Using your friends:  Identifying the top interaction mechanics in current  social games (2.0) Mia Consalvo/Concordia U  [email_address] @miaC
Talk outline How the study of social games was done Major findings Recent innovations Social media advancements Wrap up/questions
The project: what’s social about social games?
The researchers
The Challenge Test as many social games as possible to identify major mechanics, as well as unusual/interesting additions
 
 
Timeline Fall 2010—ongoing
90+ games/50+6 FB for Charts
Sample/Sampling
Sample Sampling from a variety of genres: Simulators (villes; shops; islands) RPGs Sports Strategy/Tower Defense Puzzle & Word  Music Twitter & mobile (ipod touch) GameZebo reviews Word of Mouth for the quirky, unique
DAU & MAU
DAU & MAU
DAU & MAU
Looked at: Summarized game components Identified key social interactions the game allowed and/or encouraged
What do I mean by “social”? Opportunities for interaction(s) by players Types of interactions Quality (meaningfulness) of interactions Opportunities to communicate NPC interactions offered Importance of interactions to overall gameplay Cooperative/Competitive styles Facilitated for pre-existing “friends” and/or “strangers”
Types of Interactions Found Friend bar lends silent presence of friends/family Gifting’s different roles Visiting Challenge & competition Communication
The friend bar
The friend bar Bar Auto-Populates?
Surrounded by your friends Majority of games displayed your friends as a part of your interface, usually at the bottom of your screen Pictures of your friends/neighbors greet you as you start the game There’s always a slot to invite another friend to join you Many games now auto-populate the interface with friends already playing the game Less tedious than having to invite friends, wait for them to accept, install game, make progress
Surrounded by your friends Friends are ranked, and you are ranked amongst your friends You can see how your friends are advancing (or not) You can check your progress relative to your friends Encourages more casual as well as intense/overt competitiveness, particularly as friends get started, or as levels become tougher to achieve (the TL Effect) Streamlines how to visit friends/gift friends
Surrounded by your friends Many games include a ‘starter friend’ that is initially more advanced than the player A goal for the player to aspire to One possible way to develop in the game In games with fewer real friends, can be a valuable resource
 
