Tackle an issue that is common in today’s world, whether that’s lack of food, raising a matter of health, or focus on the common stigmas and problems with migration.
Throughout life we often are faced with complications with education, work, the end of a relationship or struggles within the family. Most likely they will cause a setback and have a negative impact, particularly in men. Currently, it is known for men to push the problems aside rather than open up and make others aware of the issues troubling them. Essentially walking alone, this has played a big part in the rise of suicides, especially within younger men over the past few years. Others deal with this in many ways, such as reverting to playing games constantly. The solution is to create a brand that helps make people aware of an issue in this area but also developing that brand through the use of social media and poster campaigning.
Gaming In Mind is a community based project that aims to help those who use gaming as a form of coping with depression. Gaming In Mind is mainly operated on social media and in the future, on a website forum. The purpose of the brand is to connect those suffering from depression, with others who have battled and overcome depression in the past but using video games as a coping method. The brand aims to help establish the hypothesis that gaming does help with depression but it does not fix or solve it, it only pushes it aside until you stop playing.
Another Issue, Another Game is the tagline used for Gaming In Mind. The whole purpose and concept is based on linking becoming addicted to video games while being depressed. The term “Another Issue, Another Game” stands for the ease of being even more addicted to video games during hard times. When your overthinking constantly but find that games help push things aside, and it does not take long to become hooked on the idea of not worrying about your problems in life.
The colour blue is used to represent the term “Feeling blue” the popular term is known for signifying feeling unhappy or depressed. This in itself helps the viewer relate to the topic. Alongside that the colour blue itself also portrays a sense of trust and loyalty, which any brand should aim to represent.
0.86, 0.38, 0.00, 0.26.
27, 117, 188
The colour grey is an emotionless colour, this relates to the gamer becoming isolated and shutting out their feelings, neither feeling happy or sad at the time of playing video games, furthermore the colour is directly in the middle of black and white which are considered to be emotional colours
0.01, 0.00, 0.01, 0.34.
167, 168, 167
The colour white is rarely seen as a negative colour as it considered to represent purity and innocence. In this situation the colour white is used to represent isolation and being empty. This comes from the play on term “Negative Space” which is often used by graphic designers to represent a blank space between an object.
0.00, 0.00, 0.00, 0.00.
255, 255, 255
Black is a mysterious colour, and so is the human mind. When isolated we often create a barrier and block out feelings and most importantly the world that surrounds us. Doing this allows us to hide our insecurities and avoid people seeing the anxiety and unease, the colour black will always be present when people choose to hide away, blocking out light.
0.00, 0.00, 0.00, 1.00.
0, 0, 0
Similar to the logo and colour, the brand’s photography is meant to be meaningful and relatable to the target audience. The photography will be split across three images that all tell a different story from the last, but all linking together to build a campaign. The three images define the process of becoming addicted to video games through facing depression, these three stages are;
A set of posters that highlight the process of becoming depressed and using video games as a coping method.