2. Topic
1. Aspects of (Emotional) Design
2. Designing Objects for Fun and Pleasure
3. Kinds of Pleasure
4. Conditions for Pleasure
5. Steps of Seduction
6. Game Genres :
7. Motion of mood and Game play ecocycle
EMOTIONAL DESIGN FOR GAME /VEDIO
3. A. Visceral: (appearance)
-According to ESRB Ratings means Age group
Example: Dead Space ,Darkspore,DeathSpank: Thongs of Virtue
B. Behavioral: (pleasure and effectiveness of use):
-Techniques is a desire to change peoples’ habits so that behavior
change becomes permanent like AMATEUR-EXPERT-ADDICT-HABITUE
Example: Game-Based Learning: What it is, Why it Works, and Where
it's Going
C. Reflective: (rationalization and intellectualization):
-It turns out this is also an interesting way to explain the different
applications of visual design in products.
Example: Apps like physics based , maths based, magic maths etc.
GAME EMOTION DESIGN
1. Aspects of (Emotional) Design1. Aspects of (Emotional) Design
4. EMOTIONAL DESIGN FOR GAME /VEDIO
2.Designing Objects for Fun and Pleasure
“Beauty, fun, and pleasure all work together to produce enjoyment”
Positive state of affect also valuable in technology and design
5. EMOTIONAL DESIGN FOR GAME /VEDIO
3.Kinds of Pleasure
1.Physio: Pleasures of the body
2.Socio: Pleasures from interactions with others
3.Psycho: pleasures from peoples reactions and psychological state
4.Ideo: pleasures from the reflections on the aesthetics, quality, …
Positive state of affect also valuable in technology and design
6. EMOTIONAL DESIGN FOR GAME /VEDIO
4.Conditions for Pleasure
1.Context: functionality in specific circumstances
2.Familiarity: not matching expectations, adaptation
3.Timelessness: new perspectives, experiences
IMPLICATIONS: rich, complex object and informed, reflecting viewer:
interplay among elements
:skill of designer and skill of perceiver
7. EMOTIONAL DESIGN FOR GAME /VEDIO
5. Steps of Seduction
1.Enticement: seduces by its aesthetics, novelty, …
2.Relationship: connects with people, speaks about owner and
designer
3. Fulfillment: makes ordinary action extraordinary, every time it is
used
4.Seductive Character :
A:Siren: promise you infinite adventure and pleasure mainly for women
B:Rake: promise you infinite adventure and pleasure mainly for man
C:Dandy: promise you to live as master in art of living
D:Natural: promise you to be childhood pleasure (golden year of person)
E: Coquette: The ability to delay satisfaction is the ultimate art of
seduction-while waiting,the victim is held in thrall
8. EMOTIONAL DESIGN FOR GAME /VEDIO
5. Steps of Seduction
F:Charmer: promise to make as smart as you can..
G:Charismatic: promise to increse your inner quality,self
confidence,energy,sense of purpose-which most people lack as symbol
Lamp
H: Star: promise to make as GOD,it lives in their imagination.
9. EMOTIONAL DESIGN FOR GAME /VEDIO
6. Game Genres :
Fantasy,Science Fiction,War,Espionage,Crime,Mystery,Horror
,Romance,Action Game
Types:
A: Serious Game/Professional game :something new , No body have
done before.
B:Social Game/Mobile Game : total time pass game
11. EMOTIONAL DESIGN FOR GAME
3:Children Learning Games :Lerning Track games and
apps
4:Action Game: it require pace . If we maintain pace
of game it will run long like game like
Cricket,Tennis,Race ,sports game
5:Adventure Game: generally PC games-it attracts more
percentage than others.
- it demand good graphics ex myst Cry
- require big budget.it never sold as simple
games so it need more marketing.
12. EMOTIONAL DESIGN FOR GAME
6:Timers Games : A: First real Time:In limited time
game will finished either win or defeat.
B:Game Time: you have lot of time to
win.
C:Event Time: In game in limited time
of event you have to win.
These type of game have more scope in the
market .
13. EMOTIONAL DESIGN FOR GAME
Games Eco Cycle:
Social games
Multiplayer games
Stragity games
Role-Playing games
Adventure game
Action Game