user experiences in social games

72
Gaming, Communicating, Sharing Users and their Experiences Experiences in Social Games Janne Paavilainen Project Manager Game Research Lab, University of Tampere, Finland BETA

Upload: rojola

Post on 14-Jul-2015

2.295 views

Category:

Entertainment & Humor


2 download

TRANSCRIPT

Page 1: User Experiences in Social Games

Gaming, Communicating, Sharing

Users and their

ExperiencesExperiences in

Social Games

Janne Paavilainen

Project Manager

Game Research Lab, University of Tampere, Finland

BETA

Page 2: User Experiences in Social Games

Content

Presenting tentative results from in-depth interviews with Facebook users, who play or have played social games.

What is their perception on social games, motivations to play, reasons for frustration, look on sociability, fanatism, and attitudes towards paying micropayments for content.

Scratching the surface of social games experiences.

Be vary, this is not based on metrics and people tend to lie to themselves, and to others, all the time.

Page 3: User Experiences in Social Games

Game Research Lab

Based in University of Tampere, Finland

Found in 2002

Lead by Professor Frans Mäyrä

About 15 researchers in various projects

Close co-operation with industry partners

http://gamelab.uta.fihttp://gamelab.uta.fi

Page 4: User Experiences in Social Games

SoPlay Research Project

SoPlay, a two year research project which studies play and games in social media, started in Jan 2009.

Buzzword is social playability.social playability.

Especially from the perspective of design and evaluation

We’re looking both implicit and explicit forms of games and play social web.

Facebook, Twitter, YouTube, Wikipedia, Forums, IRC…

Current research focus is in Facebook games.

http://soplayproject.wordpress.comhttp://soplayproject.wordpress.com

DEADLINE 31.12.2010

Page 5: User Experiences in Social Games

SoPlay Research Project

The goal is to produce theories and tools for both researchers and game designers

What are good qualities of social games?What are good qualities of social games?

What is social playability?What is social playability?

What is the role of sociability in online money games?What is the role of sociability in online money games?

The research scope is both wide and narrow, theoretical and practical

So far SoPlay has been mostly qualititative research

Page 6: User Experiences in Social Games

SoPlay Research Team

Professor Frans Mäyrä Scientific Leader

Janne Paavilainen Project Manager

Usability, playability and user experience in social gamesUsability, playability and user experience in social games

Jaakko Stenros Researcher

The border between game and ordinary lifeThe border between game and ordinary life

Jani Kinnunen Researcher

New forms of gambling and social money gamesNew forms of gambling and social money games

Page 7: User Experiences in Social Games

Investors and Industry Partners

Page 8: User Experiences in Social Games

SoPlay Research

Analysing social web, keeping an eye for play

Examining current social games

Workshops in co-operation with industry partners

Workshops with end users

Co-operation with department students

Doing surveys and interviews

Building theories and practical tools like heuristics

Releasing publications and giving presentations

Page 9: User Experiences in Social Games

Publications and Presentations ICritical Review on Video Game Evaluation Heuristics: Social Games Perspective (2010) Paavilainen, J. Future Play 2010. Vancouver, Canada.

Playing the System. Using Frame Analysis to Understand Online Play (2010) Stenros, J. Future Play 2010. Vancouver, Canada.

The Many Faces of Sociability and Social Play in Games (2009)Stenros, J., Paavilainen, J. & Mäyrä, F. MindTrek. Tampere, Finland.

Expert Review Method in Game Evaluations: Comparison of Two Playability Heuristic Sets (2009) Korhonen, H., Paavilainen, J. & Saarenpää, H. MindTrek. Tampere, Finland.

Social Interaction in Games (2010). Stenros, J., Paavilainen, J. & Mäyrä, F. In Sotamaa, Lugmayr, Franssila, Näränen, Vanhala (Eds.) ACM Academic MindTrek 2009: Everyday Life in the Ubiquitous Era. International Journal of Arts and Technology (in process).

Comparing Two Playability Heuristic Sets with Expert Review Method - A Case Study of Mobile Game Evaluation (2010) Paavilainen, J., Korhonen, H. & Saarenpää, H. In Lugmayr, Franssila, Näränen, Sotamaa & Vanhala (Eds.) Media in the Ubiquitous Era: Ambient, Social and Gaming Media, IGI Global (in process).

