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Impact of Online Social Networks
           on Games

         Tulakshana Weerasooriya

               27-03-2013
Outline
•   Introduction
•   Types of Games and Users
•   Games built on Social Networks
•   Games on Facebook
    –   Development
    –   Distribution
    –   Monetizing
    –   Statistics
    –   Success stories
• Comparison of games on and off the social graph
Introduction
• Multiplayer games are not the only ones that
  require a community
• The community is important for both the
  gamer and developer
Types of Games and Users
• Users
  – Hardcore
  – Casual
  – Mid–core
• Gender
  – Tilo Hartmann and Christoph Klimmt (2006)
     • lack of meaningful social interaction
     • Violent content
     • Sexual gender role stereotyping of game characters
  – 47% women
Types of Games and users
                (contd...)
• Age
  – 30% women over the age of 18
  – 18% boys 17 and younger
  – Average game player is 30 years old
  – Most frequent game purchaser is 35 years old
Games built on social networks
• Type of games
  – Multiplayer games that utilize the social graph, i.e. a
    player's social connections, as part of the game
  – Games in which the main gameplay involves
    socializing or social activities like chatting, trading, or
    flirting
  – Turn-based games that are played within a social
    context or with friends
  – Competitive casual games that include friends-only
    leaderboards. Examples: Who Has the Biggest Brain?,
    Word Challenge
Games built on social networks
                (contd...)
•   Style of play
•   Para social relationships
•   Passive vs. active games
•   Monetizing
    – Advertising or sponsorship
    – Micro transactions: virtual currency and/or goods
    – Subscriptions or premium modes
• Portability
Facebook
•   Development
•   Distribution
•   Monetizing
•   Statistics (Game developers conference March 2013)
    – More than 250 million people are playing games on the
      social network every month.
    – Game installs on the web platform are up 75%
    – Roughly 200 titles on Facebook have more than one
      million monthly active users each
    – Roughly 100 developers generated more than $1 million
      on Facebook in 2012
    – Total number of paying players has also increased by 24%
Facebook (contd...)




Source: http://appdata.com/facebook_apps
Facebook (contd...)
• Success stories
  – Suleman Ali
  – SGN (Social Gaming Network)
  – Playfish
  – Zynga
On and off the social graph
• B. Kirman, S. Lawson, and C. Linehan
• Compared three social games, both on and off
  the social graph of Facebook
• Results
  – Facebook games had significantly more users in a
    very short period.
  – Limitations in the platform
References
•   [1] B. Kirman, S. Lawson, and C. Linehan, “Gaming on and off the social graph: The social structure
    of facebook games,” in Computational Science and Engineering, 2009. CSE’09. International
    Conference on, 2009, vol. 4, pp. 627–632.

•   [2] “Are you a mid-core gamer?,” Joystiq. [Online]. Available:
    http://www.joystiq.com/2008/02/06/are-you-a-mid-core-gamer/. [Accessed: 26-Mar-2013].

•   [3] “Gender and Computer Games: Exploring Females’ Dislikes.” [Online]. Available:
    http://jcmc.indiana.edu/vol11/issue4/hartmann.html. [Accessed: 26-Mar-2013].

•   [4] “The Entertainment Software Association - Industry Facts.” [Online]. Available:
    http://www.theesa.com/facts/index.asp. [Accessed: 26-Mar-2013].

•   [5] “Shooting Star: Suleman Ali | DESICEO.” [Online]. Available: http://desiceo.com/shooting-star-
    suleman-ali/. [Accessed: 26-Mar-2013].

•   [6] “The Social Network Game Boom.” [Online]. Available:
    http://www.gamasutra.com/view/feature/4009/the_social_network_game_boom.php. [Accessed:
    26-Mar-2013].
References (contd...)
•   [7] “Tamar SEO and Social Blog | PackRat – Most Addictive Facebook Game So Far?” [Online]. Available:
    http://blog.tamar.com/2008/02/packrat-most-addictive-facebook-game-so-far/#.UVH9JzdJ6gu. [Accessed: 26-
    Mar-2013].

•   [8] “How Healthy Are Parasocial Relationships? | Clutch Magazine.” [Online]. Available:
    http://www.clutchmagonline.com/2010/10/how-healthy-are-parasocial-relationships/. [Accessed: 27-Mar-2013].

•   [9] S. Chen, “Exploring Active vs. Passive Play in Social Games (Part I),” Game Design Aspect of the Month. 15-Mar-
    2010.

•   [10] “Monetization Best Practices,” Facebook Developers. [Online]. Available:
    http://developers.facebook.com/games/monetization/best-practices/. [Accessed: 27-Mar-2013].

•   [11] “Games Distribution,” Facebook Developers. [Online]. Available:
    http://developers.facebook.com/games/distribution/. [Accessed: 27-Mar-2013].

•   [12] “Facebook reveals new growth stats; 20 percent of web users play games every day,” Inside Social Games.
    [Online]. Available: http://www.insidesocialgames.com/2013/03/26/facebook-reveals-new-growth-stats-20-
    percent-of-web-users-play-games-every-day/. [Accessed: 28-Mar-2013].