Gifting
Gifts
Gifts free to give?
Gifts can come from   a player’s own inventory
Gifts can be crafted
Gifts Gifts function in two central ways Potlatch Reciprocation
Gifts as Potlatch Impressing Your Friends Games let players show off their status, (large) bank accounts, advanced levels through gifting
Gifts as Potlatch Zoo Kingdom lets player gift some of her actual inventory (this can be dangerous if she doesn’t know she’s actually giving away her own stuff)
Gifts as Potlatch Mafia Wars allows higher leveled players to send more advanced/powerful gifts
Gifts as Potlatch Mafia Wars also lets player give gifts from their own inventory
Gifts as Potlatch Cupcake Corner
Gifts as Potlatch Frontierville lets player send items she has crafted to other players who have wished for them
Gifts as Potlatch Frequent gifters, or those who respond immediately to requests, can become more valued friends
Gifts as reciprocation/barter If I send you a Ribbon, won’t you send me one back?? Zynga has automated with their toolbar, making process more streamlined
Gifts as reciprocation/barter Gifts can be 1-1 (sending a coffee gets a coffee in return) or gifts-for-coins (although returns are normally not that large)
Gifts as reciprocation/barter Cityville: Chris offered to serve as Librarian in my Library, so I’ll be sure to return the favor the next time he builds a community structure
Gifts as attacks? Gifts as attacks? None found! Problem: you must always ‘accept’ gifts, so who would accept an attack? Perhaps send a very valuable gift offer that comes with a potential downside. Would that still be a gift?
Peripheral Gifting Many/most games offer the ability to send decorative items that players can use, with no real bonus or advantage, or very little, built in
City of Wonder
Coffee Bar
Simply Hospital
Critical Gifting Gifts can be essential to completing quests in games
Critical Gifting Gifts might be the only way to acquire particular items (useful or simply decorative) Recipe elements in Café World
Critical Gifting: Miscrits
Critical gifting: Ravenwood Fair
Game offers timed quests?
Quests that require help or VC?
Is friendship only about trading stuff? The less importance the game places on acquiring gifts from friends, the more the game functions as a solo experience (apart from competitive games)
Is friendship only about trading stuff? Gifts function as both peripheral to gameplay as well as critical to advancement, depending on the individual game
Gifting challenges Facebook gift notices ridiculously slow Zynga toolbar streamlines yet cuts out option to add a short note to your request Playdom, EA also using toolbar now Some gift requests go to Wall Postings; others as messages direct to players. Not always consistent or obvious which way in some games
Gifting challenges How many gifts actually are accepted, or even helpful? Is there gifting anxiety? BeachTown rewards players with 100 coins for every gift a friend accepts; if gift given to new player is accepted, sender receives same gift in return Could players be recognized in some way for useful gifting? (Faunasphere tree raffles) How useful/interesting are mystery gifts? Issues of spam on walls, in message systems The overactive gifter
Is friendship only about trading stuff? Is forced gifting the only way to encourage sociality?
Visiting Nearly as ubiquitous as gifting More variations emerging Balancing act of letting friends interact in other spaces with controlling access Most visits assume asynchronicity
Visiting
Personal game space?
Visit auto-rewards player?
Visit leaves trace effect?
Actions raise visitor reputation?
Actions yield benefits to visited?
Option to reject visitor actions?
Won’t you be my neighbor? Most common trope: Show up, get stuff
City of Wonder
Ravenwood Fair
Chocolatier: Sweet Society
Personalized Spaces
Taking actions is variable Actions leave no trace Actions can add new existing elements Actions can improve existing elements Possibility to ‘interact’ with friend while visiting
Act on existing world Fantasy Kingdoms asks the player to tend magical crops, clean up ruins, remove ogre footprints, etc
Act on existing world Pet Society lets you interact with friends’ pets
But usually leave no trace
But usually leave no trace
Actions ADD NEW existing elements
Change the existing world My Vineyard: taste friends’ wine, rate it to increase its value
Change the existing world Stores to sell creations
Cityville franchises
Fish World
Actions IMPROVE existing world
Improve on the existing world Cityville watering crops makes them ripen faster, or can revive withered crops
Improve on existing world
Improve on the existing world City of Wonder requires friends to contribute to building of ‘world wonders’
Interact w/friends’ avatars?
Interactions: Clean a pet Go to friend/stranger’s FB Profile  Take pictures of avatars together Kiss, dance with, hug (other) pet avatars Brush their horse Sims Social biggest exception/based on fiction of original game Interactions more likely when avatars are pets
Leave personal message?
Farmville signs
YoVille Guestbook
Won’t you be my neighbor? Evidence of visits past The ghosts of your friends’ visits Ability to accept/reject their help/alterations How can visiting be made even more meaningful?
Challenges & Competitions
Real time competition offered
Leaderboards Global, Friends-only, Weekly, Over Time
Leaderboards apart from Friend Bar
Challenges & Competitions Tournaments & Matches Predominant in sports games, strategy games FIFA Superstars; PGA Golf, ESPNU
NBA Legend
 
