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Can VR Become More Emotional Than Movies

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Imagine a virtual world where you the creator have complete control where the player literally enters the realm of your imagination and you have direct access to their emotions. Today’s VR headsets stand at intersection of movie like immersion and the compelling interactive agency of games. VR is an empathy machine. Based on the panel’s year of VR development and research it's the emotion that unlocks VR’s unprecedented levels of immersion and presence not nice looking art. This panel is a deep dive into 5 new ways to create stronger emotions in VR. Most people assume that the language of cinema and traditional game tropes port well into VR. However, nothing could be further than the truth.

Published in: Design

Can VR Become More Emotional Than Movies

  1. 1. XEODesignCan VR Become More Emotional Than Movies SxSW 2016 Proposal July 26, 2015
  2. 2. Imagine a virtual world where you the creator have complete control where the player literally enters the realm of your imagination and you have direct access to their emotions. XEODesign® Can VR Become More Emotional than Movies & Games?
  3. 3. Today’s VR headsets stand at intersection of movie like immersion and the compelling interactive agency of games. VR is an empathy machine. XEODesign® Can VR Become More Emotional than Movies & Games?
  4. 4. XEODesign® Based on the panel’s year of VR development and research it’s emotion that unlocks VR’s unprecedented levels of immersion and presence not nice looking 3D art. Can VR Become More Emotional than Movies & Games?
  5. 5. XEODesign® Most people assume that the language of cinema and traditional game tropes port well into VR. However, nothing could be further than the truth. Can VR Become More Emotional than Movies & Games?
  6. 6. XEODesign© 2015 XEODesign, Inc. All Rights Reserved Nicole Lazzaro Expert on Games and Engagement Fun & Emotion Consultant • Game Design • Psychology of Emotion • Programmer/Filmmaker • Design Innovation • Analyst Making Games Fun @NicoleLazzaro
  7. 7. XEODesign© 2015 XEODesign, Inc. All Rights Reserved Leading Expert on Emotion and Play Nicole Lazzaro is a world-renowned game developer who pioneered measuring emotions on players faces as they play. She helps clients put the 4 Keys to Fun into everything that they do. Her company XEODesign unlocks human potential through play. Voted by Gamasutra as one of the Top 20 women working in video games, and Fast Company as one of the 100 most influential women in technology Nicole is frequently cited by Wired, Fast Company, ABC News, CNET, Venturebeat, The Hollywood Reporter, and Red Herring, XEODesign's clients include Sony, EA, Ubisoft, Sega, PlayFirst, Disney, D.I.C.E, Leap Frog, and Maxis. She has an undergraduate degree in Psychology from Stanford University where she also studied filmmaking and computer programming. Accomplishments ● Discovered the 4 Keys to Fun how games create engagement with emotions (used by 100,000's leading developers world wide) ● Designed the first iPhone game (250,000 downloads on release, over 1 Million since then) ● Created Tilt World an iOS game to plant 1 million trees in Madagascar (16,000 trees planted so far) ● Track record of game designs that increase engagement and monetization double the industry average Nicole Lazzaro Expert on Games and Engagement Making Games Fun @NicoleLazzaro
  8. 8. XEODesign© 2015 XEODesign, Inc. All Rights Reserved Follow the White Rabbit Preview Pocket Gamer Interview with Game Developer Nicole Lazzaro http://bit.ly/1HFnOyx “I'm not exactly skeptical when it comes to virtual reality, but I rarely see truly impressive games when someone straps a pair of magic googles to my face. XEODesign's Follow the White Rabbit definitely gave me a "wow" moment, through painterly and surreal design, and a simple but elegant solution to interacting with objects in the environment.” ~ Peter Willington, Pocket Gamer Emotion and VR
