Issuu on Google+

Evaluation notes Question 1: In what ways does your media product use, develop or challenge forms and conventions of real media products? Answer: My media products utilises a lot of the conventions. I have a very large Masthead and Title on all 3 of my pages. In my feature article, I use a drop cap to show the audience where the article starts. The colour scheme of my magazine is blue, white and black. I use quite a lot of blue and white, as I want to keep consistency. I’ve also placed a white glow on the titles to separate the image from the text, but the actual article is made up of white text with a black drop cap. I have also placed a kicker under the feature article title. Also following the colour scheme of the magazine, I have duplicated the style of the article title. The column structure of my magazine is set out in 3 columns with space for extra information or another column. I used various different images and scaled them down or up to proportion. I didn’t want the images to be too big, so I kept them in the column style so that they look square and more professional. I have used white space as a good way to separate main text, questions, images and columns. The amount of white space feels organic and not too forced in some ways, so that the reader has an easier time to read the article which a much better ease, as the columns are spaced thusly as is the images, so the articles are easier to read. Question 2: How does your media product represent particular social groups? Answer: I have represented the techno/digital style to please my audience of nerdy and geeky teenagers. Making the text a certain type style pleases my audience as the text is familiar and stylish to my audiences preferences. I have chosen a blocky/8-bit style to suit my audience, as in the past, most games were 8-bit with a restrained colour board; most colours were similar. The simple design also related to the geeky era of gaming, and now is used in some games today as an art style which pleases the audience I intend to aim for. The language I've chosen to use is a more informative text style and language so the teenagers of my audience feel more sociable towards it. I have challenged the stereotypes by making this magazine aiming for the unisex market, as gaming hitting the mainstream, more females are starting to play video games and get into being geeky, as males are known for playing games too. Challenging the unisex market and disregarding the female stereotypes, it will, or could effectively increase revenue and sales. I have chosen to represent the audience in my photos by getting photos from games of landscapes, characters and a person who makes gaming based music.

All logos are found on Google Images


My colour scheme consists of blue and white throughout, which may throw the female off from purchasing my magazine. Blue is associated with being a boys colour, though I have used blue throughout my magazine, I do not intend that the magazine is aimed at boys only. As the colour/gender stereotypes are changing throughout our time, I think blue is more acceptable as a female colour. A reason I only chose the colour is that blue is easy to look at without feeding the reader with too much information. Another reason I chose blue is that blue associates with a lot of geeky products, making the products feel more bright. Demographically and psychographically, my audience will range around 16-25, as this was the peak of gaming competition. Most of my audience will be working class as they themselves have to pay for the gaming products and pay for the consoles, so we are looking for the audience to be working for more than 25 hours a week, or be in higher education. Because my audience are generally busy, working or learning, they would usually order products off the internet market, usually buying geeky items such as gaming merchandise or geeky collectables. My audience, depending on age, may live in a dorm at university or live in a rented flat. If the audience is too young to be stable enough with income to move out by themselves, then they may live in a rented or owned house. The hobbies of my audience is mostly what my magazine aims at, which is gaming. My audience would spend the most of their free time playing video games as they have a lot of spare time and otherwise it keeps them happy. Depending on where the audience lives, the transport and family status can change. Taking London for example, the underground, taxis, bus or by foot is most accessible for my audience, as they have enough money to take the underground to and from shopping or to and from work. Families, taking London as an example again, there are a lot of flats for more single or couples but there are a lot of families within London and some of my audience would also live with families as they can save up money so that the audience can become independent with some money they have earned. Question 3: What kind of media institution might distribute your media product and why? Answer: At first I thought Future PLC would be a correct way to go, but after investigating their magazines a bit more it would seem impossible to get a contract with PLC as they would be stealing customers from themselves so then they can get customers on another magazine of their own, like taking audience from the ‘Official Playstation Magazine’ or ‘Nintendo Official Magazine’ to a magazine that is more than the same genre. Though it might seem the best way to go, PLC would indefinitely reject my magazine as they also have lots of magazines based around gaming, clocking in with 8 types of hardcopy magazines and an event based on gaming called the ‘JoyStick Awards’. Condé Nast would also reject my magazine as their audiences are based on high end fashion/ house design mostly for women. My audience as a geeky/ nerdy teenager for both genders, Condé Nast would indefinitely reject my magazine. Taking ‘GLAMOUR’ as an example, they claim to be the ‘UK’s Biggest Selling Woman’s Magazine’ Bauer would also reject my magazine series. Bauer aims for an audience interested in a mainstream type of music, also supplying the odd woman gossip magazine or a magazine for children, though

All logos are found on Google Images


they aim primarily at the mainstream music genre whereas I’m aiming my magazine at a more obscure music type, as there are not many magazines about gaming music though there are magazines about gaming in a wide genre itself. My conclusion is that I will probably go independent as a magazine as there is no company that’ll reach out for my audience as my genre of the magazine is obscure. I would also go to publish my magazine on the web as for the most part, it’s free and people can just publish on a website and look as they please. Going independent will help the magazine in some respect because when an independent magazine starts hitting a larger audience, it’s more likely that the audience themselves will pay for a hard copy or have a free copy on the internet for newcomers. Also going independent wouldn’t lose me a lot of money if my obscure genre doesn’t get picked up, and there will be no company to lose profit. Question 4: Who would be the audience of your media product? Answer: My audience for my product would be for both male and female who are interested in gaming or finding a new type of music. Though the colour scheme may suggest otherwise, the magazine isn’t just aimed at gamers who are male, I am actually aiming at females and males who are interested in gaming and their soundtracks or just generally want to listen to a different type of music. Even though gaming is more of a male activity, the female audience has started to increase recently. The audience age would be around 16 and up, about 25 being the highest I am going to aim for, and taking into consideration as some games have been rated higher than 16 and the magazine focuses on those types of games’ soundtrack. . My audience would be educated enough to be working for a decent wage as they can buy the games straight up on release from their wages. I have a general image on what the average viewer would look like, and taking these two images as a comparison:

