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A social network game (sometimes simply referred to as a social media game, social gaming, social video game or online social game) is a type of
online game An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and s ...
that is played through
social networks A social network is a social structure made up of a set of social actors (such as individuals or organizations), sets of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods for a ...
or
social media Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social me ...
. They typically feature
multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or ...
gameplay mechanics. Social network games were originally implemented as
browser game A browser game or a "flash game" is a video game that is played via the internet using a web browser. They are mostly free-to-play and can be single-player or multiplayer. Some browser games are also available as mobile apps, PC games, or on ...
s. As
mobile gaming A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to h ...
took off, the games moved to mobile as well. While they share many aspects of traditional
video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedbac ...
, social network games often employ additional ones that make them distinct. Traditionally they are oriented to be social games and
casual games A casual game is a video game targeted at a mass market audience, as opposed to a hardcore game, which is targeted at hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessio ...
. The first
cross-platform In computing, cross-platform software (also called multi-platform software, platform-agnostic software, or platform-independent software) is computer software that is designed to work in several computing platforms. Some cross-platform software ...
"Facebook-to-Mobile" social network game was developed in 2011 by a
Finnish Finnish may refer to: * Something or someone from, or related to Finland * Culture of Finland * Finnish people or Finns, the primary ethnic group in Finland * Finnish language, the national language of the Finnish people * Finnish cuisine See also ...
company Star Arcade. Social network games are amongst the most popular games played in the world, with several products with tens of millions of players. ''
(Lil) Green Patch ''(Lil) Green Patch'' was a Facebook application developed by Ashish Dixit and David King that simulated a small garden on a Facebook user's profile. By tending their and their friends' gardens, the Facebook users were able to raise money for Th ...
'', ''
Happy Farm ''Happy Farm'' was a social network game and massively multiplayer online game based on farm management simulation. It was played predominantly by users in Mainland China and Taiwan, and was the most popular in terms of players; At the height of i ...
'', and ''
Mob Wars ''Mob Wars'' is a multiplayer role-playing game hosted on the social networking site Facebook. It allows players to engage in Mafia-style wars with one another and has become one of the most lucrative Facebook applications and the first to net US$ ...
'' were some of the first successful games of this genre. ''
FarmVille ''FarmVille'' is a series of agriculture-simulation social network game developed and published by Zynga in 2009. It is similar to '' Happy Farm'' and ''Farm Town''. Its gameplay involves various aspects of farmland management, such as plowi ...
'', ''
Mafia Wars ''Mafia Wars'' is a defunct freemium Massively multiplayer online game, multiplayer social network game created by Zynga. In ''Mafia Wars,'' the players assume the roles of gangsters while building their own Criminal organization, Mafia-type org ...
'', ''
Kantai Collection , abbreviated as , is a Japanese free-to-play web browser game developed by Kadokawa Games and published by DMM.com. The central theme of the game is the representation of World War II warships personified as teenage girls and young adult wom ...
'' and ''
The Sims Social ''The Sims Social'' was a Facebook addition to the ''Sims'' series of video games. It was announced during the Electronic Entertainment Expo 2011 press conference. As with the original ''Sims'' games, ''The Sims Social'' lets the user create th ...
'' are more recent examples of popular social network game. Major companies that made or published social network games include
Zynga Zynga Inc. () is an American developer running social video game services. It was founded in April 2007, with headquarters in San Mateo, California. The company primarily focuses on mobile and social networking platforms. Zynga states its missio ...
,
Wooga Wooga is a mobile-first game developer in Berlin, Germany. The company develops free-to-play mobile and social games for mobile devices, such as smartphones and tablets and social networks like Facebook. The company's name comes from the words ...
and
Bigpoint Games Bigpoint GmbH is a German video game developer. The company develops stand-alone browser-based games as well as social network games. Bigpoint has over 200 million registered users (announced in June 2011). Bigpoint.com states that 337,104,419 p ...
.


