Slide1: Japanese Pervasive Game: Mogi
Position & Emotion in a pervasive world BEIJING PERVASIVE GAME SYMPOSIUM AND WORKSHOP
‘The Future of Mobile and Pervasive Gaming in China’
Tsinghua University, January 2007 Copyright (c) 2007 Newt Games S.A. / Plus Eight Star Ltd, All rights reserved.
Slide2: Who’s talking?
Slide3: Benjamin JOFFE Me
Slide4: 本杰明 Me
Slide9: CEO
Slide10: Mobile & Internet
Business Consulting
Slide11: China
Japan
South Korea
Slide12: Sometimes the most direct route to innovation is to look abroad
and translate what you find
Slide13: Sometimes the most direct route to innovation is to look abroad
and translate what you find Tom Kelley General Manager of IDEO Author of The Art of Innovation
Slide14: www.plus8star.com
Slide16: Co-Founder
Slide17: Organizer
Slide18: >100 participants every month
Slide19: 2006 Presenters 3G Tribe
Slide20: www.mobilemonday.cn
(next session: Jan. 29)
Slide21: 2 years in China
Slide22: 1 year in Korea
Slide23: 4 years in Japan
Slide26: Asia Business Development
Slide27: ~1 year
Slide28: Mogi, Item Hunt
Slide29: 6 months
Slide31: Before Mogi
Slide32: - “Where are you?”
Slide33: Pervasive games?
Slide34: The Next Big Thing
Slide35: Academic research projects
Slide36: No objective on profitability
Slide37: Pure academic
Slide38: Pure fun
Slide39: Until now…
Slide40: Interruptive
Slide41: Running
Slide43: Expensive hardware
Slide46: DoGA - Time Machine Navi (Japan)
Slide47: Few commercial applications
Slide48: None really took off yet…
Slide49: Gameplay
Slide50: PC world
Slide51: Levels
Slide52: PKs
Slide53: Botfighters (Europe)
Slide54: Hardcore
Slide55: Not for casual gamers
Slide56: (Not for girls)
Slide57: High development
and running costs
Slide58: Not scalable
Slide59: US-based
Slide60: Weak mobile ecoystem
Slide61: Mogi: origins
Slide62: ‘Third generation
location-based content’
Slide63: 1st Gen
maps, navigation
Slide64: 2nd Gen
LBS fighting, fishing
Simple social games
Slide65: 3rd Gen
Advanced social games
With augmented reality
Slide66: (online chat with Mogi users in Aug. 05)
“There is no mobile service
as original anywhere in Japan”
Ms N., Office worker
Slide67: (online chat with Mogi users in Aug. 05)
“Mogi is a communication game
that overcame distance”
Mr P., University student
Slide68: 2000
Slide70: Fantasy layer on the world
Slide71: (1999)
Slide72: (1982)
Slide73: ‘Augmented reality’
Slide74: Position =
Opportunity for interaction
Slide75: MMMULBRPG
Slide76: (bless you)
Slide77: Mobile
Massively
Multiplayer
Ubiquitous
Location-Based
Role-Playing Game
Slide78: Great idea
Slide79: Telecom bubble
Slide80: October 2001
Slide81: Financed
Slide82: (0.5 million EUR) (5 million RMB)
Slide83: Developing
Slide84: Hard work Me
Slide85: Mobile (java on CDMA 1x)
Web (Flash + Shockwave)
Testing (on location?)
Universe Server (always-on)
GIS (real map data)
+ Gameplay… Me
Slide86: Too ambitious? Me
Slide87: Simplify Me
Slide88: Collection + Communication Me
Slide89: Blend
in the day
Slide90: Japan Me
Slide91: Java handsets Me
Slide92: Fast network Me
Slide93: GPS Me
Slide94: April 2003 Me
Slide97: Service details: mobile
Main screen: Main screen
The mobile mask: Flexible MIDP 1.0 (Java) application
The application is interpreting XML flows, allowing the game to be modified with no need for the users to get a new version The mobile mask XML Flows
Slide100: New functions introduced
almost every month Me
Mogi’s major features: Mogi’s major features
Radar: Radar
Radar: Radar View on CDMA1x handset
(Sony-Ericsson)
Avatars and personal page: Avatars and personal page Nickname / online status
Points
Ranking
Introduction line
Registration date
Zodiac sign
Blood type
Radar: The player needs to be close to an object (<400m) to pick it up Radar
Items types: Standard - nationwide with different rarities
Time-related (time of the day, moon phase)
Location related (autumn leaves, cherry blossoms, seashells, etc.)
