09/02/24 - 29/03/24 (Week 1 - Week 8)
Andrea Choo Qin Hui (0366959)
Andrea Choo Qin Hui (0366959)
Intercultural Design / Bachelor of Design (Hons) in Creative Media
Proposal, Data Collection & Visual Design
INSTRUCTIONS
Task 1Proposal
We are to address the cultural sensitivity in designs as cultural sensitivity in design goes
beyond aesthetics; it also encompasses functionality, usability, and the overall user
experience.
Together with my teammates: Jayson, Zi Yue, Qian Wang, Tong En, Annisa, Melvin and
finally myself, we aim to bring awareness to the Gaming Culture.
First and foremost, we figured out what was the 3 main market of the video game
industry: Japan, USA and China. My country was China, this was what I found out from
my research: - One of the biggest gaming & E-Sports market.
- Sometimes referred to as the Gaming Capital of the World due to the fact that
China makes up around 25% of the gaming industry.
- World’s Strictest Ban: The Chinese Government imposed this ban in August
2021, where minors are banned from playing between 10pm to 8am and are
restricted to 90 minutes of game time on weekdays and 3 hours on weekends
and holidays.
- In 2024, revenue in the Video Games Market is projected to reach $94.49
billion USD.
Let's move on to the second part of the proposal: Identifying the Problem Statements of
Gaming Culture.
The Problem Statements:
- P2W (Pay-To-Win) Games
- Sexualised Characters
- Localisation
I was tasked to find case studies on our 3 problem statements.
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Figure 1.3 Sexualised Character Pt.1 |
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Figure 1.4 Sexualised Character Pt.2 |
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Figure 1.5 Localisation Pt.1 |

Figure 1.6 Localisation Pt.2

Figure 1.7 Localisation Pt.3
Final Project 1 : Proposal
Figure 1.8 Final Project 1 : Proposal
Task 2Data Collection
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Figure 1.6 Localisation Pt.2 |
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Figure 1.7 Localisation Pt.3 |
Final Project 1 : Proposal
Figure 1.8 Final Project 1 : Proposal |
For our second project, we are to collect data in 4 ways: Field Study, Online Visual
Research, Interview and finally Google Form Survey.
My task in this project was the Google Form Survey. This Google Form Survey was
meant to conduct research on the public’s experience of gaming culture to further
strengthen the direction of our design of final work.
A total of 34 people have responded to our survey.
General Information of Respondents:
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years old whereas only 2.9% (1 person) are at the age of 45-55 years old. Thus, we
can deduce that almost all young adults took part in this survey.
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(50%) were male and the other half (50%) were female. This data allows the survey
to be fair and more accurate for different genders.
Gamer or Not?:

Figure 2.3 Survey Question 3
For the 3rd question, most respondents consider themselves a gamer. 70.6% (24 people) of respondents said Yes, 23.5% (8 people) for No and finally 5.9% ( 2 people) were not sure if they were considered gamers or not.
This pie chart allows us to know that gaming culture is popular amongst young adults.
Preferences?:
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Figure 2.4 Survey Question 4.1
Out of the 26 respondents who considered themselves gamers, most of them have not consumed caffeinated / energy snacks or drinks during their gaming sessions. 53.8% (14 people) voted No and the other 46.3% (12 people) voted Yes.
Although the chart shows almost equal data, it's safe to say that not all gamers consume caffeinated / energy edibles when playing games.
Figure 2.6 Survey Question 4.3
From the responses of 12 people, we have received 4 of which was Red Bull, 3 was Monster, 1 was Instant Coffee, another 1 was Mr Potato and the rest can't remember the brand.
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consumed caffeinated / energy snacks or drinks during their gaming sessions. 53.8%
(14 people) voted No and the other 46.3% (12 people) voted Yes.
Although the chart shows almost equal data, it's safe to say that not all gamers consume
caffeinated / energy edibles when playing games.
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Figure 2.6 Survey Question 4.3 |
From the responses of 12 people, we have received 4 of which was Red Bull, 3 was
Red Bull Drink was the most popular brand consumed by our fellow gamers followed
by Monster Energy Drink. Apparently there are no other supplements such as G
Fuel showing up in the data.
Health Effects:
Question 6, out of the 26 responses who don't ingest those products, 50% voted Yes and the other 50% voted for No for the concerns about the effects of caffeinated / products on your health for long term.
Half of the gamers are aware and concerned about the negative effects of those caffeinated products on your health for long term.
Toxicity Amongst Gamers:
Deeper into the survey, we found that toxicity amongst gamers is quite common. Out of the 26 gamers that responded, 69.2% (18 people) of respondents have encountered or may have enforced toxicity when playing, whereas, 30.8% (8 people) of respondents say the opposite.
This shows that toxicity (inappropriate actions such as cursing and negative emotions) is quite a serious problem in the gaming community.

