User:Xeomara/sandbox

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Nicole Lazzaro
Born
NationalityAmerican
Occupation(s)Interactive Media Designer, Developer, and Digital Innovator
Known for4 Keys 2 Fun, defining a framework of four types of fun that connect emotional states with specific actions players most like to make in games.
Websitexeodesign.com

Nicole Lazzaro (b. 1965) is an American game designer, developer, researcher [1] International keynote [2] and futurist. An authority on emotion and player experience in games, [3] [4] she is best known for her game engagement framework called "The 4 Keys to Fun" [5] [6] [7] used by hundreds of thousands of game developers worldwide [8] and for designing the first[citation needed] [ref] [9] iPhone game Tilt World [10] [11] [4], [5], [6]). She is the founder and President of XEODesign [7], and XEOPlay and also co-founded the Multimedia Studies Program at San Francisco State University. Lazzaro was featured by VentureBeat on their list of "20 Women in Games You Should Know" in March 2020,[9] on the Forbes magazine 2013 list of "12 Women in Gaming to Watch"[12], the Gamasutra game developer website in “Women in Games: the Gamasutra 20” [10] because “she allows developers to access a player's full emotional range from the earliest stages of a development cycle”, the Top 10 Women in Gamification by GSummit, and Fast Company [13] as one of the most influential women in tech for approaching video games like a Freudian scholar classifying user feelings to map out how changing a feature changes how users feel [13]. An expert on what's going on in the minds of a player [14] Lazzaro has advised the Obama White House,[8] the US State Department, United Nations Association, and the government of Singapore [ref Singapore Playbook on Policy Gaming pg 35, 36 ] [9] on the use of games to improve our world.

[Shorter]

With a degree in psychology from Stanford University, Nicole Lazzaro is an authority on emotion and player experience in mass-market entertainment products. The first person to use facial expressions to measure player reactions, she puts her expertise to work designing award-winning interfaces at her company XEODesign, Inc.

Biography[edit]

Lazzaro was born in the U.S. state of Georgia. As part of a military family she traveled widely inside the United States and abroad. As a kid, Lazzaro spent 5 years in Tehran Iran where she enjoyed riding camels, scrambling through archeological ruins such as Persepolis, exploring the Istanbul Bazaar in Turkey, duck walking inside the Great Pyramid of Giza, and exploring Zoroastrian fire temples. In January 1979 a few months after playing her first video game Pong at a curfew party she and her family were airlifted home to the United States because of the Iranian Revolution. Back home in the States she attended High School in St. Louis, Missouri and graduated with honors in Science, English, and Art.[citation needed]

Lazzaro then attended Stanford University, where she studied psychology, computer programming, and film making, then receiving a degree in Psychology in 1988,[10] As part of her Stanford work-study Lazzaro ran television production studios for the Stanford Instructional Television Network to record and broadcast engineering and computer science classes for Silicon Valley. There Lazzaro got her first taste of interactive media after she helped create courtroom training simulations on interactive laser disc. Having access to Philip Zimbardo’s video archive she created a documentary on the Stanford Prison Experiment as her senior thesis inspiring her to pursue a career in interactive documentaries.

Early career[edit]

After graduating Stanford, Lazzaro was the Associate Producer on the award winning [10] PBS documentary series Discovering Psychology with Dr. Philip Zimbardo, WGBH-TV in 1990. Lazzaro spent the next few years in New York City consulting on interactive media for museums and trade shows such as for National Geographic The IBM Think Museum, and Intel's first PC video demo with David Walls and Exhibit Technologies, a CD-i on Magic, and laser disc kiosks such as for Chemical Bank.

XEODesign 1992[edit]

She returned to the SF Bay Area and in 1992 she founded her company XEODesign[11] (initially called Onyx Productions) to provide interactive design and production services to video game publishers such as EA, Sony, and Ubisoft [13] [and enterprise such as IBM, Oracle, Cisco, Kaiser, HP, and Intuit. [8] As the President and Founder of XEODesign Lazzaro has worked on video games such as Myst, The Sims, The Matrix Online, Diner Dash, Dominations, and Star Wars video games. Considered a game industry legend by Samantha Bee [12] Lazzaro worked with leading developers and celebrities such as Will Wright, Rand Miller, John Asseraff, and Samantha Bee[13].

Lazzaro has authored chapters in half a dozen books. [ref] [ref] [ref]. Her conference talks and writing have introduced important terms to the game industry such as Player Experience, the emotion Fiero (the feeling of winning), and Amero [15] [5] [6] [7] [13].

