Hi! We’re Ainoa and Rexin — students of Interactive Experience Design, and the creators of GROC.
Groc started as an academic assignment — a challenge set by our professors: to create a video game using an alternative controller that explores human emotions.
Through extensive research, insights, mapping, prototyping, and deep creative exploration, we came to focus on anxiety. We chose this emotion because it strongly resonates with our target audience people aged 18 to 24 who often experience or relate to it.
Our goal was not only to educate and raise awareness, but also to contribute to prevention. We aimed to design an experience that helps players understand how to manage anxiety, while also recognizing early signs in themselves and in others.
In the end, Groc became more than a game. It became a platform to spark conversations about mental health and create a safe, meaningful space for reflection and support.