Page 10: User Experiences in Social Games

Publications and Presentations IIPlayful Money and Games in the Internet (2010) Kinnunen, J. ACS Crossroads Conference. Hong Kong.

Verkkorahapelaamisen muodonmuutos (2010) Kinnunen, J. Terveyden ja hyvinvoinnin laitos (THL), Raportti 12/2010. Helsinki. (trans. Transformation of Online Gambling)

Verkkopelit sosiaalisena toimintaympäristönä (2010) Kinnunen, J. In Meriranta, M. (Ed.). 2010. Mediakasvatuksen käsikirja. Unipress, Kuopio. (trans. Networked Games as Social Environment) Interconnectedness of Gambling and On-Line Communities (2009) Kinnunen, J. NAGS 19th Annual Conference. Canberra, Australia.

Player Experiences in and Around Social On-Line Gambling (2009) Kinnunen, J. 14th International Conference of Gambling and Risk Taking. Lake Tahoe, USA.

Towards Social Internet Gambling? (2009) Kinnunen, J. The Big Picture, Gambling in Perspective. 7th Conference of SNSUS. Helsinki, Finland.

Page 11: User Experiences in Social Games

( )

What Are “Social Games”?

Fun social interaction toys?

Games and play on social media/web 2.0?

Games on social networking services?

Game productsGame products onservicesservices

Page 12: User Experiences in Social Games

Players of Social Games

Social games have probably the widest possible audience, Facebook featuring over 400 million users.

Every month, more than 70% of Facebook users engage with platform applications.

New demographics, newcomers, people who have their first video gaming experiences with FarmVille.

Nothing new though, ”widest possible” audience was already seen in mobile games as 350 million people carried snake in their mobile phone according to Nokia, however, it was not very social nor viral.

Page 13: User Experiences in Social Games

SoPlay Interviews

We had a five web page survey with 134 respondents.

Questions on usage and attitudes on social media.

Games, play, sociability, money, using web...

The web survey was used to screen interesting individuals for in-depth interviews.

We interviewed 18 survey participants and we are planning to interview few more.

Tentative interview results are presented, focusing on the experiences from Facebook games.

Page 14: User Experiences in Social Games

Interviewees

14 males, 4 females.

Age varied between 22 – 47 years old (AVG ~ 31,1).

Both early adapters and newcomers.

Varied gaming histories and experiences.

Casual, core, hardcore and non-gamers.

Different attitudes towards gaming.

All are active Facebook users and all have encountered social games in some shape or form.

Page 15: User Experiences in Social Games

Nine Different Gamer Mentalities

Kallio, K-P., Mäyrä, F. & Kaipainen, K. Forthcoming. At least nine ways to play: approaching gamer mentalities. Games and Culture.

Committed

Entertainment

Committed

Immersion

Committed

Fun

Casual

Relaxation

Casual

Filling gaps

Casual

Killing time

Social

For company

Social

With mates

Social

With children

Page 16: User Experiences in Social Games

Play Experiences in Social Games

Casual - Small games, casual games i.e Bejeweled Blitz, Tetris and like, short play sessions.

Core - Basic random FarmVille player, not much commitment to the game but plays it from time to time, the role of the game is more important than with the casuals, probably not going to pay, unless the game would be really, really cool.

Hardcore - Fanatic on one game or maybe two, these might become whales, they might consider paying for the game but there are still obstacles.

Page 17: User Experiences in Social Games

Experiences from Social Games

PerceptionPerception

Motivation

Frustration

Sociability

Fanatics

Paying

Page 18: User Experiences in Social Games

Perception

Facebook games are not real games

• Especially the traditional video gamers felt this wayEspecially the traditional video gamers felt this way

• Too simple, not full screen, no ”big” companies behind themToo simple, not full screen, no ”big” companies behind them

• No immersion, no challenge, no effort, it is pointlessNo immersion, no challenge, no effort, it is pointless

Traditional video gamers are comparing apples with oranges, they evaluate FB games based on their experience from retail games.

Newcomers generally did not feel like this, though they admitted that Facebook games are somewhat ”lesser” and newcomers didn’t consider themselves as ”gamers”.

