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DiGRA
Susana Pajares Tosca's study examines why the monkey characters of Super Monkey Ball, namely MeeMee, GonGon, Baby, and AiAi, have achieved popularity despite the game offering no story. Drawing on the aesthetics of cuteness rooted in Japanese design traditions, the study positions these characters within an "iconic" category alongside figures such as Hello Kitty, whose appeal rests primarily on visual design rather than on gameplay or narrative. The research combines qualitative user tests with four groups of Danish players aged 10 to 29, exploring how audiences perceive the characters.
The central conclusion is that the monkeys' cuteness functions as an iconic, kitsch-tinged quality whose appeal depends not on visual design alone but also on gameplay and on the characters' role as a social "mask" among players. Participants initially regarded the characters as childish, yet many grew to enjoy them after play, with Baby emerging as the clear favorite. Adult players in particular valued the characters for their humor. The author argues that iconic characters succeed through a combination of cuteness and caricature, and that the story mode introduced in Super Monkey Ball 2, which pits the four monkeys against Dr. Bad-Boon, is unnecessary and weakens the characters' established function.
The study's scope is limited to a small, Denmark-based qualitative sample, and its evidence is interpretive rather than statistical. The reference base spans game design literature, industry commentary, and scholarship on cuteness and Japanese popular culture, situating the analysis within broader debates about character design. The closing portion provides no quantitative data, so its contributions rest on the qualitative findings and theoretical framing developed earlier in the work.