Understanding the Value Difference between Consumer Games and Social Games
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Sep 24, 2023
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Understanding the Value Difference between Consumer Games and Social Games
Curation in Learning and the Differences between Consumer Games and Social Games
Curation has been a part of human information recording since the beginning. It involves shifting, selecting, organizing, and presenting information to give it meaning, relevance, and context. Tim Berners-Lee, the inventor of the World Wide Web, included in his principle functions of the internet that it should allow anyone to access any type of document, allow everyone to disseminate their own documents, and allow everyone to organize the entire collection of documents.
Digital curation is the starting point for individuals to take control of the vast amount of digital content available and organize it into meaningful collections. It helps in generating social engagement and discussion, as showcased by Clay Shirky in his book "Here Comes Everybody." Shirky diagnosed the problem of information overload as "not information overload, but filter failure." However, he also found that the use of tags and filters was making the situation worse, as individuals were unable to pay attention to all the relevant information identified.
There are two types of information overload that individuals face - situational overload and ambient overload. Situational overload is like searching for a needle in a haystack, where the information needed is buried among a lot of irrelevant information. Ambient overload, on the other hand, is when individuals are faced with a haystack-sized pile of needles, meaning there is so much information that they like and want to engage with.
To overcome these challenges, digital curation serves as an intermediate layer between search engines or other sources of information and the information consumer. It helps learners find relevant and useful learning content easily, supporting them just in time or just in case.
Now, let's shift our focus to the value difference between consumer games and social games. There are three main differences that can be observed from the perspective of consumers:
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Business Scope: In the design of social games, the business scope plays a significant role. Unlike consumer games, where the focus is on the game design itself, social games incorporate the business aspect into the game design. This means that the success of a social game depends not only on its gameplay but also on how well it can attract users, provide enjoyment, and generate revenue through in-app purchases.
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Quality at Release: Another difference lies in the quality of the game at the time of release. Consumer games strive for a high level of quality before release, aiming for a 100% polished product. On the other hand, social games may not have the same level of quality at release due to the operational nature of these games. They often undergo continuous updates and improvements based on user feedback, making the quality reach its peak gradually.
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Alpha Games: Alpha games are a unique aspect of the social gaming world. They focus on the concept of becoming the top player in a group, which triggers a state of pleasure through the release of dopamine and adrenaline. This alpha state is associated with a sense of confidence and optimized decision-making. In social games, the design revolves around providing players with this feeling of alpha status, leading to an enjoyable experience.
The combination of alpha games and the freemium business model often results in a controversial concept known as "Pay-to-Win." Game designers are required to ensure that spending money on in-app purchases enhances the gameplay experience, whether it's in the form of alpha status or flow state. This alignment of game design and monetization is crucial for the success of social games.
While social game directors and teams have the motivation of driving business success, it is important to note that the sustainability of online social games depends on their popularity among users. If a social game fails to attract and retain a sufficient number of players, it may become financially unsustainable, leading to the discontinuation of events, updates, and eventually the shutdown of the game servers.
In conclusion, understanding the value difference between consumer games and social games is essential for game designers and those involved in digital curation. For learners overwhelmed by the abundance of information, digital curation can help them find relevant and useful learning content easily. Meanwhile, game designers need to consider the business scope and the balance between quality at release and continuous updates to create successful social games. Here are three actionable pieces of advice:
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Embrace digital curation as a means to organize and make sense of the vast amount of information available. By curating relevant content, learners can find what they need easily.
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When designing social games, focus on creating an enjoyable experience that balances the alpha state and the flow state. Ensure that in-app purchases enhance the gameplay experience without creating an unfair advantage.
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Prioritize user engagement and retention in social games. While business success is important, the sustainability of the game relies on maintaining a loyal player base. Strive to create a compelling and immersive gaming experience that keeps users coming back for more.
By understanding curation in learning and the differences between consumer games and social games, we can navigate the ever-expanding digital landscape more effectively and create meaningful experiences for learners and gamers alike.
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