Page 19: User Experiences in Social Games

Perception

Simple and fast gameplay

• Newcomers were excited as now they can access games easilyNewcomers were excited as now they can access games easily

• Games are easy to ”install”Games are easy to ”install”

• Trying them without integration would be good alsoTrying them without integration would be good also

• Acquisition of new games is easy and straight forwardAcquisition of new games is easy and straight forward

• If the game turns to be uninteresting, they change to anotherIf the game turns to be uninteresting, they change to another

• Long standing gamers related FB games to BBS gamesLong standing gamers related FB games to BBS games

Page 20: User Experiences in Social Games

Perception

There is no immersion

• There is no ”traditional” immersion, except with fanaticsThere is no ”traditional” immersion, except with fanatics

• Immersion was related to traditional core/hardcore gamesImmersion was related to traditional core/hardcore games

• Facebook games allow other activities at the same timeFacebook games allow other activities at the same time

• As there is no immersion, bugs don’t bother so much eitherAs there is no immersion, bugs don’t bother so much either

Page 21: User Experiences in Social Games

Interviewee Quote

”Facebook games relate to solving a crossword puzzle on my way to work...”

Interviewee #2

Page 22: User Experiences in Social Games

Perception

Different gaming experience

• The game experience is very different from ”Xboxing”The game experience is very different from ”Xboxing”

• Somewhat spontane, unplanned activity for mostSomewhat spontane, unplanned activity for most

• Not requiring effort in any phase of the play experienceNot requiring effort in any phase of the play experience

• Not necessarely ”gaming” per seNot necessarely ”gaming” per se

However, fanatical players might schedule their daily life based on the rhytm of a social game.

Page 23: User Experiences in Social Games

Perception

Single player games

• Facebook games were mainly considered as single playerFacebook games were mainly considered as single player

• Although there are other players, it is ”not the same”Although there are other players, it is ”not the same”

In our upcoming journal article ”Social Interaction in Games”, we discuss about massively single player games where other players are considered as assets, tokens or as ”NPCs”.

Page 24: User Experiences in Social Games

Perception

Spam, spam, spam...

• News feed and notification spam was disapproved by allNews feed and notification spam was disapproved by all

• Some are shamed because they don’t want to be ”lame”Some are shamed because they don’t want to be ”lame”

• In the sense of playing ”lame” gamesIn the sense of playing ”lame” games

• In the sense of being a spammerIn the sense of being a spammer

• This perception has great influence on gift requestsThis perception has great influence on gift requests

• Cultural issues might be present, Finnish people are shyCultural issues might be present, Finnish people are shy

• Facebook connect and PSN, not wanting to share PS3 trophiesFacebook connect and PSN, not wanting to share PS3 trophies

Page 25: User Experiences in Social Games

Perception

MotivationMotivation

Frustration

Sociability

Fanatics

Paying

Experiences from Social Games

Page 26: User Experiences in Social Games

Motivation

Spending time

• Facebook games are played to kill timeFacebook games are played to kill time

• i.e when there is nothing to doi.e when there is nothing to do

• Facebook games are played to fill gapsFacebook games are played to fill gaps

• i.e breaks at work, taking a quick mental pausei.e breaks at work, taking a quick mental pause

• Relaxation, playing to wind down from hard day’s workRelaxation, playing to wind down from hard day’s work

Page 27: User Experiences in Social Games

Motivation

Something to do, something to organize

• There is a curious need for doing somethingThere is a curious need for doing something

• Organizing stuff is fun, compleation leads to boredom thoughOrganizing stuff is fun, compleation leads to boredom though

• Activity for progression which results into a rewardActivity for progression which results into a reward

Is this some kind of hidden neurosis? Everyone knows the person who starts to line up stuff on the bar table.

Or is it that nowadays people have hard time at not achieving and not performing on something all the time.

Page 28: User Experiences in Social Games

Interviewee Quote

”…You could say that the game has filled a spot in my life...”

Interviewee #17

FarmVille(Zynga 2009)

Page 29: User Experiences in Social Games

Interviewee Quote

”…Clicking itself is not interesting, but what comes after you’ve made the clicks...”

