My audience are going to receive entertainment when reading my magazine as its about a game.
They will all receive information as the magazine will contain tips and tricks to help them with the game
They are going to be able to socialize about the magazine with other people who have read it.
The magazine is used so that people can pass the time when they are bored
They can use the magazine to escape from the real world
For my magazine cover i have made a large title so that people will be able to remember it. It also makes it more visible as it has some smaller text on it. The main image is of a football field which i took and then edited to look lie a game styled football pitch. I made my own bar-code from small rectangles. I made custom football cards with different players.
I wanted to create a magazine which will reflect how people can improve in games they want to improve in and will be appealing to the reader/consumer, and I intend to make a gamer guide for beginners as people today are often in need of guides however they often cease to exist. I would like to include information that is relevant to my initial ideas and needs to be up to date, informative and some what interesting as this product does need to appeal to the target audience. I also want to make the magazine colourful and vibrant but in a subtle way as I don’t want to make the magazine appear as if it’s only focused on the design and not the actual content itself as that’s not the image I want people to have of it. I intend to make it readily available to a variety of people and include a wide variety of games as I need to show that I have variability and can more or less resemble what a real magazine is like. My target audience (ideal consumer) will be for teenagers aged 15+ (both genders) as this is generally the age where most people get into gaming or are already doing so, and lots even on a regular basis. 15 year old’s will generally want to improve their game play as they may want to show off their skills to their friends or just want to gain greater knowledge of the game as a whole; in addition everyone needs some tips and tricks now and then. I have decided to use/keep in mind the audience theory in my magazine but specifically reception theory which includes dominant, negotiated and oppositional views as I want the consumer to be able to freely interpret the magazine however they want and everyone will interpret this differently as people look for different things and not everyone is the same. I decided to create a 3D character and put it onto my front cover because it shows that I can create something and take the time to make something that looks good and will hopefully intrigue people and make them want to actually look further into the magazine and become interested in the product. This character also gives an insight on what the magazine contains e.g: the character is dressed in an army outfit which could connote that there are war/battle games inside which could also intrigue the consumer as the contents inside are unknown to them. The 3D character is my dominant signifier.
Representation: My dominant signifier is being represented as being ‘big’ and muscular which implies masculinity and represents how we portray men in the present day. We expect them to be muscular and strong and fight to get what we want or think we deserve as that’s what we’ve always known; it’s what we accept in society nowadays because it’s not something that has been introduced but has just been with us in the community for decades. This could be considered dominant ideology.
Students must complete a Statement of Intent that outlines how they have applied their knowledge and understanding of the theoretical framework to their media product.