Righteousness
Communication Design
Calling for people to pay attention to the horror of reckless reviews and sieges on the Internet. In the anonymous context of the Internet, we should not be dominated by the instinct of self-venting but should pursue a higher level of rationality and wisdom.
Position: Personal Project
BACKGROUND
// The Internet is Often Used to Pursue False Self-realization
The original intention of social media is to give a voice to every ordinary person. The majority of people who speak out also intend to be "democratic" and "righteous".
However, when people's eyes are blinded by power, they often cannot realize that their criticism of "the privileged" is an abuse of privilege itself.
// Design Goal
This project wants to place people in an Online social media situation in a board game format. Amplify the drama of cyber siege behavior with game sessions. Allow players to experience the hilarity & irony of this kind of behavior. Calling people’s attention to the horror of reckless Online critiques and sieges.
// Feed Back
Googling keywords such as "online violence," "personal attacks," and "fake news" brings up a wide range of comments on Twitter and forums about cyber violence triggered by misinformation.
LITERATURE RESEARCH
To corroborate and trace the many problems I found in my preliminary observations. I mainly researched the characteristics of groups that would be keyboard warriors on the Internet, along with the psychological and sociological reasons behind this kind of behavior.
// Design Goal
When a "privileged person" is forced to the forefront of public opinion, the watchers' "argumentative, power-hungry" nature & their passion to "indulge their ignorance" will find an outlet. This nature and enthusiasm make people feel that they have to be able to do something.
This nature and enthusiasm let people's savagery and ignorance prevail, forcing away the rational and gentle people on the Internet. The anonymity of the Internet makes it more difficult for users to realize the harm they have done to others, contributing to this situation.
IDEATION
I tried a variety of different level formats in the early stages of design. After summarizing and analyzing, I decided to make up for the shortcomings and finally decided on the "puzzle" + "attack" format.
// Concept
Through a game, experience to allow players to reflect on the prevalence of reckless " pursuit of the righteousness” in today's online environment.
Venting:
To create an environment that encourages players to attack each other, and to restore the anonymity of the Internet to encourage the output of negative information from users.
Superiority:
The accumulation of "attack value" is used as a metaphor for the real phenomenon of online spammers who denigrate others to gain a sense of superiority. In the ending, the accumulation of "attack value" is used to contrast with the beautification of personal image.
Privilege:
To provide players with the opportunity to exercise the "privilege of justice" and help them realize the contradictory situation of "justice" in the online environment.
Regulation:
To simulate the impact of the network operator's regulatory capacity on the general environment, and to reflect on how to counteract such phenomena through human means.