Emotions in Digital Entertainment

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Emotions in Digital Entertainment

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

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