这是用户在 2025-8-7 16:13 为 https://app.immersivetranslate.com/word/ 保存的双语快照页面,由 沉浸式翻译 提供双语支持。了解如何保存?

UAL-Wang Yinuo

Creative Writing Sample -Study Proposal-Zero Game Design
创意写作样本-学习计划书- 零游戏设计

I.Exploitation of concepts and imagination
I.概念和想象力的利用

1.Explorable design and imagination
1.可探索的设计和想象力

Imagination and exploration through the future provide new perspectives and possibilities for our current decision-making,innovation and social construction.Works of discursive design and applied imagination often provoke public reflection and discussion about future possibilities.This dialogue helps shape a shared understanding of the future and prompts broader social engagement.By exploring non-traditional, future-possible design solutions,discursive design stimulates innovative thinking.This contributes to the advancement of the design field and sheds light on new solutions.Discursive design can be understood as both discursive and design components:discursive is abstract and focuses on the level of thinking;design is concrete and is implemented in practice.The visualisation of design after discursive thinking is one of the necessary ways for design to get away from pure discursive thinking.In other words,rational reasoning and thinking and the ability to visualise can be regarded as the core competence of designers.Discursive design links imagination with reality,not in order to predict the future,which is what all design for commercial gain is currently doing,but in order to subvert the seemingly static 'present'.(Anthony Dunne&Fiona Raby, 2017,pp.75)Design,in addition to being a practitioner of commercial value,can also be used as a medium of critique to reflect comprehensively on the cultural,social and ethical impacts of technology."Discursive design encourages designers to go beyond current frameworks and ideas and experiment with different design concepts and approaches.This adventurous spirit helps to advance the field of design.
未来的想象探索 我们当前的决策、创新和社会建设提供了新的视角可能性 话语设计和应用想象力的作品经常引发公众未来可能性反思讨论 。这种对话有助于形成对未来的共同理解 ,并促进更广泛的社会参与。通过探索非传统的、 面向未来的设计方案,话语设计激发创新思维 。这有助于设计进步 ,并阐明新的解决方案。话语设计可以理解话语设计组合 话语抽象 关注的是思维层次 ;设计具体的, 并在实践实施 设计可视化作为话语思维之后的可视化其中之一 设计纯粹的话语思维获得惊喜必要方法 句话说,理性的推理思考以及可视化的能力可以被重新定位设计师的核心能力。话语设计想象现实联系起来 ,不是为了预测未来, 这是目前所有为了商业利益而设计都在做的事情 ,而是的颠看似静态“现在”。AnthonyDunne&Fiona Raby,2017,pp.75)设计除了具有商业价值外, 还可以作为全面反思媒介文化 、社会伦理影响 技术学。话语设计鼓励设计师超越当前框架想法 尝试不同的设计概念方法。这种冒险精神它有助于推动设计领域的发展

2.The impact of design imagination
2.设计想象力的影响

Imagination is closely related to society;it is a product of the interaction between the individual and society. An individual's imagination is influenced by culture,values and social experiences.Stories,art,and traditions in the social environment shape the individual's imagination,and in turn,the individual is able to influence society through creative imagination.Imagination plays an innovative and transformative role in society,driving technological,artistic,and cultural development.At the same time,society's expectations and institutions for individuals influence the direction and content of their imaginations.Thus,imagination and society are intertwined and mutually shaping,and through this interaction,society and individuals co-create rich and diverse cultural and social phenomena.Design imagination can influence the emotional experience and well-being of individuals through the creation of aesthetically pleasing and innovative products and environments,as well as attractive designs that help to promote social and cultural exchanges, understanding and communication between people.Imaginative design with social care can help drive social change.Imagination plays a key role in urban planning and public space design.For example,Singapore's 'Garden City'concept inspires people to imagine urban life by creating unique urban oases.This design has had a socio-cultural impact,improving the quality of life of residents and prompting other cities to emulate similar sustainable designs.
想象力与社会息息相关 ;它是个人社会之间相互作用产物 个人的想象力受到文化、价值和社会经验的影响。社会环境中的故事、艺术和传统塑造了个体的想象力,能够通过创造性的想象来影响社会 。想象力在社会中发挥创新变革的作用 ,推动科技、艺术和文化的发展。 同时 ,社会对个体期望制度影响着个人想象方向意图 。因此,想象与社会相互交织 相互塑造, 通过这些相互作用,社会个体共同创造丰富文化社会现象。设计想象力可以通过以下方式影响个人的情感体验和幸福感 创造观和创新的产品环境 ,以及吸引力的设计 有助于促进社会文化交流、 人与人之间的理解和沟通。富有想象力的设计社会关怀可以帮助推动社会变革。想象力城市规划公共空间设计中起着关键作用 例如,新加坡的 “花园城市”概念通过创造独特的城市绿洲 ,激人们城市生活的想象 。这种设计产生社会文化影响,提高了居民的生活质量 ,并促使其他城市效仿类似可持续设计。

Among other things,utopianism has had a profound impact on design and society,as it envisages a vision of an ideal society.In the field of design,this is reflected in the intense pursuit of innovation,beauty and justice. Inspired by utopian ideas,designers are committed to creating products and environments that enhance human life and promote social harmony.This is reflected in a focus on sustainability and the pursuit of design principles that are environmentally friendly,inclusive and egalitarian.Artist Matthew Barney has
其他外,乌托邦主义设计社会产生了深远的影响 因为它设想了一个理想社会愿景 。在设计领域 ,这体现创新、美感和正义强烈追求上。受乌托邦思想的启,设计师致力于创造改善人类生活 促进社会和谐的产品和环境 。这体现可持续发展关注以及环保、包容和平等的设计原则的追求上。艺术家马修·巴尼 (MatthewBarney

UAL-Wang Yinuo

created highly complex fictional worlds.His Cremaster Cycle(1994-2002)series consists of five feature-length films and hundreds of individual accessories,costumes and props.Though extremely beautiful,detailed and idiosyncratic,the externalisation of one's inner world can only be appreciated aesthetically by others.The realm of the fictional is the realm of game design.The whole world is designed, visualised and connected.In Grand Theft Auto(1997),for example,it is so much more enjoyable to ride and explore the world created by the designers than to simply play the game.Though the game world is detailed to the nth degree,it still focuses its fictionalisation on background settings,geographical features, environmental attributes,etc.rather than ideology.Challenges exist,however,as realising the ideal society requires balancing innovative vision with practical feasibility to ensure that the design has a positive and sustainable impact in real society.
创造了高度复杂的虚构世界。他的 Cremaster Cycle(1994-2002)系列包括部长片和数百种单独的配饰、服装和道具。虽然极其美丽、细致和独特,一个人内的外化只能别人从审美上欣赏 虚构领域游戏设计的领域 整个世界都是被设计、 可视化连接的。例如,在盗猎车手(1997)中 骑行探索设计师创造的世界简单地游戏有趣得多 尽管游戏世界的细节达到了 n 度,但它的虚构仍然集中在背景设置、地理特征、 环境属性等上,而不是意识形态。 然而,挑战也存在,因为实现理想社会需要平衡创新愿景实践可行性 以确保设计具有积极可持续 对现实社会的影响

