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A social network game (sometimes simply referred to as a social media game, social gaming, or online social game) is a type of online game that is played through social networks or social media. [1] [2] [3] [4] They typically feature gamification systems with multiplayer gameplay mechanics. Social network games were originally implemented as browser games. As mobile gaming took off, the games moved to mobile as well. [5] While they share many aspects of traditional video games, social network games often employ additional ones that make them distinct. Traditionally they are oriented to be social games and casual games.
The first cross-platform "Facebook-to-Mobile" social network game was developed in 2011 by a Finnish company Star Arcade. [6] [7] Social network games are amongst the most popular games played in the world, with several products with tens of millions of players. [8] (Lil) Green Patch , Happy Farm , and Mob Wars were some of the first successful games of this genre. [9] FarmVille , Mafia Wars , Kantai Collection , and The Sims Social are more recent examples of popular social network game. [10] [11] [12]
Major companies that made or published social network games include Zynga, Wooga and Bigpoint Games.
As of 2010, it was reported that 55 percent of the social network gaming demographic in the United States consisted of women while in the United Kingdom, women made up nearly 60 percent of the demographic. In addition, most social gamers were around the 30 to 59 age range, with the average social gamer being 43 years old.
Social gaming may appeal more to the older demographic because it is free, easier to advance through in a short period of time, does not involve as much violence as traditional video games, and is easier to grasp. [13]
Other games target certain demographics that use social media, such as Pot Farm creating a community by involving elements of cannabis subculture in its gameplay. [14]
A social network video game is a client-server application.
The client in the web era was implemented with a mix of web technologies like Flash, HTML5, PHP and JavaScript. When mobile games moved to mobile, social game front ends were developed using mobile platform technologies like Java, Objective-C, Swift and C++.
The back-end was a mix of programming languages and systems including PHP, Ruby, C++ and go.
Where social network video games diverged from traditional game development was the combination of real-time analytics, to continuously optimize game mechanics to drive growth, revenue and engagement.
The following table outlines common characteristics of social games, mentioned by Björk at the 2010 GCO Games Convention Online: [15]
Characteristic | Potential enablers | Consequences | Examples |
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Public player statistics Information regarding players' game instances are publicly available |
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Persistent game worlds Game state is independent from individual players' game and play sessions |
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Tick-based games Game time progresses according to real time, but in discrete steps |
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Events timed to real world Game play events initiated by specific real time events occurring |
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Evolving gameplay design Rules of a game instance change as gameplay takes place |
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Encouraged return visits Players are encouraged to return frequently to a certain part of game space |
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Grinding The need to perform a certain task considered easy repeatedly |
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Drop-in/drop-out Designed support to handle players entering and leaving ongoing game sessions |
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Private game spaces Parts of the game space that only a single player can manipulate directly |
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Massively single-player online games Games making use of other players' game instances to provide input to the game state |
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Construction Changing or rearranging game elements to form more complex structures |
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Pottering The management of game resources for its own sake |
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Visits Temporary access to other players' private game spaces |
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Altruistic actions Actions that have only explicit benefits for somebody else than is performing the action |
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Non-player help Players can receive help in games by actions from those not playing |
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Invites The use of inviting new players to a game as game actions |
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Extra-game event broadcasting Game events are broadcast in a medium where others can perceive them |