Her work has inspired New York Times Best Selling Authors such as Jane McGonigal [15] as well as other leading game authors such as Raph Koster and Jesse Schell. Jane McGonigal says in her book Reality is Broken "Nicole Lazzaro deserves credit for introducing this term [Fiero] to the game industry via her presentation at the annual Game Developers Conference." [16]


Raph Koster says of Lazzaro's work in his book A Theory of Fun "my personal breakdown [of game enjoyment] would look a lot like Lazzaro's" [3] In fact Lazzaro introduced Raph Koster to player emotion research including emotions such as Schadenfreude, fiero, naches, and kvell. [3]

"Schadenfreude, fiero, naches, kvell (92): I am indebted to Nicole Lazzaro for introducing me to many of these wonderful words. Naches and kvell come from Yiddish; fiero is an adaptation of an Italian word, and schadenfreude is from German. Lazzaro's use of these terms in her research on emotions players feel while playing games has led to their being adopted by the game design community."

— Raph Koster, A Theory of Fun, pages 92, 258

In his book the Art of Game Design Jesse Schell calls Lazzaro's 4 Keys to Fun “A provocative exploration into the dimensions of fun.” [17]

The Financial Times consulted Lazzaro to explain the phenomena behind Candy Crush. [ref 2014].

Tracy Fullerton in Game Design Workshop describes Lazzaro as a leading user research expert [1]

Writer and gamer designer Chris Bateman considers Lazzaro to be one of the leading researchers in games and said of her in his book 21st Century Game Design, "It would be impossible to overestimate the extent to which Nicole Lazzaro's research has contributed to a better understanding of play in the context of video games." [10]

Lazzaro's work especially The 4 Keys to Fun laid the foundation for Gamification [ref gsummit 2012 and 2014] and IBM's emotion analytics as in this TED talk [14] as well as this IBM White Paper for the Obama White House on how "...applying the lessons from the thinking used in designing games could have the potential to transform how government communicates, provides information, and delivers public services." [15] [ref Chpt 7 pg 46] [18]

Lazzaro helped design a hands-free AR and VR operating system with Jim Marggraff for Eyefluence [16] [17] [18] that was later bought by Google in 2016 [19]. At XEODesign Lazzaro ran workshops for The Sims Cartoon Network Nickelodeon Disney Facebook Horizon Wonder Workshop and NeuroGym [20] by John Assaraf, [19]

[More on this from above: video games and enterprise such as IBM, Oracle, HP, Intuit, and Sun. [refs]

4 Keys to Fun 2004[edit]

Lazzaro originated the idea of measuring facial expressions to understand the emotional states of players during active gameplay. Using Facial Action Coding System or FACS by Paul Ekman [ref] Lazzaro investigated how game interactions created specific emotions. She devised the 4 Keys to Fun framework, placing types of fun into four quadrants of a grid, rating activities by qualities such as hard fun (challenge), easy fun (curiosity), serious fun (excitement), and people fun (amusement).[9][20] In this work she also coined the term Player Experience and introduced the term Fiero as To describe the feeling of triumph over adversity [5] [ref Paul Ekman].[20] As part of her research, Lazzaro videotaped players at home, school, and work and then sorted 2,000 observations to create the action-emotion framework known as the 4 Keys to Fun which she first presented at the Game Developers Conference in 2004 thus introducing these concepts to the game industry.[3]


[ref GDC 2004] [5]

[ref GDC 2004 white paper] [6]

[ref GDC 2004 slides]

[CHI 2004 Whats my method] [7]


[ref HCI Handbook, Game Usability first edition, 2007] [21]


[Image of a simplified 4 Keys with the right kind of cc license] Standing on a temple in Egypt [21]

Veteran game designer and author Sheri Graner Ray says this about Lazzaro's 4 Keys to Fun “She has given us a vocabulary to express how games affect us emotionally and a framework to help us put that understanding to work to build better games." [10]

The 4 Keys framework built from microexpression provided the tools and the language to create and describe patterns of interactive engagstarement and emotion unique to games. It guided Lazzaro in designing the first iPhone game [ref] and laid the foundation for Gamification

[ref For the Win Kevin Werbach Chpt 5 pg 98] Gamified systems Bay Bridge example game the game For the Win Kevin Werbach Chpt 6 pg 118]] [ref gamification].

[22]


Her framework was featured in The New York Times[20] and by IBM on the TED stage [ref The Big Data Behind Complex Human Emotions "Emotion Analytics" Erick Brethenoux @2:37[22]].


