Cards 4 Identity Final Presentation

15
Playing a game helps high-schoolers think about themselves in a different way ...AND our friends!

Transcript of Cards 4 Identity Final Presentation

Page 1: Cards 4 Identity Final Presentation

Playing a game helps high-schoolers think about themselves in a different way ...AND our friends!

Page 2: Cards 4 Identity Final Presentation

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

Page 3: Cards 4 Identity Final Presentation

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.

Page 4: Cards 4 Identity Final Presentation

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

Page 5: Cards 4 Identity Final Presentation

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

Page 6: Cards 4 Identity Final Presentation

How can we enhance our prototype? ● Gamify it further! ● Capture personal insights

Page 7: Cards 4 Identity Final Presentation

Final Prototype

Page 8: Cards 4 Identity Final Presentation
Page 9: Cards 4 Identity Final Presentation

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.

Page 10: Cards 4 Identity Final Presentation

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

Page 11: Cards 4 Identity Final Presentation

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

Page 12: Cards 4 Identity Final Presentation

Reflection sentences

Challenges:1. Not everyone

had FB2. 2nd group of

kids were at lunch and were rushed at the end

Page 13: Cards 4 Identity Final Presentation

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.”

Page 14: Cards 4 Identity Final Presentation

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

Page 15: Cards 4 Identity Final Presentation

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