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Using Gamified Interactive Experience to Relieve Psychological Pressure in the Post-pandemic Era

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HCI International 2022 – Late Breaking Posters (HCII 2022)

Abstract

The COVID-19 Pandemic brought the whole society to a standstill, which has more significant psychological pressure on children and adolescents. Governments, companies, and social groups are trying to confront COVID-19 and social distancing in a gamified way. However, due to fear of the virus and uncertainty about the future, even after the Pandemic is well controlled in physical space, people are still reluctant to stop and play in public areas and are afraid to engage with others because of their internal sense of alienation. From the perspective of urban renewal and environmental design, creating a series of micro-scale design interventions in public spaces to relieve psychological pressure has urgency and relevant significance. This paper analyzes the symbiotic relationship between public art installations and communities. Then discovers the characteristics of public installations based on emotional healing. Furthermore, create two design prototypes to demonstrate more vividly how gamified interactive experience could relieve the mental pressure of the surrounding residents and help them gradually adapt to the new normal life.

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Correspondence to Hongtao Zhou .

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Gao, T., Tian, J., Zhang, X., Zhang, D., Zhou, H. (2022). Using Gamified Interactive Experience to Relieve Psychological Pressure in the Post-pandemic Era. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2022 – Late Breaking Posters. HCII 2022. Communications in Computer and Information Science, vol 1654. Springer, Cham. https://doi.org/10.1007/978-3-031-19679-9_55

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  • DOI: https://doi.org/10.1007/978-3-031-19679-9_55

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-19678-2

  • Online ISBN: 978-3-031-19679-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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