Games in Social Media - Oamk · PE ATT = Attitude towards purchasable virtual goods CUI =...

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Janne PaavilainenProject ManagerGame Research Labhttp://gamelab.uta.fi

Games in Social Media

Introduction

Janne Paavilainen (M.Sc.Econ), doctoral candidateProject manager, games researcher, lecturer, independent consultantGame usability, playability and user experienceDesign and evaluation methodsFocus on qualitative, applied research

Completed research projectsGameSpace’2006 Casual, mobile, multiplayer

SoPlay’2008 Games and play in social media

Triangle’2010 Free-to-play, game experience

Game Research Lab, University of Tampere: http://gamelab.uta.fi

F2PModel

GameDesign

PlayerExperience

?

Content

Social Games 101Design features & characteristics

Social Games Research: Four PerspectivesThe Players’ PerspectiveThe Psychological PerspectiveThe Playability PerspectiveThe Payment Perspective

Final thoughtsBalance & tradeoffsNew F2P research project!

Social Games 101:Design Features & Characteristics

Social Games 101: Definitions

Social NETWORK Games, i.e. Facebook games

”Games that adapt your online friendship ties for their play purposes, whileaccommodating your daily routines” (Järvinen, 2011)

Asynchronous, massively parallel single player games

Social Games 101: Basics

Social network as a platformHuge, heterogenous audienceViral platformAccessibility

Free-to-play revenue model (i.e. free-to-pay)Core use is free of chargeMicropayments for premium content and boostersDouble currencyOffline progress mechanics

Metric driven service paradigmCasual game design values

Accessibility, Acceptability, Simplicity, Flexibility (Kultima, 2009)Fiction, Usability, Interruptability, Difficulty & Punishment, Juiciness (Juul, 2010)

Social Games 101: Design

Five design drivers for social games (Järvinen, 2009)SpontaneitySymbolic PhysicalityInherent SociabilityNarrativityAsynchronicity

Social Games 101: Going Deeper

1. Accessibility2. Interruptability3. Continuity4. Discovery5. Virality6. Narrativity7. Expression8. Reciprocity9. Sociability10. Competition

1.1 Approachable title and theme

1.2 Efficient tutorial

1.3 Understandable core mechanics

1.4 Intuitive goals and rewards

1.5 Minimize click fatique

1.6 Familiar UI conventions

1.7 ...

1.2.1 Accomodate

1.2.2 Assimilate

1.2.3 Accelerate

1.2.4 ...

Low-Level

Mid-Level

(Järvinen, 2010)

High-Level

Paavilainen (2012)

Social Games 101: Metrics

The ARMAcquisitionRetentionMonetization

Some Key MetricsDAU/MAUEngagementConversion rateARPU/ARPPULTVCAC

http://www.slideshare.net/mochimedia/fgs-2011-panel-metrics-from-top-game-developers

(Kontagent, 2011)

Social Games Research:Four Perspectives

The Players’ Perspective

SoPlay project, semi-structured in-depth interviews18 Finnish Facebook usersHow they perceive and play Facebook games

Perception Toys, not-real-games, just past-time...

Playing Whenever, where-ever, spontaneous...

Fun Organizing, collecting, building...

Frustration Spam, simplicity, external requirements...

Sociability Low but essential, friends are important...

Micropayments Quality, vices, cheating, trust...

Paavilainen et al. (in review)

The Players’ Perspective

SGs are mainly played to kill time, fill gaps and torelax... Displacement activity?External audience has a role

Emergent social playfulness

Everyone wants more challengeThere are hardcore social gamers

Commitment to digital lifeReverse engineering game mechanicsPlay several games in parallel to evade offline progressmechanics

Sometimes fierce competition emergesPeople cheat also in social games

The Psychological Perspective

Cognitive biases in decision making“A cognitive bias describes a replicablepattern in perceptual distortion,inaccurate judgment, illogicalinterpretation, or what is broadly calledirrationality.” (Wikipedia, 2012)

Examples:Anchoring Buying a used car

Availability heuristic Prime example

Bandwagon effect ”Let’s buy Facebook!”

...

The Psychological Perspective

”Perspectives from behavioral economics to analyzinggame design patterns: loss aversion in social games”(Hamari, 2011)

Biases towards loss aversionEndownment effect Withering crops...

Sunk-cost fallacy Effort made...

Status quo effect [X] Yes...

Insensitivity to income changes Spending...

Biases towards goalsQuota anchoring One more turn...

Goal-gradient anchoring Soon finished!

