Introduction 简介
Studying the use of Virtual Reality technology, this project aims to explore a new possibility for people with a social anxiety disorder or fear socializing to overcome their fear and re-embrace their social lives.
该项目旨在探索一种新的可能性,帮助患有社交焦虑症或害怕社交的人克服恐惧,重新拥抱社交生活。
该项目旨在探索一种新的可能性,帮助患有社交焦虑症或害怕社交的人克服恐惧,重新拥抱社交生活。

Context 背景
Socializing is human nature. People tend to function better when they are in a community and around others. Psychologist Susan Pinker states that direct person-to-person contact triggers parts of our nervous system, making us more resilient to stress factors in the long run. However, social anxiety disorder is the third most common psychiatric condition after major depression and alcohol dependence. And “I would rather text than talk” also became a popular sentence many people may have been familiar with in recent years. The levels of social anxiety may be rising due to more significant social media usage, increased digital connectivity and visibility. But, it is also difficult for people to return to life without technology. As a result, I see potential in exploring a new adaptation to the development of communication technology, which transforms technology from the cause of fear of socializing into a tool to help overcome this anxiety.
社交是人类的天性,当我们身处社区并与他人相处时,往往能更好地发挥自己的作用。心理学家苏珊·平克(Susan Pinker)指出,人与人之间的直接接触会触发我们神经系统的某些部分,从而让我们更能够承受长期的压力因素。然而,社交焦虑症是继抑郁症和酒精依赖之后第三大常见的精神疾病。近年来,“我宁愿发短信也不愿说话”也成了许多人耳熟能详的流行语。社交媒体的使用、数字连接和可见性的增加可能会导致社交焦虑症患者数量增加。但是,人们也很难回到没有科技的生活。因此,我认为应该探索一种新的适应方式,以应对通信技术的发展,这种技术将社交恐惧症从恐惧的根源转变为帮助克服焦虑的工具。



根据一项研究《青年人的社交焦虑:七国流行病学研究》,全球社交焦虑的流行程度明显高于此前报道。社交焦虑症状的严重程度因年龄、国家、工作状态、教育水平以及个人居住在城市还是农村而异。这是一种快速增长的流行病,被认为对年轻人的影响尤为严重。
因此,在研究中,研究人员对来自七个国家的6825名16-29岁的年轻人(男性=3342,女性=3428,其他=55)进行了自我报告调查,以了解社交焦虑症在世界各地的流行程度。这七个国家的文化和经济背景各不相同,分别是巴西、中国、印度尼西亚、俄罗斯、泰国、美国和越南。
因此,在研究中,研究人员对来自七个国家的6825名16-29岁的年轻人(男性=3342,女性=3428,其他=55)进行了自我报告调查,以了解社交焦虑症在世界各地的流行程度。这七个国家的文化和经济背景各不相同,分别是巴西、中国、印度尼西亚、俄罗斯、泰国、美国和越南。
Secondary research Data shows 二手调研数据显示:
(Please see more research data by clicking the bottom link 更多调研数据可点击最下方按钮进行查看)
• Factors that may cause social anxiety will include place of living (different countries). Different cultural backgrounds and living environments may form varied lifestyles and attitudes toward socializing, which may cause social anxiety for different reasons.
• Work status and education levels also affect the number of social anxiety. People who are employed or have higher education experience will have less possibility of having social anxiety.
• 18-24-year-olds group score higher than the group of 16-17years-old and 15-29-year-olds (related to work status and education levels).
• Work status and education levels also affect the number of social anxiety. People who are employed or have higher education experience will have less possibility of having social anxiety.
• 18-24-year-olds group score higher than the group of 16-17years-old and 15-29-year-olds (related to work status and education levels).
So, the 18-24-year-old group could be my main target audience.
1. 由于居住地(国家)的不同,文化背景的不同以及生活环境的不同可能会形成人们不同的生活方式和对社交的态度,因此,人们可能会因不同的原因而感到社交焦虑。
2. 工作状态和教育水平也会影响社交焦虑的程度。有工作或受过高等教育的人患社交焦虑的可能性较小。
3. 18-24岁人群患社交恐惧的数量高于16-17岁和15-29岁人群(与工作状态和教育水平有关)。
2. 工作状态和教育水平也会影响社交焦虑的程度。有工作或受过高等教育的人患社交焦虑的可能性较小。
3. 18-24岁人群患社交恐惧的数量高于16-17岁和15-29岁人群(与工作状态和教育水平有关)。
因此,18-24岁人群可能是我主要的目标受众。

认知行为疗法(CBT)+ Virtual Reality 虚拟现实
Cognitive-behavioural therapy (CBT) appears to be both efficacious and effective in treating anxiety disorders. Behavioural therapy supposes that changing behaviours leads to changes in emotions and cognitions, such as appraisals. At the same time, Virtual reality, or VR, allows users to experience a sense of presence in a computer-generated three-dimensional environment. It allows for controlled delivery of sensory stimulation via the therapist and is a convenient and cost-effective treatment.
认知行为疗法(CBT)在治疗焦虑症方面似乎既有效又高效。行为疗法认为,改变行为会导致情绪和认知(如评价)发生变化。同时,虚拟现实(VR)使用户能够体验计算机生成的三维环境中的存在感。它允许通过治疗师控制感官刺激的传递,是一种方便且经济有效的治疗方法。
在本项目中,设计包含:游戏机制设计,个人角色捏造示例,模拟社交场景搭建。
Mechanics Establish 游戏机制设计

