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Emotions in Digital Entertainment
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Emotions in Digital Entertainment

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  • 1. Love Longing Sentimentality Love Joy Lust Tenderness Compassion Affection Surprise Fondness Caring Anger Adoration Beijing Digital Entertainment Jam – JulSadness 13, 2007 Attraction Liking Emotions in Digital Entertainment Plus Eight Star Ltd Mobile & Internet Business Consulting China, Japan & South Korea Benjamin Joffe | +8* | Plus Eight Star Ltd Fear www.plus8star.com
  • 2. Me Benjamin JOFFE 本杰明
  • 3. 4 years 1 year 2 years
  • 4. www.plus8star.com
  • 5. Mobile and Internet China | Japan | South Korea
  • 6. „Innovation Arbitrage‟ 他山之石,可以攻玉
  • 7. ? why am I here
  • 8. 2 reasons
  • 9. 1 Experience with a visionary mobile startup in Japan
  • 10. Mobile Massively Multiplayer Ubiquitous Location-Based Role-Playing Game
  • 11. (MMMULBRPG?)
  • 12. (1999)
  • 13. Me Collection + Communication
  • 14. Released in Japan in 2003
  • 15. No sound
  • 16. No animation
  • 17. No 3D
  • 18. No PK
  • 19. ? why did users like it
  • 20. Lots of communication & Pleasure of linking with and discovering both real and virtual world
  • 21. 3D view (web interface) – www.mogimogi.com Nation-wide 3D maps can be used to spot : - rare items - players and NPCs - special locations (e.g. shops)
  • 22. Me Current “Virtual Shops”
  • 23. Strong media recognition (2004)
  • 24. Me Mobiles usually connect us with people we know
  • 25. Me Location-based services can connect us with strangers who share „connectivity‟
  • 26. Me Position gives a strong sense of reality
  • 27. Company sold in 2005
  • 28. Environmental reasons - no marketing - network speed - cost of data - (first venture)
  • 29. Difficulty to communicate a new feeling
  • 30. 2 Share an idea about possible futures for digital entertainment
  • 31. Me digital world undergoing rapid changes
  • 32. Me but important problems remain
  • 33. Me ? where is the hope
  • 34. Going back in time…
  • 35. Founding Fathers 1958 1st video game: tennis for two by US scientist
  • 36. My generation 1977 Atari 2600 …simple but great gameplay
  • 37. 1983 Tetris by Russian programmer Alex Pajitnov
  • 38. 1994 PlayStation sold over 100 million units
  • 39. 2004 Nintendo DS with touch screen, sold over 40 million units
  • 40. 2006 with movement controller Nintendo Wii & network connectivity, sold over 8 million units
  • 41. Me Until now, games for gamers
  • 42. Me Today, virtual world trend
  • 43. Second Life (US) HiPiHi (China)
  • 44. Me Limits get blurred
  • 45. Is World of Warcraft (WoW) a new meeting place?
  • 46. Is Second Life (SL) another chance for those who did not make it in the first?
  • 47. Mobile : long wait for 3G
  • 48. “Entertainment is King”
  • 49. Games 3G Girls Gambling
  • 50. Problem #1 Entertainment is stuck in old definitions
  • 51. Consequence #1 Too many me-too content
  • 52. Consequence #2 Solution seen in high specs
  • 53. Problem #2 Entertainment is not responsible
  • 54. Have you ever played a video game?
  • 55. Have you ever felt bad or bored after playing a game?
  • 56. Consequence #1 Efforts to create addictiveness “500 hours of gameplay!”
  • 57. Consequences #2 Unhealthy
  • 58. TODAY Most digital entertainment is BORING
  • 59. …and often expensive
  • 60. (less in China)
  • 61. ? why
  • 62. …because creators keep repeating what worked & limit their own creativity
  • 63. ? so what‟s the way out
  • 64. Dogma What makes people buy „entertainment‟ are the emotions it generates
  • 65. Emotions created by digital entertainment have not been overly positive
  • 66. violence greed fame
  • 67. violence  destruction greed  attachment fame  self-centeredness
  • 68. long-term feeling = not so good
  • 69. Love Joy Surprise Anger Sadness Fear
  • 70. Love Longing Joy Lust Affection Surprise Anger Sadness Fear
  • 71. Love Longing Sentimentality Love Joy Lust Tenderness Compassion Affection Surprise Fondness Caring Anger Adoration Sadness Attraction Liking Fear
  • 72. 6 primary emotions 25 secondary emotions 135 tertiary emotions
  • 73. Unfortunately, engineers are not very good with emotions…
  • 74. …and designers often try hard to create artwork, not design…
  • 75. to conclude, one example
  • 76. “Top 10 Games You Never Heard of” Selection 2006 …and other awards
  • 77. A well-designed game transports its players to their personal Flow Zones, delivering genuine feelings of pleasure and happiness Jenova Chen in Flow in games (and everything else) ACM, April 2007
  • 78. My wish Digital entertainment to be: + emotion-oriented + daring + responsible
  • 79. thank you 谢谢 Y (^_^) Y benjamin@plus8star.com