Foundation for Gamification

Since its release in 2004, The 4 Keys to Fun has had a wide ranging application from games, to the workplace [The Future of Work is Play Chicago Ideas Week[23], to HCI[21] and UX [ref adaptive path video ref UX Week 2010 | Nicole Lazzaro | The Future of UX is Play: The 4 Keys to Fun, Emotion and User Engagement[24], graphic design and designers of every stripe [ref AIGA] to government [ref IBM White paper ref "FAST GOVERNMENT: ACCELERATING SERVICE QUALITY WHILE REDUCING COST AND TIME "publisher IBM Center for the Business of Government" "7. Using Game-Based Approaches to Engage Citizens and Deliver Public Services"[25] retrieved from [www.businessofgovernment.org].

Gamification Lazzaro is a trailblazer in the use of gamified systems to increase human engagement.[ref For the Win Kevin Werbach] The impact of her work with the 4 Keys to Fun has had far reaching applications from increasing engagement in productivity software and websites to empowering citizens and improving government services. Lazzaro has spoken at the Obama White House and State Department as well as co-authored the IBM Business of Fast Government white paper 20012 [ref IBM and download]. Lazzaro traveled to Singapore twice to give workshops on the gamification of public services. [ref download to Singapore handbook on games]. And advised Samantha Bee on her “This is Not a Game” mid-term election game [ref 2018 app] [ref 2018 video featuring Nicole].

...game designers such as .... began to talk about the serious potential of video games. For the Win, Kevin Werbach, Dan Hunter Chpt 1 pg 25

NL is an "expert in emotional aspects of games" For the Win Kevin Werbach Chpt 5 pg 98


........ Notes

Jane McGonigal, Reality is Broken, Notes Chtp 1 Fiero Note #13 pg 33 pg 366]

"Personal interview with Nicole Lazzaro April 25, 2009. Jane McGonigal, Reality is Broken, Chpt 4 pg 64 Note #1 pg368]

...... [ref sample for book citation formatting] [1]

[1] ....

early book: * Multimedia Making it Work

XEOPlay 2009[edit]

Lazzaro founded XEOPlay in 2009 to create original games on emerging platforms that unlock human potential through play.

The 1st iPhone Game Tilt World 2007[edit]

Lazzaro designed one of the first iPhone games in 2007 with Joe Hewitt at iPhoneDevCamp [ref iOSDevCamp] [ref Hackathon] [23] [ref Robert Scoble video Interview]. Tilt: An Adventure in 1.5 Dimensions. The java script [ref] game had over 1 million downloads. [ref] Joe Hewitt went on to create Facebook’s first App on the iPhone.

Following the success of Tilt, Lazzaro founded her second company XEOPlay in 2009 to publish her team’s original games. Starting on mobile, Lazzaro designed and self-financed the development of a more graphical story-telling version of the original Tilt java-script game. The new iOS game called Tilt World told the adventures of an eco-tadpole named Flip who eats carbon and plants seeds to restore her forest home. Players points accumulate on a global scoreboard and plant real trees. It was the first iPhone game to plant trees. [ref Demo/VentureBeat] Iggy Medeiros art, Stuart Dubey Audio, David Gregory Code, Nicole Lazzaro Design and Level Scripting.

Lazzaro released as an iPad Launch title Tilt World was a ranked #1(?) in the App Store [ref App Annie] and featured twice in the App Store. Tilt World won Honorable Mention for achievement in Art IGF Mobile [ref]. Lazzaro released the iPhone version at DEMO by Venture Beat [ref] where it shot up to #1(?) in the App Store to a global market including China. The unique first of its kind tree-planting game mechanic converted the points players earned into planting real trees in Madagascar through a partnership with WeForest [ref]. Winner of GAward for Social Good 2013, and Serious Play Silver Medal 2013.

Robert Scoble Interview Talking emotional software design in games and iPhone | Connected Social Media[26] " went to the iPhoneDevCamp, where I met Nicole Lazzaro, founder of XEODesign, who helps video game designers make their games more fun to use. While at the iPhoneDevCamp (by the way, you can check out another video up from here) she tells me why the iPhone is fun to use and how you can make your own software more fun to use."

XEOPlay Venture Beat Sean Ludwig "XEOPlay’s beautiful iOS game Tilt World strives to make a real-world impact" April 18, 2012 9:01 AM [27] "XEOPlay CEO Nicole Lazzaro has a lofty goal: She wants people to have fun playing a game but also translate that fun into solving real-world problems.

Enter Tilt World, a beautiful iOS game. The app’s main character, Flip, is on a mission to end climate change in the game and in the real world. As players progress, their actions are mirrored in a real-world campaign to plant one million trees in Madagascar through XEOPlay partner WeForest.org. It’s the seemingly perfect combo for gamers who want to make a positive impact on the environment."

