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The Warrior in You ゲームデザイン by Akshata Chtinis

The Warrior in You ゲームデザイン by Akshata Chtinis is a highly esteemed winner of the very prestigious 2023 A' Design Award 鉄賞 in 玩具・ゲーム・ホビー製品デザイン Competition Category.


鉄玩具· 2023

The Warrior in You ゲームデザイン

by Akshata Chtinis

Client: Akshata Chitnis

A' Design Award 鉄賞 Winner in 玩具 Category

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Verified Award Winner

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The Design

About The Warrior in You ゲームデザイン

The Warrior in You は、学生が健康的な対処メカニズムを練習し探索するための安全なスペースを作成するゲーム デザインです。また、親がゲームの選択を通じて子供たちをより深く理解できるようになります。このゲームは、学生たちが直面する現実の課題を、冒険に取り組む戦士たちのファンタジーの世界に溶け込ませることで、うまく抽象化しています。このプロジェクトの本質は、学生が人生のストレスの多い状況に対処するために、問題解決、意思決定、共感などの重要な資質を身につけるのに役立つ対処手段のゲーミフィケーションにあります。

The Recognition

About the A' Design Award 鉄賞

The Warrior in You ゲームデザインは、よく設計された創造物に期待される専門的・産業的要件を満たす優れたデザインに授与される、権威ある評価である A' Design Award 鉄賞の受賞作品です。鉄賞の受賞作品は、制作者の高い技量、高度な専門性、専門家としての理解、創造的な能力を示しています。The Warrior in You ゲームデザインは、高く評価され、称賛され、愛される、実用的で革新的な創造物であることが期待されます。この A' Design Award 鉄賞を受賞したデザインは、業界のベストプラクティスを統合し、ノウハウと才能に結びついた有能な技術的特性を備えています。The Warrior in You ゲームデザインは、その徹底ぶりで尊敬され、世界をより良い場所にするための生活の質の向上をもたらすよう設計されています。

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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