Looking into the demographics of viewers to similar games to mine will allow me to see a more defined and correct data bank. With such research towards my target audience, I will be able to direct refine my work to create the best product possible.
Age
Age within the MOBAs usually depends on the style and way the game acts. Games like Overwatch and Paladins. Two MOBAs that have very childish actions or atleast child friendly. While Overwatch has the large skill gap the cartoon style still attracts the younger generation while Paladins literally has a system in place to turn you into a chicken upon death taking that grim factor away, much like Fortnites avoidance of death allowing for its low age rating. Therefore, knowing that the age of these players will be low, I will make it a point to ask people at a higher range to collect educated answers of people who have played more games in general and will be able to use this to give me useful and out of the box ideas.
To further prove the standpoint that MOBA is a male dominated style helps me identify two things: The actual age range of players & clear up the sub genres of MOBAs. First, the style of a MOBA allows you as the player to take a win in two ways: Either tactically pulling the team apart or brute forcing your way. Whichever way you choose requires brilliance over the other team through skill. This gives players that sense of achievement and overall dominance. A feeling that is sought by young men who are going through there hormonal phase. This tension is a place of worship by the average teenager but doesn’t stop their. While that initial aggression wears off with time, growing up, men still see that style of beating an opponent as a satisfy victory, and with its massive competitive nature will easily hook a player til the age of around 24 -25. Due to learning of the attraction of MOBAs show us that this genre is close to action but in more of a arena battling sense. This will allow me to make the necessary work pieces towards the action genres codes and conventions when creating characters around that style.
Gender

This piece of the literature reviews dives in on genders within MOBA genres. However, I believe that it is not as simple as it seems to be. Now, no matter how many questionnaires are sent out, they can never gain a accurate response when it comes to the two genders. Females have always had to fight against the stereotype of not being able to play games, while nowadays this is not the case but still happens from time to time. With a casual female player, they usually decided to not openly show that they are in fact a woman. This is through the years of stereotypes and other factors but still shows that it can happen and therefore creates that doubtful barrier around data when collecting information about gender. But it is clear to see why this genre of game is dominated by a male populace. MOBA games are aggressively styled to tactically annihilate the enemy, due to its nature there is never a draw option, you either win or lose. This competition fits perfectly for a young male, while making it a toxic environment for female players who have a lack in aggression.
To combat this point with my work, I will make sure to add representation in my art, therefore meaning that I will create a female character. In which I will ask an only female crowd over their opinions of the matter. This is not to limit a males choice. But will allow me to create a piece that stands proof that there is no difference between sexes. Creating a bridge over a sexist river that has been allowed to flow uncontended for years.
With this issue tackled and the information gathered on how and why I will be able to confide in a more varied audience, I will be moving on to actual case study of similar products allowing me to start asking my audience on features to improve my work further down the line. Also with this complete I must next move on to see how I would be able to validate this data to ensure 100% accuracy when making choices for the target audience in my art design.