Lazzaro is considered a design leader in VR/AR/XR [ref GamesBeat Gordon video interview GamesBeat 2015 - Fireside chat on Design Leadership for VR - YouTube[28]

Nicole Lazzaro on the Four Keys to Fun in Virtual Reality - Road to VR[29]

CNN Making mobile games more fun By Amy Gahran, Special to CNN August 16, 2010 6:22 p.m. EDT [30]

Follow the White Rabbit 2015[edit]

In 2015 Lazzaro creates her first XR game Follow the White Rabbit into the Samsung VR Mobile Game Jam [ref jam] [devpost ref FWR]. Brandon Jones [ref] was the artist. The first hackathon where she was the lead programmer, Lazzaro decided to continue developing the game as a indie game after the event. She ported it to multiple platforms in search of a funding partner including VIVE Focus (launch partner), Oculus Go, Magic Leap, and Oculus Rift.

Lazzaro was 2016 SXSW Pitch Competition Finalist for a Follow the White Rabbit. [ref Barons 2016]

Unscramble the Oracle 2020[edit]

A choose your own adventure you play walking around the block for BOSE AR.

"Developed by XEODesign and led by game-design and UX maven Nicole Lazzaro, Unscramble the Oracle is an interactive audiobook. It lets players walk, dance, and tap their way through a fairytale world, helping the Fairy Chicken Godmother find her lost hubby and chicks. Like Sonic Samurai, gameplay is guided through audible signals from a Bose AR device such as Frames, while physical inputs are tracked through the device’s IMU sensor bundle.

“Thinking back to my experience designing the first iPhone game, what attracted me to Bose AR was the opportunity to create an interactive audio world dynamically laid over our own,” Lazzaro told AR Insider. “With audio AR, I immediately saw the opportunity to design an original audio-first experience that adapted to wherever the person was, blending a hidden fantasy world with their real one.” See more info, images and dev team commentary"

[31]

Impact of Lazzaro's Work[edit]

[What Movements / Disciplines did Lazzaro Impact / Co-Found?] Player Experience and Game Emotions Lazzaro coined the term Player Experience and her 4 Keys to Fun still inspires game developers to craft specific deeper emotional responses into their games.

  1. Game Design and Game Theory


Facial Expressions to Measure Emotional Response

  • She discovered how game mechanics create emotion,
  • she first to use facial expression to measure emotion during games [ref vb article]

Diversity and Inclusion Lazzaro is a strong advocate for increasing diversity in technology especially for women, people of color, and LGBTQ+. She’s organized and spoken on many panels [ref] [ref] and co-founded the Leadership for Diversity website [ref] with collected wisdom from these panels, resources, and over 300 executive signatures.

Game execs recommend 32 practices for fostering creativity and diversity Dean Takahashi August 20, 2016 8:02 AM[32]

SFSU Multimedia Studies Program [Perhaps just do a one line up on the bio section. It needs more refs] In 1992 that same year she founded XEODesign Nicole Lazzaro co-founded San Francisco State’s Multimedia Studies Program [ref] with Bob Bell and Robert Hone while also serving as the International Interactive Communications Society SF Chapter Vice President. The first Multimedia Studies Program in the world, it was a phenomenal<reference for the word "phenomenal"?> success running double sessions for the most popular courses in its first year. The curriculum Lazzaro helped design was replicated by thousands of schools around the world.need ref. There she taught classes in Interface Design and Multimedia [ref] Programming. She wrote an interface design text book that was sold to other schools and translated into several languages.

"San Francisco State University's multimedia studies program is the largest in the nation and was named by Fortune Magazine as "a premiere training ground." Located in downtown San Francisco, the heart of the multimedia industry, the program has over 30 technology partners including Apple, Intel and Adobe. "[33]

"SFSU has surpassed anything the founders could have predicted in 1899. From nationally recognized biology, creative writing and journalism programs to the nation�s largest multimedia studies program, the University is a vibrant force for its students and the entire Bay Area. Today, SFSU has approximately 27,000 students and 3,000 faculty and staff. More than 70 percent of undergraduates are ethnic minorities and almost 60 percent are women. Over 190,000 alumni worldwide have earned degrees from the University. "[34]


[] Check list for the above article [] created the 4 Keys to Fun used by millions of leading developers worldwide [] Her 4 Keys are baked into the AI for the Sims and inspired IBM Watson’s sentiment analysis. [] She has advised the Obama White House and the US State Department on the use of games to improve our world. [] Co-founder of the discipline of multimedia studies [] Laid the foundation for gamification Co-founder of the discipline of gamification [] The leading pioneer in defining how we approach gamification of technology [] How we have fun [] With a plurality of millions of people around the world have more fun. [] 4K2F laid the foundation for.. [] Government USA, UN Association Delegate 2020, Samantha Bee This is Not a Game 2016, Singapore Playbook on Policy Gaming pg 35, 36

Works[edit]

Original games[edit]

  • Tilt World (iOS) CNET Scoble, Oakland Fox News Chn 2
  • Follow the White Rabbit (XR Cross platform) website, dev post, press kit?
  • Unscramble the Oracle (BOSE AR) dev post


Consulting Projects[edit]

Consulting XEODesign 1992

Non-Games

  • Eyefluence

Book Chapters Authored[edit]

  • Lazzaro's Four Keys to Fun N Lazzaro in 100 Principles of Game Design [8]
  • Beyond Game Design: Nine Steps Toward Creating Better Videogames, (2009). Editor Chris Bateman[37]

[or this format?]