users have to trade with players located in other regions (or travel nationwide…) Items types
Ranking: Ranking
Mailer: Mailer
One message: One message
Recent logins + online/offline + web/mobile status: Recent logins + online/offline + web/mobile status
One item: One item
Slide112: Messages can be sent
from almost any screen Me
Slide113: Service details: web
Slide114: Internet-based client Me
Slide115: Shockwave + Flash Me
Slide116: Login with ID provided
on the mobile Me
3D view (web interface) – www.mogimogi.com: 3D view (web interface) – www.mogimogi.com Nation-wide 3D maps can be used to spot :
- rare items
- players and NPCs
- special locations (e.g. shops)
Web interface – www.mogimogi.com: Web interface – www.mogimogi.com Locate players, items, etc.
on the Web interface
Locate other players: Locate other players Ubiquitous access
Slide121: Me Current
“Virtual Shops”
RPG features: scrolls, shops and creatures !: RPG features: scrolls, shops and creatures ! Current
“Virtual Shops” Advanced functions
Virtual shops nationwide
Users can enter them for various purposes
Creatures
No fighting
Own behavior
User can interact with them
Functional objects
Camera to take pictures of creatures’ behaviors Have you seen them ?
Slide123: 5. Business model
Slide124: Subscription-based
(US$2 / month) Me
Slide125: Critical mass: 10,000 users Me
Slide126: Active users considered
the fee negligible Me
Slide127: (especially compared
to their data bills) Me
Slide128: Facts and figures
Slide129: 10,000 downloads
with no advertising Me
Slide130: EVERY MONTH
a) Over 40,000 logins
b) Over 70,000 objects picked up
c) Over 70.000 messages sent
…with only 1000 active users!
(active user: at least one login in a month) Me
Monthly data - One year overview: Monthly data - One year overview
Slide132: Unfortunately
not revenue-shared SMS -_-; Me
Slide133: Unusual things… Me
Slide134: (1) Balanced Male/Female ratio Me
Slide135: (2) Age range [10~40 y.o.] Me
Users behaviors (one month: July 2004) : Users behaviors (one month: July 2004) Occasional
Users
( 35% ) Expert
Users
( 18% ) Addicts?
( 1% ) Pure Hunters
( 35% ) Number of items collected Number of messages sent in a month
Slide137: Weekly Logins
Daily data (July 2004 Avg.) : Daily Logins lunchtime night Daily data (July 2004 Avg.)
Daily data (July 2004 Avg.) : Daily Items Pickups Daily data (July 2004 Avg.)
Daily data (July 2004 Avg.) : Daily Messages Daily data (July 2004 Avg.)
Daily data (July 2004 Avg.) : Daily Exchanges Daily data (July 2004 Avg.)
