Showing posts with label K. Preliminary Task: Planning Methods. Show all posts
Showing posts with label K. Preliminary Task: Planning Methods. Show all posts

Tuesday, 23 November 2010

Magazine Mood Board Analysis

The demographic profile of my chosen magazines target audience would something like this.

The age range of the audience that would buy this magazine would be between the ages of 16-30. This is because these are the ages that I see of the audience that are classed as gamers and play video games in their spare time and would be encouraged to buy this magazine for future information on games or for tips and new technologies they can acknowledge increasing their gaming experience. The gender of the audience that is represented from these images is mostly male but there are some connotations that would be aimed for a female and may be something that they enjoy. The region that is represented from this mood board shows the countries that are highly a gamine country and are vaguely stereotyped to be gaming countries. With the links from Pikachu and Nintendo you get a signifier of Japan in the mood board, with their technology and their new amazing products that come out yearly changing the gaming era. Another country that comes from the mood board is America with Chuck Norris, WOW (World of Warcraft) and the nuclear explosion. And lastly there is the link from England with the old school mini and the ASDA ready meals. It shows the meals that a gamer would it and shows there lifestyle as they can’t be bothered to cook and meal so they make ready meals. The marital status of the person who is represented from my mood board is someone that is either married but doesn’t have kids or its someone that isn’t married and lives with either there friends or parents. This is because gaming is done in the free time of someone’s day, so they can’t be playing video games when they have a kid to see to and when the student has or their work done they then can play their video games with their friends. Also students play the game a lot because it is a popular hobby for the younger audience as it is what a lot of youngsters do in their free time. The social status of the audience for this magazine is in the region of C2 the skilled working class or D which is working class.

The Psychographic profiles of my magazine would be mainstreamers and individuals. This is because the magazine is a gaming magazine so the gaming industry is a day to day thing for people it is very like a part of their daily routine. It can be aimed at a large genre of gamers from the different genre based games, the different types of games even the way they play their games. It just picks out things for the normal gamers but then the detailed bit inside that is different from gaming to others. That is what pulls in the large audience for the magazine and gives the magazine profit to add other detailed parts to their magazine to progress the audience.

Pratise Mood Board for Gaming Magazine

Thursday, 21 October 2010

Analysing College Front Cover


The purposes of this front cover s to pull in the student audience. You can also tell that this is an American College magazine as the houses are opposite each other with a thick road in the middle. This is obvious from the conventional American homes that you see in films, images and other types of media. Also another connotation that represents the American theme is the muscle car that they are standing in front of.
From the connotations of the people clothes shows the audience that the people in the front cover are students. With also the other signifiers on the cover helps the audience pin point the genre and insides of this magazine.
The font used in the magazine has been used well as it represents both sides of the college being the intellect and learning side and also the social and ‘teenage’ theme to it. This came to me by the white font being the intellect font with its bold and capitals’, showing its ideology of being the learning is the most important principle.
With text at the bottom it gives the audience and in look into the magazine letting them know what’s going to be inside to the either attract a niche audience or a large target audience.

Questionnaire.

From the results, me and my colleagues got from our designed and concluded questionnaires, we could then come to a conclusion for the planning of my college magazine.
80% of the people that participated in the questionnaire said Yes to a college magazine. This then shows a high and positive number to start our magazine.
However 45% said No and 45% said possibly said possibly to actually buying the college magazine. Having advertisement space allows me to pull the audience in to definitely persuade the possible buyers to a Yes. But for the disappointment of people not buying of people not buying the magazine 60 % would pay something for the college magazine (50p-£1.) So there’s some profit. Being collected
90% of the statistics showed that they would expect the magazine to come out fortnightly or monthly, about a 1:1 ratio for both.
With the multiple choice questions a lot of the questions that got Yes where, Gossip, Information, Course Information, Events, and Jobs. This then shows us what to have presented on the contents page to be in the front cover. Aspects of the magazine that students said would make them read the magazine would be bright colours, photography, pictures, bright, eye catching front page.
80% of the students said they wouldn’t subscribe to the magazine. But if we made the first issue free and the rest 50p, plus if you subscribe you get 50% off. Things most students on the front cover was to be students.