  • Understand emotions N Lazzaro Beyond Game Design: Nine Steps Towards Creating Better Videogames, 3-48 [38] [4]
  • The Four Fun Keys N Lazzaro in Game Usability: Advancing the Player Experience [24]
  • Beyond Barbie® and Mortal Kombat: New Perspectives on Gender and Gaming (2008). Editors Kafai,Y., Heeter, C., Denner, J., Sun, J.[39]

[or this format?]

  • Are Boy Games Even Necessary? N Lazzaro in Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming [25]
  • Why We Play: Affect and the Fun of Games Designing Emotions for Games, Entertainment Interfaces and Interactive Products N Lazzaro in The Human-Computer Interaction Handbook, 2nd and 3rd Edition Edited by Jacko and Sears (2007 and 2012). "Winner of a 2013 CHOICE Outstanding Academic Title Award" [21]

Why We Play Affect and the Fun of Games Chapter Preview Google Books [40]

[HCI chapter review ] "Without emotion there is no game. Researchers have only just begun to explore the role emotion plays in human activities. This article is an excellent summary of the state of the art about emotions and games, and is of great interest to understand how to design a game taking into account the emotions of the player.

This paper is included in the excellent handbook "Human–Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition" (2012), pp. 725 - 747. Ed. CRC Press, ISBN 9781439829431" [41]

[Google Scholar Refs] [42]


........ Notes

nicole lazzaro is a world-renowned game researcher, designer, and speaker who makes games more fun. Nicole discovered the Four Keys to Fun, a model used by hun-dreds of thousands of game developers worldwide, in 2004. She used this model to design the iPhone’s first accelerometer game, now called Tilt World, in 2007. Nicole is referred to as one of the 100 most influential women in high-tech, one of the top 20 women working in video games, and one of the top 10 women in gamification. Nicole’s work has been widely cited by global news media such as CNN, Wired,Fast Company, CNET, the New York Times, the Wall Street Journal, the Hollywood Reporter, Red Herring, and the Boston Globe. She has advised the White House and the US State Department on the use of games to unlock human potential to improve our world. For the past two decades, as the CEO of XEODesign, she has improved hundreds of millions of player experiences for companies such as Ubisoft, EA, Disney, and Cartoon Network; as well as worked on best-selling franchises such as Myst, Diner Dash, Pogo, and The Sims. One of the pio-neers in applying game design outside of games, she designed game-inspired UI for Oracle, Cisco, Kaiser, Sun, Roxio, and others as early as 1992. Page 216 [8]

Chris Bateman Amzon page Summary Understand Emotions: Nicole Lazzaro is the leading researcher into game emotions, and explains why any game must be accessible and fun, and why "fun" means different things to different people. We don't all enjoy the same emotions of play; some players love failing a tough challenge and repeating it over and over again until they eventually win sweet victory, but for other players that's their idea of hell. Developers who understand the emotions of play are ready to compete in the new market for digital games; those who don't are living on borrowed time.

Also Chris Bateman [this with the Fast Company piece might work well for the intro first paragraph]

Nicole Lazzaro is the leading expert of emotions in videogames. Founder and President of XEODesign, Inc. Nicole is an award-winning interface designer and an authority on emotion and the player experience. A Frequent speaker at industry events, she writes extensively on games and why people play them. She has spent more than 16 years designing successful experiences for all levels of players and users, from novice to expert, in many game genres. She integrates her adventures living and traveling abroad into creating culture-crossing experiences. Her work on the emotional and cultural content of play has improved the player exeriences for more than 40 million people and helped expand the game industry's emotional palette beyond the stereotypical range of anger, frustration, and fear. pg vi

White Papers and Research[edit]

