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With over 200 million people
registered on Facebook, the most popular social networking site, and millions,
millions more on similar sites like MySpace, Bebo, and Hi5, social networking
has become a part of daily life.
As quoted in the Financial Times, one CIO of a
leading U.S. firm found that her young employees "communicate
by Facebook and simply will not read their e-mail." Worldwide, social
activists are using social networking sites to organize protests. Meanwhile,
others have found old classmates and friends using these sites. It's a
testament to the power of social networking.
Likewise, social games -- essentially games created to be playable within existing major social networking websites -- seem
poised to set a revolution in the game industry akin to the one first kindled
by downloadable casual games. These games that use social connections have
multiplied like wildfire on social networking sites.
They represent a viable
business opportunity for game developers and venture capitalists agree,
investing approximately $98 million in social game companies last year. It's no
surprise that mobile game developers, casual game developers, and web
programmers are forging ahead with social games. Even EA has a Facebook game.
Additionally, with a mixture
of business models, social games offer game developers a test bed to see user
reactions. Most importantly, because the sales are direct-to-customer, game
developers own the customer relationship.
Using customer data supplied directly
by Facebook or other sites, they can more fully understand customer needs and in
turn, engender customer loyalty. As such, these developers follow in the steps
of successful companies like 7-Eleven Japan, which uses its customer behavioral data to forecast
exactly needed inventories.
While social games do not
seem to have realized such accuracy as of yet, the potential for moneymaking
remains strong. The Facebook platform, which was the first, launched in April
2007 and within weeks, entrepreneur Suleman Ali had a hit application and was
generating enough revenue through advertising to hire employees.
He eventually
sold his company Esgut and its roster of games to Social Gaming Network (SGN)
in April 2008. Nowadays, the big players in the social game space are Playfish,
Zynga, and SGN. All of Playfish's games are in Facebook's Top 25 whereas Zynga
clearly dominates the MySpace charts.
While some consolidation in
the sector is to be expected, a one-man shop is still a possibility. Entry
costs are low and viral distribution over the Facebook platform reaches over
200 million potential users. That staggering amount,
Gareth Davis, Platform
Program Manager at Facebook, enthusiastically points out, exceeds the total
number of users for World of Warcraft and Xbox Live combined. In fact,
the number of users World of Warcraft has collected over four or five
years is equal to the number of new sign-ups to Facebook each month.
If this data isn't compelling
enough, keep in mind that even before this population spurt, SGN's early
Facebook game, Warbook, pulled in about $100K a month in its heyday. Facebook itself is estimated to have revenues
of $50 to $70 million from its virtual gift sales (currently at $1 to $50 each)
for last year. So, even if the games on social networking sites are simplistic
compared to AAA titles, they are worth noting, especially since they have the
power of social networking behind them.
Social Games Defined
But what exactly are social
games? Like "casual games," the term is supposed to describe a
specific market segment. Most games are already social, though, in that we play
them with others or we participate in the communities that have built up around
them. What makes social games different?
Colloquially, games on social
networking sites and/or on iPhone are called social games, but even this
definition is up for debate. Some
differing definitions or conditions include:
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Multiplayer games
that utilize the social graph, i.e. a player's social connections, as part of
the game. Examples: Parking Wars, PackRat
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Games in which
the main gameplay involves socializing or social activities like chatting,
trading, or flirting. Examples: YoVille, Pet Society
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Turn-based games
that are played within a social context or with friends. Examples: Texas Hold'em Poker, Scrabble
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Competitive
casual games that include friends-only leaderboards. Examples: Who Has the
Biggest Brain?, Word Challenge

PackRat
Very clearly, some social
games are ports or variants of existing casual games. Demographically speaking,
women over 55 are the fastest growing segment on Facebook.
The latest study
from search service firm Rapleaf shows that with the exception of LinkedIn and
Flickr, women outnumber men in all age groups across all social networks, so it
would make sense that casual games flourish on these sites. Are social games
just casual games transplanted to social networking sites? Not quite.
Firstly, not all social games
are considered casual games. They're called hardcore or casual based on
gameplay. A strategy-based game like Warbook draws the same typical
hardcore crowd of young males whereas the virtual pet simulation, (fluff)Friends,
also from SGN, is popular among women, ages 24 - 40.
So does the platform make all
the difference? Partially. I would say
one difference lies in social psychology. "There are nuances that you have
to understand to do well on Facebook," warns Ali. Playing online games
with friends has a different dynamic than playing with strangers.
Even a
zero-sum collection game like PackRat, in which players steal cards from
friends, has been turned around by the desire of players to play cooperatively.
Do you dare risk your friend's anger by stealing a much-needed card? People act differently when
there's shared history.
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I've written about similar issues regarding motivations and design, with slightly different terms, in a couple of posts. Check out 'Game Design for Social Networks', parts 1 & 2:
http://www.mygamestudies.com/content/game-design-social-networks-part-1
@aquito
After reading this article it made me think about where communication and gaming is going now, more online and not so much face-to-face, which seems to favor our students. Do you think that the more kids use the social networking, MMOG's, and electronic communication in general is degrading those essential face-to-face social skills? When thinking of trying to develop lesson plans and curriculum for these video game groups that is a question taht keeps popping up.
Lets face it, we know the masses aren't often right. Lets not let the uneducated make what should be our educated decisions. Companies are spending so much time trying to get an extra buck and broadening their audience, that they are forgetting the gamers that spent their cash getting the game industry where it is today.
I realize different games have different goals, such as passing time, and sure, take the good and better your titles. I'm just against it effecting the mainstream hardcore AAA industry negatively, which it is.
I really don't like where the gaming industry is going.
Making a social network game still requires a hard work, a clever idea that engages people and ultimately makes the lives of those who interact with it happy. they are games. Games are about having fun... and most people don't find serious all that fun... Isn't fun the business we're in?