The image I used for the person I interviewed. (Given permission by author, Harry Callaghan)

All logos are found on Google Images

A general person I am aiming my media product at. (Daniel Hardcastle from Nerd³) He is a general gamer and has strong opinions on games, their graphics, music, story and gameplay.


Question 5: How did you attract/address your audience? Answer: By my point of sale, I offer exclusive content, including interviews, Q&As and articles with/of geeky role models and content creators. What my unique selling point is offering a new insight into an obscure music type, but many people hear them when they play the games, but no one has really focused on that type of music so something unique will capture the audiences retention. By setting the theme of geeky and nerdy I had to choose something that would represent the audience, and a lot of my audience like the style of retro art so a design like this would please my audience too. By spacing the magazine out in a grid like system, it stays with the retro 8-bit art style, and also keeps with the theme as being blocky. The overall design has been considered and using light colours, it will attract the audiences eye by pulling them in to buy it. Price also being considered, the magazine is cheap and affordable, and as a monthly magazine, it makes it cost efficient on both ends of the trade. Question 6: What have you learnt about technologies from the process of constructing this product? Answer: While creating my magazine, most of my learning has come from Photoshop. I have learnt to use most-all of the tools in Photoshop, including 'Indexed colour', which gave me the 8-bit texture/effect in my pages' backgrounds. What I needed to do is open my first image in a separate Photoshop document and use the scale down from 1920 pixels to 120 pixels and have the ratio locked. I then went to Image>Mode>Indexed Colour and chose Local (Selective) and changed the colour integer from 256 to 8. I then applied the changes and then used Image Size to change the resolution back to its original size (1920 pixels with ratio lock to keep the ratio in 16:9). The image was brown, so using another technique of tinting, I converted the image to Black and White and gave the tint a strong blue colour. I then trimmed the image using the crop tool and then used the small piece as a guide to design my background. The 8-bit image can be seen behind the main title of the magazine, on the cover page. I have also learnt about Blogger, a Google product for blogs. I have learnt how to design my own blog, customize colours, change fonts, upload documents from 3rd party websites, how to apply and sort labels. I have mostly learnt about embedding products using Blogger's HTML feature, which has helped embed Flickr photos, ISSUU documents and more. I have also learnt how to use Flickr. I learnt how to upload and annotate images, as well as share my own images to other people and edit information after saving it once on a cloud server. I have expanded my knowledge on Microsoft Word, as I have learnt that Microsoft word can also be saved as .pdf so that they can be uploaded to ISSUU and then embedded to Blogger. I have also learnt in ISSUU that lots of formats are supported like .docx as well as .pdf files, so ISSUU is expansive.

Question 7: Looking back at your preliminary task (the college magazine task), what do you feel you have learnt in the progression from it to full product?

All logos are found on Google Images


One of the weaknesses of the college magazine is colour, layout, scale, theme and font. The colour on the front of the magazine are very contrasted in a bad way, as the font is hard to see and the font style is inconsistent. The image has no connection to the subject of the magazine either making it feel inconsistent and messy. The font has no real theme and the different fonts are scattered all over the magazine, making the magazine feel even more messy and it's very hard to process all the information. The scale of the titles etc are overly large, with the title being stretched vertically which has made it feel too large. The text above the title has been stretched horizontally which makes the magazine feel rushed. From the college magazine, I have learnt how to use text tools, including spacing between characters, font sizes and line spacing. I used this too a full ability so that I could space put or group text and make the overall magazine feel more co-ordinated. Also using alignment, it has helped me space out presentation. Once of the main tools I have learnt about and used in Photoshop is translation and scaling. By learning about these tools I can position and scale up/down my images so that the images can fit into a grid or column style. As you can see in the college magazine and the music magazine, the college magazine has weirdly placed rotations and has badly scaled font, but the music magazine is much more scaled correctly, maintaining the ratio of pixels, and has a much more effective grid/column style. In Photoshop, I have learnt to use the paint and eraser tools. In the music magazine, some of the text has an outer glow, which I made and grouped using the paint tool with a white colour. If I slipped up I could either Ctrl+Z or use the eraser tool to correct the shadow.. Also in Photoshop, I learnt how to trace images to avoid copyright. If I set the layer of the image I am tracing I can set the opacity to about 50% then it is easier to trace. I used the rectangular tool after copying over an image I want to copy and then set the colour of the rectangle to black, I then traced the black outlines and then set the colour to blue and then began to fill in the parts that had/needed colour. I then grouped all of the rectangles and deleted the first image I was tracing.

Final image

Traced first product

All logos are found on Google Images


Evaluation notes (full)