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Respawn Activating the bedroom generation by gamifiying public spaces

Teng Yu x 3








Teng Yu Author and Designer

Allan Chochinov Chair, MFA Products of Design hesis Advisor

Andrew Schloss hesis I Advisor

Abby Covert hesis II Advisor

Charles Martin Editor




Respawn for the Godlike


About Games




Early Exploration


About The Bedroom Generation & Gamiiying 15

Dustbin Concept


Controlled Vocabulary

Street Lights concept


Face It


The Key



Goals and objectives




Other Concepts




Co-Creation Workshop




Service Exploration - Punch


Screen Exploration - Slingshot


Social Enterprise


Problem Map


Research and Methodology


Why Games ?


“A Mask Hides The Face But Frees the Soul.” 25 27

Gamers Loneliness


Massively multiplayer…Thumb wrestling?


I am addicted to League of Legend








Speculative Design Project - World Pees


Speculative Design Project - Master Piss


Service Design Project - Portal Drop


Experience Design Project - The Lost Land


Product Design Project - Recharge


Looking Forward








Introduction Respawn for the Godlike

“True Gamers Never Die, We Respawn!” “Gamers never die, they respawn.” When someone or something does something above and beyond a normal human’s ability, we call it godlike. The atomic bomb in Hiroshima ended the war in the Paciic during World War II; that bomb was godlike. Longping Yuan, a biochemistry scientist who invented a hybrid rice that saved millions people from famine . . . he was godlike. Computers are changing the entire earth, but people today do not realize how godlike it is. But I have seen another godlike thing: games. Games,

especially video games, are like a huge hurricane, shaking the entire world in their fascinating and addicting ways. They are godlike. But this hurricane is a little bit unhealthy, a little bit toxic . . . yet still very charming. Many people’s lives are destroyed by games, but the game industry is so huge that no one wants to change the way it is. So here I challenge this “godlike” title: real gamers never die, but they do need a chance to respawn.



About Games Games, a very attractive thing for many people, developed from an activity that actually terriies many people, and that is war. Two thousand years ago, ancient China had already developed two kinds of chess based on the battle between two militaries: Weiqi (also known as I-go), and Chinese Chess. The generals and military counselors in ancient China used these two kinds of chess to arrange the formation of their militaries, as well as practice their strategies. At that time, chess played a very important role in military activities. Gradually, these two kinds of chess became two kinds of games for everyone in China, games that persist even today. Not only chess, but many games in this world originally came from military, political and diplomatic activities. Polo, soccer, and even the Olympic games are just a few examples. Developing these activities was a

strategic way to consolidate international status, keep the country safe, and create more opportunities for international trades. And once people’s lives improved and war began to decrease, many of these activities gradually developed into different type of games to entertain people. And the need for games in people’s daily lives is growing bigger and faster. In the 1950’s, a computer programmer began developing video games on the computer, and after many years of developing and designing, video games have become a super big part of our lives, economic structure, and social activities. Now games have many different categories: action, adventure, arcade, board, card, casino, family, music, puzzle, racing, role play, simulation, sports, strategy. Decades ago, people would play chess for their entire lives, but now, the lifestyle of the entire human race has changed.



About The Bedroom Generation and Gamiiying New technologies make many things easier to achieve, and I believe that people from one hundred years ago could never imagine what we have now. Many people used to buy food and clothing by traveling a long distance to a big town, but now, we just need several clicks on the screen. Life is so easy for people to earn money, buy daily supplies, make friends and also do many, many other things in their bedrooms, all with just a computer. And there’s a group of people who are actually living this lifestyle very deeply and to great extremes. I call them the “bedroom generation.” I would like to say the bedroom generation is a new species of mankind, although I can’t tell whether it’s an evolution or degeneration. But they do live a totally different kind of life from us. Playing games is a way of escaping from reality, but the gap between the gaming world and the real world is so huge that people who fall into the gaming world ind it so hard to get back, a journey that is often painful. They live so well in the virtual world, building high reputations for themselves, but the real world is dificult, and they are often on the fringe of humanity. Understandably, they no longer feel that the real world is applicable to them.

How do we ill the gap? How do we connect the two different worlds together? Some believe that Augmented Reality (AR) is a way to do this. And while the development of AR is getting better and better, there are still a lot of technology problems to solve. But is that the answer? Is there a more practical, physical solution? Nowadays, many people love to go to amusement parks like Disneyland or Universal Studios. Everything in these parks is an experience with a theme, and these experiences are, in a real sense, very close to living within a game. So why can’t we have similar entertainment in our daily lives? Why not combine games and experiences design together so we can make a new lifestyle? My thesis, “Activating the Bedroom Generation by Gamifying Public Spaces,” is the way to go. In this book, I will introduce my speculative product design, service design, experience design and interface design around this topic. I believe that using these designs can help us create this new lifestyle, and activate the bedroom generation in the process.


Controlled Vocabulary Once I had started working on my thesis, I realized that many of the words I use to describe and talk about my thesis may not be that clear to my audiences and myself, and I never know whether or not what I mean is understood. So I started a workshop with my friends, and asked them which words confuse them. Here is a photo of the words that they found confusing. In the red frame, I lay out the words that have negative connotations. The bedroom generation is not really a bad word, but the person who is deined as a “bedroom generation” person is often regarded as a loser or gaming addict, which is full of negative connotations. While that’s a gross mischaracterization of them, this highlights why I wanted to work on this topic, and why I need to redeine these words and put them in a healthier context. 1. The bedroom generation: A group of people who


stays indoors for long periods of time and only interacts with a screen. 2. Screen: a lat panel or area on an electronic device, such as a television, computer, or smartphone, on which images and data are displayed. 3. Addiction: The state of being enslaved to a habit, or to practice something that is psychologically or physically habit-forming (such as narcotics) to such an extent that its cessation causes severe trauma. 4. Loser: someone that is marked by consistently or thoroughly bad qualities, performance, etc. Many people believe that the bedroom generation is a group of losers, because of their addiction to games. But I will not use “addiction” and “loser” in my thesis to describe the bedroom generation. Instead, I will use other words to describe the bad habits and unhealthy

behavior they have, and the meanings to both them and us.

1. The real world: The world in which our bodies live (I think this one is pretty clear to everyone.)

In the green frame, I lay out the term “screen,” which I explained above. The most important word is gamer, a word I use a lot, because gamers are my main target users. Gamers are known for being attracted by and to the virtual world inside of games.

