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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Bibliographic Details
Main Author: Nurandyta Mokalu, Diva
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
Description
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.