Mafia Wars!
Texas HoldEm Poker
Real Time 2 player challenges Miscrits lets the player challenge strangers in real time
Asynchronous challenges Crazy Caravans, City of Wonder let players challenge strangers as they travel (stat based challenges)
Fashion & Popularity Contests
HealthSeeker
Challenge friends w/o consent
Challenge strangers w/o consent
Ability to gather friends into teams/groups/gang
Competition & Glory A few games give glory/fame but no actual achievements/advancements for rising to the top Isle of Tune allows viewers to rate up/down various island submissions (anonymously on both sides) ?
Communication The majority of games presume an asynchronous experience Leaving messages in the game world for friends to find Posting on wall with standardized messages and possibly personalizing them Dragon Age Legends lets players personalize ‘kill phrase’ which friends will see when they recruit you Friends’ interactions are mainly through gameplay itself, rather than communication about gameplay
Real time chat?
Synchronous Communication A few games offer real time chat: With friends & strangers (Yoville)
Synchronous Communication My Vineyard
Synchronous Communication Kingdoms of Camelot
How social are social games? Friends are a presence in games, but mostly silent Replicating the ‘bowling alone’ experience of many MMOG players Friends’ help is mostly transaction based. Very few games utilized friends’ skills in helping players with gameplay Skill is mostly evidenced in competitions and the building of stats
The illusion of sociality? The more friends you have, the more status you have in a game More friends let you advance, unlock areas, gain access to particular shiny objects Friends can inspire competition, whether reciprocated or not Lapsed friends can be a resource, can signify which of your friends are ‘socially absent’ Friends add content to games through the designed system
Sociality More friends = better Communication = limited Interactions = largely scripted, innovating somewhat Use of sound for interaction? More creative use of communication?
Recent Developments in the  Social Network Game Space
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data Dump Game DAU/MAU Visiting benefits the space Dungeon Overlord 36.2 No Bejeweled Blitz 36 n/a Farmville 29.5 Yes Frontierville 28.6 Yes Treasure Isle 21.5 Yes Café World 20.9 Yes Texas HoldEm Poker 19.4 n/a CSI: Crime City 17.2 No Mafia Wars 17 n/a Warstorm 16.4 n/a
Data Dump2 Game by DAU Interact w/Avatars visited CityVille No Farmville No Texas HoldEm Poker No FrontierVille No Bejeweled Blitz n/a
Data Dump3 Game by DAU Quests Req Friend help/VC Grouping Mechanic CityVille Yes No Farmville Yes Yes Texas HoldEm Poker Yes Yes Frontierville Yes No Bejeweled Blitz No No Café World Yes No (?) Treasure Isle No No Mafia Wars Yes Yes Pet Society Yes No It Girl Yes Yes
Voice Fantasy
Nike + Start a run, notification sent to Facebook Friends ‘like’ or comment on notification, runner hears cheering during the run
Word Lens Real time OCR used with camera on iPhone to translate English/Spanish and vice versa, facilitating communication How could a game incorporate real time source of information or communication, or cross a language barrier (in a basic way)?
 
House MD Appisodes bring additional content How could a game add interest with peripheral items that aren’t leaderboards or forums?
 
Social Books Turns books into e-documents which can be annotated and  shared How could a game allow for annotation beyond visiting/gifting mechanics? Could players comment on the game itself? Make a significant change to the game world if a friend trusts them to do so?
 
Hey Tell Push to talk from Voxilate for iphone, android Most games employing synchronicity rely on text chat. Could a game use voice more effectively, particularly in small bursts?
Picnik Facebook app that lets you copy friends’ pictures, edit and alter them, and publish to your own profile. Could a game allow friends to customize/arrange the experience or design for one another? In some small or interesting way?
 
 
 
Quora Allows users to ask questions, follow questions, provide answers. Could players take a more substantive role in helping one another out in games, in a specific way? Could questioning be a part of a game?
Summing Up Major social mechanics: visiting, gifting, friending, challenging, messaging Few opportunities to utilize voice, meaningful communication, skill-based help Newer games offering friendly competition and new genres for gameplay
THANKS! Mia Consalvo/@miaC

