to the heels. In a kayfabe type of
deal, they should make the heel stand out as hateful as they possibly can, maybe pinpoint the
hateful stuff that person has done to see why he is hated or maybe have an interview where he
gets to say some stuff to make people’s blood boil. In a out of kayfabe magazine, it would be
interesting to read about what makes a certain wrestler such a good/bad heel, identifying little
things he does in and out of the ring too.”
26. Interview 2
• Observation:
The style of wrestling magazine can be understood whether or not the
wrestler has responded to the interview with their character, or not.
• What this says about my audience:
An in-the-know wrestling-based audience tend to understand if a
performance has been done in kayfabe or not (definition of kayfabe on slide
24). Some modern audience members may even prefer to see character
performances done out of kayfabe, or at the very least prefer to see a
character portrayed with an authentic outlook on wrestling that the audience
themselves are able to relate with. It can be argued that wrestling audiences
now are more interested in finding some form of synthetic personalisation
and passion for the industry from the talent themselves.
• How will your product appeal to this audience:
My intention is to create a character that feels authentic with the words they
say, in regards for the respect they have for the wrestling business, past and
present, and expressing their aims to go to the top of the industry. As a result,
this may cause the character to be portrayed in the form of a babyface (good
guy) that is aiming to get their audience on his side.
28. Bibliography
1. (February 2009). WWE Magazine. USA: WWE. p1.
2. (May 2019). FourFourTwo Magazine. UK: James Andrew. P1
3. (January 2004). Power Slam Magazine. UK: Fin Martin. P1
4. (November 2019). World Soccer Magazine. Hampshire, UK:
Stephen Fishlock. p1
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?
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?
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?
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?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.