DESIGN OF INTERACTIVE VISUAL NOVEL ABOUT THE NEGATIVE IMPACT OF PEOPLE PLEASER FOR GENERATION Z AGED 18-25 YEARS
Humans are social creatures that cannot be separated from the nature of help, but this is sometimes misinterpreted so that a person is more concerned with the happiness of others than themselves. People who do this behavior are called people pleasers. If this behavior done continuously, it can de...
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Main Author: | |
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/64632 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Humans are social creatures that cannot be separated from the nature of help, but this is
sometimes misinterpreted so that a person is more concerned with the happiness of others
than themselves. People who do this behavior are called people pleasers. If this behavior
done continuously, it can develop into a habit that will give a bad impact. One of which is
on mental health, that will increase the level of anxiety, depression, to other severe
personality disorders if not treated. This trait can form unconsciously, but it can be
changed. According to the results of the author's research, there are still many Generation
Z who are aware of the behavior but still do it. Generation Z is the generation that belongs
to the young adult growth group which is a transition period from adolescence. This is a
time of trouble and a time of emotional tension. Therefore, education and increased
awareness about the nature of people pleasers to the community is needed, especially
generation z to minimize this people-pleasing behavior. Interactive visual novel has
become the appropriate media because of the characteristics of the media that focuses on
interactive visual storytelling that is able to convey this message in an entertaining way.
Immersion in interactive visual novels allows the target audience to experience the mindset
and behavior of a people pleaser, as well as the negative impact received due to the decision
chosen. The methodology used is descriptive qualitative research with data collection
through literature studies, questionnaires, and interviews. |
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