While technology has brought greatly to people, it has also brought many new problems. From a health perspective, long-term use of electronic products can lead to physical and psychological diseases. People who have used social media excessively, for instance will gradually alienate.The thesis uses VR games as a catalyst to design a social place in order to enhance social connections. The purpose of this thesis is to study the life and social patterns of Generation Z and to use interactive games such as Virtual Reality (VR) games as the base to create a new social platform, which is designed to aid and encourage Generation Z to step out of their rooms and to socialize. Through case studies, interviews, and observation, new strategies to encourage socialization were developed, promoting connectivity between players through a variety of strategic methods, VR games were used as a catalyst to encourage players to socialize is the aim of this thesis.
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