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Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609

by Nicole Lazzaro on Mar 27, 2009

  • 4,442 views

How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.

How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.

Slides from my presentation at GDC 2009

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  • NicoleLazzaro Nicole Lazzaro , Player Experience Designer / Researcher, Consultant, Speaker at XEODesign, Inc. Design Emotions to Drive Social Distribution at XEODesign’s First Public XEOPlayShop! November 9th, Seattle WA co-hosted with SigCHI Puget Sound!

    Using Fun to Drive Social Distribution and Monetization Without Spamming Your Friends, A XEOPlayShop Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.

    Space is running out!

    Register here: http://bit.ly/1E9WKp

    If you like these slides, learn how to apply them to your game or social UI!

    Have Fun!

    \o/
    Nicole
    2 years ago Reply
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  • NicoleLazzaro Nicole Lazzaro , Player Experience Designer / Researcher, Consultant, Speaker at XEODesign, Inc. What would it take to create a game that 6B people would play?

    This presentation is on how emotion drives viral distribution of games. The Keys to Social Play connect gameplay, social features, Tilt Factor, and monetization to increase the viral distribution of online games.
    3 years ago Reply
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Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609 — Presentation Transcript