Games have a profound impact on society,both in highlighting social issues and as agents of change. Through plot,characterisation and interaction,games provoke reflection on social issues,particularly on the topic of mental health.Firstly,some games are able to deeply reflect and explore people's mental illnesses, such as anxiety and depression,and give players a deeper understanding of these issues through their characters'experiences.Through authentic and emotionally rich narratives,games can evoke empathy and direct players'attention to mental health issues.For example,games may simulate the experience of mental illness through role-playing,making players more sensitive to these issues and deepening their understanding of sufferers.The key to making a difference lies in the accountability of game designers. Through games,information,resources and support can be provided to guide players to seek help and break the silence and social stigma in the mental health field.In addition,games can be a platform for social dialogue,promoting social development and raising awareness of mental health issues.By integrating entertainment and education,games have the potential to spark positive change in society,leading to greater care,understanding and support for mental health causes.Therefore,I would like to present my design imagination as a game,and integrate innovative and creative thinking into the design process through storytelling design,unique art style,and social co-operation elements to design a casual adventure RPG from a first perspective that can be played by the public in a relaxing way.Through this game,I want to design and shape people's daily lives,influence social values,and push society towards to a more sustainable,creative,and inclusive direction.
游戏对社会有着深远的影响,无论是突出社会问题方面 ,还是作为变革的推动者 通过情节、人物塑造互动, 游戏引发社会问题的反思 ,特别是心理健康话 首先,一些游戏能够深入反思探讨人们的心理疾病, 如焦虑、抑郁等 ,并通过角色的经历玩家更深入地了解这些问题 。通过真实和情感丰富的叙事,游戏可以唤起同理心并引导玩家关注心理健康问题。 例如,游戏通过角色扮演来模拟精神疾病的体验 ,使玩家对这些问题更加敏感并加深 他们患者的理解。 做出差异的关键在于游戏设计师问责制 通过游戏、信息、资源支持 引导玩家寻求帮助 打破心理健康领域的沉默和社会污名。此外,游戏还可以成为社会对话的平台 ,促进社会发展 ,提高人们对心理健康问题的认识。通过将娱乐教育相结合 games 有可能引发社会的积极变化 ,从而更好地关注、理解和支持心理健康事业。因此,我希望将我的设计想象力作为游戏来呈现,通过故事的设计、独特的艺术风格和社会合作元素 ,将创新创造性的思维融入到设计过程中 ,以设计休闲冒险 角色扮演游戏第一个角度来看 ,公众可以轻松的方式 通过这个游戏,我想设计塑造人们的日常生活 ,影响社会价值观, 推动社会走向可持续、更有创意、更包容直接行动。

Ⅱ.Design Solutions
二、设计方案

1.Background
1.背景

In recent years,anxiety disorder,as a common mental health disorder,has attracted widespread attention and research.With the fast-paced development of modern society and the increasing pressure of life,the incidence of anxiety disorders has gradually risen and become one of the most important problems affecting people's mental health.
近年来 ,焦虑症作为一种常见精神健康障碍,引起了广泛的关注研究。随着现代社会的快速发展生活的日益完善,焦虑发病逐渐上升 ,成为影响人们心理康复的最重要问题之一

Anxiety disorders are closely related to the times,as social,cultural and technological changes can affect people's mental health.Anxiety is a natural response to stress or danger and is characterised by feelings of fear,tension and apprehension.It is a common emotional state that affects many people,it can be triggered by a variety of situations including exams,job interviews and other high-stress events,and is one of the most common forms of mental illness in society.In 2019,301 million people in the world suffer from anxiety disorders.It is projected that approximately 1 in 4 people with anxiety disorders receive treatment.(Anxiety disorders,2023)According to the CHS Health Community Cloud Summit,the incidence of depression in China has shown a year-0n-year increase,with more than 95 million people suffering from depression across the country,making it one of the hardest-hit areas for mental health problems'.Nearly 40 million adults in the United States suffer from anxiety disorders,and those who don't experience symptoms regularly.A
焦虑与时代密切相关 因为社会、文化技术的变化会影响人们的心理健康 。焦虑压力危险的自然反应其特征恐惧、紧张忧虑。它是影响许多人常见情绪状态 可以在考试、工作面试和其他高压力前夕多种情况下触发 并且社会常见精神疾病形式 20193.01 亿人患有焦虑症。预测 大约分之一焦虑患者接受治疗。焦虑障碍,2023)根据 CHS 健康交流云峰会, 中国抑郁症发病率 全国超过 9500 万人患有抑郁症 男性健康问题灾最严重地区之一 美国4000成年人患有焦虑症,以及那些经常出现症状的人 。一个

UAL-Wang Yinuo

recent national poll found that 60%of Americans feel stressed and worried every day.(Neta Dan,2022)
最近的全国民意调查发现 60%的美国每天都感到压力担忧 。NetaDan,2022)

2.Causes of anxiety disorders
2.焦虑症的原因

In addition to the individual level,e.g.genetic factors,individual traits,there are also social pressures,with modern society often characterised by a highly competitive,fast-paced and stressful lifestyle;and economic pressures,with financial difficulties,job uncertainty and financial pressures leading to restlessness and anxiety.In the UK,there is widespread dissatisfaction with work.A recent survey conducted in early 2018 revealed that 47%of employed labourers would consider looking for a new job in the coming year.Among the reasons given for being ready to change jobs,the most prominent were the lack of career advancement opportunities and the fact that they are unable to enjoy their current job,where employees feel they have no value at work.(Capitalism and mental health,2019)Social media and digital life,the rapid development of social media can easily disseminate a huge amount of speech,global social status and media content,some negative news can increase people's information overload,social anxiety and so on.Society has undergone a rapid process of modernisation and urbanisation,which can lead to a range of stresses that can affect mental health.
除了个体层面 个人因素、个体特征等,还有社会压力, 现代社会往往受到竞争激烈 、快节奏压力大的生活方式的影响 ;经济压力,经济困难、工作不确定性和财务压力导致经济困难焦虑。在英国, 人们普遍对工作满意 最近在 2018 年初进行的一项调查显示 47%的在职工人考虑在来寻找新的工作岗位 准备换工作的原因中,突出的是缺乏汽车机会以及他们无法享受当前 工作, 员工觉得自己在工作中没有价值 。资本主义心理健康 ,2019)社会数字生活, 社交媒体飞速发展可以轻易传播言论,全球社会地位媒体内容,一些负面新闻增加公众的信息过载、社交焦虑。社会经历了快速的现代化和城市化进程,这可能导致一系列影响心理健康压力

Anxiety disorders are characterised by persistent worry and stress,excessive worry is the core psychological symptom of anxiety and can last for a long period of time,during which the sufferer may feel difficulty concentrating,be easily distracted and may even have increased anxiety,accompanied by intense fear and physical conditions such as vomiting,headaches and also chances of losing control.To minimise this, sufferers may avoid social situations,which is detrimental to the individual and society as a whole.For society,the prevalence of anxiety disorders may become a public health challenge with implications for the mental health status of society as a whole.The large number of people with anxiety disorders may increase the pressure on healthcare resources,including mental health professionals and treatment facilities.Anxiety disorders may lead to increased economic costs,including healthcare expenditures,increased unemployment, and reduced work productivity.
焦虑的特点是持续的担忧压力,过度担忧焦虑的核心心理症状 可持续很长一段时间 患者可能感觉难以集中注意力, 容易 甚至可能增加焦虑,伴有强烈的恐惧身体状况,呕吐、头痛 还有的机会 为了理解这一点, 患者可能会避免社交场合 ,这对个人和整个社会都是有害的。对于社会来说, 焦虑流行可能成为一项公共卫生挑战 影响整个社会的心理健康状况 的大量 焦虑患者可能会增加医疗资源压力 ,包括心理健康专家治疗设施。焦虑可能导致经济成本增加 ,包括医疗支出、 失业率增加工作生产率降低

