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Love Joy Surprise Sadness Anger Fear Affection Lust Longing Adoration Liking Fondness Attraction Caring Tenderness Compassion Sentimentality Love Beijing Digital Entertainment Jam Jul 13, 2007 Plus Eight Star Ltd Mobile & Internet Business Consulting China, Japan & South Korea www.plus8star.com Emotions in Digital Entertainment Benjamin Joffe | +8* | Plus Eight Star Ltd

Emotions in Digital Entertainment

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Page 1: Emotions in Digital Entertainment

Love

Joy

Surprise

Sadness

Anger

Fear

Affection

Lust

Longing

Adoration

Liking

Fondness

Attraction

Caring

Tenderness Compassion

Sentimentality Love

Beijing Digital Entertainment Jam – Jul 13, 2007

Plus Eight Star LtdMobile & Internet Business Consulting

China, Japan & South Korea

www.plus8star.com

Emotions in Digital Entertainment

Benjamin Joffe | +8* | Plus Eight Star Ltd

Page 2: Emotions in Digital Entertainment

Benjamin JOFFE

Me

本杰明

Page 3: Emotions in Digital Entertainment

4 years

1 year

2 years

Page 4: Emotions in Digital Entertainment

www.plus8star.com

Page 5: Emotions in Digital Entertainment

Mobile and Internet

China | Japan | South Korea

Page 6: Emotions in Digital Entertainment

„Innovation Arbitrage‟

他山之石,可以攻玉

Page 7: Emotions in Digital Entertainment

?why am I here

Page 8: Emotions in Digital Entertainment

2reasons

Page 9: Emotions in Digital Entertainment

1Experience

with a visionary mobile startupin Japan

Page 10: Emotions in Digital Entertainment
Page 11: Emotions in Digital Entertainment

Mobile

Massively

Multiplayer

Ubiquitous

Location-Based

Role-Playing Game

Page 12: Emotions in Digital Entertainment

(MMMULBRPG?)

Page 13: Emotions in Digital Entertainment

(1999)

Page 14: Emotions in Digital Entertainment

Collection + Communication

Me

Page 15: Emotions in Digital Entertainment

Released in Japan in 2003

Page 16: Emotions in Digital Entertainment

No sound

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No animation

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No 3D

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No PK

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?why did users like it

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Lots of communication

&

Pleasure of

linking with and discovering

both real and virtual world

Page 22: Emotions in Digital Entertainment
Page 23: Emotions in Digital Entertainment

3D view (web interface) –

www.mogimogi.comNation-wide 3D maps can be

used to spot :

- rare items

- players and NPCs

- special locations (e.g. shops)

Page 24: Emotions in Digital Entertainment

Me

Current

“Virtual Shops”

Page 25: Emotions in Digital Entertainment

Strong media recognition (2004)

Page 26: Emotions in Digital Entertainment

Mobiles usually connect us

with people we know

Me

Page 27: Emotions in Digital Entertainment

Location-based services

can connect us with strangers

who share „connectivity‟

Me

Page 28: Emotions in Digital Entertainment

Position gives a strong sense

of reality

Me

Page 29: Emotions in Digital Entertainment

Company sold in 2005

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Environmental reasons- no marketing

- network speed

- cost of data

- (first venture)

Page 31: Emotions in Digital Entertainment

Difficulty to communicate

a new feeling

Page 32: Emotions in Digital Entertainment

2Share

an idea about possible futuresfor digital entertainment

Page 33: Emotions in Digital Entertainment

Me

digital world

undergoing rapid changes

Page 34: Emotions in Digital Entertainment

Me

butimportant problems remain

Page 35: Emotions in Digital Entertainment

Me

?where is the hope

Page 36: Emotions in Digital Entertainment

Going back in time…

Page 37: Emotions in Digital Entertainment

19581st video game: tennis for two

Founding Fathers

by US scientist

Page 38: Emotions in Digital Entertainment

My generation

1977…simple but great gameplayAtari 2600

Page 39: Emotions in Digital Entertainment

1983

by Russian programmer

Alex PajitnovTetris

Page 40: Emotions in Digital Entertainment

1994

PlayStation sold over 100 million units

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2004

Nintendo DS with touch screen, sold

over 40 million units

Page 42: Emotions in Digital Entertainment

2006

Nintendo Wii

with movement controller

& network connectivity,

sold over 8 million units

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Page 45: Emotions in Digital Entertainment

