
Thesis
- Project scope
- Editorial
- Industry
- Game design
- Year
- 2022
Project overview
Thesis; The reality behind social media manipulation
Social media is used by 76% of teenagers worldwide, making them the age group most influenced by it—though people of any age can be affected. Teenagers, however, are still discovering themselves and shaping their identities, which makes them more susceptible to influence. The world we see on Facebook and other platforms is often far from reality, and the constant comparison to others is just one of the many risks social media brings into our lives. To address this issue in an engaging and approachable way, I created a board game featuring scenarios and situations that highlight these challenges. This project is the first part; the research phase.



