Sega’s Emojam: A Pager for Kids… and a Missed Opportunity?

Context

For many retro gaming enthusiasts, the announcement of new hardware from a major gaming company is always exciting, especially when it comes to Sega. The company is known for making iconic home video game systems like the Dreamcast, but since 2001, they’ve not ventured into mainstream console territory.

Key Points

  • The Announced Device: The “emojam” is a pager-style device aimed at children that uses emojis to communicate. It’s produced by SEGA Fave Co., Ltd., a subsidiary of the larger SEGA Group.
  • Target Audience and Features: The device is designed for kids and equipped with Wi-Fi for messaging and featuring over 1,100 original emojis. Kids can create secret messages using a combination of emojis, and there’s even an “emoji lab” function to make new ones.

Safety Measures and Concerns

  • Safety Functionality: The device has measures in place to ensure that only contacts who physically touch the bottom of the device can exchange information with the child. This is aimed at preventing communications with strangers online, a common concern for parents of young tech users.
  • Unique Selling Points: Unlike other messaging tools, emojam encourages safe communication and offers a “puzzle-solving” element by encouraging kids to decode messages using emojis.

Thoughts on the Release

  • Market Positioning: Emojam is positioned as a novelty item for children in Japan, which is interesting given the current saturation of smartphones among youth. It remains to be seen if this unique concept can capture an audience in today’s technological landscape.
  • Future Implications: The release of emojam seems to position Sega more towards toy and technology innovation rather than traditional gaming hardware, a shift that could have implications for its future product lines and target market.

How do you think the emojam will be received by both children and their parents in today’s digital age? Will it carve out enough of a niche to make a significant impact on kids’ communication tools?

  • mindbleach
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    18 天前

    Bizarre nobody’s tried a watch as a gaming form factor, since the Tiger LCD era. The DS line had close-and-go suspended play that left you mere seconds from getting back to Animal Crossing or what have you. A low-powered smart watch with some touch-sensitive controls on the strap could be nearly instant. Touch thumb and forefinger to the little circle pads, and a low-powered memory LCD starts showing a low-poly sandbox or brisk platformer. Let go and it’s gone until next time.