Character Design 个人角色捏造示例





Scene Design 场景设计
1. Opening scene 开场故事
I picked “potato” as the original character because potatoes grow underground in the darkness, just like people who are afraid of socializing. So, in the opening scene, the “potato” jumping out of the soil represents making the first step to brightness (to change and step out of the comfort zone). 我选择“土豆”作为原创角色,因为土豆在黑暗的地下生长,就像害怕社交的人一样。所以在开场时,“土豆”从土壤中跳出来,也象征着迈出第一步,走向光明(改变并走出舒适区)。

2. Main Scene Design 主场景设计
I use a tree as the landmark of the platform as I would like my users to experience nature, even staying indoors. Also, from the colour psychology perspective, green is a restful colour that could calm one down. So, I would like to create a visually comfortable environment for my users. As the cedar tree represents “rebirth,” I picked it as the landmark of the platform. Instead of having it as a typical tree, it is made of several geometries. There are totally five layers, and each layer has its specific function.
我以一棵树作为主场景的标志,因为我希望用户即使待在室内也能体验自然。此外,从色彩心理学的角度来看,绿色是一种令人平静的颜色,可以让人平静下来。因此,我想在视觉上为用户创造一个舒适的环境。作为代表“重生”的雪松树,我选择它作为主场景的标志。它的外形不是一棵典型的树,而是由几棵几何树组成的。一共有五层,每层都有特定的功能。
我以一棵树作为主场景的标志,因为我希望用户即使待在室内也能体验自然。此外,从色彩心理学的角度来看,绿色是一种令人平静的颜色,可以让人平静下来。因此,我想在视觉上为用户创造一个舒适的环境。作为代表“重生”的雪松树,我选择它作为主场景的标志。它的外形不是一棵典型的树,而是由几棵几何树组成的。一共有五层,每层都有特定的功能。


I. Community Center 社区中心
This is where all the users can gather and talk to each other. Here, users could find their practice partners or someone with a similar interest. 这是一个所有用户聚集并相互交流的地方。在这里,用户可以找到练习伙伴,或者找到志趣相投的人。





II. Private Space 私人空间
This is a private space users have on the platform. They can decorate the room according to their preference. Here is also the way to different practice rooms, including business, dating, friends gatherings, public speech, etc. Others could access it if they have the user’s invitation. 这是用户在平台上的私人空间。他们可以根据自己的喜好装饰房间。这里也是通往不同练习室的方式,包括商务、约会、朋友聚会、公开演讲等。其他人如果有用户的邀请也可以进入。
This is a private space users have on the platform. They can decorate the room according to their preference. Here is also the way to different practice rooms, including business, dating, friends gatherings, public speech, etc. Others could access it if they have the user’s invitation. 这是用户在平台上的私人空间。他们可以根据自己的喜好装饰房间。这里也是通往不同练习室的方式,包括商务、约会、朋友聚会、公开演讲等。其他人如果有用户的邀请也可以进入。





III. Store 商店
This is a place for the user to buy something they like or need for their social practice or decorating their room. It is separated into two parts. One is shopping for this VR platform, and the other part is VR online shopping for real life. Some of the products they buy will be shipped to their address, but some will need to be picked up in the store. So, in this layer, users would have opportunities to socialise in the VR platform and be encouraged to socialise in real life. ( Part of the store will need to be unlock by complete some tasks during the social practice.)这是用户购买他们喜欢的东西或社交实践或装饰房间所需的地方。它分为两部分 一部分是VR平台上的商店,另一部分是现实生活中的VR在线购物。他们购买的一些产品将运送到他们的地址,但其中一些需要在商店取货。因此,在这一层中,用户不仅有机会在VR平台中进行社交,而且还可以鼓励他们在现实生活中进行社交。(部分商店需要通过在社交实践中完成一些任务来解锁)





IV. Hobbies Clubs 兴趣俱乐部
This is a place for people with the same hobbies to gather and share experiences. After completing some offline tasks, like meeting one of your friends face-to-face, this space will be unlocked to users. They can decorate their club space and share information. For example, User A loves art. He completed several offline tasks and got access to the hobbies club. He gathered some people who love art and held small exhibitions in this room regularly. They can even “walk into “the paintings they like.
这是一个让有相同兴趣的人聚集在一起分享经验的地方。完成一些线下任务,例如与你的朋友面对面交流,这个空间就会解锁给用户。他们可以装饰自己的俱乐部空间,分享信息。例如,用户A喜欢艺术。他完成了几个离线任务,获得了进入兴趣俱乐部的权限。他召集了一些喜欢艺术的人,并定期在这个房间里举办小型展览 他们甚至可以“走进”自己喜爱的画作。




V. A place for reaching the star 摘星的地方
This place is like a party room for entertainment. Users could pick the star they love and bring it home. They can also take the hot air balloon, exploring the whole VR environment. But this room is like an award; only users who have completed all the tasks and overcome their anxiety can access this layer.
这个房间就像一个娱乐派对室。用户可以挑选自己喜欢的星星,把它带回家。他们还可以乘坐热气球,俯瞰探索全景。但这个房间就像一个奖励,只有完成所有任务并克服焦虑的用户才能进入这个楼层。






Scene and Character Develop by Tilt Brush | Sammy Liang
2021.07