Interviewee #7

FrontierVille (Zynga

2010)

Page 30: User Experiences in Social Games

Motivation

Something to do together

• Facebook gaming is something fun you can do with a friendFacebook gaming is something fun you can do with a friend

• Sharing an experience, although it is bit soletarySharing an experience, although it is bit soletary

• Playing with friends is more important than quality of the gamePlaying with friends is more important than quality of the game

• Poor game can be turned into tolerablePoor game can be turned into tolerable

• Exceptions applyExceptions apply

• Nice to get contact to ”not so well known” friendsNice to get contact to ”not so well known” friends

• Keeping contact to old friends, which are not seen so muchKeeping contact to old friends, which are not seen so much

• Game as a social hangoutGame as a social hangout

Page 31: User Experiences in Social Games

Motivation

Social competition

• It is easy to compete in FacebookIt is easy to compete in Facebook

• The ranking really tickles your competitive sideThe ranking really tickles your competitive side

• The more you play, the harder the competition will beThe more you play, the harder the competition will be

• Playful, social, harmless...Playful, social, harmless...

• To the death!!To the death!!

• Cheating is also used to gain social and gaming capitalCheating is also used to gain social and gaming capital

• Macros, plugins, YouTube videosMacros, plugins, YouTube videos

Page 32: User Experiences in Social Games

Motivation

Obligated by friends

• When playing for some time, friends become valuable assetsWhen playing for some time, friends become valuable assets

• You cannot stop playing, because your friends depend on youYou cannot stop playing, because your friends depend on you

• Friends are requesting gifts, so you will send and vice versaFriends are requesting gifts, so you will send and vice versa

• It is a vicious circle, but motivates to play to a certain pointIt is a vicious circle, but motivates to play to a certain point

Page 33: User Experiences in Social Games

Motivation

Interesting theme or game mechanic

• Players with more experience have an eye for noveltyPlayers with more experience have an eye for novelty

• ” ”I am fan of X, so I do all kinds of stuff that revolves around X”I am fan of X, so I do all kinds of stuff that revolves around X”

• Facebook games are thematically appealing to wide audiencesFacebook games are thematically appealing to wide audiences

• Fluffy animalsFluffy animals

• GardeningGardening

• Making foodMaking food

• Interest grows from clarity and easy user interfaceInterest grows from clarity and easy user interface

Page 34: User Experiences in Social Games

Motivation

Adjustable gaming sessions

• Facebook games can be easily adjusted into daily lifeFacebook games can be easily adjusted into daily life

• Busy week? Just plant some crops that grow 4 daysBusy week? Just plant some crops that grow 4 days

• Short intervals are good for sudden free spotsShort intervals are good for sudden free spots

This looks like having a control over the game, but is it really there? The games actually obligate you to choose the best (or one that is least worst) time for appointment gaming.

Other media usage is going to opposite direction.

Page 35: User Experiences in Social Games

Perception

Motivation

FrustrationFrustration

Sociability

Fanatics

Paying

Experiences from Social Games

Page 36: User Experiences in Social Games

Frustration

News feed and notification spam

• Very irritating, especially when you don’t even play the gameVery irritating, especially when you don’t even play the game

• Cleaning up notifications is exhausting (ignore all not working)Cleaning up notifications is exhausting (ignore all not working)

• Games requiring you to spam are frustratingGames requiring you to spam are frustrating

Page 37: User Experiences in Social Games

Frustration

Not enough neighbors

• Some people have a problems with this, they can’t advanceSome people have a problems with this, they can’t advance

• Accepting unknown ”gaming friends” is considered awkwardAccepting unknown ”gaming friends” is considered awkward

• Players might sent request once, due fear of spammingPlayers might sent request once, due fear of spamming

• Games which require neighbors consider unfairGames which require neighbors consider unfair

• Average Facebook user has 130 friendsAverage Facebook user has 130 friends

Page 38: User Experiences in Social Games

Frustration

Not enough resources

• Especially relevant in energy based gamesEspecially relevant in energy based games

• Requires ”mentality” shift with traditional video gamersRequires ”mentality” shift with traditional video gamers

• Irritating when you would just want to play the gameIrritating when you would just want to play the game

• Trying to ask money out from it is even more irritatingTrying to ask money out from it is even more irritating

• Some games require items, which goes back to the spamSome games require items, which goes back to the spam

This was found by observing a traditional video gamer playing Facebook game, waiting by the computer to get one point of energy for every few mins.

Page 39: User Experiences in Social Games

Frustration

Game requires money

• Some games require money for advancing in the gameSome games require money for advancing in the game

• I cannot get item X, which is important, I don’t want to payI cannot get item X, which is important, I don’t want to pay

• I need to expand, but I cannot without moneyI need to expand, but I cannot without money

• Players understand that it is business, but it was free at first!Players understand that it is business, but it was free at first!

