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.
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Aki Järvinen, Social Games Designer & Entrepreneur / Assistant Professor at mygamestudies.com / IT University of Copenhagen, respectively, favorited this 8 months ago
Nicole Lazzaro, Player Experience Designer / Researcher, Consultant, Speaker at XEODesign, Inc., favorited this 8 months ago
My Top Ten Tweets from GDC - Presentation Transcript
Top Ten Tweets Game Developers Conference Summary on Twitter Nicole Lazzaro, President XEODesign, Inc. GDC March 28, 2009 Nlazz@xeodesign.com XEODesign Putting Emotion into Play ® ™ Follow me on Twitter: @NicoleLazzaro Twitter: #gdc #gdc09
My Top Ten Tweets from GDC
Trends that made the biggest impression on me a game researcher and designer
Challenge: Summarize a 5 day conference in 10 Tweets. That’s 1,400 characters!
My Top Ten Tweets from GDC posted including my favorite untweeted moment http://slideshare.net/NicoleLazzaro #gdc #gdc09
#1 Small is Beautiful
Game design back in hands of indie creators
iPhone game demos everywhere
Successful indie titles from the US not Japan.
IMHO: Interesting how many innovative titles spill out of teams leaving larger companies. #Little Big Planet #gdc #gdc09
#2 Making the Impossible Possible - Metal Gear Solid
Hideo Kojima, Kojima Productions - Solid Game Design: Making the 'Impossible' Possible
Game design uses constraints to accomplish the impossible
Kojima: MGS grew out of the hardware limitations, add software, and game design is the ladder to get to the next level of games #gdc #gdc09
#3 Games Hack the Real World
Jane McGonigal, Institute for the Future / Avantgame - Learning to Make Your Own Reality: How to Develop Games that Re-invent Life As We Know It
To make Wikipedia: takes 10M gamers x 16 hours a week = 5 days of World of Warcraft playing @ avantgame #gdc09
#4 Players Rule
Alex Evans and Mark Healey - Media Molecule - 'Winging It' - Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET
Quality of user created content was at times intimidating. #Little Big Planet #gdc #gdc09
#5 Emotion Craft
Jonathan Morin, Ubisoft - Player's Expression: The Level Design Structure Behind FAR CRY 2 and Beyond?
Morin: Ask how the player feels in different stages of micro decisions and have them build up. Pique feeling power and curiosity. #gdc #gdc09
#6 Social Mechanics
Alex Hutchins on - Making Friends is Hard: Social Mechanics in Contemporary Design
Social emotions to build and distribute Massive Social Online games (MSOs) my talk
Hutchinson: Player storytelling w/in a social system is a stronger motivator than progression #gdc #gdc09
#7 We Wonder About Morals
Rusel DeMaria, Peter Molyneux, Will Wright, Lorne Lanning, Bing Gordon and Ed Fries - Stretching Beyond Entertainment: The Role of Games in Personal and Social Change
Will Wright: Games are cool because they are a renegade art form. Parents hate them. Games are the Rock and Roll of our age. #gdc #gdc09
#8 Game Writing
Bob Bates shared his expertise at Richard Dansky’s Game Writers' Round Table: Techniques, Tips, and Concerns.
Game Writing: Character "Barks" (1-2 words) are most important: advance game state convey character and move story forward #gdc #gdc09
#9 Game Design is Communication
Gordon Walton, BioWare: 10 Things Great Designers Exhibit
Working with team as important as design skills
Walton: #1 Clear Communication. Design IS communication. To the team and to the audience. #gdc #gdc09
#10 Fun Game Interfaces
Alex Evans and Mark Healey - Media Molecule: 'Winging It' - Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET
Design philosophy "Everything should be as easy as placing a sticker" #Little Big Planet #gdc #gdc09
Favorite Moment (untweeted)
Very curious as to why… ;)
Hmm… topic for GDC10 ?
Used the “L” word in a question and half the audience jumped as if I had dropped a sack of live tarantulas. (The “L” word is "Love")
Thanks GDC!!!
Amazing Presenters! Awesome Volunteers!!
Props to all you Tweeters too!! You Rawk!
Props to Adam Martin + Darius Kazemi (@tinysubversions) for “convincing” me to Tweet!
Props to everyone at TSI for putting on such an amazing GDC!!! #gdc #gdc09
Live Blogging GDC Sessions
With hundreds tweeting, live blogging, and posting many sessions got detailed coverage (see notes below for more)
New Trend: More Blogs with GDC session coverage: http://t-machine.org/index.php/category/gdc-2009/ (@ or email me w/more)
Twitter Glossary
Top Questions about Twitter: Answered
RT: @susanmernit Getting started with twitter--and tips and tools for beginners http://ff.im/-1NAll
More on Emotion Games and Social Media:
New Books I’ve Written Chapters in:
Beyond Game Design , Chris Bateman
Game Usability , Katherine Isbister
Free white papers and slides on emotion and games: xeodesign.com/whyweplaygames, Slideshare.com/NicoleLazzaro
Follow me on Twitter: @NicoleLazzaro * [email_address] *think “puzzle player” 2z’s and 1r
Top Ten Tweets:
Game Developers Conference GDC Su more
Top Ten Tweets:
Game Developers Conference GDC Summary on Twitter
10 selected Tweets from my live blogging of GDC
Trends that made the biggest impression on me a game researcher and designer
Challenge: Summarize a 5 day conference in 10 Tweets. That’s 1,400 characters! less
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