Me

Until now,

games for gamers

Page 46: Emotions in Digital Entertainment

Me

Today,

virtual world trend

Page 47: Emotions in Digital Entertainment

Second Life

(US)

HiPiHi

(China)

Page 48: Emotions in Digital Entertainment

Me

Limits get blurred

Page 49: Emotions in Digital Entertainment
Page 50: Emotions in Digital Entertainment

Is World of Warcraft (WoW)

a new meeting place?

Page 51: Emotions in Digital Entertainment

Is Second Life (SL)

another chance for those

who did not make it

in the first?

Page 52: Emotions in Digital Entertainment

Mobile : long wait for 3G

Page 53: Emotions in Digital Entertainment

“Entertainment is King”

Page 54: Emotions in Digital Entertainment

Games

Girls

Gambling3G

Page 55: Emotions in Digital Entertainment

Problem #1

Entertainment is stuck

in old definitions

Page 56: Emotions in Digital Entertainment

Consequence #1

Too many me-too content

Page 57: Emotions in Digital Entertainment

Consequence #2

Solution seen in high specs

Page 58: Emotions in Digital Entertainment

Problem #2

Entertainment is not

responsible

Page 59: Emotions in Digital Entertainment

Have you ever played

a video game?

Page 60: Emotions in Digital Entertainment

Have you ever felt

bad or bored

after playing a game?

Page 61: Emotions in Digital Entertainment

Consequence #1

Efforts to create addictiveness

“500 hours of gameplay!”

Page 62: Emotions in Digital Entertainment

Consequences #2

Unhealthy

Page 63: Emotions in Digital Entertainment
Page 64: Emotions in Digital Entertainment

TODAY

Most digital entertainment is

BORING

Page 65: Emotions in Digital Entertainment

…and often expensive

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(less in China)

Page 67: Emotions in Digital Entertainment

?why

Page 68: Emotions in Digital Entertainment

…because creators keep

repeating what worked

&

limit their own creativity

Page 69: Emotions in Digital Entertainment

?so what‟s the way out

Page 70: Emotions in Digital Entertainment

Dogma

What makes people

buy „entertainment‟ are

the emotions it generates

Page 71: Emotions in Digital Entertainment

Emotions created

by digital entertainment

have not been overly positive

Page 72: Emotions in Digital Entertainment

violence

greed

fame

Page 73: Emotions in Digital Entertainment

violence destruction

greed attachment

fame self-centeredness

Page 74: Emotions in Digital Entertainment

long-term feeling

=

not so good

Page 75: Emotions in Digital Entertainment

Love Joy Surprise SadnessAnger Fear

Page 76: Emotions in Digital Entertainment

Love

Joy

Surprise

Sadness

Anger

Fear

Affection

Lust

Longing

Page 77: Emotions in Digital Entertainment

Love

Joy

Surprise

Sadness

Anger

Fear

Affection

Lust

Longing

Adoration

Liking

Fondness

Attraction

Caring

Tenderness Compassion

Sentimentality Love

Page 78: Emotions in Digital Entertainment

6primary emotions

25secondary emotions

135tertiary emotions

Page 79: Emotions in Digital Entertainment

Unfortunately, engineers

are not very good

with emotions…

Page 80: Emotions in Digital Entertainment

…and designers often try hard

to create artwork,

not design…

Page 81: Emotions in Digital Entertainment

to conclude, one example

Page 82: Emotions in Digital Entertainment
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“Top 10 Games

You Never Heard of”

Selection 2006

…and other awards

Page 85: Emotions in Digital Entertainment

Jenova Chenin Flow in games (and everything else)

ACM, April 2007

A well-designed game transports

its players to their personal

Flow Zones,

delivering genuine feelings

of pleasure and happiness

Page 86: Emotions in Digital Entertainment

+ emotion-oriented

+ daring

+ responsible

My wishDigital entertainment to be:

Page 87: Emotions in Digital Entertainment

thank you谢谢

Y (^_^) Y

[email protected]