MAGAZINE IDEA

  • create a gaming magazine by 11th October
  • use presentation codes and conventions
  • information should be communicated appropriately for gamers
  • idea of a new game?
  • remember to include:Title and masthead, Selling line, Cover price
    Dateline
    Main cover image and at least two further smaller images related to the content of the magazine
    At least 5 cover lines

TOMB RAIDER ANALYSIS

POINT EVIDENCE CONCLUSION
Challenges dominant ideology and common beliefs. Shows a women holding a gun    “Says something about the how we see women in pop culture and society. “   “Strength and intelligence knows how to use more weapons then most military personnel”   – We believe she challenges dominant ideology as she is challenging stereotypical men who a more dominant than women   – she’s strength and power thought the photo and her body language    the colour yellow is associated with energy, this represents the women’s power  

COUNTER ARGUMENT  However we believe it could be reactionary as the creator Toby Gard intended in making the games protagonist a female this is a meaning of something as on the article it states the plan as to make her similar to Indiana jones however due to law suits they had to change their plans and that how Lara Croft was made.   The way she’s positioned on the front cover, showing her behind and enhanced graphic features. Female characters are portrayed in this way to draw in straight Christian male audience.  
Gamers were used to seeing women play the role a victim, seductress, or evil villains. Males playing female protagonist were mostly unheard of   Women were often portrayed as the weaker and inferior, however here, she is portrayed as the saviour and hero Shows it challenges the dominant ideology, because she is presented heroically  
     

Statement of intent 

 Clache  

The typical audience would be young males aged between 19 and 25. Young professional workers employed by corporate organisations, have an expendable income. Generally, youthful and active members of society have high sociable interaction. During breaks or lunch they are likely to read the physical copy of the magazine and conform to the new affluent workers. 

The front cover draws the specific reader into finding out more through the use of the index sign (body image) represented on the front. The title is in a bold dynamic colour, which will attract this demographic. The red colour signifies energy proving the point of the magazine as energy is needed in boxing. The body image stance portrays dominance which will attract this age group. This is because in their spare time they will go to the gym and wind down/relax by gaming. 

As there are relatively few gaming magazines for boxing, I chose this style of gaming and added the title clache as a play on words with clash. Clache will appeal to this audience as the word clache evokes violence and males tend to like violence in games. This is symbiotic of the aspiring group, aiming for body perfection believing that image is important to them. 

I use the word “knockout” which symbolises a knockout punch in boxing, major references to boxing terminology are annotated. Words like “heavyweight, low blow”, appeal to the reader as transference from the boxing game to the boxing ring can be deduced  from the use of these words. Mainly informal wording was used so that their interest would not be lost. 

I aim to represent boxing to the young professional classes rather than the stereotypical working class ideology.  This magazine is aimed at white collar workers. There is a definite trend for white collar boxing, whereby the proceeds are given to charity 

I am able to photograph a member of my family who typifies the image we are trying to create and his experience in the gym. This proves him to be the perfect candidate for this project. I have a console myself and understand how gaming works. By using the images and the words this can create aspirations joining the game and gym fraternity.