Endownment progress effect Kickstart yey!

The Playability Perspective

Heuristic evaluation of Island god (Digital Chocolate, 2010) social game18 novice inspectors, two week evaluation periodNokia playability heuristics (usability, gameplay, multiplayer)Three meta-evaluators

Total of 50 unique playability problemsBoring, repetitive gameplay Gameplay Domain specificInterrupting pop-ups Usability Domain specificNo difference between good and evil Gameplay ContentOverlapping objects selection Usability UI controlHelp not available Usability HelpAwkward cursor interaction mode Usability UI controlFriend requirements for progress Multiplayer Domain specific

The Playability Perspective

Current social games design features cause domain specific playability problems,which might diminish game experienceDomain specific problems were found from all evaluated categories:usability, gameplay and multiplayerNovice inspectors have hard time to analyse problems thoroughly, causingconfusion and mixing the root cause of the problem, and the consequencescaused by the problemEstablished playability heuristics are useful for evaluating social gamesEvaluating playability in the early design is important, because players can easilyswitch to another game in free-to-play, social network domain

Paavilainen et al. (in print)

The Payment Perspective

We conducted a large survey on free-to-play games, n=3675Survey was advertised in various domainsMultiple constructs with multiple question items each

Question items based on earlier research in the domainStructural Equation Modeling (SEM)

SUBJN

ATT

PI

CUI

PE ATT = Attitude towards purchasable virtual goodsCUI = Continuous Use Intentions,PE = Perceived Enjoyment,PI = Purchase IntentionsSUBJN = Subjective Norm

The Payment Perspective

Surprising resultsEnjoyment has NEGATIVE effect on purchase intentionsExamples from TF2 and Habbo Hotel data (similar findings from SNGs as well)

Final Thoughts:Balance & Tradeoffs

Accessibility Depth

Game Content

Simplicity Complexity

User Interface

Mass Audience Niche

Target Group

Friendly Aggressive

Monetization

Single Player Multiplayer

Virality

Happy Misery

Experience

Free-to-Play Culture

New Research Proposal: Free2Play

Studying the best practices of free-to-play game servicesFast-paced, results driven applied research in cooperation with Tekes Skeneprogram and game industryCurrently mapping industry interests, project would start in early 2013

Work packages:WP1: Predictive consumer behavior models based on large survey dataWP2: Case Studies on Best Practices: analysis and designer interviewsWP3: Player Studies: interviews with paying usersWP4: Gambling and Free-to-Play Games

The teamProf. Frans Mäyrä (scientific leader), Janne Paavilainen (project manager), JuhoHamari, Jani Kinnunen, Kati Alha

Interested to participate? Contact frans.mayra@uta.fi

References

Hamari, J. (2011). Perspectives from behavioral economics to analyzing game design patterns: loss aversion in socialgames. Paper presented at the CHI2011 Social Games Workshop, Vancouver, Canada.

Juul, J. (2009). The Casual Revolution. Cambridge, MA: MIT Press.Järvinen, A. (2009). Game Design for Social Networks: Interaction Design for Playful Dispositions. Proceedings of the 2009

ACM SIGGRAPH Symposium on Video Games. DOI= http://dl.acm.org/citation.cfm?doid=1581073.1581088Järvinen, A. (2011, February 8-10) State of Social in Social Games. Presentation at the Casual Connect Europe. Retrieved

from: http://casualconnect.org/lectures/community-social/state-of-social-in-social-games/Kultima, A. Casual Game Design Values. 2009. Proceedings of the 13th International MindTrek Conference: Everyday Life in

the Ubiquitous Era. New York, NY: ACM. DOI= http://dl.acm.org/citation.cfm?doid=1621841.1621854Paavilainen, J. (2010) Critical Review on Video Game Evaluation Heuristics: Social Games Perspective. Proceedings of the

International Academic Conference on the Future of Game Design and Technology. DOI=http://dl.acm.org/citation.cfm?doid=1920778.1920787

Paavilainen, J. (2012) Design and Evaluation Heuristics for Social Network Games. Paper presented at the FDG2012 PlayerExperience Workshop, Raleigh, NC, USA.

Paavilainen, J., Alha, K., Korhonen, H. (in print). Exploring Playability of Social Network Games. Approved for ACE 2012conference as full paper.

Paavilainen, J., Hamari, J., Kinnunen, J., Stenros, J.(in review). Social Games on Facebook: Players’ Perspective.

Thank You!

janne.paavilainen@uta.fi

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