The disorder may lead to limitations in social activities and professional careers,which may affect the functioning of society as a whole.The prevalence of anxiety disorders may raise awareness of mental health issues and prompt society to invest in mental health support and resources.Although mental illness has come into the public eye in recent years,the close relationship between mental health and social conditions has been largely overlooked by the general public.Biomedicine also explains some of the social factors that contribute to mental health problems,but these social factors are obscured by scientific jargon.Because diagnosis often begins and ends with the individual,biological rather than social factors for adverse mental problems are primarily explored.However,the political and economic organisation of society has a significant impact on people's mental health,and certain social structures are more conducive to mental health than others.
这种疾病可能导致社交活动和职业生涯的限制 ,从而影响整个社会的运作焦虑流行可能会提高人们对心理健康问题认识 并促使社会开始关注心理健康支持和资源方面。虽然精神疾病最近几年进入公众视野 ,但精神健康社会状况之间的密切关系很大程度上公众忽视。生物医学了一些导致心理健康问题社会因素 ,但这些社会因素被科学术语所掩盖。由于诊断通常个体开始结束 ,因此主要探讨不良心理问题生物学因素而不是社会因素 。然而, 社会的政治经济组织具有重大影响 对人们心理健康 某些社会结构其他社会结构更有利于心理健康

3.Impact of anxiety disorders on society
3.焦虑症对社会的影响

Anxiety disorders have a number of impacts on society,such as reduced work efficiency,where sufferers have difficulty concentrating and making decisions at work;social problems,which can lead to avoidance of social activities or even social isolation,which can have a negative impact on the order and system of society as a whole;and public health challenges,where the presence of anxiety disorders can pose a challenge to the overall psychological state of society,which requires the whole of society's concerted effort to deal with it.Suffering from anxiety disorders may also cause aggravation and other physiological and physical conditions such as depression,insomnia,etc.Recent estimates by the World Health Organisation indicate that more than 300 million people worldwide suffer from depression.Of these,23 million have suffered from symptoms of schizophrenia and approximately 800,000 people commit suicide each year due
焦虑对社会有许多影响 ,例如工作效率降低 患者在工作中难以集中注意力做出决定 ;社会性多发性硬化症,导致回避社会活动甚至社会孤立, 对整个社会的秩序和制度产生负面影响 ;以及公共卫生挑战,焦虑存在社会的整体心理状态构成挑战 ,这需要社会共同努力应对它。 患有焦虑可能导致病情加重和其他生理身体状况,如抑郁症、失眠症等。 世界卫生组织最近的估计表明 全世界有超过 3 亿患有 d 压迫症。其中 ,2300 万人患有以下症状 精神分裂症 每年800,000自杀

UAL-Wang Yinuo

to mental illness.In the European Union,27.0 per cent of the population aged 18-65 have experienced a mental health disorder.In the last two decades,mental health problems have been increasing in the UK alone.The latest NHS Adult Psychiatric Morbidity Survey shows that 17.5 per cent of the population aged 16+suffered from some form of depression or anxiety in 2014,compared to 14.1 per cent in 1993.In addition,the proportion with symptoms severe enough to require intervention rose from 6.9 per cent to 9.3 per cent.(Matthews,D,2019)
精神疾病。在欧盟 27.0%18-65人口经历精神健康障碍。 在过去的二十在英国 ,心理健康问题在增加 最新的 NHS 成人精神病发病率调查显示 2014 16+人口中有 17.5% 患有某种形式的抑郁症或焦虑症,而 1993.In14.1% 的比例严重到需要干预症状6.9% 上升到 9.3%。Matthews,D,2019)

4.Ignoring the impact of this population on society
4.忽视人口对社会的影响

Neglecting this group of people can cause a great deal of problems,if the patient's problems are ignored,the anxiety will worsen,and in addition to the symptoms described above,there is a possibility of giving birth to more illnesses that can have irreversible consequences,such as depression,bipolar disorder,and women are also at risk of breast cancer,which are serious conditions that can even have a direct impact on their lives.If society does not pay attention to such issues,sufferers may neglect their own health needs and may not even be aware that they have a mental illness,which may eventually lead to a medical emergency.Many people with anxiety disorders start out with no or very few emotional symptoms,and instead have predominantly physical symptoms.So these patients start out going to neither a psychiatric department nor a psychiatry department,and the patient's repeated examinations fail to identify a specific condition.During an anxiety attack,the patient will suddenly experience panic attacks,chest pain,chest tightness,and difficulty in breathing,at which point everyone's first reaction is often to suspect a heart attack,and the examination does not reveal any problems.(Yi,J.,2017)
忽视引起很多问题,如果忽视患者的问题 焦虑会加剧,除了上述症状 还有可能给予出生 更多可能产生不可逆转疾病 le 后果,例如抑郁症、双相情感障碍, 女性也有乳腺的风险 这些严重的疾病甚至可能有他们的生活有直接影响 。如果社会重视此类问题,患者 可能忽视自己的健康需求 甚至可能没有意识到自己患有精神疾病,最终可能导致医疗紧急情况。许多焦虑患者一开始没有很少有情绪症状, 而是主要身体症状。因此 这些患者精神 也不去精神科,而且医生反复检查都未能发现具体条件。焦虑发作期间, 患者突然出现惊恐作、胸痛、胸闷、 呼吸困难等症状,此大家的第一反应往往是怀疑一个 心脏病发作, 检查发现任何问题。 易,J.,2017)

Ignoring anxiety problems may also lead to a reduced sense of self-worth,deepened negative emotions,and a sense of disappointment in society.Therefore,the consequences of marginalising people with anxiety disorders are serious,and there is no time to lose in publicising such disorders.I believe that art is a good way to raise people's awareness of mental illnesses,and I would like to propose a design that blends art and anxiety,takes mental illnesses,including anxiety disorders,as its theme,and provides a platform for the public and the whole society to understand,prevent,communicate,and care for mental illnesses.
忽视焦虑问题可能导致自我价值感下降 负面情绪加深 、社会失望感。因此, 边缘焦虑患者的后果严重的, 没有时间浪费宣传焦虑症上。我相信艺术提高人们精神疾病认识的好方法 ,并提出一种融合艺术焦虑的设计, 以包括焦虑症在内的精神疾病理念主题,为公众社会了解 预防、沟通和关爱精神疾病提供了一本简短的途径

5.Case Studies
5.案例研究

Attitudes towards mental illness have been diversified from an artistic perspective.
对精神疾病的态度从艺术角度来看已经多样化

(1)Prisoner (Mali,2017)
(1)囚犯(马里,2017)

