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Choosing a Topic

Topic 1: Equality

Gender equality in the gaming industry (serious):

Fact: Nearly half of gamers are women, but the people who work on games are mostly male.

Problem: The less that young women see themselves represented in the video game industry, the less they’re likely to apply for jobs, which causes a lack of equality in gaming.

Solution: I will use graphic design to attract women to apply for jobs in the gaming industry, which will promote equality in video games.

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Topic 2: Support

Support organization for RPG players (silly):

Fact: RPG (role-playing game) players invest a lot of time, stamina, and in-game credits when playing a particular career, or role, for the rest of their lives.

Problem: Players need help, especially psychologically, with a variety of game-related issues, including choosing a role, keeping your health bar full, and keeping your inventory stocked.

Solution: I will use graphic design to create an organization that gives players the tools they need to choose and excel in their roles and provide resources that improve mental well-being.

While Topic 2: Support is a fun idea, it deals with mental health, which depends on the information and discoveries of the medicinal world; this is outside the scope of design. For this reason, I believe that Topic 1: Equality is the most viable subject. Gender equality in the gaming industry is an issue that is on the rise, especially now that more and more people are staying indoors. Furthermore, this has been an ongoing issue, yet any efforts to promote equality have resulted in almost little to no change. Perhaps if we tackle this problem while it’s gaining ground, we could make some good headway.

According to the module, "secondary data is someone else's data, which they have analyzed." The information we get from others must be carefully assessed to avoid bias. During my research, I read information from the NCBI, which is approved and funded by the government of the United States. The researchers collected and analyzed data, which personally makes it secondary research. These papers also made sure to gather data that supported both sides of the story; for example, an essay talked about how video games had both positive and negative effects on mental health. This shows me that the data is unbiased.

Intan Zakri-Raja