Slide142: QUICK FACTS
- Users login all day long, all days
- Hunt during daytime between
7:00 am to 18:00 pm
- Mail & Trade peak after 8:00 pm Me
Slide143: KEY POINT 1
Playing a casual game
does not mean
playing casually
(think of Tetris…) Me
Slide144: KEY POINT 2
Mogi adapts
to users’ gaming style
and life styles Me
Slide145: Research by Sociologist
in July 2004
(10 users interviews) Me
Slide146: Dr Christian Licoppe, PhD
Former Head of Social Sciences Lab,
France Telecom R&D 1997-2003
Professor of Social Sciences at ENST
(France’s leading Telecom University) Me
Slide147: Me
Slide148: Emotion? Me
Slide149: (1) What is there in a Game without
Killing, 3D Graphics and a Fast Pace? Me
Slide150: A good game is a good concept first Me
Slide151: (2) Excitement created by Mogi
is something NEW Me
Slide152: Users are not only “gamers” Me
Slide153: Mogi helps users enjoy
traveling and communicating Me
Slide154: (3) A Social Experience Me
Slide155: Easy way to make contact
with new people Me
Slide156: Average player has between
10 and 20 Mogi-friends Me
Slide157: New concepts Me
Slide158: Mobility
in an augmented world Me
Slide159: On-screen encounters Me
Slide160: Interactional mobility paradigm
Slide161: Emergent uses of a multiplayer
location-aware mobile game:
the interactional consequences
of mediated encounters
http://www.parishine.com/FTreport/mobile/ppt/SpeakersPapers.pdf
http://egsh.enst.fr/licoppe/documents/Recherche/LicoppeMOgi_NidoRevisedVersion2.44doc.pdf Me
Slide162: Conclusions on Mogi
Slide163: Too early Me
Slide164: Network speed
Data pricing Me
Slide165: Too young Me
Slide166: Money only on development
No permanent staff in Japan! Me
Slide167: But… Me
Slide168: Environment is ready today Me
Slide169: 3G (over 50 million)
GPS (over 10 million)
Flat-rate data
+ people waiting for new things Me
Slide170: What Mogi demonstrated Me
Slide171: (1) Positioning can be fun Me
Slide172: (2) Privacy, security
and communication issues
have been solved successfully Me
Slide173: (3) Reaching critical mass
is
hard work Me
Slide174: Numerous benefits
associated Me
Slide175: Attracts casual users
Generate large data traffic
Educate users (LBS, etc.)
Potentially successful Me
Slide176: Mogi Today
Slide177: Possible re-launch
in 1Q2007 with KDDI Me
Mogi v2.0 screenshots: Mogi v2.0 screenshots
Slide179: 6. What to remember
Slide180: Counter-intuitive Me
Slide181: (1) Blend in the day
vs. Interruptive Me
Slide182: “Time pervasiveness” Me
Slide183: (2) Quick learning curve
vs. Hardcore gameplay Me
Slide184: Self-teaching Me
Slide185: Teaching by other users Me
Slide186: (3) Standard hardware
vs. Over-specification Me
Slide187: (was GPS necessary?) Me
Slide188: (4) Simplicity vs. 3D, blinks and booms Me
Slide189: “Provide what is meaningful” Me
Slide190: Me
Slide191: Me
Slide192: Me
Slide193: Me
Slide194: Play with one hand Me
Slide195: (5) Ubiquity? not limited to ‘same experience on all devices’ Me
Slide196: Platforms are different Me
Slide197: Information display capacities Me
Slide198: Communication speed Me
Slide199: Available time of users Me
Slide200: (6) Social aspects
vs.
Play alone Me
Slide201: Mobiles connect us
with people we know Me
Slide202: LBS can connect us
with strangers
who share ‘connectivity’ Me
Slide203: Position and time
give opportunities for
timely or asynchronous
interactions Me
Slide204: Position is a new type
of private information Me
Slide205: (Other information)
Name
Gender
Age
Phone number
Email
(QQ number?) Me
Slide206: KEY POINTS
How to enable trust
and ensure privacy
among strangers? Me
Slide207: (*) Emotion!
vs.
Just another game Me
Slide208: What is fun? Me
Slide209: Does it feel special? Me
Slide210: Position gives a sense of
reality Me
Slide211: ‘Like the first time
you played
an online game’ Me
Slide212: Would you use it again? Me
Slide213: Mobile is not just mobile Me
Slide214: Always on Me
Slide215: Before: discontinuous Me
Slide216: Instants Me
Slide217: Place Me
Slide218: Time Me
Slide219: Mobile: open new sorts Me
Slide220: Instants
vs.
Trajectories
in time and space Me
Slide221: Thank you!