• When free ends, crying starts and game is thrown awayWhen free ends, crying starts and game is thrown away

Unless they recommended the game to their friends, they were not very good customers in the first place.

Page 40: User Experiences in Social Games

Frustration

Lack of challenge

• Facebook games require no effort, it is just clickingFacebook games require no effort, it is just clicking

• Eventually, clicking will become boringEventually, clicking will become boring

• Even newcomers feel the need for ”something” to happenEven newcomers feel the need for ”something” to happen

• Nasty surprise, conflict etc.Nasty surprise, conflict etc.

• Grief play not really possibleGrief play not really possible

• This is a major problem for traditional video gamersThis is a major problem for traditional video gamers

Page 41: User Experiences in Social Games

Frustration

Game becomes boring

• Updating new content does not help, need change in mechanicUpdating new content does not help, need change in mechanic

• Endgame is problematic, games are most fun at startEndgame is problematic, games are most fun at start

• When playing becomes automation, quitting is nearWhen playing becomes automation, quitting is near

• After quitting the game, one wonders why did she started itAfter quitting the game, one wonders why did she started it

Page 42: User Experiences in Social Games

Frustration

Overwhelmed by clicking

• Some games expand too much, playing becomes an ordealSome games expand too much, playing becomes an ordeal

• MMO players considered it as monotonous grindingMMO players considered it as monotonous grinding

• People stop playing when they realise how much time is People stop playing when they realise how much time is wastedwasted

• Playing is considered ”waste of time”Playing is considered ”waste of time”

• Things that accelerate actions are good, but sometimes N/AThings that accelerate actions are good, but sometimes N/A

• Players try to by pass this by abusing bugsPlayers try to by pass this by abusing bugs

• Fencing in FarmVille for exampleFencing in FarmVille for example

Page 43: User Experiences in Social Games

FarmVille (Zynga 2009)

Page 44: User Experiences in Social Games

Frustration

Technical problems

• Facebook games a really buggy, but tolerance is high for nowFacebook games a really buggy, but tolerance is high for now

• Refershing the browser window will usually doRefershing the browser window will usually do

• Games suffer from white screen effect, content not loadedGames suffer from white screen effect, content not loaded

• ” ”PHP games” mess up their style sheetsPHP games” mess up their style sheets

• Flash seems to be using a lot of CPUFlash seems to be using a lot of CPU

• If you pay for the game, tolerance is lowered significantlyIf you pay for the game, tolerance is lowered significantly

Page 45: User Experiences in Social Games

Frustration

Expectations are not being met

• Players expect something and get something totally differentPlayers expect something and get something totally different

• In-game mechanics, i.e Habby Habitat trash collectingIn-game mechanics, i.e Habby Habitat trash collecting

• Friend related, i.e not having the daily boost or giftFriend related, i.e not having the daily boost or gift

Page 46: User Experiences in Social Games

Frustration

Getting useless crap

• Getting items which are good at start, useless afterwardsGetting items which are good at start, useless afterwards

• Giving them to others is useless also, they don’t want themGiving them to others is useless also, they don’t want them

• Selling them is no good, can’t get money out of itSelling them is no good, can’t get money out of it

• Managing this stuff is wasting timeManaging this stuff is wasting time

Would it be possible to vary common/rare items between players? Or is there another way to get something good from the ”You get a rusty short sword” spam?

Page 47: User Experiences in Social Games

Frustration

Thrown outside of application

• When you send or receive gifts, you are thrown outsideWhen you send or receive gifts, you are thrown outside

• Music stopsMusic stops

• User interface is changed to FB defaultUser interface is changed to FB default

• It breaks the rhytm of the playIt breaks the rhytm of the play

• Receiving multiple gifts are neighbor requests is exhaustingReceiving multiple gifts are neighbor requests is exhausting

This finding is from examing social games in general. Could’t there be an accept all button? It is up to Facebook policy at the moment.

Page 48: User Experiences in Social Games

Perception

Motivation

Frustration

SociabilitySociability

Fanatics

Paying

Experiences from Social Games

Page 49: User Experiences in Social Games

Sociability

Good company makes up for a bad game

• ...or at least mediocre game can be made tolerable...or at least mediocre game can be made tolerable

• Social interaction is the main thing, not game or it’s mechanicsSocial interaction is the main thing, not game or it’s mechanics

• People rather play with the people they knowPeople rather play with the people they know

Money games and gambling were an interesting 50/50 exception on this. Some players don’t want to ”rob” their friends while others considered unknown players to be ”suspicious” and you can always buy your friend a beer.

