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EQUILIBRIUM

Pihl, Alexia (2022) In Diploma work IDEL01 20221
Industrial Design
Abstract
With the solemn reality of modern society, where increasing demand for high
achievements and performance in every aspect of life causes people to crumble
under the pressure. The negative mental health effects on the public have been
called an epidemic and are especially apparent for the youth and children.

With this project I wanted to research and promote leisure, relaxation and having fun for the simple reason that it feels good.

Through play humans and animals alike develop their main cognitive functions,
play is said to be the brain's favourite way of learning.

This project starts off in the humble act of play, researching its importance both
in cognitive development but also the mental health benefits. Further on... (More)
With the solemn reality of modern society, where increasing demand for high
achievements and performance in every aspect of life causes people to crumble
under the pressure. The negative mental health effects on the public have been
called an epidemic and are especially apparent for the youth and children.

With this project I wanted to research and promote leisure, relaxation and having fun for the simple reason that it feels good.

Through play humans and animals alike develop their main cognitive functions,
play is said to be the brain's favourite way of learning.

This project starts off in the humble act of play, researching its importance both
in cognitive development but also the mental health benefits. Further on looking
at the digitalisation of play as well as peeking into the Swedish youth culture and mental health.

Deciding on working with digitalisation rather than against it, by developing a
video game concept for Swedish teen girls, hoping to target some of the issues
stated above.

In order to develop a video game concept I needed to research the process. Together with the help of two alumni from the Industrial Design programme (and
now active in the video game industry) I constructed a strategy implementing
both industrial design methodology as well as game design principles. Lastly
I dabbled in animation and a bit of programming in the process of creating a
visual representation of the concept. (Less)
Please use this url to cite or link to this publication:
author
Pihl, Alexia
supervisor
organization
course
IDEL01 20221
year
type
M2 - Bachelor Degree
subject
publication/series
Diploma work
report number
ISRN: LUT-DVIDE/EX--21/50569-SE
other publication id
ISRN
language
English
id
9077040
date added to LUP
2022-03-15 13:23:16
date last changed
2022-03-16 03:39:46
@misc{9077040,
  abstract     = {{With the solemn reality of modern society, where increasing demand for high 
achievements and performance in every aspect of life causes people to crumble 
under the pressure. The negative mental health effects on the public have been 
called an epidemic and are especially apparent for the youth and children.

With this project I wanted to research and promote leisure, relaxation and having fun for the simple reason that it feels good.

Through play humans and animals alike develop their main cognitive functions, 
play is said to be the brain's favourite way of learning.

This project starts off in the humble act of play, researching its importance both 
in cognitive development but also the mental health benefits. Further on looking 
at the digitalisation of play as well as peeking into the Swedish youth culture and mental health.

Deciding on working with digitalisation rather than against it, by developing a 
video game concept for Swedish teen girls, hoping to target some of the issues 
stated above.

In order to develop a video game concept I needed to research the process. Together with the help of two alumni from the Industrial Design programme (and 
now active in the video game industry) I constructed a strategy implementing 
both industrial design methodology as well as game design principles. Lastly 
I dabbled in animation and a bit of programming in the process of creating a 
visual representation of the concept.}},
  author       = {{Pihl, Alexia}},
  language     = {{eng}},
  note         = {{Student Paper}},
  series       = {{Diploma work}},
  title        = {{EQUILIBRIUM}},
  year         = {{2022}},
}