Lecture willson situating social games in the everyday 2014
1. Situating social network games
in the everyday
(with a focus on Australian players)
Assoc. Prof Michele Willson
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
m.willson@curtin.edu.au
2. ARC Linkage (LP11200026 ): The New Entrepreneurial
Communities: an applied ethnographic study into social
gaming on the Internet
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
3. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Outline
Background to research
Social games described
Exploratory survey – Australian players
Gender differences/patterns of play
Social games and the everyday
4. 2013 Australian game study
1220 Australian households: 3398 individuals of all ages.
93% households have a device for playing games
98% households with children have games
87% game households have 3 or more screens
63% of game households use a console for games,
53% use a pc for games
47% of game households use mobile phones,
tablet computers have shown significant increases to 26% of game household
use
24% gamers play social games
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
(Brand, Lorentz, & Mathew, 2013 )
5. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
6. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
What are
social games?
7. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
8. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
9. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
10. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
11. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
12. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
13. Existing research on games, technology, sociality
and spaces/places (and the magic circle)
eg.
…my ability to play was also formed by the larger cultural and
technological context in which my play was situated because I was
living at home with people far less interested in Final Fantasy than I,
and we only had one television.
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
(Paul (2012) emphasis added, .2)
However video games brought us [his father and himself] together.
(Paul (2012) emphasis added, 1)
14. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
15. …and why social game playing might be different
(or in need of supplementation?)
•Multiple platforms and multiple locations
•Short time engagement/episodic play: can dip in and out
•Different demographics
•Enmeshed within social networks and social network sites:
linked to ‘authentic’ identity
•Portability melds corporeal with technological?
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
16. Research methods(to date):
Auto ethnographic and participant observation (3 months)
Online survey of Australian player and non-player
practices in relation to social games and the everyday
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
17. Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
18. The survey: Social games and the Everyday
Survey monkey, snowball distribution: Australian
discussion lists; researcher’s network (twitter, FB);
students and staff (academic and professional) at Curtin
University.
Responses: 154 total
(82 players, 65 non-players, 3 unsure…68 Australian
players)
(10 identified as not players but they did play casual
games also offered as social games, eg candy crush,
angry birds)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
19. First observations
Age ranged from 17 yrs or younger to over 60.
Most fell in the 30-49 age range (62%)
Players - this percentage increased to 86%
High proportion of female respondents (94 to 58 males, 2
other/did not want to say)
Australian players: (49 f,18 m, 1 other)
Disproportionate number highly educated (post/graduate
degree)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
20. Q1: Your age?
Female Male
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
21. Technology and social games
Females privilege mobile/portable devices for game play
Desktop/laptop use: 25 out of 39 spent no time
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
7 out of 39 spent less than 1 hr
7 out of 39 spent more than 1 hr
Mobile/ tablet use: 3 out of 45 spent no time
18 out of 45 spent less than 1 hr
12 out of 45 spent more than 1 hr
22. Male play more evenly spread across
devices
Desktop/laptop use: 6 out of 16 spent no time
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
5 out of 16 spent less than 1 hr
5 out of 16 spent more than 1 hr
Mobile/ tablet use: 3 out of 16 spent no time
5 out of 16 spent less than 1 hr
8 out of 16 spent more than 1 hr
23. Where do you most commonly play?
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Male Female
in my study 40.0% 26.1%
in the kitchen 13.3% 17.4%
in my room 40.0% 47.8%
on the couch 33.3% 84.8%
at work 26.7% 17.4%
at lunch
13.3% 15.2%
location
out and about 33.3% 26.1%
commuting 26.7% 45.7%
24. Playing frequency: how often typically play
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
female male
Once a day 29.8% 43.75%
Several times a day 42.6% 37.5%
2-3 times a week 14.9% 12.5%
Once a week or less 12.8% 6.25%
25. When play
Play happens most commonly in the evening
While watching TV ranks highly (f 57%, m 46.7%)
Highest
males – in-between tasks 66.7% (waiting 26.7%, travelling
40%)
women – waiting 62.2% (in-between tasks 44%, travelling
35%)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
26. What aspects of the games do you enjoy
most? (female)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
First Second
Quests 2 1
Designing, maintaining and building activities 3 2
Interaction with others 4 1
Competition 3 4
Passing Time 12 9
Relieving stress 11 14
Mental stimulation 9 10
Sense of achievement 2 5
27. What aspects of the games do you enjoy
most? (male)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
First Second
Quests 3 2
Designing, maintaining and building
activities
4 3
Interaction with others
0 0
Competition
2 1
Passing Time
2 3
Relieving stress
0 0
Mental stimulation
2 3
Sense of achievement
1 2
Other
1 1
28. Winding down/passing time
It's like the equivalent of a smoking break for a non-smoker
like me
I find it useful to get my mind off work. Otherwise I would
only use my devices to answer emails, look up research
etc. Playing Candy Crush diverts my interest and forces
me to switch off
it's just something i do during "me" time
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
29. Sociality of social games
…. participants perceive three outcomes of
their social game use on their social
relationships: maintaining, initiating, and
enhancing relationships.