Demographics

As of 2010, it was reported that 55 percent of the social network gaming demographic in the United States consisted of women while in the United Kingdom, women made up nearly 60 percent of the demographic. In addition, most social gamers were around the 30 to 59 age range, with the average social gamer being 43 years old. Social gaming may appeal more to the older demographic because it is free, easier to advance through in a short period of time, does not involve as much violence as traditional video games, and is easier to grasp. Other games target certain demographics that use social media, such as ''
Pot Farm Container gardening or pot gardening/farming is the practice of growing plants, including edible plants, exclusively in containers instead of planting them in the ground. A container in gardening is a small, enclosed and usually portable object ...
'' creating a community by involving elements of
cannabis subculture Cannabis culture describes a social atmosphere or series of associated social behaviors that depends heavily upon cannabis consumption, particularly as an entheogen, recreational drug and medicine. Historically cannabis has been used an entheo ...
in its gameplay.


Technology and platforms

A social network video game is a client-server application. The client in the web era was implemented with a mix of web technologies like
Flash Flash, flashes, or FLASH may refer to: Arts, entertainment, and media Fictional aliases * Flash (DC Comics character), several DC Comics superheroes with super speed: ** Flash (Barry Allen) ** Flash (Jay Garrick) ** Wally West, the first Kid F ...
,
HTML5 HTML5 is a markup language used for structuring and presenting content on the World Wide Web. It is the fifth and final major HTML version that is a World Wide Web Consortium (W3C) recommendation. The current specification is known as the HTML ...
, PHP and
JavaScript JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of websites use JavaScript on the client side for webpage behavior, of ...
. When mobile games moved to mobile, social game front ends were developed using mobile platform technologies like
Java Java (; id, Jawa, ; jv, ꦗꦮ; su, ) is one of the Greater Sunda Islands in Indonesia. It is bordered by the Indian Ocean to the south and the Java Sea to the north. With a population of 151.6 million people, Java is the world's mo ...
,
Objective-C Objective-C is a general-purpose, object-oriented programming language that adds Smalltalk-style messaging to the C programming language. Originally developed by Brad Cox and Tom Love in the early 1980s, it was selected by NeXT for its NeXT ...
,
Swift Swift or SWIFT most commonly refers to: * SWIFT, an international organization facilitating transactions between banks ** SWIFT code * Swift (programming language) * Swift (bird), a family of birds It may also refer to: Organizations * SWIFT, ...
and
C++ C++ (pronounced "C plus plus") is a high-level general-purpose programming language created by Danish computer scientist Bjarne Stroustrup as an extension of the C programming language, or "C with Classes". The language has expanded significan ...
. The back-end was a mix of programming languages and systems including PhP,
Ruby A ruby is a pinkish red to blood-red colored gemstone, a variety of the mineral corundum ( aluminium oxide). Ruby is one of the most popular traditional jewelry gems and is very durable. Other varieties of gem-quality corundum are called ...
, C++ and go. Where social network video games diverged from traditional game development was the combination of real-time analytics, to continuously optimize game mechanics to drive growth, revenue and engagement.


Distinct features

The following table outlines common characteristics of social games, mentioned by Björk at the 2010 GCO Games Convention Online: A social video game may employ any of the following features: *
asynchronous Asynchrony is the state of not being in synchronization. Asynchrony or asynchronous may refer to: Electronics and computing * Asynchrony (computer programming), the occurrence of events independent of the main program flow, and ways to deal wit ...
gameplay, which allows rules to be resolved without needing players to play at the same time. *community, as one of the most distinct features of social video games is in leveraging the player's social network. Quests or game goals may only be possible if a player "shares" with friends connected by the social network hosting the game or gets them to play, as well as "neighbors" or "allies". *a lack of victory conditions: there are generally no victory conditions since most developers count on users playing their games often. The game never ends and no one is ever declared winner. Instead, many casual games have "quests" or "missions" for players to complete. This is not true for
board game Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a co ...
-like social games, such as ''
Scrabble ''Scrabble'' is a word game in which two to four players score points by placing tiles, each bearing a single letter, onto a game board divided into a 15×15 grid of squares. The tiles must form words that, in crossword fashion, read left t ...
''. *a
virtual currency Virtual currency, or virtual money, is a digital currency that is largely unregulated and issued and usually controlled by its developers and used and accepted electronically among the members of a specific virtual community. In 2014, the Europ ...
which players usually must purchase with real-world money. With the in-game currency, players can buy upgrades that would otherwise take much longer to earn through in-game achievements. In many cases, some upgrades are only available with the virtual currency.


