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The Warrior in You El Disseny Del Joc by Akshata Chtinis

The Warrior in You El Disseny Del Joc by Akshata Chtinis is a highly esteemed winner of the very prestigious 2023 A' Design Award de Ferro in Disseny de Joguines, Jocs i Productes de Lleure Competition Category.


FerroJoguina· 2023

The Warrior in You El Disseny Del Joc

by Akshata Chtinis

Client: Akshata Chitnis

A' Design Award de Ferro Winner in Joguina Category

24,655

Verified Award Winner

Verify Award Status for #140741

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The Design

About The Warrior in You El Disseny Del Joc

The Warrior in You és un disseny de joc que crea un espai segur perquè els estudiants practiquen i exploren mecanismes d'afrontament saludables. També permet als pares entendre millor els seus fills a través de les seves opcions de joc. El joc abstra amb èxit els reptes de la vida real als quals s'enfronten els estudiants combinant-los amb el món fantàstic dels guerrers en una recerca. La veritable essència del projecte rau en la gamificació dels mitjans d'afrontament que ajuden els estudiants a construir atributs essencials com la resolució de problemes, la presa de decisions i l'empatia per afrontar situacions estressants de la vida.

The Recognition

About the A' Design Award de Ferro

The Warrior in You El Disseny Del Joc és un guanyador del guardó A' Design Award de Ferro, un reconeixement prestigiós concedit a bons dissenys que compleixen els requisits professionals i industrials esperats de creacions ben dissenyades. Els guanyadors de Ferro demostren una gran habilitat, una alta especialització, una comprensió experta i la capacitat creativa dels seus creadors. Es preveu que The Warrior in You El Disseny Del Joc sigui una creació molt apreciada, admirada i estimada que és pràctica i innovadora. Aquest disseny guanyador del guardó A' Design Award de Ferro integra les millors pràctiques del sector i té característiques tècniques competents lligades al coneixement i al talent. The Warrior in You El Disseny Del Joc és respectat per la seva minuciositat i està pensat per oferir millores en la qualitat de vida que ajuden a fer del món un lloc millor.

Behind the Design

Press Kit

Credits, team members and technical details provided by the designer.

Unique Properties
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.
Dimensions & Packaging
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
Tags
Academic Stress, Coping Mechanisms, Game Theory, Child Psychology, Board Game,
Production Technology
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.
Design Challenge
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
Research
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.
Inspiration
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.
Project Duration
The project started in October 2021 in Mumbai, India and completed development in April 2022.
Operation Flow
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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