During the Covid-19 pandemic, research communities focused on collecting and
understanding people's behaviours and feelings to study and tackle the pandemic
indirect effects. Despite its consequences are slowly starting to fade away,
such an interest is still alive. In this article, we propose a hybrid,
gamified, story-driven data collection approach to spark self-empathy, hence
resurfacing people's past feelings. The game is designed to include a physical
board, decks of cards, and a digital application. As the player plays through
the game, they customize and escape from their lockdown room by completing
statements and answering a series of questions that define their story. The
decoration of the lockdown room and the storytelling-driven approach are
targeted at sparking people's emotions and self-empathy towards their past
selves. Ultimately, the proposed approach was proven effective in sparking and
collecting feelings, while a few improvements are still necessary