Using your friends 2.0

  • 1.
    Using your friends: Identifying the top interaction mechanics in current social games (2.0) Mia Consalvo/Concordia U [email_address] @miaC
  • 2.
    Talk outline Howthe study of social games was done Major findings Recent innovations Social media advancements Wrap up/questions
  • 3.
    The project: what’ssocial about social games?
  • 4.
  • 5.
    The Challenge Testas many social games as possible to identify major mechanics, as well as unusual/interesting additions
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
    Sample Sampling froma variety of genres: Simulators (villes; shops; islands) RPGs Sports Strategy/Tower Defense Puzzle & Word Music Twitter & mobile (ipod touch) GameZebo reviews Word of Mouth for the quirky, unique
  • 12.
  • 13.
  • 14.
  • 15.
    Looked at: Summarizedgame components Identified key social interactions the game allowed and/or encouraged
  • 16.
    What do Imean by “social”? Opportunities for interaction(s) by players Types of interactions Quality (meaningfulness) of interactions Opportunities to communicate NPC interactions offered Importance of interactions to overall gameplay Cooperative/Competitive styles Facilitated for pre-existing “friends” and/or “strangers”
  • 17.
    Types of InteractionsFound Friend bar lends silent presence of friends/family Gifting’s different roles Visiting Challenge & competition Communication
  • 18.
  • 19.
    The friend barBar Auto-Populates?
  • 20.
    Surrounded by yourfriends Majority of games displayed your friends as a part of your interface, usually at the bottom of your screen Pictures of your friends/neighbors greet you as you start the game There’s always a slot to invite another friend to join you Many games now auto-populate the interface with friends already playing the game Less tedious than having to invite friends, wait for them to accept, install game, make progress
  • 21.
    Surrounded by yourfriends Friends are ranked, and you are ranked amongst your friends You can see how your friends are advancing (or not) You can check your progress relative to your friends Encourages more casual as well as intense/overt competitiveness, particularly as friends get started, or as levels become tougher to achieve (the TL Effect) Streamlines how to visit friends/gift friends
  • 22.
    Surrounded by yourfriends Many games include a ‘starter friend’ that is initially more advanced than the player A goal for the player to aspire to One possible way to develop in the game In games with fewer real friends, can be a valuable resource
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
    Gifts can comefrom a player’s own inventory
  • 28.
    Gifts can becrafted
  • 29.
    Gifts Gifts functionin two central ways Potlatch Reciprocation
  • 30.
    Gifts as PotlatchImpressing Your Friends Games let players show off their status, (large) bank accounts, advanced levels through gifting
  • 31.
    Gifts as PotlatchZoo Kingdom lets player gift some of her actual inventory (this can be dangerous if she doesn’t know she’s actually giving away her own stuff)
  • 32.
    Gifts as PotlatchMafia Wars allows higher leveled players to send more advanced/powerful gifts
  • 33.
    Gifts as PotlatchMafia Wars also lets player give gifts from their own inventory
  • 34.
    Gifts as PotlatchCupcake Corner
  • 35.
    Gifts as PotlatchFrontierville lets player send items she has crafted to other players who have wished for them
  • 36.
    Gifts as PotlatchFrequent gifters, or those who respond immediately to requests, can become more valued friends
  • 37.
    Gifts as reciprocation/barterIf I send you a Ribbon, won’t you send me one back?? Zynga has automated with their toolbar, making process more streamlined
  • 38.
    Gifts as reciprocation/barterGifts can be 1-1 (sending a coffee gets a coffee in return) or gifts-for-coins (although returns are normally not that large)
  • 39.
    Gifts as reciprocation/barterCityville: Chris offered to serve as Librarian in my Library, so I’ll be sure to return the favor the next time he builds a community structure
  • 40.
    Gifts as attacks?Gifts as attacks? None found! Problem: you must always ‘accept’ gifts, so who would accept an attack? Perhaps send a very valuable gift offer that comes with a potential downside. Would that still be a gift?
  • 41.
    Peripheral Gifting Many/mostgames offer the ability to send decorative items that players can use, with no real bonus or advantage, or very little, built in
  • 42.
  • 43.
  • 44.
  • 45.
    Critical Gifting Giftscan be essential to completing quests in games
  • 46.
    Critical Gifting Giftsmight be the only way to acquire particular items (useful or simply decorative) Recipe elements in Café World
  • 47.
  • 48.
  • 49.
  • 50.
  • 51.
    Is friendship onlyabout trading stuff? The less importance the game places on acquiring gifts from friends, the more the game functions as a solo experience (apart from competitive games)
  • 52.
    Is friendship onlyabout trading stuff? Gifts function as both peripheral to gameplay as well as critical to advancement, depending on the individual game
  • 53.
    Gifting challenges Facebookgift notices ridiculously slow Zynga toolbar streamlines yet cuts out option to add a short note to your request Playdom, EA also using toolbar now Some gift requests go to Wall Postings; others as messages direct to players. Not always consistent or obvious which way in some games
  • 54.
    Gifting challenges Howmany gifts actually are accepted, or even helpful? Is there gifting anxiety? BeachTown rewards players with 100 coins for every gift a friend accepts; if gift given to new player is accepted, sender receives same gift in return Could players be recognized in some way for useful gifting? (Faunasphere tree raffles) How useful/interesting are mystery gifts? Issues of spam on walls, in message systems The overactive gifter
  • 55.
    Is friendship onlyabout trading stuff? Is forced gifting the only way to encourage sociality?
  • 56.
    Visiting Nearly asubiquitous as gifting More variations emerging Balancing act of letting friends interact in other spaces with controlling access Most visits assume asynchronicity
  • 57.
  • 58.
  • 59.
  • 60.
  • 61.
  • 62.
  • 63.
    Option to rejectvisitor actions?
  • 64.
    Won’t you bemy neighbor? Most common trope: Show up, get stuff
  • 65.
  • 66.
  • 67.