This documentary film shows the inner world of the patients in the mental hospital,and visually depicts the stories of the mentally ill through some conversations and self-talk.The tone of the entire film is depressing, with black and white as the dominant colour.Initially,I watched the film from the perspective of a mental patient,and seeing the patients talking to the doctors,talking to their families,and their self-talks overturned my stereotypical image of mental patients.Behind these patients there is usually a family in pain.After removing the label of their mental illness,listening to these patients as complete and independent people to view listening to their stories,these people seem to be immersed in their own world,not asking questions,or seem to see through everything,living soberly,and even presenting rational thoughts and philosophical discussions.In the end I could no longer tell who was mentally ill and who was normal.In the final analysis they are an unfortunate group of people experiencing inescapable suffering,they live in the wrong world, abandoned by the times and then lost...
部纪录片展示了精神病院患者的世界 并通过一些对话自言自语 ,直观描绘精神病患者的故事 部影片基调令人沮丧,色调。最初,我精神患者的角度拍摄这部电影 ,看到患者医生、与家人交谈 言自语 了我对精神病患者。 在这些病人的背后 ,通常是一个痛苦的家庭 去除标签 他们的精神疾病,听着这些患者作为完整独立的人来看他们的故事 ,这些似乎沉浸在自己的世界,不问题,或者似乎看透了一切,醒地生活, 甚至呈现理性的思考哲学的讨论。 最后再也分精神正常人。根结底 他们不幸的经历着无法忍受的苦难的人,他们错误的世界时代 然后迷失了 ...

After watching the whole film,it eliminated my stereotypical impression of this kind of patients,and gave me a very intuitive knowledge of the core theme of my design,mental illness;the documentary is in black and white,and the mood is very depressing after watching it,and this tone does not have a positive effect on the group of people with a poor mental state,so bright colours can be used in the design;I felt the pain of
整部电影看完,它消除了我对这种拍打刻板印象 我设计的核心主题有了非常直观认识 ,即精神 纪录片白的 完后心情压抑 而这穷人群体并没有积极的影响精神状态,因此可以在设计中使用明亮的 colours;感受到疼痛

UAL-Wang Yinuo

them and the families behind them,and I can provide a platform for communication in the design,so that
他们和他们背后的家庭,我可以在设计提供一个交流的平台 ,这样

people can express their emotions.
人们可以表达自己的情绪。

把段瞒到这模面吧

ntey pu me hie.
说,我嗨。

抽焊赌酒是我的梁地

nmhe beogmng

不文精灰也不职罚瓶

故是信翻晓律都是储楼的

a the potum
波图姆

rchenge ard bkcene o po 四为几大干
Rchengeard bkcene opo 四为几大干

(2)Resilient Responses:Repair And Restore (Bernay,E.,2021)
(2)弹性响应:修复恢复(Bernay,E.,2021)

Empty yourself and use your body as a medium to connect with your inner self.In the process,stay focused and explore your own potential through running,stillness,breathing and some short statements of discovery. At the same time,feel yourself,observe yourself and heal yourself in the process.Learn to experience the self and feel the power within by establishing a link with the self.Scenes and sounds (e.g.special sound effects to correspond to different scenes)can be designed to help people calm down and feel their body and spirit,and heal themselves.
清空自己,你的身体作为媒介 ,与在的自我联系。在这个过程中,保持专注 通过跑步、 呼吸、呼吸一些简短的发现陈述探索自己的潜力 同时 ,感受自己, 观察自己 在这个过程中治愈自己 。通过自我建立联系 ,学会体验自我感受内在的力量 场景声音 (例如,不同场景相对特殊音效 可以帮助人们平静下来 感受自己的身体精神, 治愈自己。

(3)Louise Lawler's Tracing for You (Marcoci,R.,2020)
(3)路易丝·劳勒的《追踪 》(Marcoci,R.,2020)

The design is done in a completely new mode,by transforming the format,reconstructing the work,etc.to show the innovation and potential of art.There are more than fixed forms of expression,a piece of art can take many forms and the viewer can become part of the artwork,creative sharing and imagination is vital. Innovation is very important to art and utilising the imagination of the public can create wonderful works.In my designs,I can give people the freedom to play with their own ideas and build the work to their liking from a personal point of view.
设计全新的方式进行 ,通过转换形式、重构作品等方式 展现艺术的创新性和潜力 一件艺术品的表现形式止于固定 ,可以多种形式 观者可以成为艺术品参与者,创造性的分享想象至关重要 创新艺术非常重要 利用公众想象力可以创造出精彩的作品。在的设计中,我可以人们自由地发挥自己的想法 ,并个人角度根据自己的喜好构建作品

(For example,my design is presented in the form of a game,in which the shape of the objects and the colour of the scene can be set by myself)
例如,我的设计游戏的形式呈现 物体形状场景颜色可以自己设定)

UAL-Wang Yinuo
UAL-王一诺

Louise Lawler.Still Life
路易丝 ·劳勒。静

(Candle)(traced).2003/2013
(蜡烛)(追踪).2003/2013

(4)Mental illness exhibition we,just a world away
(4)精神疾病展览 we,justaworldaway

In-depth understanding of the mental world of the mentally ill,through these exhibitions can see the world from the patient's point of view,how normal and and mentally ill people are defined,may just be a different perspective.Experiential feel the pain of the onset of this group of people,what they experienced in the mental hospital,what they are thinking.Hands-on experience is an important part of the design,in order for the public to truly understand this group,they need to be allowed to visualise the pain of the patients.I would like to design a game scene from the patients'point of view,to understand what they are thinking, how they see the world,and to experience the symptoms of the onset of the disease,such as hallucinations, hearing,and emotions.
深入了解精神病患者的心理世界 ,通过这些展览可以患者的角度世界 如何定义正常精神病患者 ,可以只是角度。体验感受痛苦 他们精神病院经历 他们想什么。动手体验设计的重要组成部分 为了公众真正了解这个群体, 需要让他们看到病人。 我想从参与者的角度设计一个游戏场景 ,了解他们什么 他们如何待世界,并体验症状疾病的影响 幻觉、 听觉和情绪。

(5)Resident Evil
(5)生化危机

The Resident Evil series is an adventure horror game that has achieved great success in the gaming field through its compelling storyline and creepy graphic design.It has not only contributed to the development of the horror game genre,but has also had a profound impact on game technology and narrative methodology.
生化危机 系列是一款冒险恐怖游戏 通过其引人入胜的故事情节和令人毛骨悚然的图形设计 ,在游戏领域取得了巨大的成功 。它不仅恐怖游戏类型的发展做出了贡献 ,而且游戏技术叙事方法论产生了深远的影响

In terms of social impact,the series raised concerns about biochemical technology and viral threats.With the biochemical disaster scenarios in the game,society began to pay more attention to the potential dangers of technology,prompting in-depth discussions on the ethical issues of life science and virus research.
社会影响方面 ,该系列对双化学技术病毒威胁的担忧 。随着游戏生物化学灾难场景的出现 ,社会开始更加关注技术的潜在危险 ,引发了对生物问题深入讨论科学和病毒研究。

In terms of values,the Resident Evil series reminds players of the fragility of ecosystems and the potential risks of technological development.By exploring the themes of horror and survival,the games call on people to examine the potential impact of human behaviour on the environment and society,emphasising the value of ecological balance and ethical responsiblity.
价值观方面,《生化危机 》系列提醒玩家生态系统脆弱性技术发展的潜在风险 通过探索恐怖和生存的主题,游戏呼吁人们审视人类行为环境社会的潜在影响 ,强调生态平衡伦理责任价值

