Tuesday 30 March 2010

Edge Magazine, Issue 213, April 2010

As part of my research into the market for magazines and different designs I have decided to look at Edge; a well established gaming magazine. Below are some analysis notes I have made:

Layout/Aesthetics

  • Front cover - stands out - black, contrasting colours of text (Red and White) - Image- led/ no overload of text - quickly, sharply states what is inside to grab and retain attention. Main feature on game displayed on front/selling point - realistic image of man with gun/would excite a male audience more than female as it connotes action and suspense.
  • Title page for each section in magazine before first item
  • Image - led contents page, simple introduction to magazine, aesthetically pleasing, better format than just text as screenshots excite the reader and make them want to read on.
  • Very simple, masculine design and colour scheme, white backgrounds except for main features, black text approximate font size 12 - easy to read, no strain
  • Good balance of images and text on pages - informative and attractive
  • Captions used on screenshots highlights main features discussed on the game
  • Larger boxed captions which contain added information which did not fit in main bulk of text.
  • Bold Highlighted quotes - attract reader on first sight of page, creates an enigma so audience reads whole article.
  • First letter of main bulk of text highlighted to make it easier for audience to begin reading - leads eye
  • Small summary of feature under title
  • Main information about game boxed off in top left corner of page ( Title, Format, release date etc.)
  • Perceived more anticipated/popular games nearer to front of magazine and longer feature.

Content

  • Coverage of Nintendo, Sony, Microsoft, PC, Handheld , Coin-op and online games (stated on front)
  • Male Games e.g. main features of shooting games “Vanquish” and “Bodycount”
  • Contents page highlights main features of the month, regular articles appearing every month, “Hype” (previews) and Reviews
  • Not just a casual magazine - interest specific
  • Contacts with industry come in handy - interviews with experts e.g. Microsoft’s director of product management - new product information - promises of new information in further issues encourages people to buy again.
  • Entertainment in terms of small sections of trivia e.g. old games selling on eBay for thousands of pounds, website of the month and internet game of the month
  • Issues within industry such as the purchase of games online instead of boxed and what this means for the industry
  • Very little coverage of DS or Wii games which females are more likely to play as it is assumed female gamers are only interested in the “casual games” available on Wii and DS which are not necessarily of high quality. Internet forums and magazines have been filled with debates on the lowering of standards of games due to the rise of a mass market for games. Games are no longer a niche market of predominantly males and Edge fails in many respects, to acknowledge the benefit’s a mass market will bring to the industry. Despite some drop in standards there are many high quality games which would not have been funded to be produced if not for the demand of a wider market.
  • Scoring in reviews out of 10 (highest) - despite anonymity writers opinionated - shows some of character
  • “The Making of” features
  • Articles on game industry in specific countries/areas - Articles on studios and schools of video game design - possible path/job spotting
  • Input from reader in terms of letters page and forum topics online - typical of most magazines today - thought provoking - sphere for debate

Audience


  • Aimed at males - metallic palette (greens, blacks, steel blues) - “but still we receive complaints from readers that we’re too entrenched in the apparently dirty business of promoting games in which characters shoot stuff” (FPS traditionally male games)
  • Older audience ( 18 - 40)- use of more sophisticated language - background knowledge of technology and making of games needed (Codeshop article - tracking developments in development) - useful for those interested in or a part of the games industry and those who specialise in it e.g. university lecturers - Up-to date industry news and debates

Representation

  • Women - only 2 “contributors” - video game journalism, a male dominated industry
  • Due to wide scope of formats the magazine claims to cover, extensive features of only mainstream games make the magazine and so representation of each console is not equal.
  • Dominance of Xbox 360 features - possibly a focus is created on the console which is releasing the most material that month

Institution

  • Future Publishing - reputable, “targeted magazines” - not mainstream
  • No editors letter, just general comment from presumably all of the team.
  • “Edge” franchise well known - industry contacts, longevity (first published in 1993), monthly
  • Distinctive 3rd person, anonymous writing style - creates a barrier with reader - impersonal
  • Personalization - “Edge’s most wanted/most played” - collective - makes institution appear close knit and slightly inaccessible
  • Some personalization in terms of games - producers and developers featured discuss inspirations etc

Following this research I believe I have found a gap in the market within video game journalism. As stated above Edge magazine does not seem to acknowledge that video games are now reaching a mass audience; in particular more females. Although more research will have to be done into how accomodating other magazines are I believe that it is likely it is assumed that the new found audience are content on a diet of "Imagine Babies" and other low quality games. However surely it is upto magazines and other mediums of video game journalism, to educate people about games and introduce them to new, exciting material. This reseacrh has also given me some ideas as to the layout and structure i may use for my own magazine design and will refer back to this blog when I come to produce it.

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