As the levels of diagnosed depression rose throughout COVID-19, the first-person VR adventure game called “Schwer” was created to create a social environment for depression treatment. To conclude the game and allow for the training of an appropriate level of empathy, the design game level titled “Reconstruction” was designed. The 2021 game iteration of “Schwer” must also be assessed to ensure playability and to gather feedback. Research was implemented in a design process approach to create a game level plan and environment for the “Reconstruction” level. Created with the Unity game engine, a peaceful garden environment was constructed to induce emotions of harmony. A qualitative study was carried out to evaluate the 2021 version of “Schwer.” After a period of participants play-testing, interviews were conducted to understand the emotional and immersive impacts of the game. Results from axially and openly coding interview results showed that the game was evaluated as immersive by all participants, but varied in opinion on the game non-player characters (NPCs). The findings from the study can be used to make changes to the existing “Schwer” and contribute to the development of future iterations, and the game planning document and background can be used for the coding and creation of the “Reconstruction” level.
For my project, I am completing the design of the final level and 3D background of the VR game called “Schwer" titled "Reconstruction." This game was inspired by the rising popularity of game depression therapy and has a goal to create a social environment for depression treatment. A qualitative study will be conducted as a second part to my project, and its goal is to evaluate the design and functionality of the 2021 version of "Schwer." The creation of the “Reconstruction” game level plan and background will allow for a smoother building process for my mentor in the future and allow for a guided build of the game. The study will provide needed feedback on the previous game iteration and allow for future improvements of the game to be made.
Data
This design and background of “Reconstruction,” the final game level background of “Schwer” aimed to induce feelings of immersion and harmony. The background was created with mentor-approved 3D assets and graphics to aim to create an immersive environment.
The level plan was constructed with NPC scripts, detailed and mapped-out instructions, and sound effects which were approved by the mentor, and meet the measures of success.
Participants displayed a range of emotions within the game, from annoyance and anger to excitement.
Conclusions, Implications & Future Research
The qualitative study conducted on the 2021 version of the “Schwer” game showed agreement with user immersion. Participants differentiated on empathic feelings within the game, and that The Wise NPC and The Sage NPC were less interactive than The Fool NPC.
The largest limitation of the qualitative study on “Schwer” is that participants were not a part of “protected groups,” such as the clinically depressed. Since the final game iteration would target people who are depressed, the study attempts to draw conclusions from those who are not. The study also has a fairly small sample size with a non-varied age range, with limited data due to time constraints. It would need a larger sample size to make more definitive conclusions about participant immersion and emotions during the game.
The plan and background for Reconstruction will streamline the building process in the future for all those working on the project. Workers can focus on the coding aspect of the game, and use the game level document as a guideline for making the game. Results from the study show that changes to enhance emphatic feelings may be useful to the game by incorporating more NPC interaction may be helpful.
After my internship experience with Dr. Joy Li in the spring of 2022, I plan on continuing the study done on the 2021 version of the “Schwer” game. This is to collect more feedback to make further improvements and reach a larger sample size of 10-15 people. Throughout my time in the Realities Lab at KSU, I learned through cooperation with my co-workers many skills needed for video game design and for VR use. I also learned various life skills and gained friends who are well-versed in the gaming industry, and I appreciate and am extremely thankful for my mentor for this internship opportunity. My study and my experience in the lab will leave a positive impact on the lab workers and allow for future Wheeler internships to take place there.