Slide222: Appendix
Company History: Company History 2004 ~ 2003 2001 - 2002 Incubation Stage (2001 ~ 2002) 2001.10 Founded Newt Games in Paris, France
2001.11 Incubation starts at France Telecom’s mobile
technologies Incubator
2002.05 Development of the game platform and 3D Flash® user interface using original 3D map rendering
2002.06 Development of a WAP version of our mobile multiplayer game “Kigen”
Beginning Stage (2003) 2003.04 First community GPS Java game, “Mogi” launched
on KDDI’s EZweb in Japan
2003.08 Awarded support from ANVAR, the French Innovation Agency
for our mobile multiplayer platform
2003.09 Delivered a tailor-made location-based community content for
the launch event of Nokia’s N-Gage gaming phone in France Commercial Stage (2004 ~ ) 2004.03 Best 2004 Marketing Event Targeted
to Young Audience prize won by our
PR partner for the Nokia N-Gage event
2004.03 Awarded support from the European
Commission through the ETP Program
to penetrate the Korean market
2004.08 Signed a development contract to launch Mogi in Spain with Telefonica Moviles
Entry Barriers or “Why is not everybody doing it?”: Entry Barriers or “Why is not everybody doing it?”
Touching New Issues : Touching New Issues Interactions web/mobile
Touching New Issues : Touching New Issues Privacy in the engineering of virtual and real encounters
Engineering of encounters : Engineering of encounters Between virtuality and face-to-face
Overcoming distance
Psychological and physical distance
Triggering communication
Physical safety, social acceptability, time sensitivity
The notion of presence
Engineering of encounters
Main aspects of Mogi: Main aspects of Mogi
Newt Games in the News (2004 ~ ): Newt Games in the News (2004 ~ ) Freenet.de, August 24 2004
“Neuer Handyspiele-Trend” (Latest Mobile Phone Trend)
Article covering Mogi and some other LBS games
www.freenet.de/freenet/handy_und_pda/handyspiele/mogimogi/index.html (German)
Wireless Watch Japan, July 2 2004
“Mogi: Socially Connected GPS Gaming” Article and video shooting
http://www.wirelesswatch.jp/pv/100/104hb.wmv (video preview)
Ny Teknik, June 11 2004, Sweden
“Mobil jakt på skatter i Tokyo” (Mobile treasure hunt in Tokyo)
http://www.nyteknik.se/skrivUt.asp?art_id=35297 (Swedish)
Spiegel Online, April 15 2004, Germany
“GPS-Schatzsuche in Tokio”
www.spiegel.de/netzwelt/netzkultur/0,1518,295253,00.html (German)
Wired News, April 12 2004
“Making Wireless Roaming Fun”
www.wired.com/news/games/0,2101,63011,00.html?tw=wn_tophead_1
「東京発:携帯電話のGPS機能を使い、アイテムを探すゲーム『モギィ』」
www.hotwired.co.jp/news/news/culture/story/20040415204.html (Japanese)
위치기반 게임: “Mogi”
http://blog.joins.com/i_dabinchii/2341883 (Korean)
SmartMobs, April 3 2004
Weblog on emerging social trends linked with the Information age
“Mogi: augmented reality gaming on Tokyo”
www.smartmobs.com/archives/002946.html
Slashdot, April 2 2004
“Mogi Location-Based Mobile Gaming Hits Japan”
Reprint and commentary on The Feature article
http://games.slashdot.org/games/04/04/02/0113231.shtml?tid=127&tid=137&tid=186&tid=193 All articles in English unless mentioned
Some articles may have a restricted access.
