My slides from the workshop I tutored at the MindTrek 2009 conference in Finland. The workshop showcases methods and findings that will be published in my forthcoming book on social games.
11. • 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. • 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
16. Focus of the
day • Not: the ‘games people play’
in social networks
• Yes: Game applications for
social networks
• In particular: Facebook
17. 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
18. 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
23. • 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.
25. 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...
26. 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...
27. 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’.
28. Motivations • Social connectedness,
for social • Psychological well-being,
media use • Gratification,
(Benkler)
• Material gain
• All these can be facilitated
through designing play, and
games
29. 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.
30. Designing
opportunities
for players to • = designing social game
mechanics as means of
express their interaction that allow players
motives to express their motives
31. Playful • Inherent Sociability
qualities of • Spontaneity
network use
(adapted • Symbolic Physicality
from Rao) • Narrativity
• Asynchronicity
51. Exercise #1
Add description of
your game mechanic
here
52. 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