(Wohn, et al. 2011, p.1. emphasis in the original)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
30. How do you most commonly find out about
new social games?
Female Male
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
31. Female (play with?)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
1st 2nd
Family live with 15.22% 15.22%
Family elsewhere 17.39% 13.04%
Friends live with 0 0
Friends elsewhere 26.09% 34.78%
colleagues 0 0
myself 34.78% 17.39%
Players not meaningful 6.52% 15.22%
32. Males (play with?)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
1st 2nd
Family live with 26.67% 6.67%
Family elsewhere 0 26.67%
Friends live with 0 6.67%
Friends elsewhere 40% 0
colleagues 0 6.67%
myself 26.67% 20%
Players not meaningful 6.67% 33.33%
Digital Interventions 3 December 2013
33. Staying in touch/family bonding
It's a way of maintaining links with people without being really intense -
especially international work colleagues.
I value that it keeps me 'in touch' with people I wouldn't normally spend
time connecting with constantly.
I play with my younger son (10yrs) and we enjoy it together - keeps up a
connection with him
It takes too much time but the "family" aspect and the way we all have to work
together to achieve tasks keeps me online. …. People in our group discuss all
sorts of global events from the perspective of "family" members in many
different countries. It can be interesting and enlightening
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
34. Q26: Where do you discuss game play?
Female Male
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
35. ….with whom do you discuss your play?
Female Male
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
36. Other
You've caught me in the middle of an addiction to candy
crush. I just restarted playing it a week or so ago after a
few months of cold turkey (deleting it off my phone) and I
will go cold turkey on it again soon, so in a different week
the answers would be different
It help me to understand what is meaningful to young
people that like to spend time with games
The social aspect of the game is usually the last reason I'll
play something. I'll generally only link my social media
account if its the only way to save across devices.
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
37. Social games and everyday life
More than just a game or game content: embedded within
everyday life, routines and practices
Social relation maintenance, routines and habits/self
management, identity construction and presentation of self
While individual play differences evident, broader social,
cultural, political, economic contexts also relevant (eg.
gender play patterns)
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
38. Beyond simply phatic communication or decompression,
FarmVille and Facebook [social games] through digital ritual
participation are increasingly the manifestation of our
networked interests, communities, and lives.
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
(Burroughs, 2014,163)
39. References
Ang, Ien (1991) Desperately Seeking the Audience, Routledge, New York & London.
Apperley, Tom (2010) Gaming Rhythms: Play and Counterplay from the Situated to the
Global, Theory on Demand #6, Institute of Network Cultures: Amsterdam.
Boudreau, K., & Consalvo, M. (2014) Families and social network games, Information,
Communication & Society, 17 (9), 1118-1130.
Burroughs, B. (2014) Facebook and Farmville: A Digital Ritual Analysis of Social
Gaming, Games and Culture, 9 (3), 151-166.
Paul, Christopher A. (2012) Wordplay and the Discourse of Video Games. Routledge:
NY and Oxon
Van Dijck, J. (2013) The Culture of Connectivity: A Critical History of Social Media,
Oxford University Press, New York.
Wohn, D. Y., Lampe, C., Wash, R., Ellison, N., & Vitak J. (2011). The ‘S’ in Social
Network Games: Initiating, Maintaining, and Enhancing Relationships. Proceedings of
the 44th Hawaii International Conference in System Sciences. (HICSS ’11) Kauai, HI
Jan, IEEE.
Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Editor's Notes
Over the last couple of years, in various ways, I have been considering the value or place of social games in people’s lives and what this might tell us more generally about the everyday. Project is still unfolding.
However what I want to do today is give a little background to the project and then explore some of the initial findings of an exploratory survey of Australian social game players I conducted recently this year (using gender as one way of considering how social game play may be integrated into everyday life). Largely describe as exploratory research with the aim to consider the various ways in which social games are embedded within people’s lives, what this might tell us about social games but also more broadly what it might also reveal about the everyday and the role social games might play.
A recent Digital Australia commissioned study detailed the increasing uptake of a range of games, changing gamer demographics and the increasing integration of devices in our lives – demonstrated for example in the proliferation and use of a range of devices, screens etc.,
Clearly playing games are an extremely common past-time in Australian households and social games make a reasonable portion of game play aka worth looking at further
As is obvious here – both games and social networking are important in terms of interest and engagement for a lot of people.
Brief intro to social games
The term ‘social game’ is contested; the two main uses being either a game involving multiple players interacting socially or, more recently, games specifically played within online social networking platforms (Jacobs & Sihvonen, 2011).
