Mindful ChuChu
Context
The target audience for this VR experience were representatives of Generation Z, who are currently experiencing much more stress than any previous generation. Through our research, we found that Gen Z use various ASMR (autonomous sensory meridian response) videos on YouTube to relax. This prompted us to utilize ASMR in virtual reality and create a gameful experience that people can use to alleviate everyday stress and struggles.
Goal
The main goal of this research project was to create a prototype of a VR experience that can make ASMR more interactive and immersive through the use of virtual reality headsets, directional audio, and haptic feedback from the controllers.
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One Pager we collaboratively created to set a vision for the full product
Action
Throughout our design process, we employed the basics of storytelling, game design, and audio design.
Narration was used to create a relatable narrative that players could follow throughout the experience (like guided meditation). In the second scene, I implemented basic game design principles to give players a simple goal and something to strive for. Lastly, we focused on audio design to create an immersive experience with an ambient background soundtrack and directional audio to achieve ASMR.
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An example of how I storyboarded the player experience during the main mini-game
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My workflow in Unity consisted of building the levels and utilizing the Timeline feature to tailor the player experience
The prototype was tested with six representatives of the target group. During testing, we used the triangulation method, which included observations, surveys, and interviews. I handled the test facilitation and guidance while other teammates observed and took notes.
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An excerpt from our testing process
Result
The final prototype allowed us to answer our theoretical question we set at the beginning of the project: Does ASMR in virtual reality have the potential to reduce stress among Gen Z?
The answer was yes, since all of the test participants reported reduced stress levels after using the prototype. However, we acknowledge that more testing on a much larger sample size would be needed in the future to increase the credibility and validity of our research findings.
Our concept was designed to lay the foundation for further development or expansion of the VR experience. For example, the VR experience could be expanded with a sandbox mode, where players can engage with any minigames in any order and personalize their own space (e.g., forest, ocean, skies).
Credits:
Magdalena Antonina Lisinska
Noah Petersen