2. Asian kaksi puolta
Neurotieteiden hyödyntäminen viihdepelien
kehityksessä
Peliosaamisen hyödyntäminen neurologisten
ongelmien hoidossa, terapiatyössa jne.
4. Tech on has implications for education, health,
defense, finance, but $$ going to gaming now
Intel launching a 3D SDK with multiple sensors with a
$1Million contest
Star Wars Force Trainer, George
Lucas “don't worry if it's good. I have
2MM fans who'll buy anything Star Wars
5. Can we make a suit with 10000 vibrators around it to
create sensations on our body?
Disney working on a "Tesla Touch" and "Aireal" Haptic
technology
“TeslaTouch uses electric fields to replicate textures on
a smooth touchscreen”
“AIREAL: Interactive Tactile Experiences in Free Air by
Disney. Pretty wild!”
"psychology of touch" -
Disney
6. NeuroSky CEO says his co's most
successful product is its lowest-
tech one: a pair of wearable cat
ears that react to brain waves
The 2 Z's that drive
development: Lazy and
easy
Neuro Tech shouldn't replace existing peripherals. We'll
see small additive evolution before we get to
neurogaming extacy
After a Neurosky video of motorized cat ears that respond to
emotion got 1.56M hits in 5 days they decided to build it.
pillow sensor that can
detect if you fall
asleep with lights and
TV on and will turn
them off
7. "Can people open the box, get a product out, and play with it
instantly? If not then no one will jump in.”
The great goal of intuitive interactions
won't be physical inputs alone. There's a
pervasive need for radical simplicity in
content
What are the biggest challenges in the
Neurogaming market? #NG2013. One
answer is content. Always comes down to
content.
8. When we hear a story we process
more information faster
Story, design, animation, game dev are
the building blocks of emotional
gaming
The brain loves stories... video games are no
different. We need to experience the story
we're hearing
Neuroscience hardware is innovating the
fastest in @Neurogaming. Once again
games lead UI
9. "Google Glass the Segway of the game world."
Remember having to
wear headgear as a kid?
According to many
people with similar
fashion sense in #ng2013
audience, that is now the
future.
It's absolutely essential to get neuro
scientists and professional game
designers to work together. Nobody
needs shitty games
10. Mike Ambinder from
Valve: We already
map player intent to
behavior. Want to
tap into player's
emotional state
Players don't want to feel like
heroes at the end of a hard
day. ACTUAL heros feel terror
and uncertainty
Valve created a Left 4 Dead
mod w/ a time penalty for
arousal, and a Portal 2 that you
could play with your eyes
Mike Ambinder @valve we are very
curious about biofeedback into games,
stay calm time goes slower.
Mike Ambinder says @Valve has tested
w/ showing players their opponents'
emotional states. Messing with them
can be a reward.
11. I focus story on the non-player characters. For them it's life or
death. Whereas I can't control the player character
The big opportunity is creating emotions for
more robust gameplay loops:
novelty>challenge>friendship>meaning
"You don't know what you're doing, but you get a
reflection of yourself in the game."
for EEC brain wave controller: Incredible Hulk
game when you are Bruce Banner trying to stay
clam and not hulk out
13. The value proposition needs to be more than move a cursor with your
brain. Emotion and social are the potential.
Panel trying to separate entertainment from therapy gaming. I disagree
as the most impactful player experiences do both.
1st rule of selling anything in #Neuro. Don't mention neuro.
Talk about the customers pain and how you fix it
#neurogaming may have future application in #education,
@neurogameconf #ng2013, as we improve our measurement of
#neuroplasticity
Collaboration and multiple perspectives are key! Scientist don't often
know design. Designers don't often know science. Mutual respect
required
14. You need something that
is scientifically proven
AND have a metascore
above 9.0
15. neuro-headsets MUST be inconspicuous, due to
consumer vanity
Build happiness
rather than
frustration. More so in
therapeutic games.
Apps for #brain health
and cognitive
rehabilitation: will they
all be FDA regulated
medical devices?
There is no value to therapeutic
activities that are not engaging.
Do we want gamified therapeutic
solutions or great games with
therapeutic qualities. Mindset matters
16. Fun is hard
where are the really
engaging therapeutic
games? all i have seen
are poorly designed Health care payers may end up
kickstarting adoption of cognitive
health and neurorehab apps
Games train our brains in 1 form or
another. Can a fun game be designed
that will train me to change my mood in
60 secs?
17. Would be cool to measure and quantify
fun/playability with neurotools
"Wonder is the
emotion of magic"-
@NicoleLazzaro. Love
that. How great it
would be to be able to
measure and enhance
that in games.
#ng2013
Anyone want to play Tekken
realistically with Kinect?
Personal responsibility of user when
you are spending millions to hack the
brain??? Neurogaming ethics vs. big
data
18. THE 4 KEYS TO FUN: THE GAME MECHANIC THAT
DRIVE PLAY
• Easy Fun (Novelty): Curiosity from exploration,
role play, and creativity
• Hard Fun (Challenge): Fiero, the epic win, from
achieving a difficult goal
• People Fun (Friendship): Amusement from
competition and cooperation
• Serious Fun (Meaning): Excitement from
changing the player and their world
19. The End Game
Game Design
+ Neuro Sience
+ Big Data (Behavioral + Sensory)
+ Neuromarketing = €€€