2. Public spaces: A place where everyone has the right to freely access and act (within certain rules).

1. Gamer: A person who plays games, especially computer or video games. 2. Body problem: The physical sickness on people’s body, which are caused by bad life habits. 3. Virtual world: A world that exists within the gaming sphere. It has great power, force, or effect, though it is not reality. I also want to discuss what I mean by “real world” and “public space.” What’s the relationship between the virtual world and the real world? Are there public spaces in the virtual world?

3. 0fline: Not connected to the internet. I want to talk about this a little bit, because it may not be clear thatt a virtual world can also be a public space. There are many online spaces we can access freely and act within certain rules. So my thesis is not only about the real world, but also about the virtual world, and the public space I am going to create is like a portal connecting the virtual world and the real world, in order to make them work as one. The last one I want to deine is “gamify.” Gamifying public spaces is a very important part of my thesis, because gamifying public spaces is a way to connect people together and to entertain them . . . together. Gamify: To turn something into a gaming style or function, in order to make it work like a game.


Ga mii cat ion



Goals and objectives

What This is an idea with which I have been working for some time now. In fact, my past work has managed to – on a fundamental level – bring video games into the public sphere. However, that work was still close to virtual games, and there was not much interaction between players and society. Subsequent work provided more physical activities and in-person interactions in public spaces. These gaming styles – which helped utilize things like role

play, proved to be very interesting and entertaining to people. The goal now, however, is to accomplish several changes: Help people to get rid of the aggression that often accompanies the bedroom generation, and simply enjoy the fun of the game. Involve the gamers with everyone, creating more personal interaction, rather than interaction through a screen. Involve people who perhaps have never played games before. Get the bedroom generation to physically engage in these gaming interactions.


Why “People won’t be motivated or inspired by what you do but why you do it. People don’t care about what you did but what you believed.” -Simon Sinek, TEDxPugetSound, 2009 I believe games can do good for people. Games can help us build our character and motivate us to be brave and smart. Well-designed games cannot only make people happy and entertained, but also help people to ind the meaning behind the stories and beneit their life. I know we are facing the challenges of game addiction and violence. There are so many kinds of systems, organizations and forums established and built to stop addiction, but the progress is not that obvious. It is hard for people to follow the rules and keep away from the games they like. So why not we use games to give people a good direction in their lives? My thesis has nothing to do with addiction; my thesis encourages people to play games, to enjoy games, learn from games and love games. My thesis aims to let people enjoy their lives with games, not in opposition to them. My thesis title gives a very clear goal: Activating the bedroom generation. This group of people is the one who loves games, but also struggle with it. They are my target group, and they urgently need help.


How Based on the golden circle, we start from why we do it, and then how we do it, and in the end, what we do. Why, as I already mentioned above, is that I want to activate the bedroom generation. How, though, is by “gamifying� public spaces. Because I believe games can make the world a better place, I think designing gamiied public spaces can be a good way to go. I have observed and interviewed many gamers, and I deeply understand their struggles and pains. This is because I used to be one of them: staying indoors, diving into the gaming world, imagining myself to be a super cool guy, scoring high kill points, being respected by others. In actuality, I was getting fat, lazy, hurting my back, damaging my neck, and spending my time staring at a screen, laughing and screaming stupidly. I was, in effect, losing my grip on reality. Gamifying public spaces will motivate gamers to go outdoors to do more physical activities, so their bodies can stay healthy. As well, by meeting other gamers, they can build a real social network, rather than an imaginary one.



Research and Methodology Why Games ? This is a very confusing question to a Chinese student like me. I was born in a family, many of whom work as teachers, which is why I am a very quiet person. I was told that games are bad for my life, they stop me from doing homework, etc. But why games this time? I interviewed a lot of parents in China, this image shows a very popular game around the world, especially for parents in this age, CS is the irst time they know about 3D irst view shooting games. Most of them have a very deep misunderstanding about games, especially the parents born before 1970,

because social media reports so many negative news about how bad the kids become after they are addicted to games. I admit that addiction is a bad thing for kids, but gaming should be a kind of great experience for all generations: kids can learn things through games. After I read some books and watched some TED talks, I realized games should not be misunderstood in this way. Games are a great invention in the entire human race; gaming can bring so many different experiences into your life that you have never had before.



“A Mask Hides The Face But Frees the Soul.” This quote is the part of actors’ lines from west world. Sounds dark, but it’s true. This is a very interesting part of gaming. Almost all of the role-playing games in which the players are anonymous, the people who are playing these games are hiding behind masks, becoming who they really want to be; many of them show the aggressive side of their heart. Is there any way we can change these people’s behavior through gaming? I believe so. Think about the time when we didn’t have computers: none of the

games we played were anonymous. So one thought entered my mind: we can create some games with our true identities in which people would also love to engage. It maybe sounds like not a big deal, but how many of us can truly be ourselves after we take off the mask? This can be a big change for people’s social behavior. People free their soul in reality, which means they can be whoever they want to be without any discrimination and prejudice.



Storytelling “Human beings like to tell stories. How we describe the world and live our lives are bound in the stories we tell. We’re not just good at telling stories, however, we’re good at seeing them.” —A Game Design Vocabulary For a long time, people have been obsessed with the stories in games. My point for now is bringing gaming into reality, into people’s daily lives. So what kind of story can we generate for all players? There are many kinds of stories we can use in games, but I need to ind one its my subject. For gaming in reality, the open story must be a very interesting and entertaining way to go.

The result of playing an open story game is an attractive thing to all players –even the creator of the game can’t control the direction of the story. Mystery will always keep players playing the game. One more type of story that its my subject is, “story as exploration.” Many games use this kind of method. It is sometimes referred to as lore. Because it frequently ills in the backstory of a game world, Lore tends to play a supporting role in the story of many games, rather than creating a series of events that unfold into a plot for player to follow. So I think about this kind of lore appearing in reality and bringing more fun to people’s real lives. It would be a super unique experience.


Gamers Loneliness For many people reading this, it may seem strange to even care about the bedroom generation. But studying their behavior is important, because any one of them could easily be us. Because we all face similar problems no matter how different we are, I wanted to study the thoughts and behaviors of the bedroom generation to see what we can learn to help everyone. Loneliness We all feel lonely sometimes. It’s normal. But what does loneliness do for the bedroom generation? We are living in the time when people can talk to each other happily, without being face to face. We can buy whatever we need without touching the actual product. We can sit on the sofa and have food delivered to our door with just a few clicks on the screen. How amazing it is! But in this process, people lose the connection between each other. Spending our days on the internet – while informative – is leaving us with a deep sense of loneliness. So we try to ix it by spending more time on the computer or our phones, but this does not help, everything on the other side of the screen is not what we need.