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Collaborative actions Compound actions that require several players to perform actions |
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Delayed reciprocity Players perform actions to help others under the assumption that they later will be helped in return |
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Guilting Trying to influence another placer's actions based upon moral grounds |
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Purchasable game advantages Players can pay real currency to gain some in-game advantage |
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Extra–game consequences Some actions within a game has pre-defined effects outside the game system |
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A social network game may employ any of the following features: [16]
Since social network games are often less challenging than console games and they have relatively shorter game play, they use different techniques to stretch game play and tools to retain users.[ citation needed ]
Continuous goals: The games assign specific goals for users to achieve. As they advance in the game, the goals become more challenging and time-consuming. They also provide frequent feedback with their performance. Every action will translate towards a certain goal that will be used to attain higher gaming capitals.[ citation needed ]
Gaming capitals: Players are encouraged to earn different badges, trophies, and accolades that indicate their progress and accomplishments. Some achievements are unlocked just by advancing in the game while others may significantly alter the rationale behind the game and require extensive investment from players. The ways of gaining gaming capital are not limited to playing games but the games-related productive activities that are appreciated in the player's social circle too. By accumulating gaming capitals, they provide an intrinsic benefit to gamers as there is an avenue to boost their accomplishment and showcase their expertise of the game. The achievements are visible to their network of friends. Gaming capitals are a way for developers to increase replay value provides extended play time, and players get more value from the game.[ citation needed ]
Motivation for collecting gaming capitals:
Events timed to real world: Popular games such as Dragon City and Wild Ones require users to wait a certain time period before their "energy bars" replenish. Without energy, they are unable to conduct any form of action. Gamers are forced to wait and return after their energy replenishes to continue playing.[ citation needed ]
Social network games frequently monetize based on virtual good transactions, but other games are emerging that utilize newer economic models. An example of is Empire Avenue , a virtual stock exchange where players buy and sell shares of each other's social network worth. In Empire Avenue, a player's worth is linked to his or her social media influence and activity, as well as that of the other players he or she has invested virtual currency in. This game design promotes social media interaction as a means to attaining higher value in Empire Avenue market rankings. [18] [19]
Gamers will be able to purchase in game items like power-ups, avatar accessories, or decorative items users purchase within the game itself. This is realized by monetize products that do not technically exist. Virtual goods account for over 90% of all revenue generated by the world's top social game developers. Designers optimize user experience through additional gameplay, missions, and quests, without having to worry about overhead or unused stock.
The following are common ways of advertising in social network games: [20]
As banner ads within social networks tend to be where ad response is low, they tend to be priced at bottom-of-the-barrel CPMs of around $2. However, because social games generate so many page views, they are the biggest part of advertising revenue for the social gaming industry.
Videos are the ad format with the most revenue per view. They tend to be higher-priced, either by CPMs ($35+ CPM in social games) or cost-per-completed-view. According to studies, video ads result in highest brand recall thus a good return on investment for advertisers. Video ads are shown either in in-game interstitials (e.g. when the game is loading a new screen) or through incentive-based advertising, i.e. you will get either an in-game reward or Facebook credits for watching an advertisement.
A brand or product will be injected in a game in some way. Due to the variety of ways in which product placement can be accomplished in any media, and because the category is nascent, this category is not standardized at all, but some examples include branded in-game goods or even in-game quests. For example, in a game where you run a restaurant, you might be asked to collect ingredients to make a Starbucks Frappuccino, and receive in-game rewards for doing so. As these product placement deals are non-standard, they are largely charged with a production fee, which can be $350,000 to $750,000 depending on the type of placement and the popularity of the game.