  • 68.
  • 69.
    Taking actions isvariable Actions leave no trace Actions can add new existing elements Actions can improve existing elements Possibility to ‘interact’ with friend while visiting
  • 70.
    Act on existingworld Fantasy Kingdoms asks the player to tend magical crops, clean up ruins, remove ogre footprints, etc
  • 71.
    Act on existingworld Pet Society lets you interact with friends’ pets
  • 72.
  • 73.
  • 74.
    Actions ADD NEWexisting elements
  • 75.
    Change the existingworld My Vineyard: taste friends’ wine, rate it to increase its value
  • 76.
    Change the existingworld Stores to sell creations
  • 77.
  • 78.
  • 79.
  • 80.
    Improve on theexisting world Cityville watering crops makes them ripen faster, or can revive withered crops
  • 81.
  • 82.
    Improve on theexisting world City of Wonder requires friends to contribute to building of ‘world wonders’
  • 83.
  • 84.
    Interactions: Clean apet Go to friend/stranger’s FB Profile Take pictures of avatars together Kiss, dance with, hug (other) pet avatars Brush their horse Sims Social biggest exception/based on fiction of original game Interactions more likely when avatars are pets
  • 85.
  • 86.
  • 87.
  • 88.
    Won’t you bemy neighbor? Evidence of visits past The ghosts of your friends’ visits Ability to accept/reject their help/alterations How can visiting be made even more meaningful?
  • 89.
  • 90.
  • 91.
  • 92.
  • 93.
    Challenges & CompetitionsTournaments & Matches Predominant in sports games, strategy games FIFA Superstars; PGA Golf, ESPNU
  • 94.
  • 95.
  • 96.
  • 97.
  • 98.
    Real Time 2player challenges Miscrits lets the player challenge strangers in real time
  • 99.
    Asynchronous challenges CrazyCaravans, City of Wonder let players challenge strangers as they travel (stat based challenges)
  • 100.
  • 101.
  • 102.
  • 103.
  • 104.
    Ability to gatherfriends into teams/groups/gang
  • 105.
    Competition & GloryA few games give glory/fame but no actual achievements/advancements for rising to the top Isle of Tune allows viewers to rate up/down various island submissions (anonymously on both sides) ?
  • 106.
    Communication The majorityof games presume an asynchronous experience Leaving messages in the game world for friends to find Posting on wall with standardized messages and possibly personalizing them Dragon Age Legends lets players personalize ‘kill phrase’ which friends will see when they recruit you Friends’ interactions are mainly through gameplay itself, rather than communication about gameplay
  • 107.
  • 108.
    Synchronous Communication Afew games offer real time chat: With friends & strangers (Yoville)
  • 109.
  • 110.
  • 111.
    How social aresocial games? Friends are a presence in games, but mostly silent Replicating the ‘bowling alone’ experience of many MMOG players Friends’ help is mostly transaction based. Very few games utilized friends’ skills in helping players with gameplay Skill is mostly evidenced in competitions and the building of stats
  • 112.
    The illusion ofsociality? The more friends you have, the more status you have in a game More friends let you advance, unlock areas, gain access to particular shiny objects Friends can inspire competition, whether reciprocated or not Lapsed friends can be a resource, can signify which of your friends are ‘socially absent’ Friends add content to games through the designed system
  • 113.
    Sociality More friends= better Communication = limited Interactions = largely scripted, innovating somewhat Use of sound for interaction? More creative use of communication?
  • 114.
    Recent Developments inthe Social Network Game Space
  • 115.
  • 116.
  • 117.
  • 118.
  • 119.
  • 120.
  • 121.
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  • 132.
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  • 134.
  • 135.
  • 136.
  • 137.
  • 138.
  • 139.
  • 140.
    Data Dump GameDAU/MAU Visiting benefits the space Dungeon Overlord 36.2 No Bejeweled Blitz 36 n/a Farmville 29.5 Yes Frontierville 28.6 Yes Treasure Isle 21.5 Yes Café World 20.9 Yes Texas HoldEm Poker 19.4 n/a CSI: Crime City 17.2 No Mafia Wars 17 n/a Warstorm 16.4 n/a
  • 141.
    Data Dump2 Gameby DAU Interact w/Avatars visited CityVille No Farmville No Texas HoldEm Poker No FrontierVille No Bejeweled Blitz n/a
  • 142.
    Data Dump3 Gameby DAU Quests Req Friend help/VC Grouping Mechanic CityVille Yes No Farmville Yes Yes Texas HoldEm Poker Yes Yes Frontierville Yes No Bejeweled Blitz No No Café World Yes No (?) Treasure Isle No No Mafia Wars Yes Yes Pet Society Yes No It Girl Yes Yes
  • 143.
  • 144.
    Nike + Starta run, notification sent to Facebook Friends ‘like’ or comment on notification, runner hears cheering during the run
  • 145.
    Word Lens Realtime OCR used with camera on iPhone to translate English/Spanish and vice versa, facilitating communication How could a game incorporate real time source of information or communication, or cross a language barrier (in a basic way)?
  • 146.
  • 147.
    House MD Appisodesbring additional content How could a game add interest with peripheral items that aren’t leaderboards or forums?
  • 148.
  • 149.
    Social Books Turnsbooks into e-documents which can be annotated and shared How could a game allow for annotation beyond visiting/gifting mechanics? Could players comment on the game itself? Make a significant change to the game world if a friend trusts them to do so?
  • 150.
  • 151.
    Hey Tell Pushto talk from Voxilate for iphone, android Most games employing synchronicity rely on text chat. Could a game use voice more effectively, particularly in small bursts?
  • 152.
    Picnik Facebook appthat lets you copy friends’ pictures, edit and alter them, and publish to your own profile. Could a game allow friends to customize/arrange the experience or design for one another? In some small or interesting way?
  • 153.
  • 154.
  • 155.
  • 156.
    Quora Allows usersto ask questions, follow questions, provide answers. Could players take a more substantive role in helping one another out in games, in a specific way? Could questioning be a part of a game?
  • 157.
    Summing Up Majorsocial mechanics: visiting, gifting, friending, challenging, messaging Few opportunities to utilize voice, meaningful communication, skill-based help Newer games offering friendly competition and new genres for gameplay
  • 158.