Many of the people I have met who belong in this bedroom generation are very addicted to the virtual world; they can’t control themselves. Many of them are my friends, or friends’ roommates. I used to be one of them, and I can tell you from experience that the feeling of being controlled by a screen is not good. We lose ourselves, our sense of time, and in some cases, even our sanity. Humans are social animals, but so much technology can be toxic for us. The human brain can imagine and create many different worlds, but once the imagination begins controlling us, it is dificult to get back. And the loneliness that drives us deeper into this world will take away everything. But on the other hand, if we can ill this feeling of loneliness in more constructive ways, the imagination can be sharpened, making us into creative people. When we look beyond the screen and treasure real friendships, our lives have more meaning.

Massively multiplayer…Thumb wrestling? — Jane McGonigal I watched a TED Talk this summer. It was so good to hear this expert in gaming. She introduced this small game to the audience, and everyone stood up to start to do a multi-hands thumb wrestling match. It brought so much fun for everyone in the theater. So from my perspective, this can be one of a small activity in my

thesis, and as an inspiration, I can create more and more varied activities and goals for players to reach. Also, gaming should not only point to video games or board games. There are a lot of types of games we can bring to daily life to make this more fun, joyful and meaningful.

I am addicted to League of Legend The only reason I mention this game is because it provides a super-competitive mode for players to team up and ight against each other. When you playing this game, you can not only be good at it by yourself, you need to know how to work with your team, how to eliminate the enemy eficiently and how to get resources from the map. This competition has already developed into a World Championship Match.

Competition is a great power to drive people to step forward and be better. Subconsciously, people love to be looked up to, and everyone enjoys the feeling of being regarded as a hero – not only in games, but also in reality, so competitions we create in the real life can make the world a better place. It works the same way with gaming competitions.



Le Lee Graphic Designer “I hope gaming can bring me the sense of achievement and entertainment.”

Che Zhang Hao En Sound Co. Industrial designer

Zichen Zhuang Visual Development MFA “Every time a new thing comes out, there should be a new law to make sure it is safe.”

Wei Xu Guang Ri Elevator Co. Industrial designer

Vam UI Designer “It make me feel happy by sharing a short story from games with friends”

Xunan Jing Tencent UI designer

Navjot S. Sandhu CEO, CTO of Sub-Quantum “I love the game like Final Fantasy, the story and Images is so amazing.”

Yintu Dong Academy of Art University Graduate Student

James Gong 2013 UBC Championship Former professional gaming player

John Boran School of Visual Arts Graduate Student

Yu Chou Hao En Sound Co. Industrial designer

Xiaolin Zhong Free lance Photographer

Interviews For this project, I interviewed many people, including experts in the ield, as well as gamers of varying levels of involvement. Indrajeet Sisodiya Working in Hollywood “People get inluenced subconsciously by the character’s actions in the game” Indrajeet is a senior gamer, and has been playing video games for more than thirty years. What impacts him the most when he is playing a game are the stories and the personalities of the characters in the game. He believes gamers can learn from these stories, becoming more brave, or more sensitive, or even more aggressive based on what kind of game they play. The real question, of course, is how does this inluence reality? Let’s say someone breaks into a gamer’s room. How does he or she react? Scream and run away? Pick up a chair and slam into the thief? Try to solve the problem through conversation? Indrajeet brings up a very good point, and one that leaves a great deal of room for exploration. Do games change people’s behavior? Many designers talk about behavior changing, but the phrase “behavior changing” sounds too big and empty, and does not address the real issue. On a more basic level, designers are not changing people’s behaviors, they change how people think, and their behaviors then relect these new thought processes.


Frank Shi Artist, working with Paper Triangles “AR gives you super power, data is invisible, but we create data every day” Frank is an artist who currently works with a company called Paper Triangles, which develops AR products. I met him at an event called The Future of Storytelling. It was so much fun to experience so many AR and VR products, and he gave an expert lecture on this event about how we are going to use AR technology in the future to tell stories. He mentioned about the data we use every day, and some of the data we use is invisible, and AR can make it real and visible. It’s very important to me that if I design a game that can deeply relate and connect with our daily lives and social networks through AR, All the data in our life, like where is north, will become so easy to approach and fancy, life will be very exciting When I play the NBA 2K, there’s a hexagon chart that shows all the stats of a character –power, speed, and so on – and it would be great if we had our own personal data that we can see for ourselves, measuring our own personal development. So we can manage ourselves in a better way. But why I want to put this data into games, instead of Apps, like google maps? Games are a kind of products that can bring people joy, but also can motivate and lead people to do something they would not do in their daily lives. In other words, games give people a kind of emotion that it will help you be very active and optimistic in your life.


White Luo Game designer in a VR Gaming company “The consequence in the game makes you think about your goals in real life� White is VR game designer who works on the story part of the game. Because VR games are still not as well-developed as PC and other video games, they need to have a storyline, rather than the “open world format popular in many other video games. So engaging in a VR game is more like becoming a part of a movie. The story is a very good way to begin impacting the bedroom generation and help them be more social. If the games you play revolve around killing, you are very likely going to become desensitized to violence. If you play a lot of games that revolve around home and relationships, you will likely become sensitive and thoughtful. If you play a lot of games that revolve around exploring new worlds or saving people from monsters, you will become brave. This is not always the case, of course, but the storyline of the games you play will inluence the way you think.


Wei Sun CG Concept Designer “The concept of EXP really exists, we just can’t see it.”

Wei is a CG concept designer, and he has designed many characters and gaming world concepts over the course of his career. He has also, obviously, played a lot of games. It’s interesting that he is the irst and only person in my interviews who noticed that the concept of EXP can actually be brought into real life. EXP is a gaming term that basically refers to how long you have worked on an aspect of a game, and how good you are at it – in short, it refers to a game character’s experience. It really looks like the hexagon chart idea I mentioned before, and its continued improvement only encourages players to try harder and do better. EXP is very popular in many online role playing games Following are some other experts who not only work in the gaming industry, but are also gamers themselves., I won’t discuss their opinions and points here, as they mainly talk the needs of gamers, why people play games, and how society tends to treat new types of games. They basically gave me a good deal of insight into the larger world of gaming.