Many Millions of players> Candy Crush, height of popularity FV:
Low cost entry: little skill or knowledge, no subscription, no purchase costs
Episodic play
Rely on social graph or social network/connections
Mostly Accessed through and embedded in SNS– draws on social network sites – though zynga expanded to include adding people not known – demarcated from social network and profiles
Varying ability/degree of drawing in/involving the SNS – wall posts
Increasing possibilities for accessing the social elements or not – candy crush can be linked to sns or it can be played as a standalone, it can be played with friends or by self
Build, complete tasks, visit/help out neighbours etc
Encoded acts of sociality in programmatic form:
Build/cook/furnish
Help out neighbours/friends
Quest/goals
…that are rewarded with in game currency or social capital
Mostly free to play, economic model – microtransactions, social capital and economic capital for progression
Another example
Cross platforms and applications: note various broadcasting of play options, broadcasting of other game options also
eg
‘like’ button telling me that one of my friends plus many others like this game
Twitter follow button
Critiqued – not games (mundane, little skill, no end point) but data gathering and financial gain through build in of compulsive elements
- not social (asynchronous, little communicative options within, friends as resources)
According FB developer blog post (March 2014) “an average of 375 million people play Facebook-connected games each month”; internal study in sept – cross-platform players spend more time and money
long history of game studies exploration of sociality, of navigation of game and external spaces, of the affordances of technologies and cultural representation etc.
Christopher Paul, in his book Wordplay discusses how he played video games with his father as a means of developing/maintaining a bond as there were in his words, “ a substantial chunk of my life without much to talk about and [we] lacked a close personal relationship.
Relationships with the games are not just contained within the game. So external sites - community of players, fan sites – cheats, tracks, sharing of art etc – similar to other games
So while existing games research on navigation of different spaces – in game and out, player dynamics, and technical affordances, identity practices and so forth are extensive, social games present some different and mundane but complicating factors to this analysis/render this research as at the very least in need of supplementation. These differences include the above….
Some background to the study and different approaches taken: most immediate was the use or otherwise of an authentic/real profile and by default of an exiting personal social network.
Most immediate observations/ realisation when embarking on social gameplay – potential impact on presentation of self
Because in an SNS – visible to others in personal social graph; also through granting permission of access and collection of personal information and social network practices
What might others think, how to manage who to ‘tell’, what degree of visibility is decided upon (to post to friends/wall or not?)…
Researchers different farming practices…practical/efficiency or aesthetics…
Online survey - snowball
Isolation of Perth may also play a role??
Ran from 28 July- 22 Sept (roughly 2 months) Noted as a social games and everyday questionaire, between 5-10 mins to complete, structured so I could isolate out Australian players
The survey consisted of 27 questions with the possibility to add additional comments after some of the questions and also a final open ended text box to add any comments about the participants observations or uses of social games in their everyday. At the outset, the survey defined social games as online games played through social network sites such as Facebook or GooglePlus where players interact in the game with family or friends. Respondents were advised that games such as Farmville 2, Sims Social, Candy Crush or Words with Friends are all social games, but that there are many others also.
Demographic
Technology ownership
Social game play practices:
Location
Social
Device
Preferences
Patterns
Many commentators note the large number of women playing…early research suggested older women majority ….seems to now be thought of broader spread but clear indicators unsure (also differ according to games and game practices)..however this survey similarly indicated a larger number (though may have to do with a range of factors external to this)
Remaining details focus on Australian players with a focus on gender play differences that became evident
Asked about tech ownership as well as use of devices for gaming
Tech ownership:
male higher console ownership
Male slightly higher desktop PC
Female higher tablet & laptop ownership
Could choose as many as were applicable
Lifestyle: Juul discussion of casual games and the importance of interruptability to fit lifestyle…also see later may reflect some of the type of game play and reasons played
A considerable amount of research has been devoted to the sociality of social games. Critiques not social – friends as resource, others more recently note the way social games act as mechanism to allow people to stay in contact/phatic communication easily. Others have noted that while there is minimal capacity in most social games for in-game social communication – apart from acts of exchange, gifting etc. that the game itself and the ways in which it is embedded within sns and is important even if only as providing a means of common ground/reference point for conversations. Kelly Bourdreau and Mia Consalvo note the way social games appear to act as a way for families to stay connected but without the time and intensity
Similar patterns – overwhelming social sources
Cross platform sociality
Suggests that social games are more than just games, they perform important interactive and integrative functions within people’s lives which is also enmeshed in identity creation practices. While the game environment or ecology is constrained in some ways, the user/player is also involved in negotiations and employing tactics that enable their customisation in a sense, and are enfolded in various ways into the routines and networks of their lives. Michel de Certeau notes In the practice of every day life how strategies and tactics initiated by readers, audiences, pedestrians etc enable these participants to fashion or appropriate these environments and practices in personalised customised ways despite in some ways the constraints of a number of factors, economic, social technical. He uses an analogy of a rented apartment. Studying social game practices it is clear that social games are adopted and modified, used differently according to different individual but also broader life patterns and practices.
More to be done: further analysis through range of variables, interviews with players…however as Burrough notes, and the fv cake further demonstrates social games are both a manifestation and a reflection of our everyday.