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Using Gamified Interactive Experience to Relieve Psychological Pressure in the Post-pandemic Era
24th International Conference on Human-Computer Interaction, HCII 2022 ; 1654 CCIS:436-443, 2022.
Article in English | Scopus | ID: covidwho-2173713
ABSTRACT
The COVID-19 Pandemic brought the whole society to a standstill, which has more significant psychological pressure on children and adolescents. Governments, companies, and social groups are trying to confront COVID-19 and social distancing in a gamified way. However, due to fear of the virus and uncertainty about the future, even after the Pandemic is well controlled in physical space, people are still reluctant to stop and play in public areas and are afraid to engage with others because of their internal sense of alienation. From the perspective of urban renewal and environmental design, creating a series of micro-scale design interventions in public spaces to relieve psychological pressure has urgency and relevant significance. This paper analyzes the symbiotic relationship between public art installations and communities. Then discovers the characteristics of public installations based on emotional healing. Furthermore, create two design prototypes to demonstrate more vividly how gamified interactive experience could relieve the mental pressure of the surrounding residents and help them gradually adapt to the new normal life. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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Full text: Available Collection: Databases of international organizations Database: Scopus Language: English Journal: 24th International Conference on Human-Computer Interaction, HCII 2022 Year: 2022 Document Type: Article

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Full text: Available Collection: Databases of international organizations Database: Scopus Language: English Journal: 24th International Conference on Human-Computer Interaction, HCII 2022 Year: 2022 Document Type: Article