Unity

Visual Studio

Substance Painter

Blender

11/05/2022 - 10/25/2023

Duration

Research

Game Design

Game Development

Test

Noticing widespread anxiety among university students, I explored its roots and found that information overload often leads to unrealistic self-expectations. To address this, I created a game that metaphorically represents life stages, prompting players to reflect on how information influences choices and goals. The goal is to offer a broader perspective on life stages, encouraging a unique outlook and mitigating anxiety.

Caves

Introduction

Introduction

INDIVIDUAL work

INDIVIDUAL work

Tools

Tools

Initiation

Dive Deeper: What’s Behind college students' Anxiety?

From student’s perspective

From expert‘s perspective

More Study

In China, many popular internet buzzwords among young people are linked to anxiety. This led me to investigate the root causes of severe anxiety among Chinese university students.

躺平

Tired of Running in Place, Young Chinese ‘Lie Down’, which meanings rejecting rat race.

破防了

It means “overwhelm”, or “moved to tears”.

佛系

Close to "slacker", have no desires, no needs, and no expectations, yearn to be free of strong feelings, not to take anyone or anything too seriously.


芭比Q

It means that “I‘m toast”

大冤种

It means “such a bummer”.

摆烂

It means just giving up/in, acting irresponsibly/recklessly in despair or an action of vandalism.

天选打工人

It means “diligent laborer”.

内卷

Involution, similar to rat race, refers to unreasonable or excessive competition.


emo

It means “emotional”, or “gloomy”.

Leila

20 years-old

Junior student

Challenge level

Skill level

Sun Zhifeng

Associate Professor

Ph.D., Developmental and Educational Psychology



needs and behaviors

“Your needs drive your actions, while emotions are closely tied to both your needs and motivations. Values, including professional, life, moral, and social values, explicitly express these needs. The connection between values and one's worldview is intricately linked to the environmental and cultural context of personal growth.”

Maslow's Hierarchy of Needs

Motivation increases as needs are met

Self-actualization

Esteem

Love/belonging

Safety

Physiological

Deficiency Needs

Being (growth) Needs

Motivation decreases as needs are met

The Eight Mental States of Flow Theory

Process: Plot the challenges and difficulty levels of your life goals against your current skill proficiency in the following chart.

Result:

The origin of anxiety for many college students stems from high self-expectations that often surpass their perceived abilities.

Age of 16-18: In her high school in a small town

Age of 18-22: In the university in Shenzhen

Expanding Networks

Exposure to Success Stories

Peer Comparison

Mentor Influence

Exposure to New Ideas

Limited exposure to various paths

Emphasis on university admission

Limited career awareness

leila’s evolving high hopes for herself due to the peripheral information

Anxiety comes from high expectations.

information amount around Leila

Expectation

Age

Global Perspective

Challenge level

Skill level

Conclusion: The current situation of student anxiety in society

The access to information contribute to the evolution of high self-expectations among university students. We are currently living in “Information Age”. The access to information, especially through digital channels and the internet, can indeed contribute to the evolution of high self-expectations among university students. Several factors may contribute to this phenomenon:

Personal belief systems

University students are influenced to joining online and offline Academic and Career Competition with high expectations.

Internet

Living environment

University Students

New Ideas

New Perspectives

Peer Comparisons

New Resources

Mentor Influence

Career Aspirations

Global Perspective

Extracurricular Exposure

Success Stories

Peer Comparisons

Social Media and Networking

More Information Access

Highlights showcasing

Social Comparison

Social Pressure

Idealized Digital Persona

Access to information can indeed influence individuals at various stages of life, and it contributes to feelings of anxiety.

Information overload breeds anxiety. Life stages bring varied information; not adapting our mindset adds to anxieties. I want to foster diverse perspectives on information and goal-related anxieties.

Social Comparison based on information

Academic

Performance

Successful individuals

Body

Image

Perceptions of relationships and social success

Others' family lives, achievements

Financial security

Aging and potential health issues

Anxiety

Subjectivity of Perception

Closed-Mindedness

Limited Perspective

Confirmation Bias

Inspiration

Be in a cave

See the shadow on the cave wall

See the information around us

Perceive the world based on the information one possess

Be in a stage of life

High school student

Undergraduate student

Graduate student

Metaphor: the Allegory of the Cave

To manage anxiety related to information I think differently.