Therefore,the Resident Evil series is not only a successful game,but also an entertainment media that triggers society to think about technology,ecology and ethical issues,providing players with a deep entertainment experience and value revelation.
因此,《生化危机》系列不仅是一款成功的游戏,是一种社会科技 、生态伦理问题思考娱乐媒体 ,为玩家提供了深度的娱乐体验和价值启示。

(6)Tales of Hearts
(6) 红心传说

Through compelling narratives and stories that explore the depths of the mind,it deeply reflects mental health issues.The design helps players better understand and empathise with characters suffering from
通过人入胜的叙事和故事 ,深入心灵深处 深刻反映心理健康问题。该设计帮助玩家更好地理解和同情患有以下问题的人物

UAL-Wang Yinuo

mental illness,while stimulating social awareness of mental health issues.Through the game,society's awareness of mental health is raised,leading to broader dialogue and investment ofresources.
精神疾病,同时激发社会心理治疗问题的认识 。通过游戏,提高了社会的心理健康意识 ,促进人们之间的对话资源的投入

(7)Animal Crossing
(7)动物森友会

This game emphasises the importance of social interaction,cooperation and the natural environment by simulating a virtual community.This design not only promotes interaction and friendship between players in the game,but also emphasises the importance of community in the real world.Players learn the value of co-operation,sharing and caring by interacting with the virtual animal inhabitants,which positively affects community building and relationships.
该游戏通过模拟虚拟社区来强调社交互动 、合作和自然环境的重要性 。这种设计不仅促进了游戏玩家之间的互动友谊 强调社区现实世界中的重要性 。玩家通过与虚拟动物居民的互动 ,了解合作、分享关爱价值 ,这对社区建设关系产生积极影响

Two examples,Legends of the Heart and Animal Crossing,demonstrate how games can impact society through design.They emphasise social values such as social interaction,co-operation and mental health,and promote players'thinking and practice of these values through virtual experiences,thus conveying far-reaching social meanings while playing.
两个例子,心灵传奇和动物森友会,展示了游戏如何通过设计影响社会 。他们强调社交 、合作、 心理健康社会价值 并通过虚拟体验促进玩家对这些价值观的思考和实践 ,从而在游戏中传递深远的社会意义

3.Value
3.价值

These artworks have a unique value in prompting social reflection and discussion on the topic of mental health.Mental illness artworks provide insights into the internal experience and emotional world of individuals.This helps viewers to understand and expand their knowledge of mental health issues,going beyond the superficial and delving deeper into the impact of mental illness on the sufferer.The artwork evokes emotional resonance in the viewer,making it easier to understand and empathise with the personal experiences of mental health challenges.This helps to create a more supportive and inclusive social climate. For artists with mental illness,artwork may be a form of therapy and expression.Through artwork,they can express inner emotions,resilience and individual uniqueness.Appreciating artwork can provide inspiration and emotional elements to my game design.
这些艺术品促进对心理健康主题如此科学反思讨论方面具有独特的价值 。精神疾病艺术作品提供了对个人内体验情感世界的洞察 。这有助于观众了解扩展他们心理健康问题了解 超越表面 ,更深入地了解精神疾病心理健康问题的影响受苦者。这件艺术作品唤起人们情感共鸣 ,使人们更容易理解同情心理治疗挑战个人经历 。这有助于营造一个更具支持性和包容性的社会氛围。 对于患有精神疾病的艺术家来说 ,艺术作品可能是一种形式 治疗表达。通过艺术作品,他们可以表达内在的情感、韧性和性的独特性。欣赏艺术作品可以我的游戏设计提供灵感情感元素

By appreciating various forms of art,I am able to develop different emotions and motivations,thus
通过欣赏各种形式的艺术,我能够发展不同的情感和动机,从而

UAL-Wang Yinuo

surrounding your game with these elements to create a richer,more engaging experience Artwork also helps to increase aesthetic awareness and makes me more sensitive to design details,thus creating a game environment that is emotionally soothing and reduces anxiety,ultimately reducing the mental stress of society.By appreciating and analysing these game designs,it can provide insights that allow me to better understand mental health topics,including the effects of illness and the daily challenges of patients.By scrutinising these games,I can draw on a wealth of information about emotional,behavioural and cognitive aspects to more fully consider all aspects of patient experience in design.Secondly,this appreciation can stimulatethe creative imagination.
围绕您的游戏 利用这些元素创造更丰富、更引人入胜体验艺术作品有助于提高审美意识 ,让设计细节更加关注 ,从而创造一个游戏环境 ,可以舒缓情绪,减少焦虑,最终减轻社会精神压力 。通过欣赏和分析这些游戏设计,它可以提供见解 使能够更好地理解心理健康主题,包括疾病的影响和患者的日常挑战 。通过仔细研究这些游戏,我可以提取大量关于情绪、行为认知方面的信息 ,以全面地考虑所有内容作为患者体验设计。其次,这种欣赏可以激发创造性的想象力。

By gaining insight into how other designers have conveyed the complexity of mental illness through game mechanics,narrative and visual representation,I am able to gain inspiration and uncover new design elements.Innovative designs such as these help to provide a more in-depth and authentic user experience, while being able to expand the boundaries of design to create more empathetic environments for users.Most importantly,by appreciating this type of game design,I was able to develop sensitivity to mental health issues,prompting you to pay more attention to the emotional needs and psychological state of users in your designs.This not only enhances the social responsibility of the design,but also helps to create innovative solutions that can support the recovery and understanding of patients.
通过深入了解其他设计如何通过游戏机制、叙事和视觉表现传达精神疾病的复杂性 ,我将获得灵感并发现新的设计元素。如此类的创新设计有助于提供深入 更真实的用户体验, 同时能够扩展设计边界,为用户创造更具同理心环境 。最重要的是 ,通过欣赏这种类型的游戏 能够培养对心理健康问题敏感性 ,促使更加关注情感需求心理状态 用户 。这不仅增强了设计社会责任感 ,还有助于创建能够支持患者康复理解创新解决方案

Ⅲ.Creative programme
三、创意方案

Unlike games in the traditional sense,experiential games focus more on the expression of artistic connotations than on establishing game mechanics or challenging players'skills.The game The Night Journey,produced by artist BillViola,uses a series of blurred video clips to tell the story of the protagonist's emotional experience on the road to the future through the player's constant slow movement and exploration in the game scene and the simultaneous playback of the video.The player does not need to have any gaming skills or experience,nor does he or she need to have any special gameplay skills,but can only move slowly through the scenes,observing the changes in the scene around him or her,the superimposed transparent video footage,and the soundtrack.
传统意义上的游戏不同 ,体验式游戏注重艺术内涵表达 ,而不是建立游戏机制挑战玩家的技能 游戏《艺术家 BillViola 制作,通过一系列模糊d 视频片段 通过玩家的游戏场景持续缓慢移动探索 ,并同时播放视频。玩家不需要具备任何游戏技巧经验,也不需要具备任何特殊的游戏技巧,但只能在场景缓慢移动 ,观察他或她周围场景中的 chan ges,叠加的透明视频片段和配乐。