Another form of advertising that is prevalent in many social games are lead generation offers. In this form of advertising, companies, usually from different industries, aim to convince players to sign up for their goods or services and in exchange, players will receive virtual gifts or advance in the game as a reward. [21]
Applications that are built once, then individualized and licensed again and again. Developer can create a quality app focused on fun while leaving the edges of the game open for branding. This allows developers to market their game to companies that can find new and interesting ways to bond with, expand, or sell to their audience. [22]
Large established corporations are using social gaming to build brand awareness and engagement. The Walt Disney Company's Disney Animal Kingdom Explorers was developed to create awareness of Disney's theme parks and also promote conservation. The gameplay is divided evenly between two main elements, finding hidden object and large assortment of animals, and also includes simulation for players to build their own nature preserve. Players are expected to work with friends to collect the necessary materials to grow their habitat, while the hidden object element set players to compete for the highest score in their social setting. [23]
Some large established video games developers are acquiring small operators to capitalize on the social gaming industry. The Walt Disney Company purchased social game developer Playdom for $763.0 million, and Electronic Arts purchased PopCap Games for $750.0 million in July 2011. [24] [25]
Cow Clicker , created by Ian Bogost, was developed to highlight social games' most exploitative and abusive aspects. The game requires users to click on a picture of a cow every 6 hours to earn points. It also prompts users to encourage friends to join in to help them gain more points. Cow Clicker was clearly designed to ridicule other social media games such as FarmVille , yet fifty-six thousand users played it at its peak. The community also evolved and spawned similar games, garnered critical reviews and even gained a strategy guide. [26]
In a study by Bitdefender, it was shown that social games increase spam and phishing by 50 percent in social media platforms. This is made possible through hackers creating fake profiles and relying on bots to send spam messages to other users via social gaming applications. Many of these users who receive the messages willingly add the spammers' fake profiles into their circle of friends to depend on them for additional gaming support. In doing so, several users have become more prone to being victims of data, identity theft, account hijacking, and other issues. The spammer's action here, however, does not constitute as abuse since it is typically the user who adds the spammer on their end. As such, the spammer's account cannot be suspended by a social network. [27]
Social networking gamers are also susceptible to unwanted charges. For instance, some of these games offer virtual currency if the player fills out a survey. After completing the survey, users are asked to type down their phone number, then wait for a text message that will give them a PIN to enter into a site and will finally give them their results. By entering the PIN into the site, they are subscribed to some service—such as ones that provide horoscope forecasts—are charged for it, and may not be aware of it unless they have carefully read the fine print. [28]
Some critics have also claimed that social networking games have caused the numbers of fake profiles to rise. Creating a fake profile can be advantageous if the game, for example, offers rewards whenever a user introduces the game to their friends. By inviting the fake profile to play the game, the user can trick the games' point-based system into thinking that they are actually helping the game gain popularity and in return, they may receive rewards from the game. Social networking sites such as Facebook eliminates fake profiles if and only if these profiles are reported by other users. [29]
One of the more popular genres to social games are those that imitate gambling activities which are free to play and easily accessible through a social network. However, the similarity these games have with gambling has also created a debate about whether or not social games need to be regulated. Several policymakers from various countries—Australia, Belgium, Spain, and the United Kingdom—have shown concern about the potential and negative impact these games could cause. [30]
The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first home video game console was the Magnavox Odyssey, and the first arcade video games were Computer Space and Pong. After its home console conversions, numerous companies sprang up to capture Pong's success in both the arcade and the home by cloning the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation.
A massively multiplayer online game is an online video game with a large number of players on the same server. MMOs usually feature a huge, persistent open world, although there are games that differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.
A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone, tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.
A griefer or bad-faith player is a player in a multiplayer video game who deliberately and intentionally irritates and harasses and annoys other players within the game (trolling), by using aspects of the game in unintended ways in order to destroy something another player made or built, or stealing something, such as items or loot, when that is not the primary objective. A griefer derives pleasure primarily, or exclusively, from the act of annoying other users, and as such, is a particular nuisance in online gaming communities. If a bad-faith player is attempting to gain a strategic advantage, it could be considered cheating.
A casual game is a video game targeted at a mass market audience, as opposed to a hardcore game, which is targeted at hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessions, and require less learned skill. They do not expect familiarity with a standard set of mechanics, controls, and tropes.
Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adult males. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has led to an increase in the female demographic that play video games.
Eccky is an online game. Until 2009, it was an MSN-based social simulation game in which two people work together to create and raise a virtual baby. Eccky won the 2005 SpinAwards for Innovation and for Best Interactive Concept. In 2009, the game play changed to a real-time virtual world on Hyves.
Tagged is a social discovery website based in San Francisco, California, founded in 2004. It allows members to browse the profiles of any other members, and share tags and virtual gifts. Tagged claims it has 300 million members as of 2014. As of September 2011, Quantcast estimates Tagged monthly unique users at 5.9 million in the United States, and 18.6 million globally. Michael Arrington wrote in April 2011 that Tagged is most notable for the ability to grow profitably during the era of Facebook.
