Surroundings

This is a VR experience aimed at highlighting the issue of elder abuse in nursing homes by drawing players into a narrative that reflects the harsh realities faced by the elderly. It educates participants on recognizing signs of abuse and taking action to report it.

DURATION
Fall 2023

MY ROLE
Researcher
Game Design
Visual Design

SOFTWARE
Figma
Unity
MetaHuman
Midjourney



This is a VR experience aimed at highlighting the issue of elder abuse in nursing homes by drawing players into a narrative that reflects the harsh realities faced by the elderly.

Research

What is Elder abuse?

The CDC defines "older adults" as 60 and above, while most states use 65 as the benchmark for elder abuse resources.



Abuse of older people can have serious physical and mental health, financial, and social consequences.

Why Is Elder Abuse Likely to Go Unreported?

Problem Statement

With the growth of the aging population, elder abuse, especially within institutions, is on the rise; however, society's attention to this pressing issue remains inadequate, with many cases going unreported and victims left without appropriate assistance and support.

HMW create a way for society to highlight the seriousness of elder abuse, educate and encourage people to report it?


Positioning matrix

Concept

Project Objectives

Awareness

To increase public consciousness about the prevalence and severity of elder abuse in nursing homes.


Education

To educate players on how to identify signs of elder abuse through interactive storytelling and game mechanics.


Engagement

To create an emotionally engaging experience that fosters empathy for the elderly and motivates behavioral change regarding the treatment of nursing home residents.


Accessibility

To ensure the game is easily accessible to a wide audience, emphasizing intuitive gameplay, simple controls, and clear, informative content.

Narrative Background

The game follows a 78-year-old woman with dementia in a nursing home, abused by her caregiver and retreating into a fantasy as a young dancer. Her dementia is worsened by overmedication. Eventually, she starts recalling the abuse, sparking her journey towards self-rescue.

Two Worlds

Scene 1: Enchanted Illusion

Low-Poly Style

Scene 2: Stark Reality

High Degree of Realism

Characters

Elara

Evelyn's youthful alter ego in the VR world, a dance-loving girl whose injuries symbolize the real-world harm Evelyn endures.

Evelyn

An 78-year-old with dementia, she suffers from neglect and physical abuse in a nursing home, her bruises and injuries are the hidden signs of her ordeal.

The Grandmother / Caregiver

A representation of Evelyn's caregiver, enforcing extreme diets and isolation, mimicking the caregiver's abusive control over Evelyn. Her guise as the 'wolf grandmother' hints at her predatory and dangerous behavior. (Little Red Riding Hood)

Objects

Game Flow

Social Platform Display

Given the educational intent of raising awareness about the severity of elder abuse, this game, "Surroundings," is presented on a website and advertised across social platforms like Facebook.

Contact me @

cocozc.design@gmail.com