Ir al contenido
The Warrior in You Diseño De Juego de Akshata Chtinis

El diseño The Warrior in You Diseño De Juego de Akshata Chtinis es un ganador altamente estimado del prestigioso 2023 A' Design Award de Hierro en la categoría de competición Diseño de Juguetes, Juegos y Productos de Hobby.


HierroJuguete· 2023

The Warrior in You Diseño De Juego

de Akshata Chtinis

Cliente: Akshata Chitnis

Ganador del A' Design Award de Hierro en la Categoría Juguete

25,732

Ganador de Premio Verificado

Verificar Estado del Premio para #140741

Colores

El Diseño

Acerca de The Warrior in You Diseño De Juego

The Warrior in You es un diseño de juego que crea un espacio seguro para que los estudiantes practiquen y exploren mecanismos de afrontamiento saludables. También permite a los padres comprender mejor a sus hijos a través de sus opciones de juego. El juego abstrae con éxito los desafíos de la vida real que enfrentan los estudiantes mezclándolos con el mundo de fantasía de los guerreros en una misión. La verdadera esencia del proyecto radica en la gamificación de los medios de afrontamiento que ayudan a los estudiantes a desarrollar atributos esenciales como la resolución de problemas, la toma de decisiones y la empatía para afrontar situaciones estresantes de la vida.

El Reconocimiento

Acerca del A' Design Award de Hierro

The Warrior in You Diseño De Juego ha ganado el A' Design Award de Hierro, un reconocimiento prestigioso concedido a buenos diseños que cumplen los requisitos profesionales e industriales que se esperan de creaciones bien diseñadas. Los ganadores de Hierro demuestran gran habilidad, alta especialización, comprensión experta y capacidad creativa de sus creadores. Se espera que The Warrior in You Diseño De Juego sea una creación muy apreciada, admirada y querida, práctica e innovadora. Este diseño ganador del A' Design Award de Hierro integra las mejores prácticas del sector y tiene características técnicas competentes unidas a conocimiento práctico y talento. The Warrior in You Diseño De Juego es respetado por su minuciosidad y está concebido para aportar mejoras en la calidad de vida que ayudan a hacer del mundo un lugar mejor.

Detrás del Diseño

Kit de Prensa

Créditos, miembros del equipo y detalles técnicos proporcionados por el diseñador.

Propiedades Únicas
Key targets of the game are- Introduction and acceptance of healthy coping mechanism, Initiating conversations in households and Expressing self. The game design is primarily based on Play & Talk therapy. By playing out life experiences through the game kids learn to cope without feeling judged. It also enables immersing into warrior characters to normalise their well-being struggles and instil empathy for self and others. This unique approach to actively inculcate coping mechanisms helps one build stronger relationship with self, people and environment.
Dimensiones y Embalaje
A2 size 420 x 594 mm base board and backdrop palace, 5 hexagonal island boxes 70 x 70 x 70 mm, 4 A5 148.5 x 210 mm size warrior boards, well-being coins and elements of 30 mm diameter, 4 warrior pawns of 60mm in height and 1 dice.
Age Group 10+ Family game
Etiquetas
Academic Stress, Coping Mechanisms, Game Theory, Child Psychology, Board Game,
Tecnología de Producción
The base board and palace backdrop are printed on sunboard of 3mm thickness for sufficient base strength to hold pawns and islands as well as for the palace to stand upright. The islands were printed on card paper for a light-weight stable box to hold cards within. The warrior boards use sunboard to place all cards, coins and elements collected by players through the game. All the graphics and characterisations for the game were first illustrated on paper and then illustrated using Adobe Illustrator to create unique designs.
Desafío de Diseño
The most crucial challenge while building the game was balancing the engagement versus learning aspect- Appropriate theoretical application of psychology and coping mechanisms. Encasing these coping mechanisms within the storyline to entertain the kids and ensure effective learning
Investigación
Students experience academic stress as a result of the interactions they have with parents, peers, teachers, as well as the environment at home, school or society at large. These stressors range from family and personal expectation, peer competition, school atmosphere to the demands by the society that affect students’ mentally, physically, emotionally and cognitively. Thus, students of the age 10-12 must be empowered with healthy coping mechanisms to overcome the distress caused by unhealthy academic competition. As the academic stressors begin to take shape into mental health problems by the age of 14, the study targets the preconditioning aspect. The game solution uses a systemic approach to game design and applications of behavioural psychology to introduce primary grade students to healthy coping means. It further provides a future pathway for expanding the intervention into other avenues such as schools and psychologists’ clinics for optimum child development.
Inspiración
The motivation for the game stemmed from seeing personal experiences with academic stress being amplified and reflected among the young students, leading to mental health struggles and loss of self-identity.
Duración del Proyecto
The project started in October 2021 in Mumbai, India and completed development in April 2022.
Flujo de Operación
The game has simple gameplay interactions that begin with setting up the base board, palace backdrop and placing 5 island boxes on their designated spots on the board. The next step is for the player to select a warrior character, pick out their pawn, warrior board and challenge cards. They must read more about the character’s strength and weakness given on the warrior board.
The players must take turns to roll the dice. The board is created like maze with the Blank steps, Power-ups to earn well-being coins or move ahead, Power-downs that make players lose coins or go back, Challenge steps to perform tasks and Islands where players must win a battle to move ahead. The win conditions are made to build anticipation through stroke of luck and healthy choices in the game. The first to reach the palace gains 5 points followed by 4, 3 and 2. These palace points need to be added with the total well-being coins collected in the game to decide the winner.

Patrocinado

Explora Más Allá de Designers.org

Descubre productos, servicios y oportunidades de nuestros socios publicitarios.

El Buen Diseño Merece un Gran Reconocimiento

El A' Design Award es un galardón internacional con jurado para el buen diseño. Participa en el A' Design Award para tener la oportunidad de obtener reconocimiento meritocrático, ganar fama, prestigio y publicidad para tu trabajo. Nomina tu trabajo para el A' Design Award y compite por el codiciado A' Design Prize.

Nominar