{"title":"青少年心理健康主题卡牌游戏产品设计","authors":"Livia Angelica Gunawan","doi":"10.37715/vcd.v6i1.2411","DOIUrl":null,"url":null,"abstract":"This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time. \n \nKeywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit","PeriodicalId":415261,"journal":{"name":"Journal of Visual Communication Design","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Product Design of Card Game with the Theme of Mental Health for Teenagers\",\"authors\":\"Livia Angelica Gunawan\",\"doi\":\"10.37715/vcd.v6i1.2411\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time. \\n \\nKeywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit\",\"PeriodicalId\":415261,\"journal\":{\"name\":\"Journal of Visual Communication Design\",\"volume\":\"51 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-12-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Visual Communication Design\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.37715/vcd.v6i1.2411\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Visual Communication Design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37715/vcd.v6i1.2411","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
这项研究包含了卡牌游戏《幸福》的产品开发,这是一款在Petualangan Menuju Sesuatu下发布的游戏,它试图模拟不同的事件和应对机制,作为教育玩家心理健康管理的一种手段。本研究采用的方法是通过对专家和极端用户的访谈,以及对目标消费者的调查和文献研究进行定性和定量研究。本研究的目的是发现是否卡牌游戏,幸福,已经能够回答其目标市场的需求。之后的结果表明,这款游戏已经获得了公众的积极反应,并为他们提供了具有适当教育价值的内容,从而解决了产品最初迭代与目标市场之间缺乏一致性的问题。关键词:桌面游戏,教育游戏,心理健康素养,游戏机制,目标市场契合度
Product Design of Card Game with the Theme of Mental Health for Teenagers
This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time.
Keywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit