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Workshop:
           Game Design for
           Social Networks
                     @ MindTrek, Oct 2nd, 2009


                              Aki Järvinen, PhD
mygamestudies.com / IT University of Copenhagen
Aki’s
Background
 Resume at Prezi.com
The focus:
50 million
    active
  monthly
     users
Concept
     design
process for
    the day
Idea
production:

  Quantity
   breeds
   quality
From Idea
evaluation

to Concept
   design &
  iteration
Design
 template to
   structure
your concept
  design task
Takeaway:
   High level
   documen-
    tation to
communicate
   your idea
Concept
presentation:
  Articulating
your design &
 reflecting on
          your
     decisions
•  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
•    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
Concept
     design
process for
    the day
Let’s get it
             done




http://www.flickr.com/photos/lizhenry/3489717185/
The Design and
Business of
Networked Play
Focus of the
         day   •  Not: the ‘games people play’
                 in social networks
               •  Yes: Game applications for
                 social networks
               •  In particular: Facebook
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
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
Top
 Applications
 2009-09-30




http://www.appdata.com
Top Games
 Applications
 2009-09-30




http://www.appdata.com
Top Game
  Application
  Developers
  2009-09-30




http://www.appdata.com
Social
Networks




 There are also other
   big fish in the sea
•  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.
Networked Play
Motivations, Qualities, Design
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...
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...
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’.
Motivations    •  Social connectedness,
  for social   •  Psychological well-being,
 media use     •  Gratification,
 (Benkler)
               •  Material gain
               •  All these can be facilitated
                 through designing play, and
                 games
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.
Designing
opportunities
for players to   •  = designing social game
                   mechanics as means of
express their      interaction that allow players
      motives      to express their motives
Playful    •  Inherent Sociability
 qualities of   •  Spontaneity
network use
   (adapted     •  Symbolic Physicality
  from Rao)     •  Narrativity
                •  Asynchronicity
Inherent
sociability
Spontaneity
Symbolic
Physicality
Narrativity
Asynch-
ronicity
Social Game
      Design
 Framework
Designing
 Networked,
 Social Play:
     Beyond
game design
Design:
Breakdown
Design:
Breakdown
Design:
Breakdown
Design:
Breakdown
Design:
Breakdown
Design:
Breakdown
Designing Social
Game Concepts
Getting it done
Exercise #1



              Add description of
              your game mechanic
              here
Design:
Breakdown
Identifying
  motivations->

          designing
     mechanics in a
    way that allows
   them to become
ways for players to
 express and enact
  their motivations
http://gamelab.uta.fi/gamespacetool/
  VNA gives
you starting
  points for
  designing
       your
 mechanics
Social game
 mechanics:

Designing interaction
 loops where players
   use verbs towards
       goals, and the
   network responds
Exercise #1



              Add description of
              your game mechanic
              here
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
Design:
Breakdown
Design:
Breakdown
Design:
Breakdown
1-click
 accessibility
   to support               Rescue Princess 
 spontaneity

                            Press the bu*on to rescue 
                                    the princess. 

Daniel Cook
http://www.lostgarden.com
Compressing
    complex
sequences of
events into 1
        click




Daniel Cook
http://www.lostgarden.com
Social Game
      Design
   Patterns

   Pattern:
      Feed
propagation
Social Game
      Design
   Patterns

        Feed
 propagation,
case example
        from    Appealing to players’ empathy
    FarmVille
Feed
propagation
   supports
  discussion
Social Game
      Design
   Patterns

   Pattern:
Chain letter
     quests
Service /
Propagation
     Design
   Patterns

    Pattern:
Notifications
Service /
Propagation
     Design
  Patterns:

Anti-Pattern:
     Request
       Flood
LinkedIn:
The Quest
Design:
Breakdown
Exercise #1   •  Activity is more important
                than actual result
    debrief
              •  We aim at Quality through
                quantity
Social Game
      Design
 Framework
Exercise #3

Social networks shift
  playtesting towards
metric-driven feature
     optimization and
constant deployment
                 loop
Design:
Breakdown
Design:
Breakdown
Day’s
process &
   results
Feedback &   •  Aki Järvinen, Ph.D.
   Contact   •  +358 40 504 1367
             •  aki@mygamestudies.com
             •  Twitter: @aquito
             •  www.mygamestudies.com
             •  games4networks.posterous.com

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