Chen Luo
CosmosZ-online VR platform
Summary
Observations toward public reaction during the global hygiene crisis have outlined the chain reaction of how people's negative emotion generated in certain circumstance contributes to mental illness. Considering isolated situations in a pandemic as research representatives, this research explores as well as practices possibilities of designing such a positivity-encouraging digital platform on a theoretical basis involve health behavior, human mental states, online media studies, and digital gamification.
Additional info
In the pre-practice stage of this research project, theory-based secondary research mainly covers four academic fields: mental health, health and behavioral science, social media study, and game design theory. Sources found in health and behavioral science areas aim at destructing the phenomenon of depression in an isolated environment. Understanding the isolation emotion is the very beginning of tackling it. Studies in the area of social media attempt to leveraging the huge impact of online media to power the idea of easing negative emotion through digital interventions. Furthermore, perceiving the social impacts that exist in the online network also helps this research project bridge the gap between real-world activities and people’s online behavior. And then in the practical stage, supportive sources in the game design field will facilitate the design process. The design of this online VR platform may be also seen as a practice of gamification theories in a specific context.