These people are some of the typical users I interviewed, and just as there’s a huge variety among gamers, so are these people varied: you can see professional players, you can see people who have a job, you can see students, photographers, and so on. They each have different needs and different ways of playing games. Some of them like music games, some of them like watching others playing games (like live stream), while some like strategy and puzzle games. The one female I interviewed talked about how people react negatively when they discover she is a girl in the game. There is, for better or worse, a common view that girls are bad at games, or that games are a “guy thing” – which is not friendly to female gamers.




As I’ve been interviewing people and researching this topic, I have had to ask myself why people spend too much time playing games, neglecting work, school, family and friends. What seems to be the most common answer is that many of them are playing games to escape: escape from the pressure and stresses of life. While some may think people like this are

mentally weak, I don’t think so. Everyone needs a break, or something to rely on, because everyone has stress and pressure. However, games seem to be more addictive than other things, and what research is revealing is the fact that once you rely on games, it’s very hard to get rid of that habit.


What Is The Bedroom Generation? The target audience for this project is those who spend their lives and free time indoors, playing games. People typically call them “gamers,” but I refer to them as “The Bedroom Generation”: a group of people obsessed with screens and games. They may look exactly like everyone else. They may go to work, they may go to parties, maybe go to church . . . but when they are not trying to live somewhat normal lives, they are in front of their screens, day in and day out, gradually losing whatever connections they have to the outside world. As such, this gradual transformation produces three types of people: People who play games all day People who play games 3-6 hours a day People who play cellphone games and watch a lot TV shows and movies With each of these people, however, it isn’t just about getting them outside. That’s important, but not the main purpose of this project. What it is really about, focused on, is helping them pay attention to the world, and each group must be dealt with differently. People Who Play Games All Day This group of people is very addicted into games. The only thing they do, except eat and sleep, is play games. Games play a very important role in their life. Everything in their minds and everything that matters to them revolves around games. These are typically people who are younger, mostly students. They often do not care about their school work, they often have no job, and many of them survive by living off of their parents. When I went to college in China, a lot of students lived in this way. For example, I would go into an internet café and see that more than 90% of


customers were students. Many of them would stay up the whole night, sitting in this internet café, playing games. What kinds of games are typical for this group of people? Based on my interviews and research, there are two types of games that gamers play most regularly: online games and body set games. Online games have their own community and social group built into the fabric of the games. People who play online games do – or at least the opportunity to – make friends, but it’s just not on a same media. Their friends are virtual, just names on a screen. So even as they have friends, they are still disconnected from these people in what is, really, a fake friendship. Body set games are all ofline, and so people can only play this type of game alone or sometimes, with one or two more people. Players usually follow a storyline, and explore the virtual world in these games. This is dangerous, because people can easily fall into the dimensions of the gaming world, their sense of time following the game instead of real time. A person may never realize how many hours he or she has played until he or she has spent many hours – sometimes even days – in the gaming world. People who play games all day will lose their sense of time, lose their connections and relationships. They will forget about pressure, forget about tiredness and hunger, and, in the end, all they have left is an empty body without a soul.


Persona 1 Peter is 11 years old. He is a 5th grade student at a primary school in Boston. He lives with his parents and his elder brother, who is already in high school. He doesn’t get along well with his classmates in the school, preferring to sit alone, playing cellphone games. But this doesn’t stop at school. During the summer break, he spends more time playing video games, often playing video games all day and simply eating warmed-up leftovers, not stopping long enough to have a meal with his family. He spent his entire summer break indoors, playing games, ignoring his friends, many of whom are neighbors. His questions: How can he learn to control himself, knowing when and how to stop? How can he learn to organize an outdoor activity with his friends? His needs: An effective way to control himself A way to gather kids around to do more healthy activities A way to educate kids to be more self-conscious


People Who Play Games 3-6 Hours a Day This group of people manages to still work, go to school, and so on, but they still choose to release their stress by playing games for 3-6 hours a day. These people don’t play games all day long, because they know when to start and when to stop, they just need to release the stress. However, just because they can control themselves enough to still live out the necessary parts of life, it doesn’t mean these people are without problems. They still struggle in their lives. Everyone has 24 hours a day. You need 8 hours to sleep, 3 hours for meals, 8 hours to work, 1 hour for taking a shower, brushing your teeth and cleaning your bedroom. You may need 1 hour for everyday transportation to and from work, and other important errands. This leaves 3 hours of free time, a time that can – and usually is – effortlessly illed by games. If a person plays games for 3 hours a day, it means he or she has no time to make new friends or be social. No time to read books or other hobbies, like playing sports or playing a musical instrument. And what if they play six hours a day? It means that, not only will they not do any of the things I mentioned before, but they will also begin to cut out important things, like sleep, meals or hygiene. A person living like this will inevitably get stuck in a bad loop: the more effort they put into work, the more stress they have; the more stress they have, the more time they need to spend on games; the more time they spend on games, the less time they have for their work, which leads to the need to put more effort into work in order to make it up. This is bad, complicated loop will keep going on and on until something collapses. No person can sustain this life indeinitely.


What games are typical for this kind of person? Normally, the content of the game they play is violent or competitive, like Overwatch, League of Legends, Dota, or Player Unknown’s Battlegrounds. Each round of these games typically takes between 20-40 minutes. These games have the same feature: in order towin, you need to kill the enemy. Whether you ight for yourself or you ight with a team, you need to kill. Those who do not kill enough . . . lose. Becaue people enjoy the feeling of being godlike, and because these games allow them to kill whoever they want, performing well in these types of games brings an enormous amount of stress release, these games can become highly addictive. But there’s another price, too. When your enemy is also godlike, they will also kill whoever they want, including, possibly, you. When a person devotes so much time and so much energy into a game, this kind of loss can be upsetting, and many gamers struggle with intense anger, short tempers, and even violent tendencies. People have been known to smash keyboards, throw furniture, and ill the game’s chat function with hateful, aggressive speech. So people who play games 3-6 hours a day are under higher pressure (selfinlicted, but still high), and are usually more aggressive than other players. The consciousness of these individuals is struggling to exist within two worlds; it feels like both sides need them, and they also need both sides.


