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Akshata Chtinis 嘅作品 The Warrior in You 遊戲設計

由設計師 Akshata Chtinis 創作嘅 The Warrior in You 遊戲設計 係備受推崇嘅 2023 A' Design Award 鐵獎 得獎作品,獲獎類別為 玩具、遊戲及消閒產品設計。


鐵玩具· 2023

The Warrior in You 遊戲設計

由 Akshata Chtinis

客戶: Akshata Chitnis

玩具 類別嘅 A' Design Award 鐵獎 得獎者

25,732

色彩

設計

關於 The Warrior in You 遊戲設計

《The Warrior in You》是一種遊戲設計,旨在為學生創造一個安全的空間來練習和探索健康的應對機制。它還使父母能夠透過孩子的遊戲選擇更好地了解他們的孩子。遊戲成功地抽象化了學生面臨的現實生活挑戰,將他們融入追求任務的戰士的幻想世界中。這個計畫的真正本質在於應對手段的遊戲化,幫助學生建立解決問題、決策和同理心等基本屬性,以應對生活中的壓力情況。

榮譽認可

關於A' Design Award 鐵獎

The Warrior in You 遊戲設計是 A' Design Award 鐵獎得主,這是授予滿足人們對設計精良的創作所期待的專業與工業要求的優良設計的聲望認可。鐵獎得主展現出其創作者的高超技藝、高度專業化、專家級的理解力和創造能力。預計The Warrior in You 遊戲設計將成為一件備受推崇、令人欽佩且被珍愛的創作,既實用又創新。這件贏得 A' Design Award 鐵獎的設計整合了行業最佳實踐,並擁有與專業知識和才華相結合的稱職技術特性。The Warrior in You 遊戲設計因其嚴謹而受到尊重,旨在提供有助於讓世界變得更美好的生活品質改善。

設計背後

新聞資料包

由設計師提供嘅製作人員名單、團隊成員同技術詳情。

獨特屬性
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.
尺寸同包裝
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
標籤
Academic Stress, Coping Mechanisms, Game Theory, Child Psychology, Board Game,
生產技術
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.
設計挑戰
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.
靈感
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.
項目時長
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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