PERANCANGAN VISUAL NOVEL MENGENAI âCOCOONING BEHAVIORâ SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR
Humans are creatures that are easy to adapt according to changes in their environment in order to survive. At the beginning of the pandemic, and the self-isolation policy was enforced, the majority felt uncomfortable and anxious to adjust to the new "New Normal" habits which were all on...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/71353 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Humans are creatures that are easy to adapt according to changes in their environment in
order to survive. At the beginning of the pandemic, and the self-isolation policy was enforced,
the majority felt uncomfortable and anxious to adjust to the new "New Normal" habits which
were all online, minimal contact with other people, and reduced going from home. But after
running for more than a year, humans naturally adapt, "New Normal" begins to be considered
to be the real normal. So that when the possibility begins to appear to return to normal before
the "New Normal" not a few people feel anxious to adapt again. A phenomenon that can be
referred to as "Cocooning Behavior" where the individual who experiences it feels comfortable
with his solitude behind a cocoon that seems to protect him from the outside world (Faith
Popcorn, 1981). Generally, people who experience this phenomenon choose themselves not to
leave their homes, but during the pandemic, everyone is encouraged to reduce activities
outside and interact socially. This can risk making people who previously did not show
indications of having social anxiety to experience it too, especially for late teens who are having
a high need to interact with other people in their developmental period to shape their
character towards adulthood. The final project design with the topic of cocooning behavior is
planned to use Visual Novel media which is one of the games that focuses on the narrative
where the choices made by the user will have a big influence on the storyline; giving rise to
narrative immersion that can make users feel involved with the narrative being delivered.
Empathy will also arise when users can begin to feel attached to certain characters and
understand the narrative on a personal level.
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