MSc Serious Games & Virtual Reality School of Innovation & Technology
Linke Wu

My previous projects have involved 3D animation, game design, and app/web design. However, I have always been very interested in narrative in digital spaces. During my year at GSA, I learned how to use Unity to design XR projects, which has given me the ability to combine XR with digital storytelling. Therefore, my graduation project, Inside the Shifting Lines, explores whether and how an XR narrative exhibition can promote the public’s contextual understanding of BPD and rational empathy. Overall, my research found that a first-person, non-linear VR narrative—introduced with AR and followed by open reflection—can deepen participants’ understanding of people with BPD and support more reflective, rational compassion. In addition, spatial symbols and micro-stories effectively externalize complex inner states. This provides an important practical foundation for my continued research on integrating digital storytelling with XR.

Inside the Shifting Lines- XR about BPD
My project explores whether, and how, an XR narrative exhibition can promote the public’s contextual understanding of BPD and rational empathy. The method is to translate theories of embodied simulation, spatial interactive narrative, and rational compassion into trauma-informed prototypes that simulate childhood trauma and social dilemmas related to BPD—while clearly stating that these simulations are limited and cannot be equated with the long-term lived experience of BPD. It also identifies which narrative mechanisms and design principles influence the intended outcomes.
Scene 1 — Memorial. This scene mainly simulates childhood trauma experienced by people with BPD (again, this is not universal). Participants use the right-hand controller to click objects in the space that turn yellow to trigger audio interactions. The space is not meant to create a horror atmosphere; rather, the black-and-white palette underscores the numbness that can follow each hurtful story in BPD experiences. The scene maximally integrates digital storytelling with spatial storytelling. Although it lacks the entertainment gameplay of traditional VR games, the project leans toward an immersive experience, aiming to maximize participants’ sensitivity to the story and the space.
Scene 2 — The Distance Within. Considering that the social-psychological state of people with BPD may lead others to misunderstand their behaviors and reactions (Roepke and Vater, 2013), this scene simulates thoughts that might arise for someone with BPD in social situations. Players explore a relatively dark environment and try to interact with strangers in the scene. When the player approaches these strangers, audio of possible inner thoughts plays and corresponding images appear. When social distance approaches “safe,” the dark environment simulates the sense of being at a loss that people with BPD may feel in social contexts. A yellow umbrella in the scene represents a safe zone, meaning that when a person with BPD finds this zone, they can relax.
Scene 3. This scene mainly simulates the situation of being alone for people with BPD and conversational approaches that may provide comfort and a sense of safety. It serves as a turning point—from the player’s perspective-taking of BPD to attempting to change how they interact with people with BPD.
The experience ends with a short text and audio, primarily to note that women are more likely to be diagnosed with BPD and are more affected by gender bias (Dorfman and Reynolds, 2023). However, due to regional and cultural differences, this may not be universal.
The strengths of this project lie in guiding empathy from a traditional concept toward more top-down reflection, thereby supporting rational empathy and preventing emotional overload. With a simple interaction model—participants use the right-hand controller for all interactions—the cognitive load is reduced.
Because of its strong transferability and replicability, this model can also be applied to other mental-health awareness contexts—using an AR entry point, a first-person VR experience, guided reflection, and public discussion that employs collective witnessing.