Each stage of life is a “Cave”

The Allegory of the Cave is a philosophical metaphor presented by the ancient Greek philosopher Socrates, as recounted by his student Plato in his work "The Republic."

In the allegory, the prisoners, having never seen anything beyond the cave, perceive the shadows as the only reality. Their understanding of the world is limited to the shadows on the wall, and they consider these shadows as the true forms of objects.

Perceive the shadows as the only reality

Examining your life as a whole allows people to put individual stressors or challenges into a broader context. This broader view can help people see the inter-connectedness of various aspects of life and understand that challenges are often temporary.




Adopting a holistic perspective

Using interactive gaming environments as a tool

Exploration of whether interactive gaming environments can foster a more insightful and holistic perspective.

Focus on leveraging the immersive experiences offered by games

Aim to offer individuals a macroscopic perspective on how information and choices impact their lives, using metaphorical approaches

Initial appearance viewing

Environment 1 exploration and objects selection

Environment 2 exploration and objects selection

New appearance

viewing

New appearance

viewing

Enter

Space1

Alternate

Space2

Alternate

Space3

In Cave2

Inspired by university environment

In Cave1

Inspired by high school environment

Conceptualization

The game metaphorically illustrates two life stages: high school and college. Environmental information shapes route choices, item collection symbolizes life goals, and player appearances evolve with distinct decisions.

Storyboard

I fell into a strange space and saw myself for the first time. Step into the mirror.

I entered another space again and found that my appearance had changed again. Patterns appeared on my glasses and I had an extra medal on my body.

Approaching the book, a bubble appeared next to the book. I walked forward and found that bubbles would pop up next to many objects. If I touched these bubbles, they would be collected by me.

I entered a pool, and there were a lot of people in it. When I walked next to them, I saw a lot of bubbles popping up around them. I started to study the contents on the bubbles and collected bubbles that interested me.

I reached the end while triggering and collecting bubbles. I entered the same different space as the beginning again.

I saw in the mirror that my head had changed shape, my skin had changed color, I had some strange patterns on my body, and I had an extra pair of glasses. I continued into the mirror.

On the big desk. There were various liberal arts and science books on the table, sports equipment, artwork, musical instruments... I walked over to a book on the table.

I found the exit and left this level.

Implementation details

Game Mechanism 1: Express the complexity and diversity of real-world information and enhance the richness of the game

Game Mechanism 2: How the player's life stage encounters different information and actively chooses it

Game Mechanism 3: Effects of exposure to different information on performance

Initially the message will not appear. As the player roams in space, nearby objects will appear. This is its random contact with external information; the player can choose to understand/not understand this information. To understand is to click to select.

Player is not in range of objects.

Nothing appears in space.

Initial appearance

After info touch in Cave 1, the appearance and head form changed.

After info touch in Cave 2, the wearing of glasses and badges appeared - also a new appearance.

Player is in range of objects.

Object appears.

Player can select touch or not.

Player gets the object and his appearance will be changed based on different types of objects

Art

Art

Love

Love

Sports

Sports

Social action

Social action

Literature

Literature

Study

Study

Science

Science

Hobby

Hobby

In each cave, I design 4 types of info for players to counter with, which would further influence their apparance.

Finalization

Picked up blue objects the most (appearance changes) and then the purple objects (head form changes)

Enter: initial appearance viewing

Exit Cave 1

Exit Cave 2

Reflect the new appearance

Reflect the new appearance again

Unlock more appearance

In Cave 1: explore areas to counter with different information (objects)

In Cave 2: explore areas to counter with different information (objects)

Test & feedback

Dianjun, 21, says “Scene one was engaging; I found many elements I love, collected targets, and climbed to the top, revealing an intriguing transformation. ”

Test & feedback

Lily, 23, says “Scene two, floating in water, was magical, featuring dynamic NPCs. Less interested in collecting, I observed NPC movements, I pondered the patterns behind appearance changes.”

Leila, 20, says “The diverse appearances and scenic routes provide unique experiences for players. The author's unique concepts offered a fresh perspective on the environment's impact on choices.”

Further Iteraton

This is a project that can be done for a lifetime.

I have only done two stages of life so far, but as I grow older and experience more, there will continue to be new stages of life, new information, new choices and insights, and I will continue to do the following levels.

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