My question is… Can Serious Games be the Answer to Harmful Mental Health Stigmas?
Serious Games can be used as a Tool for education-
- Infinite possibilities
- Learn by doing
- Rapid feedback cycle (Learn Faster)
- Connect emotionally and physiologically
- Tangential Learning
- Player agency (Your decisions matter.)
I wanted to create a Game that can take advantage of the key aspects of design that are available through serious games to benefit a cause for well-being.