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  <doc>
    <id>3742</id>
    <completedYear/>
    <publishedYear>2025</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst>44</pageFirst>
    <pageLast>55</pageLast>
    <pageNumber/>
    <edition/>
    <issue>85</issue>
    <volume/>
    <type>article</type>
    <publisherName>University of Bologna</publisherName>
    <publisherPlace>Bologna</publisherPlace>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>1</belongsToBibliography>
    <completedDate>--</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>--</thesisDateAccepted>
    <title language="eng">Employing Game Design for Forensic Aesthetics</title>
    <abstract language="eng">This article explores how game design can serve as a method of forensic aesthetics by investigating and representing social realities through immersive, interactive experiences. It asks: How can practice-based design research, informed by forensic aesthetics, be used to develop immersive, narrative-based VR experiences that communicate marginalized mental health realities and challenge systemic stigma? Drawing on practice-based design research and artistic research, it presents the development of a VR experience (hopohopo), designed to raise awareness for Social Anxiety Disorder (SAD). Through usability and immersion testing the study demonstrates how informed, affective design can convey the lived realities of marginalized individuals. Rather than seeking legal judgment, hopohopo symbolically uncovers societal neglect of mental illness, using surreal aesthetics, narrative storytelling, and sensory immersion to evoke empathy and challenge stigma. This approach highlights the potential of games and game design as investigative and experiential tools within forensic aesthetics.</abstract>
    <parentTitle language="eng">Disegno industriale : Theorìa, pòiesis, praxis</parentTitle>
    <subTitle language="eng">A Multi-Perspective Approach to Creating Immersive Interactive Experiences That Illustrate the Societal Neglect of Mental Illness</subTitle>
    <identifier type="issn">1594-8528</identifier>
    <identifier type="doi">10.30682/diid8525c</identifier>
    <enrichment key="opus.import.date">2025-10-22T09:14:33+00:00</enrichment>
    <enrichment key="opus.source">sword</enrichment>
    <enrichment key="opus.import.user">hisres</enrichment>
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    <enrichment key="opus.urn.autoCreate">false</enrichment>
    <licence>Creative Commons - CC BY-NC-SA - Namensnennung - Nicht kommerziell -  Weitergabe unter gleichen Bedingungen 4.0 International</licence>
    <author>Judith Ackermann</author>
    <author>Rahel Maué</author>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Künstlerische Forschung</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Psychische Gesundheit</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Spieleentwicklung</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Virtuelle Realität</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Ästhetik</value>
    </subject>
    <collection role="ddc" number="790">Sport, Spiele, Unterhaltung</collection>
    <collection role="institutes" number="">FB1 Sozial- und Bildungswissenschaften</collection>
    <collection role="institutes" number="">Inst. für angewandte Forschung Urbane Zukunft (IaF)</collection>
    <collection role="Import" number="import">Import</collection>
    <collection role="open_access_fhp" number="">Diamond Open Access</collection>
    <thesisPublisher>Fachhochschule Potsdam</thesisPublisher>
  </doc>
</export-example>