Conceptual,formal,and experimental/conceptual,formal,experimental,these three design elements are collectively referred to as affordances in Works of Game,and this theory is derived from James Gibson's paper The Theory of Affordances,where he states that This theory comes from James Gibson's paper The Theory of Affordances,in which he points out that affordances are objects or objects that the designer thinks the user needs,such as a doorknob that is designed to be grasped by the user.In this case,conceptual availability is the establishment of a unified contextual cultural setting,as in the case of European paintings from the late thirteenth to the nineteenth centuries,where conceptual availability shifted from the reproduction of the real world to the present day's multiple purposes,such as entertainment,propaganda,and narrative.(Viola,B.,2007)
概念的、形式性的、实验性的/概念性的、形式的、体验性的,这三个设计元素《游戏作品 》中统称为 afFordances理论JamesGibson 的论文 TheTheory of Affordances,他认为这个理论来自詹姆斯· 吉布森的论文 可供性理论 》,其中他指出可供性designer 认为用户需要对象或对象 ,例如设计用于用户抓的门把手 在这种情况下 ,概念可用性建立统一语境文化环境,如十三世纪十九世纪欧洲绘画 其中概念可用性复制 现实世界当今多种目的,例如娱乐 、宣传和叙事。中提琴,B.,2007)

UAL-Wang Yinuo
UAL-王一诺

Based on research and visual references to various artworks and game designs,I roughly designed a game session and narrative.
基于对各种艺术作品游戏设计的研究视觉参考 ,我大致设计了一个游戏会话叙事。

In ‘Beyond Emotions',an RPG open-world type game,the player will take on the role of Zero,a characterr who is unable to perceive emotions;she has a long life but is unable to perceive emotions,and in order to retrieve her lost emotions and the meaning of her life,she decides to set off on an adventure about discovering herself.
RPG 开放世界游戏 《超越情感》 玩家扮演无法感知情感的角色;她寿命无法感知情感, 为了找回失去的情感和生命的意义,她决定踏上一场关于发现的冒险之旅她自己

Zero awakens from the void to find herself collapsed in a forest,and is later found by kind-hearted villagers who bring her back to the village for medical treatment.In the process of getting along with the villagers, she discovers that she is different.She has no memories of herself or the world,and more seriously,she is unable to perceive emotions.The villagers will be happy because of the extra crops;children will be sad because they have not got their favourite toys;and small animals will run away because they have been discovered by the people....…But Zero does not have any of the things called "emotions",and it is these joys and sorrows that make up the colourful life experiences of all things and create their own meaning of life.Encouraged by the villagers,Zero embarks on ajourney to find herself.
虚空中 发现自己倒在森林,被好心的村民发现 ,将接受治疗 。在与村民们相处过程中 发现自己众不同。她没有记忆 她自己世界,严重的是,她无法感知情绪。 村民们会很高兴, 因为有额外的庄稼;孩子们因为没有得到自己喜欢的玩具而感到难过 ; 而小动物因为被人们发现而逃.......但母鹿没有任何所谓“情绪” 正是这些怒哀乐造就了人们丰富多彩人生经历事物创造自己的生命意义 在村民鼓励下,零踏上了寻找自我的旅程

Zero didn't know how long she had been travelling,but a white space appeared before her eyes,and she came to Snowhaven,the land of snow.She walked into a restaurant and asked everyone if they could teach me how to be happy.The man at the restaurant told her that a full meal would make him happy,and aglass of wine would be even better;a homeless man told her that having a warm coat to get him through the winter would make him happy;and a man with a finger full of jewellery rings told her that having inexhaustible wealth would make him happy..……Zero was even more confused,and she had to find an inn to stay at,as the villagers had instructed her to do.In the dead of night,a white-furred fox jumped up onto her windowsill and introduced itself as Silver,the guardian of the realm,who could help Zero get her emotions back,but needed to complete a special spiritual journey.Firstly,Zero needs to enter a dream world that projects her inner world,in which she encounters an endless blizzard of snow and ice that symbolises her disconnection from her emotions.She is in a labyrinth,and the sound of the wind echoing around herr and the coldness of her touch make her feel uncomfortable.She feels frozen inside,which is a self-protective mechanism against her emotions.This frozen state of self-protection perpetuates a state of indifference and apathy in her mind,quietly fending off the uncertainties and risks that emotions can bring. Her inability to perceive the joys and sorrows of others,surrounded only by the bleak beauty of ice and snow,makes her feel isolated from the rest of the world,which makes her refuse even more to reach out to
不知道自己走了一片空白出现在她的来到了雪国斯诺黑文。一家餐厅 大家是否可以如何快乐。 餐厅男人告诉一顿饱开心 喝一杯更好 ;一个无家可归的人告诉,有一件保暖的外套可以度过冬天快乐 ; 一个手指上满珠宝戒指男人告诉 拥有取之不尽用之不竭的财富会让她 他很高兴..……零更加困惑了,必须按照村民指示一家客栈住。深人静,一只毛茸茸的狐狸跳到她的窗台上,介绍自己是王国的守护者西尔弗 ,可以帮助零恢复情绪 ,但需要完成一次特殊的精神之旅。首先,零需要进入一个内心世界的梦境世界 ,在这个梦境中 面临着象着她的暴风雪她的情感脱节 。她身处之中,风身边 ,冰触感让她感到不舒服 。她感觉内心被冻住了,这是 一种针对情绪的自我保护机制 。这种自我保护状态 ,让她的内心永存着一种冷漠冷漠的状态 ,悄悄地抵御着情绪可能带来的不确定性和风险带。无法感知别人的喜怒哀乐 清白美景包围 ,让感到与世隔 世界其他地方 ,这更加拒绝接触