Editor's Notes

  • #19 Healthseeker- game w/no friend bar
  • #24 How much are friends worth? 25 diamonds!
  • #69 Farmville before I got going, but note the relative simplicity: plant crops; decorate farm; acquire animals and trees
  • #76 FameTown: when friends visit, they increase the rating of any movie currently in production Cityville franchises allow for friends’ personalization efforts to persist across their friends’ spaces
  • #101 It Girl, Big City Life allow challenges that test players based on stats, items, cliques, and so on BCL allowed voting on hottest outfits, across friends and strangers
  • #102 Healthseeker lets you challenge friends to healthy lifestyle quests
  • #103 asynchronous
  • #104 asynchronous
  • #145 How could a social game have a component that similarly engages players when they aren’t actively playing?
  • #150 Social Book, as depicted in the video below, enables friends to read a book together even in different locations. Readers are able to share any part of the content with their Facebook and Twitter friends. The content could also be changed in real time by authors or even the readers. It works pretty much like Google Docs. Social doesn’t just stop here. Users are also able to purchase a book from a friend’s bookshelf, making eBook libraries connected, searchable and shareable. Lastly, it doesn’t matter whether you’re reading from a Blackberry or an iPad , the application is built to be able to read and share on any device. But for a start, it will launch as an iPad application first before expanding to other platforms.