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Social Games Design Workshop
Social Games Design Workshop
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
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
• 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
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