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My Research
Interests and
Domains:
First Person
Video Games
R O B E RT YA N G
SPRING 2011
INTERACTION STUDIO
> Interaction (Games)
H O W C A N W E E N S L AV E P L AY E R S TO
MAXIMIZE “ROI” AND AUDIENCE
RETENTION, AKA “FUN”?


> Architecture
BUILDINGS = DISGUISED GAME BOARDS.


> Narrative
A U T H O R E D P L O T. Y O U S TA R T W E A K , G E T
S T R O N G A N D K I L L G O D AT T H E E N D .
> Interaction (Games)
H O W C A N W E E N S L AV E P L AY E R S TO
MAXIMIZE “ROI” AND AUDIENCE
RETENTION, AKA “FUN”?


> Architecture
BUILDINGS = DISGUISED GAME BOARDS.


> Narrative
A U T H O R E D P L O T. Y O U S TA R T W E A K , G E T
S T R O N G A N D K I L L G O D AT T H E E N D .
> Interaction (Games)
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?


> Architecture
CAN A BUILDING TELL A POEM? HOW?


> Narrative
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
> Interaction (Games)
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?


> Architecture
CAN A BUILDING TELL A POEM? HOW?


> Narrative
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
> “Rules”
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?


> Architecture
CAN A BUILDING TELL A POEM? HOW?


> Narrative
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
> “Rules”
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?


> Game Level
CAN A BUILDING TELL A POEM? HOW?


> Narrative
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
> “Rules”
HOW CAN A TECHNICAL INTERACTION
(RULES, SYSTEMS) PROMOTE AN
E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ?


> Game Level
CAN A BUILDING TELL A POEM? HOW?


> Aesthetic / Meaning
N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T
P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
> “Rules”
( 1 ) F I R S T P E R S O N V I E W, ( 2 ) G R AV I T Y,
( 3 ) C A N ' T R U N I N TO WA L L S ,
( 4 ) TO U C H P O W E R U P TO H E A R D I A L O G U E


> Game Level
A C O U R T YA R D ; T H E N , A N A R R O W H A L LWAY


> Aesthetic / Meaning
C O U R T YA R D = S C AT T E R E D D I A L O G U E
H A L LWAY = F O C U S E D M O N O L O G U E
> “Rules”
( 1 ) F I R S T P E R S O N V I E W, ( 2 ) G R AV I T Y,
( 3 ) C A N ' T R U N I N TO WA L L S ,
( 4 ) TO U C H P O W E R U P TO H E A R D I A L O G U E


> Game Level
A C O U R T YA R D ; T H E N , A N A R R O W H A L LWAY


> Aesthetic / Meaning
C O U R T YA R D = S C AT T E R E D D I A L O G U E
H A L LWAY = F O C U S E D M O N O L O G U E
Thank you.

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Research Domains, Robert Yang

  • 1. My Research Interests and Domains: First Person Video Games R O B E RT YA N G SPRING 2011 INTERACTION STUDIO
  • 2.
  • 3. > Interaction (Games) H O W C A N W E E N S L AV E P L AY E R S TO MAXIMIZE “ROI” AND AUDIENCE RETENTION, AKA “FUN”? > Architecture BUILDINGS = DISGUISED GAME BOARDS. > Narrative A U T H O R E D P L O T. Y O U S TA R T W E A K , G E T S T R O N G A N D K I L L G O D AT T H E E N D .
  • 4. > Interaction (Games) H O W C A N W E E N S L AV E P L AY E R S TO MAXIMIZE “ROI” AND AUDIENCE RETENTION, AKA “FUN”? > Architecture BUILDINGS = DISGUISED GAME BOARDS. > Narrative A U T H O R E D P L O T. Y O U S TA R T W E A K , G E T S T R O N G A N D K I L L G O D AT T H E E N D .
  • 5. > Interaction (Games) HOW CAN A TECHNICAL INTERACTION (RULES, SYSTEMS) PROMOTE AN E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ? > Architecture CAN A BUILDING TELL A POEM? HOW? > Narrative N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
  • 6. > Interaction (Games) HOW CAN A TECHNICAL INTERACTION (RULES, SYSTEMS) PROMOTE AN E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ? > Architecture CAN A BUILDING TELL A POEM? HOW? > Narrative N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
  • 7. > “Rules” HOW CAN A TECHNICAL INTERACTION (RULES, SYSTEMS) PROMOTE AN E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ? > Architecture CAN A BUILDING TELL A POEM? HOW? > Narrative N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
  • 8. > “Rules” HOW CAN A TECHNICAL INTERACTION (RULES, SYSTEMS) PROMOTE AN E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ? > Game Level CAN A BUILDING TELL A POEM? HOW? > Narrative N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
  • 9. > “Rules” HOW CAN A TECHNICAL INTERACTION (RULES, SYSTEMS) PROMOTE AN E M O T I O N A L I N T E R A C T I O N ( E M PAT H Y ) ? > Game Level CAN A BUILDING TELL A POEM? HOW? > Aesthetic / Meaning N O N - “ A U T H O R E D ” P L O T. M O R E A B O U T P L AY E R G E N E R AT E D E M O T I O N A N D M O O D
  • 10. > “Rules” ( 1 ) F I R S T P E R S O N V I E W, ( 2 ) G R AV I T Y, ( 3 ) C A N ' T R U N I N TO WA L L S , ( 4 ) TO U C H P O W E R U P TO H E A R D I A L O G U E > Game Level A C O U R T YA R D ; T H E N , A N A R R O W H A L LWAY > Aesthetic / Meaning C O U R T YA R D = S C AT T E R E D D I A L O G U E H A L LWAY = F O C U S E D M O N O L O G U E
  • 11.
  • 12. > “Rules” ( 1 ) F I R S T P E R S O N V I E W, ( 2 ) G R AV I T Y, ( 3 ) C A N ' T R U N I N TO WA L L S , ( 4 ) TO U C H P O W E R U P TO H E A R D I A L O G U E > Game Level A C O U R T YA R D ; T H E N , A N A R R O W H A L LWAY > Aesthetic / Meaning C O U R T YA R D = S C AT T E R E D D I A L O G U E H A L LWAY = F O C U S E D M O N O L O G U E