number | media form | characteristics | example |
1 | radio | audio only, widely available | radio 1 |
2 | newspaper | non linear, visible, public | jep |
3 | advertising | visual and audible, shown to public, accessible for everyone | leaflets |
4 | film | publicly available, visual and audible | titanic |
5 | television | broadcast, private, cheap | good morning Britain |
6 | video games | visual and audible, interactive, user feels involved | grad theft auto |
7 | social media | production is public, consumption is private | |
8 | magazines | visual, lots of photos, public | vogue |
9 | music videos | visual, audible, public | call me maybe |
media games cover
for my games cover i will have a title in bold and in japanese signifying the genre and idea for audience the game will be rated 16 due to violence and flashing images my back cover will have the summary of the game as well as images the company that would most likely make my game would be a company called miHoYo they specialise is animation games they are a chinese game company
for my front cover i will have a character holding a sword the game title underneath then have my age rating at the bottom as well as the companys that helped publish
the back cover will have 4 boxes they will have 4 different images of the game as well as the summary as well as the bar code with warnings- violence, flashing images
Textual analysis
statement of intent
i intend to creative a video games box inlay product for a secret agent/spy video game. I will be making the popular movie James Bond
The main image on the cover will be a spy, for the reactionary product, I will use a male character as the dominant signifier as it is expected from the audience that a detective will be male.
Cp3 – Metroid prime 2
Games Cover
Statement of Intent-
I will make a games cover based around the series ‘Love Island’. I believe that I could show the difference in covers between the radical and reactionary side of the game. The reactionary side whereby the contestants are in small, exposing swimwear displaying their toned, voluptuous, perhaps false and ‘perfect bodies’ contrasting with the radical side that the contestants are in appropriate clothing and it includes all different body types. This game will be called ‘A look inside the LI villa. The target audience of my product is for anyone over aged 12. This game will be made by ‘electronic arts’ as they produced sims and my game will have a similar layout. It will be able to be played on an xbox or playstation. I followed the style model ‘Love Island’ and ‘Sims’. My reactionary product will include attributes that attract ‘the male gaze’ mainly but also challenge the female gaze partly as it will contain both men and women in little clothing but the women body will be accentuated more and there will be more women that men on the cover.
CP2: Tomb radier back cover
representation: statment of intent
I am going to makes a games box cover based around the game “Call of Duty”. I aim to portray the idea that women are equally as powerful as men and shouldn’t be seen from the “male glaze” by putting both a male and female on the front cover. They will both be in the same stance and wear non-revealing clothing: avoiding typical male sexualisation of females in-game. Calling it “Ancient shooting war”
I will use contrasting colours from the top of the cover to the bottom, mise-en-scene, large bold writing for the title and different shapes to introduce mystery hiding behind them, using both icon and indexical signs to allow for increased interest.
The type of company that would make my cover would be a big brand Eldos who make many popular games and the type of people that would consume it would be both male and female but mainly male aged around 12 and up.
CSP 1: Tomb raider front cover
games cover
statement of intent
I am going to make a games cover inspired by the Toy Story films. I am doing this because I will be creating two new characters, both of which will be female. One cover will have one female and the other will have the other. One female will be dressed as an ‘Action Man’ toy and the other one will be dressed as more of a softer princess type look. She will represent a ‘damsel in distress’.
I believe I will incorporate both reactionary and radical aspects. The female character dressed as ‘Action Man’ will be dressed as closely as possible to what a male ‘Action Man’ which is radical since females are stereotypically dressed in much tighter clothing which is contrasting to males. She should not be in the position to be sexualised. The character dressed similarly to ‘Bo Peep’ in Toy Story will be reactionary since it is stereotypical for a female to dress in dresses and soft colours. This will make her look like the ‘damsel in distress’ that she is portrayed to be.
The target audience will be younger children, perhaps 7+. At this age children would have watched or heard about toy story so this game would be suitable for them.
My game will be made by a generally big company such as Nintendo or Sony.