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This thesis explores the representation of masculinity and authenticity in advertisements across Game Informer, Men's Health, and Esquire magazines. By examining the progression of male roles in society through textual analysis, the study delves into how these representations evolve with age and societal changes, focusing on key themes of masculinity and authenticity.
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Masculinity and authenticity analysis Sean Hall
Thesis • Through a textual analysis of the September issues of Game Informer, Mens Health, and Esquire, the progression of the male role in society will be examined with two key themes in mind- masculinity and authenticity. The advertisements in the three magazines will be analyzed sequentially, in order to follow the progression of age and how the advertisements-and their portrayals of masculinity and authenticity- change as a result.
Media Kits • Game Informer: • Total Audience- 8,165,321 • 88% Male • 64% are 18-34 • Median Age-22 • 73% single • Esquire • Total Audience- 2,790,000 • 72.1% Men • 68.4% 35+ • Median Age- 44.6 • 43.2% Married • Men’s Health • Total Audience- 12,473,000 • 83.5% Men • Median Age- 37.4 • 49% Married
Masculinity and Authenticity • 55% of advertisements (and reviews) in Game Informer are based on a violent male based video game • 49% of advertisements in Men”s Health depict a young, athletic, and built man
Over 77% of Esquire advertisements include signifiers of extravagant wealth and/or situations of grandeur