Social Games Design Workshop

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    16 Favorites

    Social Games Design Workshop - Presentation Transcript

    1. Workshop: Game Design for Social Networks @ MindTrek, Oct 2nd, 2009 Aki Järvinen, PhD mygamestudies.com / IT University of Copenhagen
    2. Aki’s Background Resume at Prezi.com
    3. The focus: 50 million active monthly users
    4. Concept design process for the day
    5. Idea production: Quantity breeds quality
    6. From Idea evaluation to Concept design & iteration
    7. Design template to structure your concept design task
    8. Takeaway: High level documen- tation to communicate your idea
    9. Concept presentation: Articulating your design & reflecting on your decisions
    10. •  10.00: Introduction to workshop and participants Programme •  10.15 Lecture: The Design and Business of Networked Play •  11.00 break •  11.15 Exercise: Brainstorming social network game mechanics •  11.45 Exercise debrief & Introduction to design templates •  12.00 Lunch Break
    11. •  12.30 Introduction: Design Drivers & Patterns for Programme Social Games •  13.00 Exercise: Social Game Design •  13.30 Exercise: Designing the Service Aspect •  14.00 Coffee break •  14.30 Iterating the Game Concept & Preparing game concept presentations •  15.00 Concept presentations & Evaluations •  15.45 Workshop debrief & closing
    12. Concept design process for the day
    13. Let’s get it done http://www.flickr.com/photos/lizhenry/3489717185/
    14. The Design and Business of Networked Play
    15. Focus of the day •  Not: the ‘games people play’ in social networks •  Yes: Game applications for social networks •  In particular: Facebook
    16. Business of ‘social •  Zynga, the market leader in social game development, games’ aims at 1 million $ revenue per day •  Reportedly they are half way there
    17. Success •  For a social game, he said success is driven by by factors virality, engagement, and monetization. “Each of these variables you can effect over time. None of them are fixed [variables].” - PlayFish COO
    18. Top Applications 2009-09-30 http://www.appdata.com
    19. Top Games Applications 2009-09-30 http://www.appdata.com
    20. Top Game Application Developers 2009-09-30 http://www.appdata.com
    21. Social Networks There are also other big fish in the sea
    22. •  A company’s success on Zynga’s Facebook revolves around recipe for three factors: success •  ability to maximize viral channels (to drive new users), •  the ability to create an effective internal engagement loop within an application, and •  access to an open communication channel with Facebook’s platform people.
    23. Networked Play Motivations, Qualities, Design
    24. What is •  ‘game design’ is ‘the process of designing the content and ‘Game rules of a game. Design’, •  also used to describe both the anyway? game design embodied in an actual game as well as documentation that describes such a design. •  This is indeed what the workshop is about, but...
    25. Social Game Design goes •  Into the realm of Interaction beyond game design: design as we •  ‘Interaction design is the art of know it facilitating interactions between humans through products and services.’ (Dan Saffer) •  And, furthermore...
    26. Social Game Design goes •  Into the realm of Service Design: beyond game design as we •  ‘A service is a chain of activities that form a process and have know it value for the end user.’ •  service design focuses on context, i.e. ‘the entire system of use’.
    27. Motivations •  Social connectedness, for social •  Psychological well-being, media use •  Gratification, (Benkler) •  Material gain •  All these can be facilitated through designing play, and games
    28. Four •  Peter Kollock (1999) has motivations defined four motivations for contributing in online for communities: contributing in online •  Reciprocity, communities •  Reputation, •  Increased sense of efficacy, and •  Attachment to and need of a group.
    29. Designing opportunities for players to •  = designing social game mechanics as means of express their interaction that allow players motives to express their motives
    30. Playful •  Inherent Sociability qualities of •  Spontaneity network use (adapted •  Symbolic Physicality from Rao) •  Narrativity •  Asynchronicity
    31. Inherent sociability
    32. Spontaneity
    33. Symbolic Physicality
    34. Narrativity
    35. Asynch- ronicity
    36. Social Game Design Framework
    37. Designing Networked, Social Play: Beyond game design
    38. Design: Breakdown
    39. Design: Breakdown
    40. Design: Breakdown
    41. Design: Breakdown
    42. Design: Breakdown
    43. Design: Breakdown
    44. Designing Social Game Concepts Getting it done
    45. Exercise #1 Add description of your game mechanic here
    46. Design: Breakdown
    47. Identifying motivations-> designing mechanics in a way that allows them to become ways for players to express and enact their motivations
    48. http://gamelab.uta.fi/gamespacetool/ VNA gives you starting points for designing your mechanics
    49. Social game mechanics: Designing interaction loops where players use verbs towards goals, and the network responds
    50. Exercise #1 Add description of your game mechanic here
    51. Exercise #2 Designing for the network, for the casual mindset, and how it is virally engaged into play – even how do you copywrite your notifications might matter substantially
    52. Design: Breakdown
    53. Design: Breakdown
    54. Design: Breakdown
    55. 1-click accessibility to support Rescue Princess  spontaneity Press the bu*on to rescue  the princess.  Daniel Cook http://www.lostgarden.com
    56. Compressing complex sequences of events into 1 click Daniel Cook http://www.lostgarden.com
    57. Social Game Design Patterns Pattern: Feed propagation
    58. Social Game Design Patterns Feed propagation, case example from Appealing to players’ empathy FarmVille
    59. Feed propagation supports discussion
    60. Social Game Design Patterns Pattern: Chain letter quests
    61. Service / Propagation Design Patterns Pattern: Notifications
    62. Service / Propagation Design Patterns: Anti-Pattern: Request Flood
    63. LinkedIn: The Quest
    64. Design: Breakdown
    65. Exercise #1 •  Activity is more important than actual result debrief •  We aim at Quality through quantity
    66. Social Game Design Framework
    67. Exercise #3 Social networks shift playtesting towards metric-driven feature optimization and constant deployment loop
    68. Design: Breakdown
    69. Design: Breakdown
    70. Day’s process & results
    71. Feedback & •  Aki Järvinen, Ph.D. Contact •  +358 40 504 1367 •  aki@mygamestudies.com •  Twitter: @aquito •  www.mygamestudies.com •  games4networks.posterous.com

    + Aki JärvinenAki Järvinen, 1 month ago

    custom

    1596 views, 16 favs, 7 embeds more stats

    My slides from the workshop I tutored at the MindTr more

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 1596
      • 1497 on SlideShare
      • 99 from embeds
    • Comments 0
    • Favorites 16
    • Downloads 134
    Most viewed embeds
    • 81 views on http://games4networks.posterous.com
    • 11 views on http://funding101.blogspot.com
    • 3 views on http://wildfire.gigya.com
    • 1 views on http://posterous.com
    • 1 views on http://www.game-designers.net

    more

    All embeds
    • 81 views on http://games4networks.posterous.com
    • 11 views on http://funding101.blogspot.com
    • 3 views on http://wildfire.gigya.com
    • 1 views on http://posterous.com
    • 1 views on http://www.game-designers.net
    • 1 views on http://game-designers.net
    • 1 views on http://www.funding101.blogspot.com

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories