When I had finally drawn out my audience I needed to make sure that the research I had made was valid and correct. Therefore I went about creating this blog in so that I may link back to that previous blog with my summarised findings and show proof of these.
AGE
My initial research was that the MOBA genre is dominated by age bracket of 17 – 25. This bracket includes teens who have first started out in the genre was the magnitude of gaming and its importance for PC gamers. While also having the older 25 year olds who have played for a while and use this system to give them a escape from everyday life.
Due to Riot games lack of open data when it comes to research, I must find other ways to prove my research point. I have been able to find users that have used the Facebook insight tool to find this average to be true.

However, they have no real proof so I must take it for their word. The only other way to show this stat is by using the average of the professional players in both League and Dota that can let me see the more direct audience.

This was created by a Reddit user in a post about the average age of pro players in League. This shows the average age of 21, the youngest being 17 and the oldest being 25. This stat proves that the top echelon of players in the game will be of this bracket. Proving my point and allowing me move on to validating my Gender research.
GENDER
When it came to the gender variation within the MOBA world, I found through research that it was a male dominated genre. This is just something that comes with the stereotypes of gamers being lonely style men. However, recent years have see the more respectful view with games, but this gender difference still dominates. I addressed my issues with this in the previous blogs but now I must prove my points.

From this research paper, we are shown the reasons for such male dominance in gaming, especially within League. Factors such as the relegations to a role because of gender, playing without a romantic partner or even the zero confidence of killing their opponent due to the communities harsh view all effect this disparity. This issue is wide spread through gaming but seen heavily in the league world. This proves my initial point and further pushes me to make sure that this game I intend to visualise will not ostrise a gender on old stereotypes.
This blog serves to validate the points I made and solidifying my target audience. From this, asking my audience will be easier and lead to more helpful information.