Engagement strategies

Since social network games are often less challenging than console games and they have relatively shorter game play, they use different techniques to stretch game play and tools to retain users. Continuous goals: The games assign specific goals for users to achieve. As they advance in the game, the goals become more challenging and time-consuming. They also provide frequent feedback with their performance. Every action will translate towards a certain goal that will be used to attain higher gaming capitals. Gaming capitals: Players are encouraged to earn different badges, trophies, and accolades that indicate their progress and accomplishments. Some achievements are unlocked just by advancing in the game while others may significantly alter the rationale behind the game and require extensive investment from players. The ways of gaining gaming capital are not limited to playing games but the games-related productive activities that are appreciated in the player's social circle too. By accumulating gaming capitals, they provide an intrinsic benefit to gamers as there is an avenue to boost their accomplishment and showcase their expertise of the game. The achievements are visible to their network of friends. Gaming capitals are a way for developers to increase replay value provides extended play time, and players get more value from the game. Motivation for collecting gaming capitals: : 1. Legitimization: refers to society's willingness to approve or condone certain behavior. Collecting is about channeling one's materialistic desires into more meaningful pursuits. Game achievements serve a similar purpose, allowing players to justify the hours spent playing the game. :2. Self-extension: Gathering and controlling meaningful objects or experiences can work to gain one an improved sense of self. The collector's goal to complete a collection is symbolically about completing the self too. Events timed to real world: Popular games such as ''
Dragon City ''Dragon City'' is a free-to-play social network game developed and published by Social Point. Gameplay ''Dragon City'' tasks players to raise their dragons and design a city full of dragons on floating islands. Gold produced by dragons can ...
'' and '' Wild Ones'' require users to wait a certain time period before their "energy bars" replenish. Without energy, they are unable to conduct any form of action. Gamers are forced to wait and return after their energy replenishes to continue playing.


Monetization

Social network games frequently monetize based on virtual good transactions, but other games are emerging that utilize newer economic models. An example of is '' Empire Avenue'', a virtual stock exchange where players buy and sell shares of each other's social network worth. In ''Empire Avenue'', a player's worth is linked to his or her social media influence and activity, as well as that of the other players he or she has invested
virtual currency Virtual currency, or virtual money, is a digital currency that is largely unregulated and issued and usually controlled by its developers and used and accepted electronically among the members of a specific virtual community. In 2014, the Europ ...
in. This game design promotes social media interaction as a means to attaining higher value in ''Empire Avenue'' market rankings.


Virtual goods

Gamers will be able to purchase in game items like power-ups, avatar accessories, or decorative items users purchase within the game itself. This is realized by monetize products that don't technically exist. Virtual goods account for over 90% of all revenue generated by the world's top social game developers. Designers optimize user experience through additional gameplay, missions, and quests, without having to worry about overhead or unused stock.


Advertising

The following are common ways of advertising in social network games:


Banner advertisements

As banner ads within social networks tend to be where ad response is low, they tend to be priced at bottom-of-the-barrel CPMs of around $2. However, because social games generate so many page views, they are the biggest part of advertising revenue for the social gaming industry.


Video ads

Videos are the ad format with the most revenue per view. They tend to be higher-priced, either by CPMs ($35+ CPM in social games) or cost-per-completed-view. According to studies, video ads result in highest brand recall thus a good return on investment for advertisers. Video ads are shown either in in-game interstitials (e.g. when the game is loading a new screen) or through incentive-based advertising, i.e. you will get either an in-game reward or Facebook credits for watching an advertisement.


Product placement

A brand or product will be injected in a game in some way. Due to the variety of ways in which product placement can be accomplished in any media, and because the category is nascent, this category is not standardized at all, but some examples include branded in-game goods or even in-game quests. For example, in a game where you run a restaurant, you might be asked to collect ingredients to make a Starbucks Frappuccino, and receive in-game rewards for doing so. As these product placement deals are non-standard, they are largely charged with a production fee, which can be $350,000 to $750,000 depending on the type of placement and the popularity of the game.


Lead generation offers

Another form of advertising that is prevalent in many social games are lead generation offers. In this form of advertising, companies, usually from different industries, aim to convince players to sign up for their goods or services and in exchange, players will receive virtual gifts or advance in the game as a reward.


Sponsorship


White label games

Applications that are built once, then individualized and licensed again and again. Developer can create a quality app focused on fun while leaving the edges of the game open for branding. This allows developers to market their game to companies that can find new and interesting ways to bond with, expand, or sell to their audience.