  • 4 Keys to Fun[43]
  • 4 Keys to Fun[44]
  • IBM "FAST GOVERNMENT: ACCELERATING SERVICE QUALITY WHILE REDUCING COST AND TIME "publisher IBM Center for the Business of Government" "7. Using Game-Based Approaches to Engage Citizens and Deliver Public Services" [45]
  • The untapped world of video games K Keeker, R Pagulayan, J Sykes, N Lazzaro CHI'04 Extended Abstracts on Human Factors in Computing Systems, 1610-1611 [46]
  • Why we play: affect and the fun of games N Lazzaro Human-computer interaction: Designing for diverse users and domains 155, 679-700 [47] [48]
  • Why we play games: Four keys to more emotion in player experiences N Lazzaro Proceedings of GDC 306, 1-8 [49]
  • What's my method? A game show on games N Lazzaro, K Keeker CHI'04 Extended Abstracts on Human Factors in Computing Systems, 1093-1094 [50] [7]
  • Why we play games: Four keys to more emotion without story. XEODesign N Lazzaro Inc.: Oakland, CA, USA [51] [5] [6]

Awards & Recognition[edit]

[Use a table here] || Award || Description ||

Interviews[edit]

Which are ones created, which are ones that you are featured in? Interviews of Nicole Lazzaro by tv/internet clebs

..... Quotes and possible references to support above claims .....

Lazzaro is widely cited by global news media such as Wired, Rolling Stone, Fast Company, Samantha Bee [53], VentureBeat, CNN [54], CNET [55] , and the Wall Street Journal.


[ref book: Game Design Workshop Tracy Fullerton Chpt 9 Playtesting pg 290, "professional user research experts" Chpt 1 pg 12] and Richard Lemarchand [ref], Richard Bartle [ref?], and Nick Yee [ref?]. Lazzaro international speaker Gamasutra GDC China: Lazzaro On Creating 'Viral Emotions' In Games October 13, 2009 | By Simon Carless [56] Speaks on what became Social Games like Farmville "creating massively social online games and what she called "viral emotions"."


"When it comes to being bluntly empirical, however, there is perhaps no one better to turn to than Nicole Lazzaro, the founder and president of the player experience and research company XEODesign a woman with almost twenty years of experience advising everyone from Electronic Arts to the Cartoon Network about how exactly one can describe what's going on in the mind of someone playing a video game." Fun_Inc Tom_Chatfield Chpt 3 pg 49


Interface Design and playtesting expert Lazzaro, Nicole pg 26,30,42,97,99, 141, 222, 223, 235, 251 Kevin Saunders, Jeannie Novak Game Design Essentials Game Interface Design Index pg. 267]

"Ten years ago, Nicole Lazzaro stood on top of an Egyptian temple overlooking the Nile, and found herself captivated not by the beautiful desert landscape, but by a gameboard carved into the sandstone below her feet. “I thought: Wow,” says Lazzaro, the founder of video-game consultancy XEODesign. “Two people had stood where I stood 2,000 years ago and thought to pass their time with a game.” The moment inspired Lazzaro to envision how future generations would view the games she designed, and with that foresight, she’s stayed years ahead of the industry ever since." "Lazzaro is the designer of Tilt, the first iPhone game to utilize the accelerometer, but it’s her research into player emotions that has attracted big firms like EA, Sony, and Ubisoft. By tapping into “emotion profiles,” Lazzaro helps designers create more engaging gaming experiences that resonate with all types of players, from casual to hard-core. She approaches video game design like a Freudian scholar, classifying important user-feelings into categories, from “easy” and “serious” fun to terms she coins herself like “amiero,” which she describes as the euphoric emotion of social bonding. “If we were to change a feature on Twitter, or in Pacman, or Google, how could we change the emotions that players and users feel?” she says. “Make it more viral, make it more fun, match this particular brand–all of these things are possible.” [57]

.......... Shorter? For 28 years Nicole Lazzaro has run XEODesign to unlock human potential through play. A world-renowned XR developer and innovator, Nicole designed the first iPhone game, planted 16K trees in Madagascar, and discovered the 4 Keys to Fun. Her work inspires millions of leading developers worldwide including The Sims, Myst, and Star Wars. One of the top 20 women working in video games, Nicole and her work have been widely cited by global news media such as Wired, Rolling Stone, Fast Company, Samantha Bee, CNN, CNET, and the Wall Street Journal. She has advised the Obama White House and the US State Department on the use of games to improve our world. Nicole is currently developing Follow the White Rabbit, a mind-bending XR adventure about a magician whose magic one day suddenly works. (http://playwhiterabbit.com) ..........

Video Interviews of Nicole Lazzaro[edit]

  • Samantha Bee "Game Industry Legend" Gamify the Midterms: Can We Reward You For Voting? | September 12, 2018 Act 2 | Full Frontal on TBS[58] t=135

"Nicole Lazzaro [sic] is a game industry legend.'

