Posts tagged: social

What’s social, anyway?

The social networks are the latest Flash intro animations, the new tag clouds. They are everywhere. However, what is actually social about all these services? It’s a really valid question, because apparently everything is social these days.

One aspect to this is to consider the available social objects in the service and what interactions are available. As a simple rule, a social object is something that usually has an URL and is often serialized as an entry in an RSS feed. Also, often the actor who created these social objects is also a social object.

Cartman on Mad Friends

I just love this picture.

Let’s take Twitter, for example. It’s as “social network” as they come if you asked anyone. But once you start to think about it, it offers very few social objects and even fewer interactions with them. Basically there’s just two, the social objects are the tweets themselves or an off-linked thing in them. On Twitter itself you couldn’t really interact with the latter directly until recently with the new user interface that let’s you see some of the linked content on twitter.com, but that’s still hardly interacting with them. At least with the tweets you have two interactions: reply (discuss) or retweet (like).

In contrast, Facebook offers way more social objects and allows users to push many more into Facebook. However, the available interactions are often limited to textual interactions (discussing) and liking. Of course, the web is mostly a textual medium so it’s not a surprise that our interaction through it is mostly textual. However, the services and the technology and design in them really limit our interactions with social objects. You’re bound to fail if you just try to replicate Facebook and not think how people have traditionally acted in social contexts.

I would not count services where the only social objects are the users themselves as social networks. Because what you then have is essentially a contact list and e-mail and IM have been already done. In this way, I really liked Google Wave as it made the whatever the people were working on the main social object. It just wasn’t really good at it. Some of the “social” games qualify, only because they add a high score next to names in that contact list.

Another aspect is to consider the value to the user. It really isn’t enough just to depend on critical mass and then let Metcalfe’s Law do the rest, because Facebook already did it. This is probably the only reason LinkedIn is still alive – their value proposition is that being part of the network increases your chances with your career. Another example is last.fm, which promises better music recommendations. Ideally, the social network should allow the user to accomplish something regarding the social objects in a better way.

This aspect is also the one that is easy to get backwards. Adding a “social network” to a service doesn’t automatically add value to the service. It depends on the social objects and if the social network adds any value to them and the users. (As a sidenote, isn’t it a misnomer to say to “add” a social network, isn’t the social aspect always there, but you just “utilize” it?) Many of the various Twitter and Facebook integrations haven’t really increased a services value to me. For example, Spotify’s Facebook integration just lets me see somewhat useless information about what they listen to (unlike, say, last.fm). Also that the major Finnish newspaper shows on its front page what articles my friends have “liked” via Facebook has been less than useful for me so far (it just distracts). On the other hand, adding social features to a service like Nike+ sounds like it could improve a user’s motivation for running – there’s nothing like pure social pressure.

The third, and these days the most prevalent aspect is the value to the network’s owner. Of course, in the ideal world the network would be owned by the users, but we do live in a capitalistic system. The most blatant example of this has to be Apple’s Ping, which is essentially a social network to sell more songs on iTunes. The social objects are the songs, albums and artists on iTunes, which the users can interact to make them visible to their friends. And they can follow products (the artists). It’s just as sociopathic as you would expect from Mr. Jobs. One could argue that Ping is the “naked” social network, cutting all the happy-happy-joy-joy bullshit.

In addition to encouraging your users to pimp your stuff in hope of new business (like Ping and Zynga), the other value in the network is the value you get from an exit. Thanks to Metcalfe’s Law, your company is more valuable the more users you have – but you can also try to do something the others haven’t been able. No doubt many founders of the new, smaller social networks hope to have a feature that makes them the next YouTube, Friendfeed or Groupon. The danger here is of course fragmentation and the current players developing the features in-house (see Foursquare, Brightkite and others whose only magic component was location).

The most curious thing is that most “social” networks are forums where you limit the interaction of the social objects to a list of “friends”. The only way iTunes’ Ping really differs from Amazon’s venerable Listmania is that the latter is visible to all. Is it really social to narrow your world-view to just what your friends or companies who manufacture your favorite products share with you? Also, doesn’t it really bother you that these services are designed to let us socialize using their objects (products)?