Page 50: User Experiences in Social Games

Sociability

Shallow role play

• Assigning friends to roles is neatAssigning friends to roles is neat

• This is not very social howeverThis is not very social however

• Little, if any, interaction is resulted by thisLittle, if any, interaction is resulted by this

• It is more of a player’s own inside jokeIt is more of a player’s own inside joke

• ””My boss is a waiter in my cafe...” *chuckels*My boss is a waiter in my cafe...” *chuckels*

Page 51: User Experiences in Social Games

Sociability

Sociability is irritating

• Some games would work well as ”true” single player gamesSome games would work well as ”true” single player games

• Ignoring others is impossible from time to timeIgnoring others is impossible from time to time

• ” ”Real” social interaction is low, shallowing it feels like a burdenReal” social interaction is low, shallowing it feels like a burden

• The game is interesting in itselfThe game is interesting in itself

Page 52: User Experiences in Social Games

Sociability

Surprising sociability

• Some games feature strong, helping communitiesSome games feature strong, helping communities

• Castle Age features unknown people help each othersCastle Age features unknown people help each others

• ” ”Regulars” start to know each others through gamesRegulars” start to know each others through games

• Special bonds can be made, affecting on motivation to playSpecial bonds can be made, affecting on motivation to play

• ””I can’t let Annika from Denmark down!!”I can’t let Annika from Denmark down!!”

• Sometimes helping a stranger is more captivatingSometimes helping a stranger is more captivating

• There are also emergent social play with the gamesThere are also emergent social play with the games

• Self expression, pixel artSelf expression, pixel art

Page 53: User Experiences in Social Games

Interviewee Quote

”…There is this social side, that the kids go and see what has been coming up and then they come and tell me...”

Interviewee #16

Happy Habitat(ZipZapPlay 2009)

Page 54: User Experiences in Social Games

Sociability

”Friends” as assets

• Some games create a huge ”add me” effectSome games create a huge ”add me” effect

• Fan pages are bulging with requestsFan pages are bulging with requests

• There are software for getting more friend requestsThere are software for getting more friend requests

• Accept friend, collect bonus, throw awayAccept friend, collect bonus, throw away

Of course, some might think that answering ”no!” constantly to strangers is getting pretty irritating.

Page 55: User Experiences in Social Games

Sociability

Gifts are nice

• Gifts were considered as nice idea in Facebook gamesGifts were considered as nice idea in Facebook games

• However, it is more fun to accept than sendHowever, it is more fun to accept than send

• Gifts are sometimes laborious, as explained earlierGifts are sometimes laborious, as explained earlier

• Wish lists are usefulWish lists are useful

Interestingly, it is called gift request, emphasizing the expectation of getting something back.

Could wish lists be automatic?

Page 56: User Experiences in Social Games

Perception

Motivation

Frustration

Sociability

FanaticsFanatics

Paying

Experiences from Social Games

Page 57: User Experiences in Social Games

Fanatics

Obligated to digital life

• Fanatics take Facebook games really seriouslyFanatics take Facebook games really seriously

• They feel bad for the animals or plantsThey feel bad for the animals or plants

• Letting flowers or animal to die is depressingLetting flowers or animal to die is depressing

• Worried about animals having not enough spaceWorried about animals having not enough space

• Feeling awkward for not able cook vegetarian food onlyFeeling awkward for not able cook vegetarian food only

• They feel great responsibilityThey feel great responsibility

Page 58: User Experiences in Social Games

Interviewee Quote

”…So yea I get home drunk at 4 A.M. and found out that my plants are dead, I almost started to cry… I woke up my boyfriend and forced him to plow the fields for me… He was like WTF!?”

Interviewee #17

How do I plow fields?!