Corresponding files are available upon request
Newt Games in the News (2004~): Newt Games in the News (2004~) The Feature, April 1 2004
“Mogi: Second Generation Location-Based Gaming’’ by Justin Hall
www.thefeature.com/article?articleid=100501&ref=744759
Game Developers’ Conference (GDC), March 25 2004, San Jose, California
“Mogi” in David Collier ‘s ”World Tour of Mobile Games”
http://pikkle.com/pub/
And Amy Kim’s “Social Trends in Mobile Entertainment”
http://socialdesigner.net/GDC2004/index_files/frame.htm
Liberation (major French Daily Newspaper), March 5 2004 edition, France
Special Report on location-based games
“’«Mogi», le jeu frenchie qui séduit le Japon”
www.liberation.com/page.php?Article=183703 (French)
“Cibles Mobiles” (Mobile Targets)
www.liberation.com/page.php?Article=183701 (French)
France Info (France’s leading information radio), March 5 2004 news, France
Special report on Mogi from their correspondent in Japan
Strategies Magazine, 3 March 2004, France
“Best marketing event directed to young audience”
Winner with PR Company Euro RSCG (No.1 PR European PR Agency) of the contest held by the French Magazine Strategies
www.strategies.fr/palmares/trophee2004/
Many2Many (Group weblog focusing on social software), February 26, 2004
“Taking it to the streets”
Group weblog focusing on social software
www.corante.com/many/archives/2004/02/26/taking_it_to_the_streets.php
Speeches and Users’ Voice (2004~): Speeches and Users’ Voice (2004~) SPEECHES
Mobile Intelligence Tour (MIT), October 4 2004, Tokyo
www.mobileeconomy.de/mit/
TeleTV Summit, April 28 2004, Amsterdam, The Netherlands
Summit on interactive television – guest speaker
http://www.teletvsummit.com/
GameHotel @ Game Developers’ Conference (GDC), March 25 2004, San Jose, California
Keynote speaker for the “Game Hotel” event
www.gamehotel.net
http://mobenta.com/analysis/item-1551.html
Nokia LBS Summit, March 2004, Nokia HQ, Helsinki, Finland
Selected by Nokia along with 10 companies to present upcoming LBS
USERS BLOGS AND BBS
ICOCA Blog
http://blog.livedoor.jp/kazn_chi/
Wireless Watch Japan (Reports from Japan’s mobile revolution), July 2 2004
“Mogi: Socially Connected GPS Gaming” Article and video shooting
http://www.wirelesswatch.jp/pv/100/104hb.wmv (video preview)
Ore No Buloggu, June 1-3, 2004, Tokyo, Japan
Our second foreign buser-blogger in Japan !
http://blog.oreno.org/archives/000384.html
http://blog.oreno.org/archives/000384.html
IN-DUCE weblog, February 10, 2004, Tokyo, Japan
Weblog of one of Mogi's players in Japan (who happens to be a foreigner)
www.in-duce.net/archives/mogi_item_hunt.php
Mogi’s room (Mogi na oheya, in Japanese)
Japanese users’ BBS
http://pksp.jp/ruka-knj/bbs.cgi?&o=7
Mogi Diary
A player’s experiences with Mogi
www.doblog.com/weblog/myblog/13395
Context: Context Strong worldwide trend of “Connected Communities”
Games / Contents are moving from
Place centric to people centric
PC-centric to cell-phone centric (mobile games are largely played at home!)
Current urban people
Are on the go
Want to stay connected
Want to meet new people safely
Mobile games have been replicating the PC / Console world BUT
Mobile users look for quick and casual entertainment
People long for self-expression
“For young users, communication is entertainment”
(Amy Jo KIM, socialdesigner.net)
Mogi offers on-the-edge entertainment for the majority
The LBS Paradox: The LBS Paradox Location-based services has been a buzzword for years
Still the main usage is for the most “simple” service possible: maps and navigation
Operators are integrating location features in their handsets but…
Most people don’t use them
And most do not even know their handset have such features
Mobile Phone Operators do not develop contents and let CPs compete
But few Content Providers had come up with attractive contents for the average user
Development of fixed and mobile internet showed that
There is a learning curve for any new service or technology
Some contents are adopted faster than any other
Games
Adult contents
User education is key
Games are able to dramatically increase users’ awareness of LBS
…and create numerous other business opportunities
The Broadband Mobile Paradox: Who needs 3G?: The Broadband Mobile Paradox: Who needs 3G? 2G’s killer contents are not enough
Ring-tones / Screensavers alone do not justify heavy packet plans
Most games only require a one-time download
3G services building on 2G are still limited in reach
Videophone function is not content
Video clips, comics, photo albums will be a niche market until data cost drop dramatically
Music full-track DL is seen as a replacement for CD singles
New ideas are needed to create value – not simply replace markets
Mobile Games Trend: Mobile Games Trend Trying to move from from “Gamers” to “Users”
Hardcore gamers to casual users
Male to gender-agnostic
Teens to a larger age group
Game evolution
Standalone target = gamers, teens
Single player game (famous licenses, games with “obvious” gameplay)
Linked game target = hardcore gamers
IrDA, Bluetooth, packet network
Limited to a few players
Community game target = online gamers / groups
Network based
Unlimited number of players
Social content target = everybody!
Moving from “player” to “user”
The game serves as a background for social purposes
Views from Experts: Views from Experts “What makes the game so exciting to me?