Consider this blog post, for example. If this was a Facebook note, or a Buzz write-up, it would be mostly visible to just to people that I consider friends by each network’s definition of a friend. Even worse, the only people able to comment on this would be the aforementioned friends. It’s a brave new world.

2 people like this post.
Unlike

FarmVille is a role playing game

As I argued in the comments in Vincent’s post about FarmVille, FarmVille is a role playing game (RPG). And pretty bad one at that. Like most RPGs, you don’t actually need any skills or develop any skill playing it yourself as your success is solely dependent on the amount of time you sink into it. You can get pretty good at FreeCell, but no matter how much time you spend in FarmVille, you won’t get “better” in it. But what most RPGs have at least is a story – even if most these days have left the ending pretty open. Contrast this to FarmVille which isn’t trying to tell you any story. In this sense it resembles a simulation, but that genre is usually characterized by depth and strategy which are nowhere to be seen in FarmVille, unlike, say, in SimFarm from 1993.

Free range animal farming at FarmVille

It is way too easy to categorise FarmVille as a “casual” game, but “casual” doesn’t need to mean games where you can’t lose, games which have zero learning curve and games that don’t offer challenge. A good example of “casual” game that always ends in the player “losing” and (hence?) offers a lot of challenge is Bejeweled. If I remember correctly, Bejeweled was the previous title holder to the biggest casual game ever.

The only challenges are achievements – and now collections. But there’s little, if any, social value in achieving them – unless you count boasting about them on your Facebook wall. And, unfortunately, the game doesn’t have level 13 Pig Warlocks.

There’s some irony that the main reason people play FarmVille, boredom, is also a main reason why people quit it. This boredom kicks in at about level 20 or so, where you start to realize that you have pretty much seen everything the game has to offer. The only thing left is the grind.

There are, of course, shortcuts to simple grinding. You can use farm machinery to do your activities faster, but they consume fuel (that, until recently, you could only refill by real money). Also, spending money allows you to get many benefits before non-paying players. And this is a problem, because many people don’t consider this “fair”. Offering players to pay to save time, however, is pretty crucial from business logic. The trap here is that the players who don’t feel comfortable paying start to feel that the only way to progress in the game is to spend real money.

FarmVille follows the RPG formula that the higher you have leveled, the more effort (= experience points) you need to reach next level. Granted, you have access to new things that might increase your “productivity”, but the mean time between levels is increasing. However, and this is the problem, the reward of leveling up remains pretty much the same. At some point, the perceieved benefit/effort ratio falls short. The trick is that at this point, the player has invested so much into the game that they might be more willing to pay real money to make advancing easier… if the rewards of leveling up are worth it.

The business logic of FarmVille dictates that the more you play, the better player you are for Zynga. It’s the curious logic of taxing your good customers, the discrimination for the information age. This is most evident if you look at how the experience points you get from crops depends on their harvest time. The shorter the harvest time (and so, how many times the player “needs” to play FarmVille), the more experience the player can gain in given time. As you can see, the relationship between these two variables follows an exponential distribution with pretty high correlation.

Harvest time is strongly correlated with experience points you can get in FarmVille

There's not much correlation between profits and harvest time, though.

As an interesting side note, the correlation between Harvest time and profit isn’t nearly as high and there’s a lot of variation. This neatly illustrates how the main metric in the game (from game designer’s perspective) is not profit, but experience points which are tightly tied to player retention. This also means that while there’s a wide variety of different kind of crops, there’s only a handful that makes any sense to use as the rest are strongly dominated. Oh, and the trees and the animals don’t make any sense given how scarce the land is and how much more profitable the crops are. The only reason to have either is for achieving ribbons – or self-expression (which you might have already guessed was pretty low on my priority list).