•   [13] “Open Graph,” Facebook Developers. [Online]. Available: http://developers.facebook.com/docs/opengraph/.
    [Accessed: 30-Mar-2013].
Thank you

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Impact of online social networks on games

  • 1. Impact of Online Social Networks on Games Tulakshana Weerasooriya 27-03-2013
  • 2. Outline • Introduction • Types of Games and Users • Games built on Social Networks • Games on Facebook – Development – Distribution – Monetizing – Statistics – Success stories • Comparison of games on and off the social graph
  • 3. Introduction • Multiplayer games are not the only ones that require a community • The community is important for both the gamer and developer
  • 4. Types of Games and Users • Users – Hardcore – Casual – Mid–core • Gender – Tilo Hartmann and Christoph Klimmt (2006) • lack of meaningful social interaction • Violent content • Sexual gender role stereotyping of game characters – 47% women
  • 5. Types of Games and users (contd...) • Age – 30% women over the age of 18 – 18% boys 17 and younger – Average game player is 30 years old – Most frequent game purchaser is 35 years old
  • 6. Games built on social networks • Type of games – Multiplayer games that utilize the social graph, i.e. a player's social connections, as part of the game – Games in which the main gameplay involves socializing or social activities like chatting, trading, or flirting – Turn-based games that are played within a social context or with friends – Competitive casual games that include friends-only leaderboards. Examples: Who Has the Biggest Brain?, Word Challenge
  • 7. Games built on social networks (contd...) • Style of play • Para social relationships • Passive vs. active games • Monetizing – Advertising or sponsorship – Micro transactions: virtual currency and/or goods – Subscriptions or premium modes • Portability
  • 8. Facebook • Development • Distribution • Monetizing • Statistics (Game developers conference March 2013) – More than 250 million people are playing games on the social network every month. – Game installs on the web platform are up 75% – Roughly 200 titles on Facebook have more than one million monthly active users each – Roughly 100 developers generated more than $1 million on Facebook in 2012 – Total number of paying players has also increased by 24%
  • 10. Facebook (contd...) • Success stories – Suleman Ali – SGN (Social Gaming Network) – Playfish – Zynga
  • 11. On and off the social graph • B. Kirman, S. Lawson, and C. Linehan • Compared three social games, both on and off the social graph of Facebook • Results – Facebook games had significantly more users in a very short period. – Limitations in the platform
  • 12. References • [1] B. Kirman, S. Lawson, and C. Linehan, “Gaming on and off the social graph: The social structure of facebook games,” in Computational Science and Engineering, 2009. CSE’09. International Conference on, 2009, vol. 4, pp. 627–632. • [2] “Are you a mid-core gamer?,” Joystiq. [Online]. Available: http://www.joystiq.com/2008/02/06/are-you-a-mid-core-gamer/. [Accessed: 26-Mar-2013]. • [3] “Gender and Computer Games: Exploring Females’ Dislikes.” [Online]. Available: http://jcmc.indiana.edu/vol11/issue4/hartmann.html. [Accessed: 26-Mar-2013]. • [4] “The Entertainment Software Association - Industry Facts.” [Online]. Available: http://www.theesa.com/facts/index.asp. [Accessed: 26-Mar-2013]. • [5] “Shooting Star: Suleman Ali | DESICEO.” [Online]. Available: http://desiceo.com/shooting-star- suleman-ali/. [Accessed: 26-Mar-2013]. • [6] “The Social Network Game Boom.” [Online]. Available: http://www.gamasutra.com/view/feature/4009/the_social_network_game_boom.php. [Accessed: 26-Mar-2013].
  • 13. References (contd...) • [7] “Tamar SEO and Social Blog | PackRat – Most Addictive Facebook Game So Far?” [Online]. Available: http://blog.tamar.com/2008/02/packrat-most-addictive-facebook-game-so-far/#.UVH9JzdJ6gu. [Accessed: 26- Mar-2013]. • [8] “How Healthy Are Parasocial Relationships? | Clutch Magazine.” [Online]. Available: http://www.clutchmagonline.com/2010/10/how-healthy-are-parasocial-relationships/. [Accessed: 27-Mar-2013]. • [9] S. Chen, “Exploring Active vs. Passive Play in Social Games (Part I),” Game Design Aspect of the Month. 15-Mar- 2010. • [10] “Monetization Best Practices,” Facebook Developers. [Online]. Available: http://developers.facebook.com/games/monetization/best-practices/. [Accessed: 27-Mar-2013]. • [11] “Games Distribution,” Facebook Developers. [Online]. Available: http://developers.facebook.com/games/distribution/. [Accessed: 27-Mar-2013]. • [12] “Facebook reveals new growth stats; 20 percent of web users play games every day,” Inside Social Games. [Online]. Available: http://www.insidesocialgames.com/2013/03/26/facebook-reveals-new-growth-stats-20- percent-of-web-users-play-games-every-day/. [Accessed: 28-Mar-2013]. • [13] “Open Graph,” Facebook Developers. [Online]. Available: http://developers.facebook.com/docs/opengraph/. [Accessed: 30-Mar-2013].