Dark Childhood

VR · ETHICAL STORYTELLING · EMPATHY BUILDINGA VR experience that immerses users in the perspective of child laborers, exposing the realities of exploitation, physical harm, unpaid work, and lack of medical care. The goal is to use storytelling and immersion to foster empathy and raise awareness of this global issue.




I designed a VR empathy experience that immerses users in the perspective of a child laborer, exploring how immersive storytelling can spark empathy for hidden social issues. I developed the narrative framework, interaction flow, and environment prototype, and conducted in-class usability testing to evaluate its emotional impact.SKILLS
VR  Narrative  Design
Storyboarding
Prototyping
Usability Testing




TIMELINE
Nov 2023 - Dec 2023






BACKGROUND

Nearly 1 in 10 children are subjected to child labour worldwide, with some forced into hazardous work through trafficking.

IMPACT
  • Extreme bodily and mental harm
  • Death
  • Slavery
  • Sexual or economic exploitation
  • Exploited by armed forces
  • Suffer violence
  • Abuse
  • Producing and trafficking drugs




GOAL This VR experience will put user in the shoes of Child laborers suffering from exploitation. By making the user feel the physical and mental trauma of child labor under harsh realities, the user’s empathy for those who are Child laborers will increase.




STORYBOARDSTORY TOPICS
Violence & Denied Protection
Exploitation & Betrayal
Unpaid & Exploited

SCENARIO 1
Children are violently beaten awake by the boss and forced into work. Even when they obtain masks, they are denied permission to use them, leaving them exposed to toxic and dangerous conditions.

SCENARIO 2
Even after completing exhausting labor, children face having their outcomes stolen by peers, while the meager wages they earn are seized by relatives. With no protection, child laborers endure not only physical toil but also betrayal and double exploitation from those closest to them.













FINAL DESIGN











RETROSPECTIVE
1. Early Attempts: A Shallow Simulation Practice
In creating this VR experience centered on child labor, I realized that my current work remains at the stage of a shallow simulation practice rather than a deeply crafted narrative. The scenes I designed—such as the supervisor’s constant urging, or the child laborer’s effort being taken away without payment—represent only surface-level storytelling. The models and characters were borrowed from existing assets, so the result was more of a basic entry-level experiment in VR design than a polished, evocative piece.

2. Beyond Story Stacking: Toward Layered Perspectives
This limitation has made me reflect on what it truly means to foster empathy through VR. Empathy cannot emerge from mere story stacking or simple role-play. Instead, it requires layered perspectives and nuanced narrative design. In my current version, the user only experiences the world through the child laborer’s perspective. But how might the impact change if we included different vantage points? For example, how would an employer, a parent, or a consumer perceive the same story? Furthermore, how would users from different cultural or regional backgrounds interpret this VR experience?

3. From Empathy to Responsibility
I also began to think about the link between empathy and action. Empathy should not end with a temporary emotional shock; ideally, it should inspire reflection and responsibility. In one earlier concept, I experimented with showing how products on the market may secretly include the results of child labor. This consumer-centered framing gave the story an additional moral weight: as users, how do we respond once we realize our daily purchases are complicit in exploitation?

4. The Risk of Over-Gamification
Another important reflection is the risk of over-gamification. While VR uses immersive mechanics similar to games, a topic as serious as child labor could easily be trivialized if the experience feels too “game-like.” The danger is that users may focus on “winning” or “completing tasks” rather than confronting the harsh realities behind the narrative. This tension between immersion, education, and authenticity is something I must continue to balance carefully.

5. VR as a Medium for Exploration
Ultimately, I have come to see VR not as an endpoint but as a medium for exploration. My current work is only a starting point—an imperfect prototype that reveals both the potential and the challenges of using VR storytelling for empathy-building. The real test is not whether users simply “feel” for child laborers during the VR session, but whether this emotional connection can ripple outward into broader awareness, dialogue, and even small actions toward change.









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