Persona 2 This is John. He is 27 years old and lives in Bridgeport, Connecticut with his girlfriend. He works as a bank assistant from 9am to 5pm every weekday. He doesn’t have many friends, because he spends all day talking at work. As a result, all he want to do after he goes home is to be alone. He likes playing video games, where he can spend hours and hours on it both after work, as well as on his days off. He spends a lot of time playing League of Legends, but in playing the game, he becomes very aggressive: screaming, smashing his keyboard . . . he even broke his screen during the game once. It is very hard for him to control his temper. His questions: How can he learn to control his temper? How can he become more engaged with people, starting meaning conversations? His needs: A better way to release his stress A media through which he can talk about his feelings and get help A way to control his emotions


Cellphone Games, Television, and Movies This group of people is able to work, live, and engage in normal life, but the people in this group don’t have the ability to organize their free time. Rather than engage in constructive things, or learn to improve areas of their lives, they stay cool and play with their cellphones. They play games or watch movies and shows on their cellphones. On the surface, it doesn’t seem all that wrong. After all, they are just using a cellphone, and who’s not using a cellphone these days? But the thing is, they put too much attention on their cellphones. They are a group of people I call “the heads-down group”: always looking down at their screens. They can – and do – put their phones down when something needs their attention, but the moment that need has passed, they are back on their phones. This is, perhaps, the easiest trap into which some may fall, because of the most prominent features of the phones themselves: they are easy to use, they it in our pockets, and they allow us to play games at any time and any place. Cellphones are a great invention in people’s lives, but the advantage is so powerful that people often forget the disadvantages, which are also powerful. As with the previous two types of gamers, this group of people becomes socially-disconnected, often oblivious to the wants and needs of those around them. They may be engaging in normal life, but they are socially and emotionally disconnected, preferring, instead, to crush candy and engage in medieval battles. But there is a second problem, too: body discomfort. They look down for a pretty long time every day, which can lead to a serious cervical spondylosis.


Persona 3 This is Bill, a college student who lives in Baltimore, with his parents (and a big dog). He doesn’t talk to people very often, mostly through social network. His favorite game is Pokemon Go. He loves catching Pokemon and the feeling of collecting different species. He used to be more overwieght, but Pokemon Go helped him do more outdoor activities. However, he is still shy about talking to people directly, and this is why he never has a girlfriend. He also plays computer games and he knows a lot of people online, but they all use fake names, and only communicate with each other through the virtual world. His questions: How can he better manage his time on his cellphone? How can he learn to control his attention beyond something other than a video game? His needs: A better way to manage his time A distraction from his cellphone A way to start a conversation with others face to face Besides the Bedroom Generation While my main audience is this group of people that I am calling The Bedroom Generation, games, in my opinion, are not only for gamers. Everyone can enjoy the fun of games, even people who live a normal life, free from the addiction of games. More than that, however, by reading this, even non-gamers can gain an appreciation for – and an empathy for – those who do struggle with this issue. What I mean is that my ideas, design, projects are all about games and based on the problem from gamers, but people who never have these problems are also able to play the games and have fun.



Early Exploration After watching some TED talks and reading some books, I narrowed down my thesis topic to three speciic areas that I can explore: Designs for gaming in public spaces, Designs for Connecting Different Rooms by Gaming, and Designs for Games of Time Traveling. They are all topics in which I am interested, and I have many ideas to keep working on. However, these three topics are not very connected, and one thing I want to do more is come up with one topic that can involve all of these three areas. Gaming for public spaces is a fun topic. Just thinking about people walking very fast on the street, in order to go to work, and doing something funny at the same

time is already very hilarious. I have come up with a lot of ideas in this area. Some ideas are based on the zebra crossing: walkers in NYC really love to cross the red light, so as I am thinking about how to change people’s behaviors through games, one idea I came up with is to turn the zebra crossing into a huge piano keyboard, so people walking on it can play some random tones or chords when it’s green light, and the other side might be percussion music. It will be very fun for people to walk across the streets when it’s a green light, but if it’s a red light, people will not hear the music, but some bad noise. This is a pretty good way for both changing people’s behaviors, and also bringing fun to people.



Dustbin Concept I also have a series of concepts for dustbins on the street. We all know that public services are placed by governments, and they are a kind of products that serve people in the public space, but people don’t really care about dust bins or public benches. If there’s more interaction with or around these products, though, maybe the current status will be totally different. My dustbin idea is a very interesting one, because people never realized how much garbage they throw away every day. So I designed a dustbin game named On Hoops for people to have fun with throwing away garbage. Every time people throw a piece of garbage into the dustbin, the scoreboard will show how many points they get. But how does it work? First, players would wear equipment on their wrist to track movement, so it will track your points every time you throw your trash. People can compete with each other for fun, but it is also a very eco-friendly action.The second idea I came up with involves situations with multiple dust bins standing together in a line. Every time people come to throw away things, the dust bins will start to yell “Me! Me! Me!” It’s more interactive and funny, and may help people to notice the existence of these dust bins.



Street Lights Concept Something I tried to explore is the street light. I think about the idea of every street light projecting games onto the ground. Imagine every night people gathering around the street lights and having fun. It could be any kind of 2D game. For example, it could project a huge spin with a vortex, and people come to walk on it to see who can walk a straight line. I also explore ideas involving public benches. I want to bring some concepts involving interaction, to create something fun and to gamify the whole user experience. When we talk about benches, we usually think about sitting on them, just relaxing, reading books, etc. All of the interaction is sitting. The only part of your body that can interact with the bench is your bottom. I designed a behavior for people to have more interaction with the bench, and other people who might come to sit on it in the future. The irst person comes and sits on it, and he or she can shake legs or their whole body. The bench can record the shake, stop recording when the irst person leaves, and when the second person comes to sit on the bench, the bench starts to “play” the shake it record before, to make this person shake on the bench. So the second person will know this “secret,” and can do the same thing to pass the interaction to the next person. I also came up with some ideas of turning the public bench into a swing; the swing has a very long history of bringing people joy. People love to do something meaningless when they have nothing to do or are just relaxing. I think I can also use the idea of a spin bench, bending bench, etc.


Face It Face It is a project that I am still exploring for supermarket checkout systems. The point of this project is to prevent people from getting bored when there’s a super long line, and the game can bring more joy to the people waiting in line. Face It is a game developed from the party game named Face the Cookies. The players put a cookie on their foreheads and try to eat it without using their hands. Face It can be a one-on-one game or a multiplayer game, where people can compete with each other: irst to inish, irst to check out. It doesn’t have to be cookies – it can be any snack sample, which the store will give out for free. I can feel that this concept is not strong enough because it’s hard for people to participate in and it’s also not well developed. There are a lot of things that need to be tested out.


The Key For this project, I designed AR glasses for gaming everywhere. This could be a part of the product I want to build for my main thesis. When players are wearing AR glasses, it’s just like holding the key to breaking into different dimensions. When players put the glasses on, they feel as if they are accessing a different world. I know it sounds like a science-iction movie, but the technology can make this happen. The reason I am so interested in this is because it is very exciting to me for everyone on the street to be in a game we play together. This could be the largest RPG game in the world!

