Ang disenyo na The Warrior in You Disenyo Ng Laro ni Akshata Chtinis ay isang lubhang iginagalang na nagwagi ng napaka-prestihiyosong 2023 A' Design Award na Bakal sa Kategoryang Paligsahan na Disenyo ng Laruan, Laro at Produktong Panlibangan.
BakalLaruan· 2023
The Warrior in You Disenyo Ng Laro
Kliyente: Akshata Chitnis
Nagwagi ng A' Design Award na Bakal sa Kategoryang Laruan
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Tungkol sa The Warrior in You Disenyo Ng Laro
Ang Warrior in You ay isang disenyo ng laro na lumilikha ng isang ligtas na espasyo para sa mga mag-aaral upang magsanay at mag-explore ng malusog na mekanismo sa pagharap. Nagbibigay-daan din ito sa mga magulang na mas maunawaan ang kanilang mga anak sa pamamagitan ng kanilang mga pagpipilian sa laro. Matagumpay na na-abstract ng laro ang mga hamon sa totoong buhay na kinakaharap ng mga mag-aaral sa pamamagitan ng paghahalo sa kanila sa mundo ng pantasiya ng mga mandirigma sa isang pakikipagsapalaran. Ang tunay na diwa ng proyekto ay nakasalalay sa gamification ng coping na tumutulong sa mga mag-aaral na bumuo ng mga mahahalagang katangian tulad ng paglutas ng problema, paggawa ng desisyon, at empatiya upang harapin ang mga nakababahalang sitwasyon sa buhay.
Ang Pagkilala
Tungkol sa A' Design Award na Bakal
Ang The Warrior in You Disenyo Ng Laro ay nagwagi ng A' Design Award na Bakal, isang prestihiyosong pagkilalang iginagawad sa mga mahuhusay na disenyong tumutugon sa mga propesyonal at pang-industriyang kinakailangang inaasahan sa mga mahusay na pagkakadisenyong likha. Ang mga nagwagi ng Bakal ay nagpapakita ng dakilang husay, mataas na espesyalisasyon, dalubhasang pag-unawa at kakayahang malikhain ng kanilang mga lumikha. Inaasahang ang The Warrior in You Disenyo Ng Laro ay isang lubos na pinahahalagahan, hinahangaan at minamahal na likhang praktikal at makabago. Ang disenyong ito na nagwagi ng A' Design Award na Bakal ay nagsasama ng pinakamahuhusay na kasanayan ng industriya at may mahuhusay na katangiang teknikal na may kasamang kaalaman at talento. Ang The Warrior in You Disenyo Ng Laro ay iginagalang dahil sa kaingatan nito at idinisenyo upang maghatid ng mga pagpapabuti sa kalidad ng buhay na tumutulong gawing mas mabuting lugar ang mundo.
Sa Likod ng Disenyo
Press Kit
Mga kredito, miyembro ng koponan at teknikal na detalye na ibinigay ng taga-disenyo.
- Mga Natatanging Katangian
- 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.
- Mga Sukat at 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 - Mga Tag
- Academic Stress, Coping Mechanisms, Game Theory, Child Psychology, Board Game,
- Teknolohiya sa Produksyon
- 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.
- Hamon sa Disenyo
- 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
- Pananaliksik
- 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.
- Inspirasyon
- 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.
- Tagal ng Proyekto
- The project started in October 2021 in Mumbai, India and completed development in April 2022.
- Daloy ng Operasyon
- 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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