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Masters Project

A serious game intervention designed to reduce perceived social isolation. The player journeys through a world and reaches out to others.

Role: Solo Project

Target Audience: People who suffer from percieved social isolation

Key Insights: How players relate to theit own feelings to a game differs and requires different narrative, and game design implementations. 

My Master Thesis revolved around creating a serious Game intervention that adresses percieved social isolation. The pheneomena was difficult to adress as it has no objective metrics that determine the condition as opposed to my undergraduate serious game intervention. This meant the game could not be judged by a change in physiological state but through interviews and how much it made the participants reflect. To avoid being too confrontational and building on a framework I developed for my undergarduate project, the aesthetics were kept abstarct but ethereal. The message of the game was developed through a text and supported by the gameplay. Results were mixed but mostly positive. 


My responsibilities included:

  • Researching perceived social isolation and existing treartments to assess what would work best for a video game intervention.


  • Designing an experiment that would measure how effective the game was in making players reflect on their own experiences of loneliness.


  • Analysing the data and presenting the findings in my thesis.

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