Other Concepts I am also thinking about the topics I mentioned before: Designs for Connecting Different Rooms by Gaming and Designs for Games of Time Traveling. These two are areas in which I am interested, but still need to explore more in order to come up with more interesting ideas. Currently all of the online software already connects people to each other, so what I can do to make it different or more fun is the current challenge to me. For the topic of time travel games: if I create a different world for this, it will be no different from other online games. The best way to make players feel like they are traveling in time is through using the players’ own memories. I will keep working from this point to create interesting, but also moving, games for players that will impact their emotions and bring them more awareness of themselves.



Co-creation Workshop For thesis as co-creation, I organized a group cocreation to explore how to gamify public spaces. There were six people who participated, and the ideas we came up with were pretty amazing and exciting. First of all, I prepared some cards in three different colors. Each color represented a category: the name of a game you like, an adjective you use to describe an exciting game, and a location. After we inished writing words on the cards, we cut the cards and made combinations randomly to see what came out. The point of doing this was that, because we would never know what we would come up with next, we would keep thinking and expecting. Sometimes some brilliant ideas would jump out by themselves, as long as we kept making as many combinations as we could. The next step was rough sketching: we needed to sketch the idea of what we come up with, and present

them to everyone in the room. There were many awesome ideas. For example, people can jump under the street sign, just like Super Mario jumping for scores, which would give you the information of where you are going. Another idea was that people could play Pac-Man on the buildings of the city. The inal step was to visualize the idea in the real world. How we did this was to use a transparent sheet as the media to display the idea. For example, we can’t really make the game on the building for now, so we draw on the clear PVC card and use it as a ilter to take the picture, showing the concept. What I learned from this co-creation is that it is very interesting to see how other people think about gamifying public spaces, what they believe and how they react to these ideas. It was such a great experience to hold this co-creation, and everyone in the room inspired me a lot.









Service Exploration - Punch According to the research I’ve done, VR games are so limited because of the discontinuity between the real world and the virtual world. Sometimes when you are playing a game, you have no idea that you are punching a wall when you think you are punching a digital character, for example.

How can I get the irst user? I think gaming conventions, museums or just a crowded plaza will be good, setting up all of the equipment to attract gamers’ attention and their participation. My vision is to create a safer and more interactive VR experience for VR fans and gamers, with fewer limitations.

Punch is a set of services for people to play with their VR games. Punch is just like a combination of gym and internet cafe, where you can experience the VR technology and also enjoy physical activity at the same time. This provides a safer and larger range of physical activity space for people to explore in the virtual world. Because of fewer limitations, gamers will have a much better experience and more opportunities for social interactions.

This service is more likely to get everyone into the VR world, instead of solving problem for the bedroom generation speciically. But there is still something in this service that I can learn from. The way I was trying to provide a better experience is using more physical equipment to give user more connection between the real world and the virtual world.

This service would include a lot of stores in the city. Players can make appointments online, or come to the store to book the time. You could also join a membership club, and get discounts and opportunities to join some special VR activities. Players who have already booked the time can walk into the store, choose the game they ,like and put on the devices enjoy the game. It can even be enjoyable just to look at other players’ reactions.

So how do we help the bedroom generation engage in more activities with other people? First of all, we all know that they are so into the virtual world they have in their minds that they have already lost their connection with the real world. So about a VR game about real life outdoor exploration, a fake real world which can help them get used to the real world by creating a virtual real world. Sounds funny, but it can be a way to explore



Screen Exploration - Slingshot For thesis as screens, I designed an App called Slingshot. Slingshot is a social gaming app to help people get out of their houses and reach out to their friends. How does it work? When you send a message to your friends, they can’t receive it directly, because Slingshot blocks your message. In order to send it, Slingshot will turn on a map automatically to lead you to walk to your friend’s house. This is the only way to make sure they can get the message. By the time you arrive, the AR camera will have turned on, and a slingshot has appeared on the screen. All you need to do is, using this AR slingshot to shoot your friend’s window, he or she can get your message, and they can also know you are right outside! The reason I designed this app is because people are relying more and more on chat app, and there’s less physical communication between each other. So if you can go get your friend every time by standing right outside, they will know how important they are to you; this friendship will be your treasure.

This is the original version of Slingshot. The class kept going, but what the project can be has not kept going – it needs to make more sense about why people willing to walk outside to do this. It would super silly if you do it only because you want to use an AR slingshot to shoot your friend’s windows. Just like every project I have done for this topic, there should be a lure, a very attractive point to pull them out of their beds and throw them into the real world. Slingshot is not a very-well designed project, from my point of view. It even sounds like I am just trying to get people out of house. Plus, users are still facing a screen from the start, and there’s no reason people need to use this app. The next step is to create an attraction to which the bedroom generation will not say “no.” Just like other games, there must be some reward, like raising a baby dinosaur or collecting a suit of cool future swords.





Social Enterprise In the thesis as social enterprise, I made a video that introduces a system to allow people to ind an access from the digital world to the real world. The system is based on a very speculative idea in which people can use AR glasses as a “key” to step into a new world that combines the real world and the virtual world. In the system, irst of all, there’s a game company that develops the game, then the government will check the game to make sure it is safe to put onto the market, and then the gaming device company will develop the equipment, such as the AR glasses. The gamers as a key stick holder will buy the game and equipment, and the gaming data will be shared and collected by the NPC( non player character). The NPC is a part of the game, and will send all of the data back to the designers to help them update the game, so that gamers will have a better experience.

I want to design a gaming system that can relate people’s gaming behavior with their credit and social networks, so it can absorb users as much as possible. Good behavior will give gamers good credit, bad behavior will give people bad credit. This will encourage people to try to get rewards from their good gaming behaviors, and for those who behaved badly, they will be punished in many ways, which may relate with their credit and social network. But the most important thing is that the game must be interesting enough to make people not regard this system as a risk. At this point, I am imagining a world or we can have a society with games everywhere in the city. People can live with games just like everyone now lives with MTA card and bank accounts. I believe games can play a vital role in our daily lives, just like people will feel bored and dissatisied with their own identities if


everyone wears the same clothing and does the same work. After I inished editing this video, I found that what I explained in the video is only a part of the system. I believe that I should focus more on the interaction between people and how public space impact people. This video is just a very simple frame that talks about the relationship between each stick holder – there’s no meat in there; everything is loating in the air. I know at this point I don’t think I can use a video to explain what my thesis is and how everything works


with each part, because how to change people’s lives through gamiication is all about ideas and what the game is. I should use an example to explain my thesis, rather than making a video talking about an empty frame. This is a very good chance for me to explore and learn about the stick holders from different areas, and it is important to know about these things so that I can understand in which part I should put my effort. Also, it’s important to know if I missed any stick holder that may have a vital impact on the whole system.