  • Kamala Show - Nicole Lazzaro on Wonder, Virtual Reality & Designing Games - YouTube[59]
  • Twit TV: The Four Keys to Fun in Game Design interviewed by Leo Laporte[60]
  • Triangulation 368 - Nicole Lazzaro, interviewed by Leo Laporte[61]
  • GDC Vault - VR Usability in Wonderland, VRDC 2016[62]
  • Mixed reality is a box of crayons - YouTube[63]
  • GamesBeat 2015 - Fireside chat on Design Leadership for VR - YouTube[64]
  • IMDB for Girls Game 2019: Nicole Lazzaro[65] for Girls Game 2019: [66]
  • Fox News Channel 2 local
  • ML1 vs Halo Lens (minor- more. vloger)
  • Saatchi and Saatchi S Perspective: Nicole Lazzaro, President - XEODesign [67]

...............

Podcast Interviews of Nicole Lazzaro[edit]

4 Keys to Fun

  • Triangulation 368: Nicole Lazzaro interviewed by Leo Laporte[68]
  • Professor Game - Nicole Lazzaro Applying Her 4 Keys 2 Fun | Episode 150 | Facebook[69]
  • Professor Game, Roberto M. Alvarez Bucholska Nicole Lazzaro Applying Her 4 Keys 2 Fun | Episode 150[70]
  • Episode 16: The 4 Keys 2 Fun with Nicole Lazzaro – Part 1 | The Debug Log[71]
  • Episode 17: The 4 Keys 2 Fun with Nicole Lazzaro – Part 2 | The Debug Log[72]
  • Breaking Down "The 4 Keys to Fun" Ft. Nicole Lazzaro[73]
  • Episode #110: The Science of Fun with Nicole Lazzaro – The Game Design Roundtable[74]

https://parlarispa.com/en/podcasts/the-game-design-round-table/110-the-science-of-fun-with-nicole-lazzaro/

Virtual Reality and Augmented Reality

  • Season 2, Episode 17 ft. Nicole Lazzaro! - Between Realities VR Podcast[75]
  • Road to VR Nicole Lazzaro on the Four Keys to Fun in Virtual Reality - Voices of VR Podcast (ep. #221) by Kent Bye Oct 6, 2015[76]
  • Voices of VR Podcast on Creating Stronger Emotions with the 4 Keys to Fun: [77]


Gamification and the Science of Happiness

  • 4 Chemicals that Activate Happiness, and How to Use Them[78]
  • Game On! With Nicole Lazzar‪o‬ How To Human with Sam Lamott[79]


Diversity and Inclusion

  • en(gender)ed Episode 57: Nicole Lazzaro on gender and women in technology[80]


  • 10 best podcasts of Nicole Lazzaro"[81]

Public Talks by Nicole Lazzaro[edit]

Lazzaro has been a featured speaker at the Game Developers Conference, AIGA, VRX, Unite and Big Think. Her works have been cited in multiple books such as the HCI Handbook and What's My Measure.[26]


  • Chicago Idea Week - Nicole Lazzaro: The Future of Work is Play[82]
  • Unite 2015 - 5 Must Know Design Strategies for Better VR Games - YouTube[83]
  • 2015 IGDA Leadership Summit: Follow the Right Star: VR and Creative Leadership - YouTube[84]

[missing Nordic Games 2015 keynote] [Big Think video] [Saachi and Sacchi video]

  • GSummit SF 2012: Nicole Lazzaro - The Future of Gamification is Emotion - YouTube[85]
  • GSummit SF 2012: Fora TV: The Real-World Impact of Playing Games[86]
  • GSummit SF 2014: Nicole Lazzaro - The Science of Fun: 3 Ways Games Make You Happier and Save the World[87]
  • TEDx SOMA 2010 The Future of Work is Play [88]
  • UX Week 2010 | Nicole Lazzaro | The Future of UX is Play [89]
  • 800 Birds: Psychology of Engagement and Fun in Game Apps[90]

[GDC Vault talks] [There are many more, what is best to feature here?]

References[edit]