Social gaming as corporate promotion

Large established corporations are using social gaming to build brand awareness and engagement. The Walt Disney Company's '' Disney Animal Kingdom Explorers'' was developed to create awareness of Disney's theme parks and also promote conservation. The gameplay is divided evenly between two main elements, finding hidden object and large assortment of animals, and also includes simulation for players to build their own nature preserve. Players are expected to work with friends to collect the necessary materials to grow their habitat, while the hidden object element set players to compete for the highest score in their social setting. Some large established video games developers are acquiring small operators to capitalize on the social gaming industry. The Walt Disney Company purchased social game developer
Playdom Playdom was an online social network game developer popular on Facebook, Google+ and Myspace. The company was founded in the San Francisco Bay Area by University of California, Berkeley graduates Ling Xiao and Chris Wang and Swarthmore College g ...
for $763.0 million, and
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
purchased
PopCap A drink can (or beverage can) is a metal container designed to hold a fixed portion of liquid such as carbonated soft drinks, alcoholic drinks, fruit juices, teas, herbal teas, energy drinks, etc. Drink cans are made of aluminum (75% of ...
Games for $750.0 million in July 2011.


Criticism

''
Cow Clicker ''Cow Clicker'' is an incremental social network game on Facebook developed by video game researcher Ian Bogost. The game serves as a deconstructive satire of social games. The goal of the game is to earn "clicks" by clicking on a sprite o ...
'', created by
Ian Bogost Ian Bogost is an American academic and video game designer, most known for the game ''Cow Clicker''. He holds a joint professorship at Washington University as director and professor of the Film and Media Studies program in Arts & Sciences and ...
, was developed to highlight social games' most exploitative and abusive aspects. The game requires users to click on a picture of a cow every 6 hours to earn points. It also prompts users to encourage friends to join in to help them gain more points. ''Cow Clicker'' was clearly designed to ridicule other social media games such as ''
FarmVille ''FarmVille'' is a series of agriculture-simulation social network game developed and published by Zynga in 2009. It is similar to '' Happy Farm'' and ''Farm Town''. Its gameplay involves various aspects of farmland management, such as plowi ...
'', yet fifty-six thousand users played it at its peak. The community also evolved and spawned similar games, garnered critical reviews and even gained a strategy guide. In a study by
Bitdefender Bitdefender is a Romanian cybersecurity technology company headquartered in Bucharest, Romania, with offices in the United States, Europe, Australia and the Middle East. The company was founded in 2001 by the current CEO and main shareholder, ...
, it was shown that social games increase spam and
phishing Phishing is a type of social engineering where an attacker sends a fraudulent (e.g., spoofed, fake, or otherwise deceptive) message designed to trick a person into revealing sensitive information to the attacker or to deploy malicious softwa ...
by 50 percent in social media platforms. This is made possible through hackers creating fake profiles and relying on bots to send spam messages to other users via social gaming applications. Many of these users who receive the messages willingly add the spammers' fake profiles into their circle of friends to depend on them for additional gaming support. In doing so, several users have become more prone to being victims of data, identity theft, account hijacking, and other issues. The spammer's action here, however, does not constitute as abuse since it is typically the user who adds the spammer on their end. As such, the spammer's account cannot be suspended by a social network. Social networking gamers are also susceptible to unwanted charges. For instance, some of these games offer virtual currency if the player fills out a survey. After completing the survey, users are asked to type down their phone number, then wait for a text message that will give them a PIN to enter into a site and will finally give them their results. By entering the PIN into the site, they are subscribed to some service—such as ones that provide horoscope forecasts—are charged for it, and may not be aware of it unless they have carefully read the fine print. Some critics have also claimed that social networking games have caused the numbers of fake profiles to rise. Creating a fake profile can be advantageous if the game, for example, offers rewards whenever a user introduces the game to their friends. By inviting the fake profile to play the game, the user can trick the games' point-based system into thinking that they are actually helping the game gain popularity and in return, they may receive rewards from the game. Social networking sites such as
Facebook Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dust ...
eliminates fake profiles if and only if these profiles are reported by other users. One of the more popular genres to social games are those that imitate gambling activities which are free to play and easily accessible through a social network. However, the similarity these games have with gambling has also created a debate about whether or not social games need to be regulated. Several policymakers from various countries—Australia, Belgium, Spain, and the United Kingdom—have shown concern about the potential and negative impact these games could cause.


References

{{Social networking Online games Social networks Social media Video game genres