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From
1994 to 1996, I published a nationally distributed magazine in
addition to being a full-time graduate student in the advertising
program at the University of Illinois. Amiga Game Zone
was a 48 page bi-monthly publication that catered to a niche
market of computer game enthusiasts. Each issue contained industry
news and product reviews as well as a cover-mounted floppy disk
with playable previews of upcoming games. The magazine was sold
throughout North America at hundreds of book and computer stores
including Barnes & Noble, Hastings, and Tower Records.
Bzzzzzt... Reality check. We're not exactly talking Time
magazine here, folks. Amiga Game Zone had a base of only
around 1,000 subscribers, with an additional 4,000 copies of
each issue printed for newsstand distribution. And I'd have to
perfect Obi-Wan Kenobi's Jedi mind trick in order to make anyone
believe that I actually stuck to a bi-monthly schedule
I only published three issues of the magazine in a year. Far
from being a household name, I can't even begin to tell you how
many times the magazine had been mistakenly referred to as Omega
Game Zone, Amigo Games, or (my favorite) Amiga
Gonzo.
I also sold computer games directly through the magazine, and
I employed a few students to help me answer the phones and process
orders. Although we affectionately called it "the spacious
mid-town office," all the work was done out of my house
in Urbana, Illinois. Early one morning a subscriber phoned in
with the request, "Do you have Monkey Island II?" My
comatose brain processed the question as "Who am I talking
to?" and I replied, "Oh, this is Geoff." (The
moral of the story is not to answer the phone next to the bed
at 7 o'clock in the morning no matter how coherent you think
you will sound. Believe me, it won't foster repeat business.)
But the magazine's relatively small scale was part of the attraction
for me. It was large enough that I could realize a small profit,
yet not so demanding that it controlled my life. And publishing
your own magazine did have its perks. One was that you got to
make up your own title. My official job description was head
head of the many-headed hydra that was Amiga Game Zone. I designed
every page of the magazine; I wrote some of the articles and
edited the rest; I handled all the public relations, marketing,
and advertising; and, most importantly, I got to play a lot of
computer games. Being in charge of so many areas did lead to
some problems, though. It was hard to pressure the art director
into finishing a layout for the editor when you were the art
director as well as the editor. But I loved having complete control
over a project, from deciding the type of paper stock to use
for a promotional flyer to listening to a reader beg, "I'd
run somebody over in a car to get a copy of Mortal Kombat II."
The best part of this situation was that I was been able to use
my academic experience to supplement my publishing venture and
vice versa. I learned a great deal about publishing schedules,
project coordination, media buys, and magazine design by actually
experiencing them first hand. Thanks to the elaborate computer
network provided to students by the university, I was been able
to use the Internet since 1989 and I started utilizing
the World Wide Web to market my magazine in 1994. I was also
able to apply my publishing and design experience to specific
problems in my graduate courses.
I feel that the advertising graduate program at the University
of Illinois developed my strategic thinking to a much higher
level. My greatest accomplishment in graduate school was the
realization that I actually knew less when I received my master's
degree than I thought I did when I received my bachelor's degree.
And, of course, that I should always let the answering machine
pick up before 9 a.m.
E-mail your
comments to Geoff Miller at miller@idiotsavant.com
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