Emotions in Digital Entertainment
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![Page 1: Emotions in Digital Entertainment](https://reader034.fdocuments.us/reader034/viewer/2022051323/548355efb07959600c8b49df/html5/thumbnails/1.jpg)
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
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Benjamin JOFFE
Me
本杰明
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4 years
1 year
2 years
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www.plus8star.com
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Mobile and Internet
China | Japan | South Korea
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„Innovation Arbitrage‟
他山之石,可以攻玉
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?why am I here
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2reasons
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1Experience
with a visionary mobile startupin Japan
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Mobile
Massively
Multiplayer
Ubiquitous
Location-Based
Role-Playing Game
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(MMMULBRPG?)
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(1999)
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Collection + Communication
Me
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Released in Japan in 2003
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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
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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)
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Me
Current
“Virtual Shops”
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Strong media recognition (2004)
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Mobiles usually connect us
with people we know
Me
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Location-based services
can connect us with strangers
who share „connectivity‟
Me
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Position gives a strong sense
of reality
Me
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Company sold in 2005
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Environmental reasons- no marketing
- network speed
- cost of data
- (first venture)
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Difficulty to communicate
a new feeling
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2Share
an idea about possible futuresfor digital entertainment
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Me
digital world
undergoing rapid changes
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Me
butimportant problems remain
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Me
?where is the hope
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Going back in time…
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19581st video game: tennis for two
Founding Fathers
by US scientist
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My generation
1977…simple but great gameplayAtari 2600
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1983
by Russian programmer
Alex PajitnovTetris
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1994
PlayStation sold over 100 million units
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2004
Nintendo DS with touch screen, sold
over 40 million units
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2006
Nintendo Wii
with movement controller
& network connectivity,
sold over 8 million units
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Me
Until now,
games for gamers
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Me
Today,
virtual world trend
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Second Life
(US)
HiPiHi
(China)
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Me
Limits get blurred
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Is World of Warcraft (WoW)
a new meeting place?
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Is Second Life (SL)
another chance for those
who did not make it
in the first?
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Mobile : long wait for 3G
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“Entertainment is King”
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Games
Girls
Gambling3G
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Problem #1
Entertainment is stuck
in old definitions
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Consequence #1
Too many me-too content
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Consequence #2
Solution seen in high specs
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Problem #2
Entertainment is not
responsible
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Have you ever played
a video game?
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Have you ever felt
bad or bored
after playing a game?
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Consequence #1
Efforts to create addictiveness
“500 hours of gameplay!”
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Consequences #2
Unhealthy
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TODAY
Most digital entertainment is
BORING
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…and often expensive
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(less in China)
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?why
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…because creators keep
repeating what worked
&
limit their own creativity
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?so what‟s the way out
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Dogma
What makes people
buy „entertainment‟ are
the emotions it generates
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Emotions created
by digital entertainment
have not been overly positive
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violence
greed
fame
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violence destruction
greed attachment
fame self-centeredness
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long-term feeling
=
not so good
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Love Joy Surprise SadnessAnger Fear
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Love
Joy
Surprise
Sadness
Anger
Fear
Affection
Lust
Longing
![Page 77: Emotions in Digital Entertainment](https://reader034.fdocuments.us/reader034/viewer/2022051323/548355efb07959600c8b49df/html5/thumbnails/77.jpg)
Love
Joy
Surprise
Sadness
Anger
Fear
Affection
Lust
Longing
Adoration
Liking
Fondness
Attraction
Caring
Tenderness Compassion
Sentimentality Love
![Page 78: Emotions in Digital Entertainment](https://reader034.fdocuments.us/reader034/viewer/2022051323/548355efb07959600c8b49df/html5/thumbnails/78.jpg)
6primary emotions
25secondary emotions
135tertiary emotions
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Unfortunately, engineers
are not very good
with emotions…
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…and designers often try hard
to create artwork,
not design…
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to conclude, one example
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“Top 10 Games
You Never Heard of”
Selection 2006
…and other awards
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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
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+ emotion-oriented
+ daring
+ responsible
My wishDigital entertainment to be: