Time Management in Mobile Social Game Design: Lessons from Mobile Social Games in Japan

Author(s):  
Toshihiko Yamakami
2015 ◽  
Vol 154 (1) ◽  
pp. 15-24 ◽  
Author(s):  
Michele Willson

While social games such as Zynga's FarmVille are often positioned as poor gaming experiences or as disguised financial and data-extraction processes (Bogost, 2010; Rossi, 2009), this article considers social games as part of a wider regime of social interaction and creative identity work. By definition, social games are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network and the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console- and PC-based game players (Wohn, 2011: 199), and game-play mechanics, these broader contexts further a reading of social gameplay as part of the diverse millieux of everyday life. The article argues that social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without considering their broader contexts.


2014 ◽  
Author(s):  
Tim Fields ◽  
Brandon Cotton
Keyword(s):  

2016 ◽  
Vol 29 (1) ◽  
pp. 99-119 ◽  
Author(s):  
Aihui Chen ◽  
Yaobin Lu ◽  
Bin Wang

Purpose – Residing on social networking platforms, social games have unique characteristics distinguishing them from other digital games or online games. The purpose of this paper is to explore both social and gaming factors of social games and investigate their roles on enhancing perceived enjoyment. The authors also examine the relationships between perceived enjoyment, subject norm, perceived critical mass, intention to play, and actual behavior. Design/methodology/approach – This paper develops a research model including nine hypotheses. Using a survey questionnaire, empirical data were collected from 169 actual social game players. Structured equation modeling was used to test the proposed research models. Findings – Social identification, social interaction, and diversion significantly influence perceived enjoyment. Perceived enjoyment significantly influences the intention to play, which in turn significantly influences the actual behavior. Moreover, subject norm and perceived critical mass play different roles in determining the intention to play and the actual behavior. Practical implications – The results of this study provide social game practitioners with a set of rich insights into guidelines on designing specific social and gaming characteristics to improve users’ perceived enjoyment and actual playing behavior. Originality/value – Through analyzing characteristics of social games, The authors emphasize the difference between social games and other online games or computer games and recognize the enhancing role of social and gaming factors on perceived enjoyment. Findings of this study contribute to the literature on social games.


2018 ◽  
pp. 196-210 ◽  
Author(s):  
Alexandre Saint-Jevin

À partir d’un enrichissement de la clinique des problématiques limites grâce à la theorisation des psychoses ordinaires, nous développerons la notion d’horizon numérique à l’œuvre dans leurs pratiques des social game. Il s’agira d’appuyer la psychanalyse sur une analyse de l’objet technique qu’est l’informatique pour conceptualiser l’horizon à l’œuvre dans cette pratique. Cette analyse nous mènera à confronter les écrits sur l’horizon du logicien et philosophe de l’informatique Gérard Chazal, à la lecture lacanienne de ceux du philosophe Martin Heidegger et à la pensée clinique des game studies à la française (Michaël Stora, Serge Tisseron, Yann Leroux, Thomas Gaon, etc.). Ainsi la clinique éclaire quatre caractéristiques de la subjectivation possible par le numérique pour ces problématiques limites : le masque numérique, les paradoxes du silence, le fantasme du vidéodrome et la jouissance machinique. En prenant appui sur la conception de la machine inhérente à la psychanalyse de Sigmund Freud et Jacques Lacan, nous proposerons une approche psychanalytique du vidéoludique, prenant en compte la dimension mortifère de toute machine nécessaire au vivant pour s’inscrire dans la société des hommes.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sheshadri Chatterjee

PurposeOnline social games (OSG) possess unique characteristics that distinguish them from other kind of online games. Its overuse has brought addiction to it. In this perspective, the purpose of this study is to identify the factors impacting addiction of OSG and to investigate the role of age, gender and identity (students and non-students) to moderate addiction of OSG.Design/methodology/approachThis study has developed a research model by the help of literature review and different relevant theories. This model has been validated by survey method using feedbacks of 305 social game players. Structural equation modeling technique has been used to validate the model.FindingsThe study has been able to find key factors of social influence and individual influence (characteristics) that impact the intention of the online social games players to play social games that ultimately may cause addiction to online social games. Further, the study highlights that gender and identity (students and non-students) have no effects on the addictive behavior of the social game players, whereas age has a moderating impact.Practical implicationsThe results of this study have derived a set of rich guidelines to the policymakers and the management of social media platforms (like Facebook) toward framing policy and regulations on online social games.Originality/valueThe study has been able to uniquely highlight the dark side of online social games and its consequences. The study also provides a guideline to the policymakers, practitioners and online social game players on how to restrict its over usage that may prompt online social game addiction.


2011 ◽  
Vol 11 (1) ◽  
pp. 57-65 ◽  
Author(s):  
Jan Derboven ◽  
Mieke Van Gils ◽  
Dirk De Grooff
Keyword(s):  

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Le Wang

PurposeThe purpose of this paper is to understand the antecedents of peer recommendations (generating positive word-of-mouth and recruiting others) in the context of mobile social games.Design/methodology/approachDrawing on the needs–supplies fit framework and social identity theory, this paper proposes that game design characteristics (challenge, fairness, innovativeness and ease of use) influence game identification, which further predicts word-of-mouth (WOM) generation and recruitment intention. This paper further suggests fits between gamer orientation (passing time and seeking achievements) and game design lead to enhanced game identification. The model was tested using data from an empirical survey with 767 mobile social gamers.FindingsGame challenge, game fairness, game innovativeness and ease of use are positively associated with game identification, whereas game identification positively predicts WOM generation and recruitment intention. Achievement-seeking use was found to enhance the effects of game challenge and game fairness on game identification, and passing time use was found to strengthen the effects of game innovativeness and ease of use on game identification.Research limitations/implicationsThe findings of this study provide operable implications to facilitate peer recommendations in a mobile gaming context. The model was only tested within the context of mobile social games, however, so caution is advised when generalizing the findings to other game subgenres.Originality/valueThis study distinguishes itself from other peer recommendation studies by taking recruitment, a more straightforward and salient form of peer recommendation, into account. This paper enriches theory by investigating the antecedents and consequences of game identification. This study clarifies the underlying mechanism of how game design influences peer recommendations and examines the interactions between game design and gamer orientation.


Institutions predefine and make possible development of many social processes. As already discussed, institutions define “the rules of the game,” encouraging further social and organizational transformations. The aim of Chapter 6 is to propose an alternative approach for shaping the future institutions. By assuming institutions to be game-designers of complex social systems, there are explored the main mechanisms and elements of the game-design. Following this approach, the author discusses how institutions can transform to designers of new types of rules and social arrangements that will be more just and efficient for all. The structure of the chapter is as follows: In the first part there are identified the main elements of the game design, including game-mechanics, game-play, and game-word. The second part makes analysis of social ecosystems, where the new types of rules and regulations can stimulate creativity and innovations. Finally, an analysis is made about how institutions can figure out the gamification models and transform in order to promote new type of development and social cohesion. In this respect, Chapter 6 aims to propose an experiment of thought, discussing how to design more efficient and more socially just rules and regulations that can further ensure our sustainable development.


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