Cards 4 Identity Final Presentation
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Transcript of Cards 4 Identity Final Presentation
Playing a game helps high-schoolers think about themselves in a different way ...AND our friends!
Stressor: High-schoolers are dealing with unreasonably high standards and very few metrics through which they can define themselves.
“When everyone is rich, beautiful, and
smart, how are you supposed to
differentiate yourself?”
“There are so many pathways to success. In a culture that focuses on just a few we are
not only competing for resources, we are ignoring the fact that niches that need to be
filled are going unfilled.”
“They’re expected to be successful in a way that
other people define success.”
“No teens are asking ‘how do I want to be successful?’ because
exploring different paths is rejected.”
Dr. Kara Fitzpatrick
What we learned from Kara:High-schoolers need to be inspired to individuate in a way that makes them feel excited about who they are and about pursuing authentic interests!
POV: How might we get high-schoolers to reflect on who they are (interests, etc.) in a way that is fun and non-stressful?
SBTM: Play a card game with 2+ friends that facilitates positive self-reflection.
We tried these low-fidelity prototypes:
An app-complete “identity” statements-post anonymously-join a conversations
A Notebook-complete “identity” statements -check statements that you resonate with
But the winner was...
● most enjoyable when we gamified it
● easier when provided with options
● discussion between friends about personal interests and characteristics
A Game: Cards 4 Identity
How can we enhance our prototype? ● Gamify it further! ● Capture personal insights
Final Prototype
Trial Design
● N= 20 students● 80% female, 20% male ● Age: 15-19 years old (mean age 16.4, SD=1.2)● Surveys:
o Brief measure of self-esteem (pre and post) o 7 Statements on a 5-point Likert Scale o 3 open-ended questions about their
experience (post)
vs.
Research Q: Will playing Cards 4 Identity facilitate reflection on non-obvious personal insights?
The game helped me to think about myself in a different way*
*p=.01
The game challenged me to think about my friends*
*p=.01
I really enjoyed having to take all the info I knew about those people and to guess based off of 2 words
Trying to identify which ones are serious and which ones are people's sense of humor
We could just enjoy being and laughing with [friends]
I really liked the cards!
Having someone guess a combo for you that you don't feel describes you
I realized that some of my friends don't know me as well as I thought they did :(
Feeling self-conscious
Not enough card variety
Reflection sentences
Challenges:1. Not everyone
had FB2. 2nd group of
kids were at lunch and were rushed at the end
Quote from a participant’s sister:
“My brother said they loved the game. One of the girls who played just lost a school election a few days ago and he says this is the first time that she has smiled and acted normal since
then.”
We built a game that helped high-schoolers think about themselves in a different way.
Unexpectedly, the social aspect of the game was their favorite part, and may be a key ingredient. ● Yet, this is also a challenge
for some.
Conclusive NOI
Next steps for game development
● How do we make our SBTM daily? Maybe make a game app that teens can play on their smartphone?
● Minimizing social anxiety risk - anonymity?
● Extending the card deck & re-thinking the rules