UAL-Wang Yinuo
UAL-王一诺

emotions because she believes that such contact would drive her even deeper into them.Silver tells her that this alien emotion is called fear.Through the snow and wind of the labyrinth,Zero comes to realise what is troubling her and unlocks the ice within.Zero and Silver come out of the labyrinth and arrive at a lake, where many beings are holding a festival,inviting Zero and Silver to join them in the delightful rhythms and radiant colours that fill the area.During the ceremony,various beings display their unique light,representing different emotions,and Zero is invited by the other beings to join them in a dance of light.It was an energetic and joyful dance,and through the dance she began to sense the emotions pouring out of her body, and although the sensation still made her uncomfortable,she learnt that although it was unknown,it wasn't scary,and that emotions were a bridge from the inner world to the outer world.the unique light was also displayed around Zero,and since then a ray of sunshine has been shone into the icy world of Zero's inner world,as she endeavoured to feel the emotional ebb and flow of life.She tries to feel the ups and downs of life's emotions,a process that not only allows her to find "happiness"and learn understanding and acceptance,but also gives her the courage to face the world.Zero learns that Silver has accompanied countless travellers and witnessed the birth of all kinds of emotions,and that these travellers'experiences have inspired Zero's understanding of feelings,which is a valuable treasure for her.The icy journey comes to an end as Zero recovers some of her emotions,and in the process they form a deep friendship.However, Zero and Silver have to part ways for a while,and Zero begins to feel a surge of reluctance in her heart, which she realises is a natural expression of friendship and companionship,and which has allowed her to experience the richness of emotions in living creatures.In the final moment of farewell,Zero sheds a tear,a moment when she understands what it means to be unwilling to part,and Silver gives Zero a crystal pendant through which she can look back on their time together and the emotions she has gained from their friendship.
情绪 ,因为相信这样的接触更深入地陷入其中。西尔弗告诉 这种外星人的情绪就是恐惧。透过迷宫风雪 ,零意识到困扰着她的事情 解开了里面的冰。零迷宫出来 来到一个 那里有许多众生正在举行节日,邀请零加入他们,节奏光芒四射填充该区域的颜色。仪式,各种众生展现出他们独特的光芒,代表着不同的情感,零被其他众生邀请加入他们的光之舞。这是一场充满活力和欢乐的舞蹈, 通过舞蹈 开始感觉到从她身上倾而出情绪 身体, 虽然这种感觉仍然舒服,但她了解到, 虽然未知 但并不可怕,而且表情一座桥梁内在世界世界。 独特的光芒零周围展现出来 从此一阳光冰冷零的内心世界,努力感受生命的情感潮起潮落 。她试图感受生活中情绪伏, 这种过程不仅找到 “幸福”, 学会理解接纳,还给了她 面对世界的勇气 。泽了解 西尔弗陪伴无数旅行者 见证各种情感诞生 这些 travellers 的经历零对感情的理解,这对来说财富 随着恢复了一些情绪,的旅程结束了,并在此过程中他们建立了深厚的友谊。然而,不得不道扬镳一段时间 开始感受到激增的感觉 内心不情愿,意识到这是友谊陪伴自然表达 体验到了生物情绪 。在告别的最后时刻 ,零流眼泪, 这一她明白了不离开意味着什么 西尔弗一个水晶吊坠 她可以通过它回顾他们过去的时光以及他们的友谊获得情感

After an unknown amount of time,Zero arrives in a mermaid kingdom named Aquamaris,a country built in the deep sea.In this beautiful sea,Zero witnesses the people on the surface polluting the ocean and robbing the resources of the underwater kingdom to fulfil their desires.Zero meets Thalassa,the queen of Aquamaris, in a foggy sea,which is the most polluted part of the ocean.Thalassa tells Zero about the predicament of the country,the depletion of the resources of the seabed and the collapse of the ecosystem as a result of the greed of the human beings.The ecosystem is collapsing,the beautiful corals are being exploited and countless creatures are dying every day.……Upon hearing this news,Zero feels a strong surge of emotion,a mixture of anger at the predators and grief at the loss of the living creatures,which makes her determined to help Thalassa to stop this catastrophe.They united the various races of beings under the sea,mermaids, dolphins,sharks,whales,etc.,to form a guard of honour.Together,they form a plan to protect the marine ecological balance and fight back when humans plunder them.During the battle with the predators,Zero discovers that the crystal pendant Silver gave her can turn her anger into power to fight them and successfully defend Aquamaris,ajourney that becomes a valuable experience for her.
经过了不知多久的时间,零来到了一个名叫 Aquamaris美人鱼王国 ,一个海中的国家 。在美丽的海洋中,零目睹了水面上的人们污染海洋 王国资源来满足他们的欲望 零在一片蒙蒙的大遇见了海王塔拉萨 ,这是海洋污染最严重部分 。塔拉萨零号述了国家困境 海底资源枯竭生态系统的崩溃 ,这是人类贪婪的结果。 生态系统正在崩溃, 美丽的珊瑚正在爆炸,每天都有无数的生物在死亡 ....... 听到这个消息,零感到一股强烈的涌动 情感, 混合掠食者的愤怒对失去生物悲伤 这使决心帮助塔拉萨阻止这场灾难。他们联合了海的各个种族 生物 ,美人鱼、 海豚、鲨鱼、鲸鱼等,组成了仪仗队 。它们共同构成了一个保护海洋生态平衡计划, 并在人类掠它们进行反击 。在掠食者的战斗中,零发现西尔弗她的水晶吊坠可以她的愤怒转化为力量对抗他们成功保卫海族,一个来说一次宝贵的经历

Zero is back on the road again,and Zero's adventures lead her to breathtaking places,each one a masterpiece of nature and a testament to her spiritual growth.These landscapes are not only her adventures,but also herr memories of intermingling with the world.She can not only perceive the joys and sorrows,but also the tiny beauties of life.She is now looking forward to the future,and the meaning of life will be created by herself, she is forever free.
再次,零的冒险带到了令人叹为观止的地方 ,每一个都是大自然的杰作 也是死成长证明 。这些风景不仅她的冒险经历, 也是与世界交融的回忆 。她不仅感知欢离合, 还能感知生命中的小美好 。她现在期待着未来, 生命的自我将由她自己创造 永远自由

UAL-Wang Yinuo

IV.Sources of Inspiration
四. 灵感来源

1.Dream interpretation (Sigmund Freud)
1.解梦 西格蒙德·弗洛伊德)

Freud's theory of dream interpretation has had a profound impact on design imagination.He believed that dreams are an expression of subconscious desires and conficts,and that by analysing dreams,designers can dig deeper into the complexity and diversity of the human mind.This influence is reflected in the following aspects:
弗洛伊德的解梦理论设计想象力产生重大影响 。他认为次意识共识表达 通过分析梦,设计师可以更深入地挖掘人类思维复杂性和多样性 。这种影响体现在以下几个方面:

Firstly,Freud's theory emphasises the symbolic nature of dreams,inspiring designers to go beyond the surface and tap into the multi-layered meanings of symbols and metaphors.Design can draw on dream interpretation methods to create deeper and more thought-provoking work through the use of symbols and imagery.
首先,弗洛伊德的理论强调梦的象征性, 启发设计师超越表面, 挖掘符号和隐喻多层次内涵 。设计可以借用解梦方法 通过符号意象运用 ,创作更深入 发人深省作品

Secondly,dream interpretation advocates the understanding of latent desires,so I can create a design that is closer to human psychology by delving into the latent needs and desires of game characters.
其次,解梦对潜在欲望理解 ,因此可以通过深入研究游戏角色潜在需求欲望 ,创造出更贴近人类心理的设计

Finally,Freud's dream interpretation brings a psychological perspective to design,prompting society to pay more attention to the expression of human emotions,desires,and conflicts.Through a deep understanding of the emotional needs of my creations,design can become a bridge for emotional connection,creating a more resonant experience that triggers far-reaching and unique imagery in design.
最后,弗洛伊德的解梦为设计带来了心理学视角 ,促使社会更加关注人类情感、欲望和冲突表达 通过深刻理解创作的情感需求 ,设计可以成为情感连接桥梁 ,创造能引起共鸣的体验,引发远而独特的意象设计

2.Mimetic Theory(Jean Baudrillard)
2.拟态理论(让·鲍德里亚)

Boboria's theory of mimesis emphasises the key role of imagination in cognitive and emotional experiences. In game design,this theory provides guidance for creating engaging fictional worlds.By stimulating players'
波博里亚的模仿理论强调想象力认知情感体验的关键作用 游戏设计中,该理论创造引人入胜的虚构世界提供了指导 。通过刺激玩家的

