Social Gaming

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Description

Jeremy Liew:

"Social games are not just multiplayer games. In social games, existing social relationships add context and motivation to the gameplay. Social games are more fun to play with people you know than with anonymous strangers.

Examples of social games include Friends for Sale*, where you had better buy your girlfriend back from that guy who has been hitting on her at the gym, (fluff) Friends, where if your BFF feeds your pet, you are compelled to reciprocate, and Power Challenge, where you can’t let your team’s loss to your fraternity brother’s team go unavenged.

Even single player games can become social when the right infrastructure for community and social interaction are built around them, including high score leaderboards, achievement badges, challenges and simple message boards, as Kongregate, Addicting Games, MiniClip and MindJolt are demonstrating." (http://www.techcrunch.com/2008/06/05/social-gaming-pwns-the-industry/)


Status 2010

Dion Hinchcliffe:

"As my colleague Bryan Kotlyar said to me recently, “many people’s primary experience with social networking is with Farmville”. Farmville has become an enormously popular social game that has proved out the sector to be a rapidly-growing one. There have been many discussions of social game theory as a high-engagement way to maximize the value creation of structured user participation. Strategic thinkers like John Seely Brown has famously extolled multiplayer games as a better way to manage knowledge and work together. For now what’s clear that social gaming is a rapidly expanding consumer phenomenon that combines the high virality of social media with the focused outcomes of structured play. Expect social gaming to start to enter the enterprise world within two years (prediction markets are an early herald of what’s to come here), it will only become more significant and mature in the social media universe." (http://www.dachisgroup.com/2010/08/the-2010-social-business-landscape/)