The other thing in FarmVille is that your game progress is also aided somewhat by the amount of friends you have. Whether these friends help you or not, is not necessasry, as only retaining a certain friend amount gives you benefits. The most important of these is access to larger farms. The social aspects of FarmVille can be divided into self-expression (how one designs one’s farm) and a coordination game of sharing gifts and other “loot”. The game design trick of “free gifts” is pretty clear after the player realizes that he or she needs a bigger farm to accommodate all the gifts. Contrast this “social gaming” to the title-holder of “most anti-social game ever”, World of Warcraft, in which (as far as I’ve understood) it is possible to “complete” the game alone, but playing with others is a key element to enjoy the game. In WoW the higher level players can help out lower level players, but in FarmVille the higher level players can gift some items to lower level players that lower player level players can’t gift. So, for some time the reciprocity logic didn’t really work in gifting, but this was recently fixed by introduction of “Mystery gifts” that are pretty much the only thing that makes sense for lower level players to send to higher level players.

So, what you are left in a more competitive sense of “social gaming” is the amount of ribbons you have collected, the level you have achieved and how pimped out your farm is. The element of achievements that you can accomplish as a group is zero.

I’m not entirely sure that Facebook is the most fertily grounds for games, as the dominating functionality seems to be “the social” and exploiting one’s userbase. Game mechanics and social dynamics come second. This is why I believe that to experience “true” social gaming, one needs to invest some real money to buy a game. The “free” gaming model seems to denigrate too quickly into nickel-and-diming, see for example what happened with EA’s Battlefield Heroes – where again some of the players didn’t see the real money elements as “fair” after certain point.

The problem with FarmVille, in short, is that the business logic dictates the game design too much. The revenue incentives of Zynga make the game experience worse for the players, who are looking for more than killing time.

3 people like this post.
Unlike

Getting hired by Amazon, Apple, …, Yahoo, ZDnet: tips and future hacks.

Trying to digest a cheesy crust pizza this noon, I was wondering if instead of a pizza I was carrying a baby. The good thing was that there would be two of us going back to work, even if the one was rather unqualified to give me hand. What a delight for my pizzababy to grow mentally through this early job! Apart from hanging around with Bruckner’s twins (le Divin Enfant) getting early to work will permit it to develop the working flexibility that parents preannounce and corporations tend to establish through rotation programs.

So, how often will it switch jobs? Every 3 years, two times a year, each month or…. why not several times a day?

Assumption: A job may less and less be outline of your style, status and skills, THE choice that you make in your self-creative youth and pursue with passion until your hands have shrunk and you mumble wisdoms on professional resilience to your children.

It seems (to me, to you too maybe?) that jobs get more and more project–centric, existing-skills based, time and locality indifferent.

with Theme-generated-tasks’ accomplishment  transforming into task accomplishment around a theme.

The digital business field, where change is well in advance, brings up a strong trend on segmentation of the classical notion of job.

Two examples on the internet can tell the story:

Amazon’s Mechanical Turk

and

Innocentive

These two companies propose a per task remunerated employment, amazingly different as regarding necessary skills.

Amazon’s Mechanical Turk mostly addresses the non qualified workforce and Innocentive the ultra specialized scientific one. The concept on both is that you’re hired on a per project basis, for a translation, to prove the Fermat Theorem or to fill in the ISO forms.

It is then highly important to have a personal job management system to handle contests you participate and your prizes, puzzle your profile and communicate with trusted professionals.

A sort of e-mployment survival kit to prevent you from e-xploitation.

This vast talent pool of potential Mechanical Turks, scientists and everyone between, also creates opportunities for providers of meta-HR services to aggregate and compose job particles into a real job.

Providers such as advisors, agents and therapists:

social engineers, serial trendsetters, legal timing planners for fringe technology testers (“get the trial before the action is criminalised with a law”), real life rehabilitation mentors (“get rid of Wii gestures when in the grocer’s”), tec-addiction therapists, viral marketing therapists/ digital image makers (banal already maybe), mini-krach recoverers, startup estate agents, other (attention, this is not a generic term, it can be a job where you are paid to differentiate and foster evolution), and so on.

A combination of a middlejob with a classical one or the mix of various middlejobs could result in a steady plus variable income, mental coherence and growth, an optimised planning and a life-job balance.

On the “which?” the question is open. On the “how many?” 2 jobs maybe ok while 3 or more could definitely assure the statics of the e-mployement construction. …

Job- memo for my pizzababy: Exercise with 3 or more jobs, with an hourly basis frequency, vary the status. In case you need help call your agent.

After it was digested I went back to work.

Georgia

Like
Unlike

Staypressed theme by Themocracy