The Facebook Platform is the set of services, tools, and products provided by the social networking service Facebook for third-party developers to create their own applications and services that access data in Facebook.
Zynga Inc. is an American developer running social video game services. It was founded in April 2007, with headquarters in San Mateo, California. The company primarily focuses on mobile and social networking platforms. Zynga states its mission as "connecting the world through games".
FarmVille is a series of agriculture-simulation social network games developed and published by Zynga in 2009. It is similar to Happy Farm and Farm Town. Its gameplay involves various aspects of farmland management, such as plowing land, planting, growing, and harvesting crops, harvesting trees and raising livestock. The sequels FarmVille 2 and FarmVille 3 were released in September 2012 and November 2021, respectively.
Playdom was an online social network game developer popular on Facebook, Google+ and Myspace. The company was founded in the San Francisco Bay Area by University of California, Berkeley graduates Ling Xiao and Chris Wang and Swarthmore College graduate Dan Yue. In 2009, the market for games played on social networking sites was valued at $300 million, consisting mostly of online sales of virtual goods.
Facebook Credits was a virtual currency that enabled people to purchase items in games and non-gaming applications on the Facebook Platform. One U.S. dollar was the equivalent of 10 Facebook Credits. Facebook Credits were available in 15 currencies including U.S. dollars, pound sterling, euros, and Danish kroner. Facebook was hoping eventually to expand Credits into a micropayment system open to any Facebook application, whether a game or a media company application. Facebook deprecated Credits in favour of users' local currencies.
Kabam is a Canadian video game developer and publisher founded in 2006 and headquartered in Vancouver, with offices in Montreal, San Francisco, and Austin, Texas. The company develops and publishes massively multiplayer social games such as Marvel Contest of Champions and Transformers: Forged to Fight for mobile devices. Before expanding into gaming, Kabam established itself as a social applications developer with focusing on entertainment and sports.
My Empire is a city building game with an ancient Greco-Roman theme. The game was developed and published by Playfish and was released via Facebook in May 2010. In 2011 My Empire became the inaugural winner of the Social Network Game category at the 2011 BAFTA Video Game Awards.
Cow Clicker is an incremental social network game on Facebook developed by video game researcher Ian Bogost. The game serves as a deconstructive satire of social games. The goal of the game is to earn "clicks" by clicking on a sprite of a cow every six hours. The addition of friends' cows to the player's pasture allows the user to also receive "clicks" whenever the player's cow is clicked. A premium currency known as "Mooney" allows the user to purchase different cow designs and skip the six-hour interval between clicks.
Pot Farm is a farming simulation social network game developed by Brain Warp Studios and owned by East Side Games. Gameplay involves planting and harvesting different strains of cannabis and manufacturing cannabis-based food items. Many of the plants, quests and achievements are named after elements of cannabis subculture.
Candy Crush Saga is a free-to-play tile-matching video game released by King on April 12, 2012, originally for Facebook; other versions for iOS, Android, Windows Phone, and Windows 10 followed. It is a variation of their browser game Candy Crush.
Chartboost is a San Francisco-based mobile game in-app programmatic advertising and monetization platform. Chartboost SDK enables developers to monetize on their mobile apps and connect advertisers to global in-app inventory. Chartboost's platform allows video game developers to create customized interstitial and video ads to promote new games. Developers have direct access to game data derived from Chartboost-enabled games. As of 2016, Chartboost had been integrated into more than 300,000 games with 40 billion game sessions per month.
The popularisation of mobile games began as early as 1997 with the introduction of Snake preloaded on Nokia feature phones, demonstrating the practicality of games on these devices. Several mobile device manufacturers included preloaded games in the wake of Snake's success. In 1999, the introduction of the i-mode service in Japan allowed a wide variety of more advanced mobile games to be downloaded onto smartphones, though the service was largely limited to Japan. By the early 2000s, the technical specifications of Western handsets had also matured to the point where downloadable applications could be supported, but mainstream adoption continued to be hampered by market fragmentation between different devices, operating environments, and distributors.