Problem Map






Lenses Speculative Designs: World Pees For exploring the new cultural norm in the public space, I found that public restrooms are a really interesting place to explore using my speculative designs. We all know that a men’s restroom is a pretty tricky place, because it’s a public space where you need to expose your privacy. Due to the entire situation of a public restroom, people’s behaviors tend to be different from that in other places. People naturally become more awkward and defensive. So I asked myself a question: Why not gamify the restroom to make people feel less uncomfortable? I started researching and transforming the game I had designed before, trying to make the game it with the common behavior we have in the restroom – urinating. The most awkward part of peeing in a urinal is standing next to other people who are also peeing into a urinal. Once I recognized this as the primary problem are, my mind came up with many, many games, because it would be so much more interesting if you can play games while peeing.



I sketched a lot of ideas about what kind of game one could play while using the urinal, thinking about how people interact with the urinal, and I came up with many ideas. Frankly, I had a lot of fun. For example, if the urinal has a screen on it, and the screen has a temperature sensor, you can play the game by peeing on the screen, similar to how you use your inger to touch and manipulate your cell-phone screen. So what game can we play on this urinal? I came up with many games, like putting out the ire in a building, growing a tree by watering it, etc. But what if we made the game a little bit competitive? What about a shooting game, like shooting alien spaceships? So here is the story: Aliens are trying to invade he men’s restroom, seeking to control the entire human race. The urinals are the portals through which they pass, and men, we are the warriors who must stop this invasion. Be brave, be a man, aim at the spaceships, and shoot them down. Because who doesn’t want to be the hero who saves the planet from aliens? Logistically, this product has two parts: the urinal and an app. The app is more like a support tool, which provides a map, a battle time countdown, and a score board. If you wanted to connect to other players in the restroom, you can even see their scores.







Master Piss The second design was making a game that was a little bit closer to reality, and a little more basic and achievable. I interviewed two product designers from Haoen Sound, a company in China, and one of the things I found was that music is a very important element in gaming. So my next idea was to not turn this shooting urinal game into a music urinal game. This would not only keep the playful part, which is shooting, but would also use music to cover the sound of peeing. The game play is simple: when you pee on different parts of the urinal, it will give out different kinds of sounds or music. I call the game Master Piss. I built the prototype in our studio, and displayed it during a Product of Design Open House event. I wrote the code and uploaded it to the Arduino board, connected the copper tape to the Arduino board, and I used the copper tape as the sensor to trigger the code. Once the copper tape gets wet, the music or sound is turned on, and when you pee on different parts the urinal, the music or sound changes to different voices, allowing the user to play with it and make all kinds of music. I received pretty good feedback, and people really connected with the idea of playing with the urinal while peeing. In fact, when I took it down after the exhibition, people who worked in the studio said it felt so sad to pee in an empty urinal. Though this is just the irst step, it is a very high accomplishment, with lots of practical improvements. Imagine if the restroom has 4 to 5 urinals on the wall, and each urinal was the sound of one instrument. Potentially, the restroom could become a band. The next time you go into a restroom like this, you won’t feel awkward anymore; you can run into it and scream, “Hey boys, step forward, let’s rock and roll!”







Service Designs: Portal Drop My reason for this thesis is to focus on helping gamers avoid the health issues that arise from sitting in front of their computers, for long periods of time, hunching their backs, straining their eyes, and craning their necks. Because the timeline in a game is different from real-world time, and because gamers tend to dive deeply into the gaming world, most gamers simply forget about the real world and real-world time. Gamers love games, obviously, because of the immersive, fancy gaming world. But I have discovered that many of them love (or become addicted to) games because of the special rewards or items. Attaining “the next thing� is what drives them. So what if I put that part of the game into our real life? If we set missions in the real world, and players have to complete these missions to push the storyline forward, or attain the special items, this would engage the Bedroom Generation, bringing them into real life. So I think it’s important to take that gaming element from the game world and bring it into the real world, allowing gamers to live in both worlds. As a response to this drive, I designed a project called Portal Drop. Portal Drop has two main components: one is the plug-in for the online gaming platform, and the other is the real-life gaming space. It is the intent to place



these gaming spaces within retail stores – such as Steam or Best Buy – and each space contains arcade games that require lots of physical activities. Each space, as well, can connect to the plug-in, allowing players to accept secret missions, which are the second part of the service. All of the special missions on the platform are related to a pop-up store throughout the city. Players must ind the place and complete the mission by earning enough points (for example, scoring 5,000 points by punching on the punching machine). Once they complete the mission they will receive the code, and they go home, type the code on the platform to get the special items in the game. My drive is not to design the game, but the service, the system. There is no speciic content for this service, but the main goal of this service is to encourage gamers to step out of their house. The content must be attractive, of course, and the special items that players can win must be worthwhile, which is why the intent is to cooperate with other companies. Will this work? I am conident it will, because the idea is not new. It is based on the “geek culture,” people who like comics or games enough that they expand their reach into buying toys and t-shirts that are related to the games and comics they love. Merchandising is a powerful tool, and this service design can utilize that.







Experience Designs: The Lost Land After I designed the Portal Drop, I wanted to know how I could encourage players to have more interaction with other players in the real world. I spent an entire semester walking around New York City, attempting to talk to people playing Pokemon Go. I found that many of them play the game alone, and some of them even use two accounts on two cellphones to play the game. The game even has an AR function, but most of them turn off the AR function so that catching the pokemon will be easier. People stay locked onto the screen, losing the spirit of this game, which is having fun together. I came up with the idea of encouraging people to have more interaction with each other as they walk the streets, instead of watching their cellphones. I created a gaming experience similar to the game Battleground: players accept missions and weed out other players in order to get their loot. I named it The Lost Land. The Lost Land is a real-world role play gaming experience (RPG). Players meet at the High Line park and compete with each other to become stronger. Growing in strength gives players the chance to destroy evil monsters. To beat other competitors, players will collect natural powers by completing missions. The player who manages to vanquish all of the foes will have a chance to destroy the ultimate villain and allow peace and justice to reign.




