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Understanding the Entertainment in Interactive Entertainment. Media Psychology [Salomon “The Study of Television in a Cross Cultural Context”, 1985]. Understanding the Entertainment in Interactive Entertainment. Media Psychology [Salomon “The Study of Television

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Understanding the entertainment in interactive entertainment l.jpg

Understanding the Entertainmentin Interactive Entertainment


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Media Psychology

[Salomon “The Study of Television

in a Cross Cultural Context”, 1985]

Understanding the Entertainment in Interactive Entertainment


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Media Psychology

[Salomon “The Study of Television

in a Cross Cultural Context”, 1985]

Understanding the Entertainment in Interactive Entertainment


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Our Argument

Understanding the Entertainment in Interactive Entertainment

games


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The Users’ engagement

and enjoyment depends on

Understanding the Entertainment in Interactive Entertainment

  • participant’s cognitive abilities

  • previous experience with media

  • visual processing abilities

  • mind set

  • beliefs, expectations, and attitudes influenced by culture


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A Review

Multi-cultural read on Assassins’ Creed

Magy Seif El-Nasr, Maha Al-Saati, David Milam, and Simon Niedenthal


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Study 3

  • How background culture, disciplinary background, previous knowledge influences the game-playing experience?


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Assassins’ Creed – Nostalgic feeling of home

“Walking towards the city of Jerusalem evoked much emotion; my heart beats as I approach. As I hear the chanting of the monks, the sounds of the church bells, I know I am closer to this magical city—this place of conflict. As I reach Jerusalem, I listen carefully; perhaps I can hear the sound of an Athaan piercing through the skies. To many people, Jerusalem is a holy land. To go there, is a journey of a lifetime, a dream, perhaps they would want to fulfill at one point in time. For a Middle-Easterner, wandering through the Assassins’ Creed game world might be purely driven by nostalgia, in the hope of identifying with the elements of the past. I was in it to explore a heritage many, like me, have deemed lost.” ─Maha Al-Saati


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Assassins’ Creed – escape to an adventurous land

“I spent a fair amount of time during December 2007—a month during which my town in Sweden got a sum total of 6 hours of direct sunlight—in hot, sunny and dry conditions. Unlike the thousands of Swedes who fled the gloom to places like Thailand aboard chartered jets, I was bathing in the simulated radiance of medieval Jerusalem, Acre, and Damascus in the game Assassin’s Creed, climbing towers and mosques, leaping along rooftops, knocking off a few conspirators.” ─Simon Niedenthal.


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Visual Design

  • Environment as Narrative

  • Architectural Patterns

  • Lighting


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Architectural Patterns & City Structure

  • Chaotic city structure

  • Maze-like


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Architectural Patterns & City Structure

  • When analyzing the urban environment:

  • zigzagged, narrow paths

  • never-right angled edges

  • Districts of ethnicities

  • nodes (city squares, markets)

  • landmarks (mosques, churches, and castles)


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Architectural Patterns & City Structure

  • Architectural patterns:

  • Domes

  • Mosque’s minarets

  • Courtyards

  • Flat rooftops

According to Christopher Alexander’s A Pattern Language

  • Screened windows (Mashrabiyas)

  • Hanging bridges (Saabaat)


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Minaret

  • Architectural Patterns: Functionality

  • To a westerner, these are mere ornamental towers.

  • Used for climbing to:

    • escape from enemies

    • view of the landscape

  • Name: Minaret

  • Function: broadcast Muslim call for prayer


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Culture and architecture

Roof garden

  • Arch. Patterns based on Islamic teachings

  • Privacy principle

  • House interior is regarded as private

  • Must be visually guarded

  • House solutions resembled hijab

Masharabeya - exterior


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Culture and architecture

building solutions:

Roof gardens

Courtyards

Screened Windows


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Culture and Architecture

To a Middle Easterner:

  • privacy provider

  • climate solution

    • Provide lighting

    • Provide ventilation

      To a Westerner

  • interpret them as jail bars


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Lighting and

impact on emotions

lighting color filters:

  • Damascus: Warm tone, dry city

  • Jerusalem: Greenish, rainy, subtle detail

  • Acre: Blue, cool seaside town, slight fogginess

  • Emotional effects

  • Nostalgic feeling for a Middle-Easterner

  • Impact of lighting on Game mechanics for a westerner


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Characters

  • Actions & Behaviours:

  • (‘cool guy’-like) manner

  • Fair complexion: clean-shaved face

  • Posture:

  • Head: bowed down, forward, Torso: pointed forward

  • Arms: towards the back

  • Attitude:

  • Altair depicts a reflective and determined character


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NPCs and crowds

  • II. Character Design (Other NPCs)

  • 300 or more different character types: Middle-Eastern, French, English

  • Culture and Motion

  • energy & pacing

  • hand gestures and body language

  • personal space

  • posture during conversation


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Effect of the game on different groups

  • Nostalgic feeling for Middle Easterners away from home

  • Likeness to visuals for middle easterners (feels like home)

  • Likeness to architecture and detail for westerners


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Conclusion

  • Conclusion

User experience depends on culture, beliefs, and disciplinary background

** study is limited to 4 close readings


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Acknowledgement

  • Questions and Comments?

  • Ubisoft team, especially

    • Jade Raymond for interview

    • Mr. Christophe Martin and Mr. Luc Duchaine for screenshots and images


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