Page 59: User Experiences in Social Games

Fanatics

Excel gaming

• Fanatics try to optimize their gameplayFanatics try to optimize their gameplay

• A lot of outside game interaction and activity going onA lot of outside game interaction and activity going on

• Calculating on Excel sheetsCalculating on Excel sheets

• Discussing strategiesDiscussing strategies

• Looking for abusable bugsLooking for abusable bugs

• Searching for more informationSearching for more information

Page 60: User Experiences in Social Games
Page 61: User Experiences in Social Games

Fanatics

Collecting special items

• Special items are considered valuableSpecial items are considered valuable

• Cultural limits are crossedCultural limits are crossed

• St. Patrick’s day and SuperBowlSt. Patrick’s day and SuperBowl

• Important events like are discussed beforehand with friendsImportant events like are discussed beforehand with friends

• Waiting for certain events, like ChristmasWaiting for certain events, like Christmas

• Collecting ”exclusive” materialCollecting ”exclusive” material

• Sometimes there is not enough room for all the stuffSometimes there is not enough room for all the stuff

Page 62: User Experiences in Social Games

Perception

Motivation

Frustration

Sociability

Fanatics

PayingPaying

Experiences from Social Games

Page 63: User Experiences in Social Games

Paying

It is not worth it

• Facebook gaming is just for funFacebook gaming is just for fun

• I could live out with this particular gameI could live out with this particular game

• If this game becomes chargeable, I switch to a free oneIf this game becomes chargeable, I switch to a free one

• The quality in games should be much higherThe quality in games should be much higher

• No more ”eternal betas”No more ”eternal betas”

• I am happy as it is, there is no reason for payI am happy as it is, there is no reason for pay

• Paying was also considered as cheatingPaying was also considered as cheating

Page 64: User Experiences in Social Games

Paying

It is not accessible

• If paying would be made easier, people would be willing to tryIf paying would be made easier, people would be willing to try

• Impulsive shopping is not possible yet in Facebook gamesImpulsive shopping is not possible yet in Facebook games

• Many have experiences on buying from the webMany have experiences on buying from the web

• AppStore was regarded as good example from paying easilyAppStore was regarded as good example from paying easily

Page 65: User Experiences in Social Games

Interviewee Quote

”…I buy a lot of music impulsively, sometimes I might not even listen to the songs that I’ve bought”

Interviewee #10

Page 66: User Experiences in Social Games

Paying

Peer pressure

Sometimes peer pressure drives into buying game resourcesSometimes peer pressure drives into buying game resources

• If not paying, will be left behind by othersIf not paying, will be left behind by others

• We had one interviewee who plays online browser gameWe had one interviewee who plays online browser game

• Spent about 1000 euros during the yearSpent about 1000 euros during the year

• Friend from a team has spent 4000-5000 eurosFriend from a team has spent 4000-5000 euros

• Paying saves a lot of timePaying saves a lot of time

• No need to grind, which makes game boringNo need to grind, which makes game boring

Game complexity and depth play an important role too.

Page 67: User Experiences in Social Games

Some Notes

Due the heterogenous population of Facebook gamers, there are vast array of different experiences.

Simplicity helps to start the game, but repetition leads to boredom and quitting the game, as the mechanics tend to stay the same.

Two main motivators for play, friend or game itself.

Friends play a big role in acquiring new games, some friends are valued more than others, their recommendations (and play) values more.

Page 68: User Experiences in Social Games

Some Notes

When friends start quitting the game, it starts to feel boring to oneself also. Especially if the focus was in social interaction and not in the game.

Newcomers don’t see themselves as gamers, although they might put a lot of effort into Facebook games.

The way one perceives requests and other spam is probably related to their attitude of using Facebook in general: serious or playful.

Page 69: User Experiences in Social Games

Some Notes

Meanwhile as the newcomers get eventually tired of their first game experiences, traditional core gamers are waiting for more complex Facebook games

Facebook games are getting more complex, see the evlolution from biting vampires, mafia wars, farmers and the new frontier of Facebook gaming.

Traditional core gamers would like to see Facebook as a platform for ”real games” like World of Warcraft and Quake Live or perhaps classic retro games like UFO and Master of Orion.

Page 70: User Experiences in Social Games

Some Notes

The market reach for social network games is large, so there is probably various niche markets for more ambitious games.

Social aspects will become more important in traditional video games also, Facebook/Twitter connections, integration will flourish.

How to sort and share relevant information as currently it is not very intelligent at the moment.

Page 71: User Experiences in Social Games
Page 72: User Experiences in Social Games

Thank You!

[email protected]

http://soplayproject.wordpress.com