Following is the background story and the game instructions: Once upon a time, a real evil of all time was born with great power. His name is the Great OP. The guardians of nature released their power to seal this demon underground. Thousands of years have passed. No one can remember this horror any more, but as time passes, the power of the seal becomes weaker and weaker and is inally broken when the Great OP wakes up again. Now, I know you are reading our notes. We were the guardians who sealed the Great OP, but now, what’s left are only our spirits in this city. Warrior! Find us! Wwe will ind out whether you are the one who can eliminate this demon. We will give you our power if you can pass our test. To beat the Great OP, you need to collect all the power from us. We will give our power to any warrior who can pass our test. You have to collect all the power by ighting each other with the power we give to you. When you beat other warriors, you can have the power they use. When you collect all the power, it’s time for you to challenge the Great Op! At the beginning, I thought this game should be a special event that encourages players to do more outdoor activities, but I realized the goal of this game is different from my other project. This game was meant to help people have the experience of having fun without a cell phone. I wanted people to learn that the cell phone is only a tool, not a whole new world.



To hold this event, I designed the whole game system: the items (tokens that represent ive different nature powers, as well as gifts for attending this event), mission cards for NPC( non-player characters), costumes, a website page, graphics for advertising, and instructions. The ive natural powers are: ire, leaves, stones, electricity and water. They counter each other, and to get the each power, players need to inish the mission on the card that bears the power’s logo on it. If you get the mission card that has ire logo on it, for example, it means that completing the mission will get you the power of the ire, and the NPC will give you a beautiful token to represent the power. You can then use the ire to ight others (sort of like playing “Rock, Paper, Scissors,� but this game has ive elements, which is more dificult to win.) The Lost Land was held on March 23, 2018 at 3:00pm. I was very pleased that all of my participants had a great fun in this game, and they wanted to play more. It meant that this event was pretty successful. However, the youngest player was a girl who eliminated all of the other players, but still failed to beat the Great OP. These results were pretty surprising to me. Nonetheless, what I wanted still happened. That was a means for people to live in this world, but still immerse themselves in a game. More than that, I wanted people to ind out who they really were after playing this game. I wanted people to realize that they are humans, meant for more than sitting in their bedrooms, hunched over a screen.





THE LOST LAND A trip of coming back






Product Designs: Recharge I designed a product called Recharge. Recharge is a gaming App paired with wearable devices, consisting of two wristbands, one chestplate and two ankle bands. The wristbands are not like regular sports wristbands, however. I took several elements from games and science iction movies/television shows, and used them to decorate my wearable devices. This way once you put them on, you look and feel more like a character in the game. In this game, the wearable devices and the app are connected. You can’t use the app without the devices, and you can’t use the devices without the app; both are part of the game. Your cellphone is the heart of your avatar, and it shows how many health points and mana points you have. Before you activate your avatar, however, you will need to calibrate the devices. Once all of your arm pieces and foot pieces are connected and calibrated, you can start your game. The app is pretty simple. You will need to login irst. Once you have done that, there are three main sections you will need to access. The irst, the proile section, shows your personal proile picture, how many days you have already played the game, how many players you have destroyed, how many times you have been destroyed by others, and how many times you assisted someone else in destroying a player. It also has a hexagonal data chart, which includes stats for power, speed, stamina, kill, energy, and points. It also shows your avatar’s appearance, which is provided by the system.


The point of this project is that players need to do activities to activate the game. This is where the second section comes in. The second section is a training section, and a player cannot play this game without entering the training section. Players will need to do the exercises to charge their health and mana points. After they are fully charged, they can go to the third section, which is the battle section. But if a player loses all his or her health points in the battle, he or she will need to come back to the training section to recharge their health points. In the battle section, the player’s cellphone will detect other players around him and after he has activated and trained his avatar, the screen will only show the player’s avatar, along with how many health points and mana points he has until they are gone (at which point, the player must return to the training portion of the game). How to battle? The wearable devices I designed have both infrared rays, as well as infrared sensors. All a player needs to do is punch other players – from a distance! – and the app on the screen will show how much damage was inlicted on the enemy. I was inspired by the Overwatch game, but with my own twists. The devices, as I said, were inspired by spaceships and futuristic weapons. I also put the battleground in the real world, where people can “ight” on the street, or in a park, wherever you want. I really love this project.














Looking Forward Two years studying Product Design in the School of Visual Arts goes by fast. I can still clearly remember the irst day I sat in the classroom, introducing myself. Two years, and this program has transformed me from a lazy student into a professional designer. I have learned so many useful skills, so much useful knowledge, and picked up so many useful habits from so many people in this program. I chose to work on gamiication because, to me, it is an ambitious and exciting thing. I love games, but I also care about people, and blending these two made sense. Many people ask me if I want to work in a gaming company in the future, but I don’t. I have a great deal of fear for what could happen to me if I work on something I love so much. I am afraid of losing the passion I have for this if I turn gaming into a job. I am very happy to have put my thoughts into this book, and if someone who reads this will ind some joy, or connect in some way to it, that’s

enough to me. I never expect people to learn something from me, but as long as you are happy, I am happy; and that’s it. That is the point of gaming, too. I am Teng. I worked very hard on this program. I lost a lot of weight. I got sick and became weaker day by day. I tried to kill myself. I lost hope. I became cold blooded. I lost the feeling of being alive. I saw no future. I am Teng. I worked very hard on this program. I learned how to manage my time, and schedule intense work. I learned how to use different software. I learnt how to be more social and engage in social activities. I learned how to work in a group. I learned how to be tough. I learned how to love myself. I am Teng. I am a designer. I am a gamer. I don’t know what’s in the future, but I know that because of this project, I still have a future. And I can’t wait to see it.





League of legends




Pokemon Go

Splatoon 2


Hungry Shark

Real Racing 3

Jetpack Joyride

Jurassic World

Street Fighter VI

Subway Surfers


Fruit Ninjia

Monument Valley

Plants VS Zombies

Candy Crash

Angry Birds


Super Mario Bro

Clumsy Ninjia


Banana Kong

Mimpi Dreams

Starving Together

Try Harder

Call of Duty 129

Thank You I want to say thank you to all of you who gave me great support and help, so I can inally “clear the stage�.






Respawn: Activating the bedroom generation by gamifying public spaces  

Teng wrote his thesis book based on his work and all his gaming experiences, the reason he choose the topic around gaming is because he foun...

Respawn: Activating the bedroom generation by gamifying public spaces  

Teng wrote his thesis book based on his work and all his gaming experiences, the reason he choose the topic around gaming is because he foun...