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A social network game (sometimes simply referred to as a social media game, social gaming, 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, a ...
that is played through
social network A social network is a social structure consisting of a set of social actors (such as individuals or organizations), networks of Dyad (sociology), dyadic ties, and other Social relation, social interactions between actors. The social network per ...
s or
social media Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongs ...
. They typically feature
gamification Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and ...
systems with
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 is a video game that is played on the internet using a web browser. They are sometimes referred to more specifically by their format, such as Flash games or HTML5 games. They are generally free-to-play and can be either single-pl ...
s. As
mobile gaming A mobile 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 handheld game conso ...
took off, the games moved to mobile as well. While they share many aspects of traditional
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s, 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 gamer, hardcore game, which is targeted at Gamer#Dedication spectrum, hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They genera ...
. The first
cross-platform Within 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 platform, computing platforms. Some ...
"Facebook-to-Mobile" social network game was developed in 2011 by a Finnish 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'', '' Happy Farm'', and '' Mob Wars'' were some of the first successful games of this genre. ''
FarmVille ''FarmVille'' is a series of agriculture-simulation social network games 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 plo ...
'', '' Mafia Wars'', ''
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 Moe anthropomorphism, personified as teenage girls ...
'', and '' The Sims Social'' 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 video game developer and Video game publisher, publisher known for its social video game services. It was founded in April 2007, with headquarters in San Mateo, California. The company primarily focuses on mobile an ...
, Wooga and Bigpoint Games.


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, 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 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 * The Flash, several DC Comics superheroes with super speed: ** Flash (Jay Garrick) ** Barry Allen ** Wally West, the first Kid Flash and third adult Flash ...
,
HTML5 HTML5 (Hypertext Markup Language 5) is a markup language used for structuring and presenting hypertext documents on the World Wide Web. It was the fifth and final major HTML version that is now a retired World Wide Web Consortium (W3C) recommend ...
,
PHP PHP is a general-purpose scripting language geared towards web development. It was originally created by Danish-Canadian programmer Rasmus Lerdorf in 1993 and released in 1995. The PHP reference implementation is now produced by the PHP Group. ...
and
JavaScript JavaScript (), often abbreviated as JS, is a programming language and core technology of the World Wide Web, alongside HTML and CSS. Ninety-nine percent of websites use JavaScript on the client side for webpage behavior. Web browsers have ...
. When mobile games moved to mobile, social game front ends were developed using mobile platform technologies like
Java Java is one of the Greater Sunda Islands in Indonesia. It is bordered by the Indian Ocean to the south and the Java Sea (a part of Pacific Ocean) to the north. With a population of 156.9 million people (including Madura) in mid 2024, proje ...
,
Objective-C Objective-C is a high-level general-purpose, object-oriented programming language that adds Smalltalk-style message passing (messaging) to the C programming language. Originally developed by Brad Cox and Tom Love in the early 1980s, it was ...
,
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 * SWIF ...
and C++. The back end was a mix of programming languages and systems, including
PHP PHP is a general-purpose scripting language geared towards web development. It was originally created by Danish-Canadian programmer Rasmus Lerdorf in 1993 and released in 1995. The PHP reference implementation is now produced by the PHP Group. ...
,
Ruby 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 sapph ...
, 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 network game may employ any of the following features: *
asynchronous Asynchrony is any dynamic far from synchronization. If and as parts of an asynchronous system become more synchronized, those parts or even the whole system can be said to be in sync. Asynchrony or asynchronous may refer to: Electronics and com ...
gameplay, which allows rules to be resolved without needing players to play at the same time. *
gamification Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and ...
, which video game mechanics such as achievements and points are applied to those experienced when playing games in order to motivate and engage users. * 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 A board game is a type of tabletop game that involves small objects () that are placed and moved in particular ways on a specially designed patterned game board, potentially including other components, e.g. dice. The earliest known uses of the ...
-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 Board game, game board divided into a 15×15 grid of squares. The tiles must form words that, in crossword fashion, re ...
''. * a virtual currency 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'' 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 A stock market simulator is computer software that reproduces behavior and features of a stock market, so that a user may practice trading stocks without financial risk. Paper trading, sometimes also called "virtual stock trading", is a simulated ...
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 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 do not 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 ad A web banner or banner ad is a Online Advertising, form of advertising on the World Wide Web delivered by an ad server. This form of online advertising entails embedding an advertisement into a web page. It is intended to attract web traffic, tra ...
s 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 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 former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
purchased PopCap Games for $750.0 million in July 2011.


Criticism

'' Cow Clicker'', 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 a ...
, 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 games 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 plo ...
'', 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 Strategy guides are instruction books that contain hints or complete solutions to specific video games. The line between strategy guides and video game walkthroughs is somewhat blurred, with the former often containing or being written around the ...
. In a study by Bitdefender, it was shown that social games increase spam and
phishing Phishing is a form of social engineering and a scam where attackers deceive people into revealing sensitive information or installing malware such as viruses, worms, adware, or ransomware. Phishing attacks have become increasingly sophisticate ...
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 a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
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

{{Video games by platform Social networks Social media Video game genres Gamification