Figure 2.9 Survey Question 7.1 Pt.2

Figure 2.10 Survey Question 7.2 Pt.2

Figure 2.11 Survey Question 7.3 Pt.3
As a continuation from the previous question, we ask why respondents think of the reasons of toxicity issue persists in gaming culture. Most of the respondents say that toxicity happens when a player has an ego way too high or it's a way for them to release stress, racism towards other players, anger issues, degeneracy and might one even say that toxicity is part of gaming culture.
For the last questions, 85.3% (29 people) of the respondents believe that the most common visual elements when talking about gaming culture are the gaming culture are the gaming accessories and equipments. While 64.7% (22 people) of respondents say that it's the game characters and live streaming. 50% (17 people) of respondents think it's Esports whereas 41.% (14 people) think it's the game environment.
Final Project 2 : Data Collection
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Figure 2.9 Survey Question 7.1 Pt.2 |
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Figure 2.10 Survey Question 7.2 Pt.2 |
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Figure 2.11 Survey Question 7.3 Pt.3 |
Figure 2.13 Final Project 2 : Data Collection |
Task 3Visual Design
Our final product is a meticulously crafted combination of a 2D web platform mini- game that offers an engaging and interactive experience for our fellow gamers. The short but action-packed game is designed to captivate their interest and foster community interaction. Accompanying this gaming experience is the visually appealing snack and drink packaging, featuring integrated QR codes that seamlessly connect consumers to the mini-game. This holistic approach not only enhances brand engagement and drives product sales but also promotes a healthy gaming environment while effectively targeting the worldwide gamer market.
For Task 3, we have divided ourselves into 3 smaller groups: Game Department, Drinks & Packaging Department and finally the Final Task Powerpoint and E-Portfolio for all the tasks.
The Subunits: Game Department - Annisa, Zi Yue and Melvin Drinks Packaging Department - Jayson and Andrea (myself) Final Task Compilation - Le Qian and Tong En
Jayson and myself divided parts to make it more time efficient for ourselves. I was in charge of sketching ideas for the packaging and Jayson was in charge of finalising and making the mockup of all our products.
Part 1 (Moodboard)

Figure 3.1 Moodboard
Before starting to sketch, I went on Google and Pinterest to find images that will resonate with the target audience in the Japanese Gaming Market. Drawing inspiration from the Japanese Culture and Gaming Aesthetics, we conceptualised designs that blend functionality with Cultural Authenticity.
Part 2 (Sketches)
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Figure 3.1 Moodboard |
Before starting to sketch, I went on Google and Pinterest to find images that will
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Figure 3.3 Sketch 2 |
Using the app Procreate, I decided to sketch out 2 designs for Jayson. One consisting of
designs from the Moodboard I created with Japanese elements. The second and last
design was created with our mini-game in mind, I included characters from our game
and tried to make it as similar to the aesthetics of the mini-game.
Part 2 (Final Design)
After giving the sketches to Jayson, he combined both of the sketches into 1, making it
into a masterpiece. Figure 3.5 Final Project 3 : Visual Design |
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