D'Wierk The Warrior in You Spilldesign vum Designer Akshata Chtinis ass en héich geschätzten Gewënner vum prestigiéisen 2023 A' Design Award an Eisen an der Wettbewerbskategorie Spillsaachen, Spiller an Hobbyprodukter Design.
EisenSpillsaach· 2023
The Warrior in You Spilldesign
vum Akshata Chtinis
Client: Akshata Chitnis
A' Design Award an Eisen Gewënner an der Kategorie Spillsaach
Verifizéierte Präisgewënner
Präisstatus fir #140741 verifizéierenDen Design
Iwwer The Warrior in You Spilldesign
The Warrior in You ass e Spilldesign deen e séchere Raum schaaft fir Studenten ze üben an ze entdecken gesond Coping Mechanismen. Et erlaabt och Elteren hir Kanner besser ze verstoen duerch hir Spillwahlen. D'Spill abstrahéiert erfollegräich d'real-Liewen Erausfuerderunge vun de Studenten, andeems se se an d'Fantasiewelt vu Krieger op enger Quest vermëschen. Déi richteg Essenz vum Projet läit an der Gamifikatioun vu Coping Mëttelen, déi Studenten hëllefen wesentlech Attributer wéi Problemléisung, Entscheedungstreffen an Empathie ze bauen fir stresseg Situatiounen am Liewen unzegoen.
D'Unerkennung
Iwwer den A' Design Award an Eisen
The Warrior in You Spilldesign ass e Gewënner vum A' Design Award an Eisen, enger prestigiéiser Unerkennung, déi un gutt Designe vergi gëtt, déi déi professionell an industriell Ufuerderunge erfëllen, déi vu gutt gestaltene Kreatioune erwaart ginn. Eisen-Gewënner weisen déi grouss Fäegkeet, déi héich Spezialiséierung, dat Expertewëssen an d'kreativ Kapazitéit vun hire Schëpfer. Et gëtt erwaart, datt The Warrior in You Spilldesign eng héich geschätzt, bewonnert a beléifte Kreatioun ass, déi praktesch an innovativ ass. Dëst mam Eisen ausgezeechent Design integréiert déi beschte Praktike vun der Industrie a huet kompetent technesch Eegeschaften, déi mat Know-how an Talent verbonne sinn. The Warrior in You Spilldesign gëtt fir seng Grëndlechkeet respektéiert a ass gestalt, d'Liewensqualitéit ze verbesseren an ze hëllefen, d'Welt zu enger besserer Plaz ze maachen.
Hannert dem Design
Press Kit
Credits, Teammemberen an technesch Detailer vum Designer zur Verfügung gestallt.
- Eenzegaarteg Eegeschaften
- 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.
- Dimensiounen & Verpackung
- 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,
- Produktiounstechnologie
- 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 Erausfuerderung
- 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
- Fuerschung
- 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.
- Inspiratioun
- 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.
- Projetdauer
- The project started in October 2021 in Mumbai, India and completed development in April 2022.
- Operatiounsablaf
- 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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