It uses the GPS in my phone, and that's so cool.
It brings a fresh new way to look at my map of Tokyo.
It has a community dimension to it,
The game offers a few different scenarios to accumulate points ” (IN-DUCE) “Mogi is a brilliant, obvious envisioning of location-based gaming.
Mobile multiplayer the way it was meant to be” (The Feature) "Trading is a very social game mechanic, very lightweight, very mainstream." So, while the location aspect may make doing errands more interesting, it's the connection with others that's key.” (Amy Jo KIM, socialdesigner.net) “Mogi is but one of the latest examples of a developing trend: location-based mobile gaming. But according to some people familiar with mobile gaming, Mogi may well be the most important” (Wired News)
Before going further: Before going further
What do you know about Mogi / LBS / Community games ?
Speaking about Mogi: Speaking about Mogi Possible presentations
Design User feedback, experiments, etc.
Game play User appeal
Architecture Technical challenges
Community Inducing friendly communication
Privacy Dealing with spam, stalking, etc.
Convergence Balancing web + mobile
Pervasiveness Blending real and virtual
Business Revenue models and hurdles
Future Environment, timing for ubiquitous games
Emotions “This strange feeling”
Emotions and motivation in Mogi: Emotions and motivation in Mogi Game related
Enjoy breaks with a service that is never the same
Quite different from Tetris’ never ending block falls
Collection
Social
Trade and bargaining
Online “rich” encounters
Exploration a new world
With special rules, places, inhabitants
Competition
Through a daily/weekly/monthly/global ranking
Solving “quests”, completing first new collections introduced
Belonging in a “rich” way
Avatar, original type of profile
A world others cannot see
A community of users
A team of players
Field Study:
Ten face-to-face interviews
In Japan & in Japanese
With medium-ranked and “over 20 y.o.” users
Two hours for each interview (photos are used with users’ permission)
Study conducted by Dr C. Licoppe, PhD in Tokyo in July 2004
Former Head of Social Sciences Lab, France Telecom R&D 1997-2003
Professor of Social Sciences at ENST (France’s leading Telecom Univ.)
Reference
“Seing” one another onscreen and the construction of social order in a mobile-based augmented public space- The uses of a geo-localized mobile game in Japan.
http://www.fil.hu/mobil/2005/Licoppe_final.pdf Field Study Dr. C. Licoppe, PhD
Users’ Voice: Users’ Voice
Users’ Voice: Users’ Voice
Users’ Voice: Users’ Voice
Users’ Voice: Users’ Voice What is there in a Game without Killing, 3D Graphics and a Fast Pace?
A good game is a good concept first
The excitement created by Mogi is something NEW
Our users are not only “gamers”
Mogi helps them enjoy traveling and communicating
“Your Mogi”
Ability to customize
Mogi adapts to the user’s lifestyle
Users chose their own gameplay
“World with endless possibilities” (Ms Y, early 20s)
A Social Experience
Easy way to make contact with people
Average player has between 10 and 20 Mogi-friends
Excellent (and unusual) male/female balance
Time and space?: Time and space?
Time and space?: Time and space? Time Space Now MMORPG are here Most games are here Here Mogi defines trajectories
in time and space
Overview: A location-based collection and communication game
Service-in: April 2003
Official content on KDDI’s
EZweb portal in Japan
EZNumber: 53577
Charge: 210 JPY / month
Characteristics
Light Java Application
Location-based
Ubiquitous (mobile & web)
Multiplayer
Permanent universe
And a LBS laboratory
New features are tested
and implemented
every month Overview
Numerous opportunities for interaction: Numerous opportunities for interaction People long for communication but as of today
You never meet new people through mobile phones
The “mobile network” is a cold and dark place
Mogi makes it populated, warmer and friendly!
Game related
“Let’s trade items”, “Here is a present for you”
“Please help me”, “How do you do this?”
“Let’s cooperate”
Proximity (Location and/or Time)
“We’re close”, “We’re far” are all good introductions
“Where are you” is the No.1 question asked over the phone!
“Good morning”, etc.
Messages can be sent from almost any screen in the game (radar, ranking, trade menu, connected users, etc.)