  1. ^ a b c d Fullerton, Tracy (2014). "Chapter 1". Game Design Workshop (1st ed.). New York City: CRC Press. p. 12. ISBN 978-1-4822-1716-2.
  2. ^ [ref GDC China Simon Carless]
  3. ^ a b c d Koster, Raf (2005). "Chapter 4". A Theory of Fun (1st, 2nd ed.). New York City: CRC Press. p. front matter, 90, 258. ISBN 9781449363215.
  4. ^ a b Lazzaro, Nicole (2009). "Chapter 1". In Bateman, Chris (ed.). Beyond Game Design: Nine Steps Toward Creating Better Videogames (1st ed.). Hingham, Massachusetts: Charles River Media. p. vi, 3-48. ISBN 9781584506713. {{cite book}}: Unknown parameter |DUPLICATE-chapter= ignored (help)
  5. ^ a b c d e "Why We Play Games Proceedings of Game Developers Conference 2004" [1]
  6. ^ a b c d "Why We Play Games Proceedings of Game Developers Conference 2004"[2]
  7. ^ a b c d "What's My Method? A Game Show on Games. Extended Abstracts of the 2004 Conference on Human Factors in Computing Systems, CHI 2004, Vienna, Austria, April 24 - 29, 2004" [3]
  8. ^ a b c d Lazzaro, Nicole (2012). "Lazzaro's Four Keys to Fun". In Despain, Wendy (ed.). 100 Principles of Game Design (1st ed.). Hingham, Massachusetts: New Riders. p. 24-25, 216. ISBN 9781584506713.
  9. ^ a b c "20 Women in Games You Should Know". VentureBeat. March 2, 2020. Retrieved March 28, 2021./
  10. ^ a b c d e Ruberg, Bonnie (May 2008). "Women in Games: The Gamasutra 20". Gamasutra. Retrieved February 20, 2021.
  11. ^ Suanders, Kevin; Novak, Jeannie (2007). Game Interface Design. Thomson. ISBN 1-4180-1620-9.
  12. ^ "12 Women in Gaming to Watch". Forbes. March 20, 2013. Retrieved February 19, 2021.
  13. ^ a b c d "THE MOST INFLUENTIAL WOMEN IN TECHNOLOGY 2010 – Nicole Lazzaro". Fast Company. March 24, 2010. Retrieved March 28, 2021.
  14. ^ Chatfield, Tom (2007). "3". Fun Inc. Thomson. p. 49. ISBN 1-4180-1620-9.
  15. ^ a b McGonigal, Jane (2010). "Chapter 4 note 1 "Personal interview with Nicole Lazzaro, April 25, 2009"". Reality is Broken. New York New York: The Penguin Press. p. 64, 368. ISBN 9780143120612.
  16. ^ McGonigal, Jane (2010). "Chapter 1 Note 13". Reality is Broken. New York New York: The Penguin Press. p. 33, 366. ISBN 9780143120612.
  17. ^ Schell, Jesse (2019). "Chapter 4". the Art of Game Design (2nd ed.). Boca Raton FL: CRC Press. p. 48. ISBN 9781138632059. {{cite book}}: Unknown parameter |DUPLICATE-edition= ignored (help)
  18. ^ "Using Game-Based Approaches to Engage Citizens and Deliver Public Services Chapter 6 page 46 of from Fast GovernmentAccelerating Service Quality While Reducing Cost and Time" [http://www.businessofgovernment.org/sites/default/files/Using%20Game%20Based%20Approaches%20to%20Engage%20Citizens%20and%20Deliver%20Public%20Services.pdf/
  19. ^ "John Assaraf Neurogym Review & Brain-A-Thon Host". The Law Of Attraction. Retrieved 18 September 2017.
  20. ^ a b c Tierney, John (December 7, 2010). "On a hunt for what makes gamers keep gaming". The New York Times. Retrieved February 20, 2020.
  21. ^ a b c Lazzaro, Nicole (2012). "Chapter 34". In Sears, Andrew; Jacko, Julie A. (eds.). The Human-Computer Interaction Handbook (3rd ed.). New York City: CRC Press. p. 679-700. ISBN 9781439829431. {{cite book}}: Unknown parameter |DUPLICATE-chapter= ignored (help)
  22. ^ Werbach, Kevin; Hunter, Dan (2012). "Chapter 5, 6". For the Win, Revised and Updated Edition The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact (1st ed.). Philadelphia, Pennsylvania: Wharton School Press. p. 98, 118. ISBN 9781613630235.
  23. ^ https://www.cnet.com/news/top-10-apps-from-iphonedevcamp/
  24. ^ Lazzaro, Nicole (2008). "Chapter 20". In Isbister, Katherine; Schaffer, Noah (eds.). Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (1st ed.). Cambridge, Mass: CRC Press. p. 315-344. ISBN 9780123744470. {{cite book}}: Unknown parameter |DUPLICATE-chapter= ignored (help)
  25. ^ Lazzaro, Nicole (2008). "Chapter 13". In Kafai, Yasmin B.; Heeter, Carrie; Denner, Jill; Sun, Jennifer Y. (eds.). Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (1st ed.). Cambridge, Mass: MIT Press. p. 198-215. ISBN 9780262113199. {{cite book}}: Unknown parameter |DUPLICATE-chapter= ignored (help)
  26. ^ https://scholar.google.com/citations?user=araiqq0AAAAJ&hl=en&oi=ao

External links[edit]


FWR Press