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Akshata Chtinis 的作品 The Warrior in You 游戏设计

设计师 Akshata Chtinis 的作品 The Warrior in You 游戏设计 荣获了极具声望的 2023 A' Design Award 铁奖,竞赛类别为玩具、游戏与业余爱好产品设计。


铁玩具· 2023

The Warrior in You 游戏设计

设计师: Akshata Chtinis

客户: Akshata Chitnis

玩具类别A' Design Award 铁奖获奖者

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验证 #140741 的获奖状态

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关于 The Warrior in You 游戏设计

《The Warrior in You》是一种游戏设计,旨在为学生创造一个安全的空间来练习和探索健康的应对机制。它还使父母能够通过孩子的游戏选择更好地了解他们的孩子。该游戏成功地抽象了学生面临的现实生活挑战,将他们融入到追求任务的战士的幻想世界中。该项目的真正本质在于应对手段的游戏化,帮助学生建立解决问题、决策和同理心等基本属性,以应对生活中的压力情况。

荣誉认可

关于A' Design Award 铁奖

The Warrior in You 游戏设计是 A' Design Award 铁奖得主,这是授予满足人们对设计精良的创作所期待的专业与工业要求的优良设计的声望认可。铁奖得主展现出其创作者的高超技艺、高度专业化、专家级的理解力和创造能力。预计The Warrior in You 游戏设计将成为一件备受推崇、令人钦佩且被珍爱的创作,既实用又创新。这件赢得 A' Design Award 铁奖的设计整合了行业最佳实践,并拥有与专业知识和才华相结合的称职技术特性。The Warrior in You 游戏设计因其严谨而受到尊重,旨在提供有助于让世界变得更美好的生活品质改善。

设计幕后

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由设计师提供的致谢、团队成员及技术详情。

独特属性
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.
尺寸与包装
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
标签
Academic Stress, Coping Mechanisms, Game Theory, Child Psychology, Board Game,
生产技术
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.
设计挑战
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
研究
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.
灵感
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.
项目周期
The project started in October 2021 in Mumbai, India and completed development in April 2022.
操作流程
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.

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