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习得性无助 Learned Helplessness

习得性无助 Learned Helplessness
沉浸式游戏体验设计
Immersive gaming experience
习得性无助,指个体经历某种创伤性“学习”后,在下一次面临不可控情境时,形成无论怎样努力也无法改变事情结果的不可控认知,继而导致放弃努力的一种心理状态。
Learned Helplessness is a state of mind in which an individual who has suffered would develop the uncontrollable perception that no matter how hard one tries, the outcome will never be changed. In a word, they lose control of things. In order to help them regain their sense of control and restore a positive attitude, I try to design an interactive experience in the form of games. 
我设计了三个按一定顺序组合的游戏,形成一套完整的互动体验。每个游戏都包含了我想传递给玩家的反对习得性无助的思想。无论输赢,玩家都能在游戏过程中得到心理训练,并在一定程度上获得防止习得性无助的能力。

I have designed  three games combined in a certain order which form a complete set of interactive experiences. Each game contains the ideas against learned helplessness that I want to pass on to players. No matter win or lose, players can get psychological training in the process of the game and to a certain extent, obtain the ability to prevent learned helplessness.
Game 1   Help them go through it

第一个游戏为“Help them go through it”,玩家需将所有小球在规定的时间内推至轨道的另一端,三分钟内全部推完即为胜利。

在设计这个游戏时,我对轨道的阻尼进行了从大到小的设置,人在刚开始推球时会产生“完全不可能在规定时间内推完”的认知,但只要坚持下去就会发现球越来越好推,我想借此让人们认识到自己也可能存在习得性无助的问题。与此同时我加入了灯光和反射墙面的元素,小球在移动的过程中会触发轨道上的灯带亮起,光线会在空气和墙面中绘制出一幅立体画,当人们不再看重结果时,他们能发现移动的过程也很美。

The first game is called ‘Help them go through it’. Players have to push all the balls to the other end of the track within the time limit. The game is won when all the balls are pushed within three minutes.
When designing the game, I set the damping of the track from large to small. When start pushing, the player gets the impression that it is ‘completely impossible to finish within the time limit’. But if he sticks to it, he will find that it gets easier. I wanted to make people realise that they too might have a problem with learned helplessness.At the same time, I added lighting and reflective wall elements. As the ball moves, it triggers the strip of lights on the track to turn on and the light paints a three-dimensional picture in the air and on the wall. When people stop looking at the result, they will find the process of moving beautiful as well.
Game 2   Watch out for garbage


第二个游戏为“Watch out for garbage ”,当玩家进入房间时,房间将亮起危险的“红外线”,玩家需要关闭所有射灯,并在不接触到光束的情况下顺利通过房间。
所有红色光束上呈现的文字都是我们在日常生活中可能会碰到并容易引发习得性无助的话,我希望人们在体验完游戏后能意识到这些语言的危害性,并尝试忽视他们去努力生活,从而减少对自己的伤害。

The second game is called ‘Watch out for garbage’. When the player enters the room, there will light up with dangerous ‘infrared’ light. The player has to turn off all the spotlights and pass through the room without coming into contact with the beams.
All the words presented by the red beam are words that people may encounter in daily lives and tend to trigger learned helplessness. I hope that people could realise the dangers of these words after this game and try to ignore them to live, reducing the harm to themselves.
Part 3   Gaze into the abyss
第三个游戏为“gaze into the abyss ”,是三个游戏中最重要的环节,玩家需进入上漏斗结构,并用身体在其曲面壁上进行支撑,保持三分钟之内不下滑即为胜利。
这个游戏的最终目的并不是要玩家真正的做到不下滑。我尝试通过漏斗下方的黑暗未知性制造一份恐惧,即模拟人们在真正面对习得性无助时所产生的恐惧,而恐惧的“真实模样”就存在于下半截漏斗中。而我在下半部分环境的设计中制造了一个极大地反差——它和人们所认识的深渊不同,是一个温柔的,可以让人们冷静下来思考的地方。

The third game is called ‘Gaze into the abyss’ and is the most important of the three. Players have to enter the upper funnel structure and support themselves on its curved walls. The game is won by keeping from sliding down for three minutes.
The ultimate aim of this game is not to actually make it without sliding down. I am trying to create a fear through the unknown darkness below the funnel, i.e. to simulate the fear that people feel when they are actually confronted with learned helplessness. The ‘real face’ of fear is found in the lower half of the funnel, in which I have created a great contrast. It is not the abyss that people know, but a gentle place where people can calm down and think.
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习得性无助 Learned Helplessness
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习得性无助 Learned Helplessness

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