My name is Michelle Gomes! Please, don't confuse me with Michelle Z. in our group, she is way better than me! I grew up all over the place since my dad was in the military, so I have lots of experience being in different types of places and situations. I went to Chattahoochee County High School, a little backwoods high school in Cusseta, GA. You blink, you miss it and no one remembers it even if they did see it. I was actually super scared to go to college because all I ever heard about it was "massive debt, super hard, worst experience", but it's actually not that bad! I would have preferred to skip high school and do college straight away, isn't that strange? I'm graduating with my BA in CM and aim to pursue my dream of creating video games for a living. I want to make things that people have fun looking at and playing, hopefully, I'll inspire some kid in the future with one of my games, just like creators before did for me.
Media is consumed in copious amounts on a worldwide scale. It is an industry that continues to surge and grow from year to year. In 2019, the video game market (worldwide) was worth $145.7 billion and is predicted to continue growing, possibly to $200.8 billion in the year 2023 (Statista 2019). While it may seem like the media has no real boundaries in order to contain and captivate audiences, there are lines within society that the media is oftentimes ordered not to cross. These lines are not laws but a general consensus of discomfort and hesitation that certain pockets of consumers uphold. This unease and nervousness is the basis of taboos, the things that people don’t want to see or hear, things that are better left in the dark. When it comes to the creation of media, especially video games, taboos are used as a platform. Media becomes the arena where confrontations between taboo and society occur creating a space for meaningful discourse. One such topic is mental illness. How is it that video games take taboos and bring it into the societal lens? Is this confrontation done in a positive or negative way? What can this mean for video games in the future, especially when representing uncertain and uneasy topics?
The concept of creativity has come a long way. The Old Greeks would call those creative forces muses, other religions referred to them as God. Today people still mostly treat creativity as an aha moment outside the area of influence. However, just by looking at the creative process one can tell, that creativity and creative work is more than just that one "Aha-Moment" (insight). It is clear that generating ideas demands planning and preparation, identifying something of interest like a problem, an opportunity or a challenge, doing research. This then leads to thinking of a solution, allowing time to incubate and iterations before arriving at something “complete.” Students learn that hard work is what makes their ideas come to life and sticktuiveness is what helps them get better.