Professional Documents
Culture Documents
How do you intend to use the four areas of the media theoretical framework to
communicate meaning and meet the requirements of your chosen brief? (approx.
400 words)
Product 1
IDEOLOGY
My gaming magazine will aim to tackle the negative stereotypes surrounding women
within the gaming/coding industry as its main story which would educate 16-25-year
old's who may be intrigued by the gender divisions behind some of their favourite
video games. It will also tackle light-hearted stories that could enhance people’s
gaming experience. I will present this using the title “GAME4ALL” as the adverb “all”
implies community. My gaming magazine will have clear cover lines and will show a
variety of issues within these industries.
MEDIA LANGUAGE
I will include a range of buzzwords such as “free” in my gaming magazine as this will
not only encourage people to read the magazine, but it will also target a wide
audience who may associate themselves with C1-E on the ACORN system. This
represents the fact that gaming is accessible for people from all social backgrounds.
The central image for the magazine will be of a Minecraft character exploring a
Minecraft world which I will achieve by editing through programs such as Photoshop
– this will make it clear to the audience what genre it is a part of within the magazine
industry as most gaming magazines use an avatar as their central image. This will
also be more appealing to 16–25-year-olds as it will be a character format that they
recognise which game it is from instantly. Furthermore, I aim to make the masthead
as simplistic as possible, so the audience are more focused on the coverlines rather
than the masthead. This will be achieved my sustaining a colour palette of black,
white, and red which also demonstrates a sense of brand identity. When discussing
camera angles, the central image will be from an eye-level angle to further promote
one of the main values of the magazine: diversity.
MEDIA AUDIENCE
My target audience are a young group of individuals who are in the C1-E
demographic. This may suggest that they have a lot of knowledge of gaming as they
are stereotyped of spending all their time indoors and being antisocial therefore, they
may understand any messages relating to gaming in my magazine (such as
terminology). I will aim to appeal to this audience by creating a gaming magazine
that 16–25-year-olds can relate to; I will do this by presenting the characters to be
aspirational as 16–25-year-olds who enjoy gaming always strive to not only become
better at the games they play but also question whether they can turn their passion
for gaming into a career. This will aim to show the freedom that is available to them,
despite their C1-E social class.
MEDIA REPRESENTATION
CONVERGENCE