  9. 9. XEODesign© 2015 XEODesign, Inc. All Rights Reserved “As someone who’s worked on games from Myst, the Sims, and Diner Dash I’ve always focused on meeting mass market needs. This includes women. In my chapter ‘Are Boy Games Even Necessary’ I outlined the economic opportunity for gender inclusive games for the book Barbie vs. Mortal Combat . Diversity is profitable” Diversity Perspectiv Nicole Lazzaro CEO XEODesign, Inc.
  10. 10. http://challengepost.com/software/follow-the-white-rabbit
  11. 11. LUX: a game about forgivenessXEODesign®
  12. 12. XEODesign© 2015 XEODesign, Inc. All Rights Reserved
  13. 13. XEODesign© 2015 XEODesign, Inc. All Rights Reserved The 4 Keys to FunXEODesign’s predictive actionable groundbreaking model on what makes games fun, carefully dissected players favorite moments to unlock the secret of how games create engagement. Putting Emotion into Play The 4 Keys allows interaction designers the ability to target specific emotions in players and keep them playing. This increases retention, engagement, and social sharing, Leading Model for Gamification The 4 Keys is a proven predictive model for how player action crates what’s fun about games. 100,000 Downloads Leading developers around the world have downloaded the 4 Keys. It part of virtually every game design curriculum. How Games Create Engagement Captures the essence of how games use emotion from action to increase user engagement. “Every designer should learn to read this language.” Will Wright, Creator of The Sims Free download 4K2F.com
  14. 14. XEODesign© 2015 XEODesign, Inc. All Rights Reserved “Giant Spacekat is moving away from game mechanics about violence, and is going all in on "emotional mechanics." The idea is, achieving your goals isn't done with a gun - but rather through diplomacy and understanding the people around you on an emotional level. With the expansion of the game market, I think it's time to ask ourselves what our new audience is really looking for.” Brianna Wu Development Director Giant Spacekat Emotion and VR
  15. 15. XEODesign© 2015 XEODesign, Inc. All Rights Reserved “So when PC Gamer has a very important public event and they announce that 28 out of 28 speakers are going to be white men this sends a signal to gamers that this is a space for men and not women.” Brianna Wu Development Director Giant Spacekat Diversity Perspective http://www.themarysue.com/w u-inspirefest-games-industry/
  16. 16. XEODesign© 2015 XEODesign, Inc. All Rights Reserved Crossover a virtual reality grief ritual experience exploring loss and love. Emotion and VR Kent Bye Producer Voices of VR Podcast http://vrjam.challeng epost.com/submissi ons/36936- crossover-multi- threaded- immersive-theater- experience Press for Crossover: Virtual reality emerges as narrative art form, and an outlet for a Portland man's grief Grief is no game, but one developer used virtual reality to defeat it. Best of Portland Award for Best Virtual Therapy
  17. 17. XEODesign© 2015 XEODesign, Inc. All Rights Reserved “Kent has interviewed over 200 developers & academics about VR, and he is also a survivor two suicides. Death by suicide is a somewhat taboo topic to either talk about or make art about. He brings a unique perspective in that he's using immersive technologies in order to help process his emotions and traumatic experiences.” Kent Bye Producer Voices of VR Podcast Diversity Perspective
  18. 18. The Magic Circle Has Always Been VirtualXEODesign®
  19. 19. Q1. What is the emerging language of VR to increase emotion and tell stories? How exactly does VR trigger emotions to increase immersion and presence? XEODesign®
  20. 20. Q2. What are the ethical challenges of making games in VR? If you made Diablo in VR would it damage a player’s ability to feel empathy? XEODesign®
  21. 21. Q3. What specific emotions does VR create? What are 5 ways to trigger them? How close are we to creating the emotions of the holodeck? XEODesign®
  22. 22. See you in Austin! XEODesign®
  23. 23. XEODesign© 2015 XEODesign, Inc. All Rights Reserved @NicoleLazzaro Nlazz@xeodesign.com XEODesign.com WTF ? Free Download 4K2F.comTilt World http://challengepost.com/software/follow-the-white-rabbit Follow the White Rabbit * * Where’s the fun?

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