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The Warrior in You Speldesign av Akshata Chtinis

Designen The Warrior in You Speldesign av Akshata Chtinis är en högt ansedd vinnare av den mycket prestigefyllda 2023 A' Design Award i Järn i tävlingskategorin Leksaks-, Spel- och Hobbyproduktdesign.


JärnLeksak· 2023

The Warrior in You Speldesign

av Akshata Chtinis

Klient: Akshata Chitnis

Vinnare av A' Design Award i Järn i kategorin Leksak

24,655

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Verifiera prisstatus för #140741

Färger

Designen

Om The Warrior in You Speldesign

The Warrior in You är en speldesign som skapar ett säkert utrymme för eleverna att öva och utforska sunda hanteringsmekanismer. Det gör det också möjligt för föräldrar att förstå sina barn bättre genom deras spelval. Spelet abstraherar framgångsrikt de verkliga utmaningarna eleverna möter genom att blanda in dem i krigarnas fantasivärld på ett uppdrag. Den sanna kärnan i projektet ligger i spelifieringen av coping-metoder som hjälper elever att bygga viktiga egenskaper som problemlösning, beslutsfattande och empati för att hantera stressiga situationer i livet.

Erkännandet

Om A' Design Award i Järn

The Warrior in You Speldesign är vinnare av A' Design Award i Järn, ett prestigefyllt erkännande som tilldelas bra designverk som uppfyller de professionella och industriella krav som förväntas av välgjorda skapelser. Järnvinnare visar stor skicklighet, hög specialisering, expertförståelse och skaparnas kreativa förmåga. The Warrior in You Speldesign förväntas vara en högt skattad, beundrad och älskad skapelse som är praktisk och innovativ. Detta vinnande verk i A' Design Award i Järn integrerar branschens bästa praxis och har kompetenta tekniska egenskaper kopplade till kunnande och talang. The Warrior in You Speldesign respekteras för sin grundlighet och är utformat för att åstadkomma förbättringar av livskvaliteten som hjälper till att göra världen till en bättre plats.

Bakom designen

Presskit

Erkännanden, teammedlemmar och tekniska detaljer tillhandahållna av designern.

Unika egenskaper
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.
Dimensioner & förpackning
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
Taggar
Academic Stress, Coping Mechanisms, Game Theory, Child Psychology, Board Game,
Produktionsteknik
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.
Designutmaning
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
Forskning
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.
Projektlängd
The project started in October 2021 in Mumbai, India and completed development in April 2022.
Arbetsflöde
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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