UAL-Wang Yinuo
UAL-王一诺

imaginations,games can engage them more deeply and create emotionally resonant experiences. Anthropomorphic theory also emphasises the importance of role-playing and storyline,which are crucial to creating compelling game worlds.Overall,Bobria's theory of mimesis has provided me with powerful tools to better utilise players'imaginations to create unique and rich gaming experiences.
想象力、游戏可以更深入地吸引他们 ,创造情感共鸣的体验。 拟人化理论强调角色扮演故事情节的重要性,这对于创造引人入胜的游戏世界至关重要 。总的来说,Bobria 的模仿理论提供了强大的工具 ,可以更好地利用玩家的想象力来创造独特丰富的游戏体验。

3.The Little Prince(Antoine de Saint-Exupéry)
3.小王子(安托万·德·圣埃克苏佩里)

The Little Prince provides invaluable insight into characterisation for game designers.Through the character of The Little Prince,I can learn how to give deep personality and unique charisma to the assistant characters in the game.The Little Prince's innocence,curiosity,helpfulness,and unique view of the world infuse the assistant character in the game with energy and emotion.By guiding the emotional resonance between the player and the assistant character,it makes them play a more important role in the adventure.At the same time,The Little Prince's adventures show that an authentic and deep assistant character can provide support, revelation,and growth for the protagonist.Taken together,The Little Prince has provided me with a wealth of ideas and creative inspiration for shaping assistant characters in compelling adventure fantasy games.
《小王子 游戏设计师提供了宝贵的人物塑造。通过王子这个角色 ,我可以学会如何赋予游戏中的辅助角色深刻的个性和独特的魅力 王子的纯真、好奇心、乐于助人和独特的世界游戏中的辅助角色注入了活力情感。通过引导玩家辅助角色之间的情感共鸣 ,使他们冒险扮演重要的角色 。同时 王子的冒险经历表明 一个真实有深度辅助角色可以主角提供支持、 启示和成长 以《王子 》为提供了丰富的创意和创作灵感 在引人入胜的冒险奇幻游戏塑造助理角色

V.Match to University
五、 与大学匹配

The decision to choose ual as a graduate application school was based on its history of artistic excellence and commitment to nurturing talent in the creative fields.The college has always been committed to providing world-class art and design education,supported by an innovative academic environment and exceptional resources.Its emphasis on practical curriculum design and engaging links with industry convinced me that it would provide me with a rich academic experience and development opportunities.In choosing the applied imagination programme at London College of Art,I was attracted by its unique curriculum and advanced teaching methods.The College has a dedicated team of teaching staff in the field of APPLIED IMAGINATION,who not only have extensive academic backgrounds,but have also gained a wealth of experience in the real industry.The combination of the teaching team makes learning not just a transfer of theoretical knowledge,but also a practical opportunity to connect with the real industry.
选择研究申请学校决定基于卓越的艺术历史和对培养创意领域人才的承诺 。学院一直致力于提供世界一流的艺术和设计教育 ,并创新的学术环境卓越的资源后盾 。它强调实用课程设计行业的联系 ,使相信提供丰富的学术经验发展机会。在选择伦敦艺术学院应用想象力课程,我被独特的课程和先进的教学方法所吸引 学院拥有一支敬业的师资队伍,在以下领域拥有一支敬业的队伍。 应用想象力, 不仅拥有广泛的学术背景,还现实行业积累了丰富经验教学团队组合使学习不仅仅是理论知识传授 ,更是实际行业对接的实践机会

After careful research matching,I was very interested in Dr Cvetana Ivanovna's research direction on "How can contemporary art forms be used as scientific tools?as well as exploring the "Neuroaesthetics of Emotion and Contemporary Art Forms".I would love to learn from Dr Cvetana Ivanovna how to combine creative design+science and apply it to programme development.For now,I hope to use Ual's faculty and platform resources to develop the games I've mentioned above,to use games as a language system,to consider the artistic,theoretical,and conceptual aspects of games,and to expand the possibilities of games as applications of the imagination.
经过仔细研究 CvetanaIvanovna 博士关于“ 当代艺术形式如何作为科学工具 的研究方向非常感兴趣 ,并“神经美学情感当代艺术形式“。我很想CvetanaIvanovna 博士学习如何创意设计+科学结合起来 ,并将其应用于项目开发。目前 ,我希望利用 Ual 的师资力量平台资源开发上面提到游戏 ,将游戏作为一种语言系统, 考虑游戏的艺术、理论和概念方面,并扩大游戏作为想象应用的可能性

Bibliography
书目

Dunne,A.,&Raby,F.(2017).Speculative Everything(No.1;1st ed.,Vol.1,Issue 1).JIANGSU PHOENIX FINE ARTS PUBLISHING HOUSE.http://www.jsmscbs.com.cn/
邓恩,A.,&拉比,F.(2017)。投机的一切(No.1;第 1 版,第 1 卷,第 1 期 )。江苏凤凰美术出版社.http://www.jsmscbs.com.cn/

Anxiety Disorders.(2023,September 27).World Health Organization.
焦虑症。(2023 年 9 月 27 日)。世界卫生组织

https://www.who.int/news-room/fact-sheets/detail/anxiety-disorders

Dan,N.(2022,October 4).Everything You Need to Know about Anxiety and Polygraph Detection.Axeligence.Dan,N.
丹,N.(2022,10 月 4 日)。 您需要了解的有关焦虑和测谎仪检测的知识。Axeligence.Dan,N.

UAL-Wang Yinuo
UAL-王一诺

(2022).https://axeligence.com/zh-hans/%E7%84%A6%E8%99%91%E7%9A%84%E5%BD%B1%E5%93%8D/ Capitalism and Mental Health.(2019).Zhihu
(2022).https://axeligence.com/zh-hans/%E7%84%A6%E8%99%91%E7%9A%84%E5%BD%B1%E5%93%8D/资本主义与心理健康。(2019).知乎
.

https://zhuanlan.zhihu.com/p/68336953

Matthews,D.(2019,June 2).Manufactured Mental Patients.Jiliuwang.https://iliuwang.net/archives/82422 Yi,J.(2017,January 26).Mental Rehabilitation.Beijing University Sixth Hospital.
马修斯,D.(2019 年 6 月 2 日)。制造精神病患者.吉柳旺.https://iliuwang.net/archives/82422J.(2017 年 1 月 26 日)。精神康复.北京大学第六医院.

https://iliuwang.net/archives/82422
https://iliuwang.net/archives/ 82422

Bernay,E.(2021,January 21).Resilient Responses:Repair and Restore:Tate Modern.Tate.
伯奈,E.(2021 年 1 月 21 日)。弹性响应:修复和恢复:泰特现代美术馆。

https://www.tate.org.uk/whats-on/tate-modern/bruce-nauman/resilient-responses-repair-and-restore Marcoci,R.(2020,March 25).Louise Lawler's Tracings for You|Magazine |MoMA.MoMA. https://www.moma.org/magazine/articles/257
https://www.tate.org.uk/whats-on/tate-modern/bruce-nauman/resilient-responses-repair-and 恢复 MarcociR.(2020 年 3 月 25 日)。路易丝 ·劳勒 (Louise Lawler) 的追踪之旅 |杂志 |现代艺术博物馆。https://www.moma.org/magazine/articleS/257

Viola,B.(2007).The Night Journey.https://www.thenightjourney.com/
中提琴,B.(2007)。夜行。https://www.thenightjourney.com/