Introduction
In today’s society, gambling is a popular and acceptable form of entertainment. Gambling is a dangerous form of entertainment and excitement. In reality, it becomes an illness. This illness described as the satisfaction of feeling of gaining money can become an addiction. Gambling addiction is a social and health issue in New Zealand that causes substantial problems for gamblers including their family, friends and the wider community.
Lower Hutt is currently the country’s fourth biggest pokie town. There are 39 venues with 545 machines. Department of Internal Affairs figures show about $6 million was gambled in Lower Hutt in the first three months of this year and $25 million was gambled in 2013. Statistics shows that 80 percent of people with gambling problems report suicide thoughts. Also, gamblers has a tendency to commit fraud which will cost their freedom.
It is important to understand and educate people that gambling is dangerous. Choosing not to gamble at an early age is a way to prevent and minimize the harm caused by gambling, including problem gambling.
Central Proposition
Illustration can create influential and effective images to raise awareness of the negative outcomes of gambling.
Aim
Create a series of posters employing pastiche to raise awareness on the dangers and effects of gambling on the young generation.
Message
Young people need to understand what gambling is and the consequences of gambling. Once they reach the legal age, they should be clear that choosing not to gamble is a legitimate lifestyle choice. If at this point they choose to gamble, they need to understand that gambling is not a risk-free activity and practicing responsible behavior when gambling is essential.
Audience
My target audience are 18-24 years old males and females. This age group is still exploring the form of entertainment and can refer to illustration to increase their knowledge behind gambling and its long term effects.
Objectives
1. Create a series of illustrative posters of influential and effective images reflective of problem gambling.
2. Tell a story behind the stages of problem gambling in a contemporary practice.
3. Through illustration, experiment with ways of communicating the effects of problem gambling.
Timeline
Week 1: Finalise design brief and timeline. Gather inspiration and references.
Week 2: Group sessions. Collect and gather true stories of gamblers. Visit, take photographs and observe gamblers playing pokies and people going in and out of the pubs. Find key moments. Play a game for personal experience. Take notes on the whole experience. Start drawing and make thumbnails for posters.
Week 3: Continue producing art work. Finish thumbnails. Print final layout and composition. Start on Poster 1.
Week 4: Continue producing art work. Advisor sessions.
Week 5: Dean Groups. Advisors session. PITCH PRESENTATIONS 5MINUTES. FORMATIVE FEEDBACK. Continue producing art work.
Week 6: Dean and advisor sessions. Continue producing art work.
MID SEMESTER BREAK: Individual development
Week 7: Filter and focus. Get everything ready for next presentation.
Week 8: REFLECTION. Develop production. Refinement.
Week 9: Group sessions. Test print. Print!!
Week 10: FINAL PRESENTATION INFO. WORKSHOP: WRITING THE 800 WORD REPORT. Advisor sessions. Presentation/ Representation/ Re-presentation
Week 11: EXPOSURE BRIEFING. Advisor sessions. What is missing? Weaknesses. Polish overall work.
Week 12: Advisor sessions.
Week 13: SHOW. FINAL PRESENTATION. Handin on MONDAY!! SUBMISSION AND PRESENTATION/ PRESENTATIONS THROUGHOUT THE WEEK/ STUDENTS WILL SIGN UP TO PREFERRED PANEL.