Abstract
Based on the emerging popularity of social network services like Facebook, Online Social Network (OSNs) have found an increasing playership in the last years. Their proliferation is supported by an easy accessibility which enables even non-gamers to make use of these games. A main characteristic of these games is the utilization of already existing networks of social ties. At least in theory these foster communities of interest, which are considered a vivid source of learning. Summarizing these facts and considering the comparably low efforts for development of such games makes Social Network Games (SNGs) a remarkable instrument for serious games, especially educational games. For this reason we describe in this chapter unique characteristics of SNGs. Underlying theoretical models and concepts are presented. Example cases illustrate potential usages. The bridge to pedagogical and didactic use is illustrated by connecting theories from both worlds and naming best practice examples. Furthermore, specific aspects in the design and development of SNGs are discussed. Examples are establishment of deep learning and critical issues as monetarization strategies of developers or toxic behavior of players.
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Notes
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coopetition is a word combination of cooperation and competition to express the duality of cooperative game-play and competition for standings (like high-scores or resources).
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Authors’ note: word network inserted.
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A consumable is defined as an item which depletes itself when it is used.
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Developed by William Higinbotham in 1958, using an analogue computer and an oscilloscope as monitor.
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A game element where up to 30 players try to defeat a strong opponent in an encounter of up to four hours.
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http://www.quizkampen.se/ (Engl.:QuizClash (http://www.quizclash-game.com/).
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As of February 2016 the app indicated the number of German accounts as more than 27 millions. In order to give an impression of the enormous dissemination of this app: this number is equal to around a quarter of all native German speakers.
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http://www.thinkwithportals.com - Educational level editor: http://www.teachwithportals.com.
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Further Reading
Further Reading
1.1 Books
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Fields, T. (2014). Mobile & Social Game Design: Monetization Methods and Mechanics (2nd ed.). A K Peters/CRC Press.
This book consists of a valuable overview to the different market strategies and concepts needed to create successfull games for the social media (and network) market.
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Bartle, R.A. (2003). Designing Virtual Worlds. New Riders. This book is a classic one about the differences in playing style preference. Bartle’s model has been extended in the meanwile, but this work with multi-user dungeons in mind is a good foundation.
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Lehdonvirta, V., and Castronova, E. (2014). Virtual economies: Design and analysis. The MIT Press. In this book two of the leading experts give an overview about developing virtual currencies, an essential aspect of commercial SNGs.
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Crumlish, C., and Malone, E. (2009). Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide). Sebastopol, USA: OReilly Media. This book summarizes manifold design patterns for social media sites which are also applicable to the design of SNGs.
1.2 Articles
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Lehdonvirta, V., and Ernkvist, M. (2011). Converting the Virtual Economy into Development Potential: Knowledge Map of the Virtual Economy. infoDev / World Bank. Washington: The World Bank.
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McPherson, M., Smith-Lovin, L., and Cook, J. M. (2001). Birds of a Feather: Homophily in Social Networks. Annual Review of Sociology, 27, 415444. doi:10.1146/annurev.soc.27.1.415
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Granovetter, M.S. (1973). The Strength-of-Weak-Ties Perspective on Creativity: a Comprehensive Examination and Extension. The American Journal of Sociology, 78(6), 13601380. doi:10.1037/a0018761
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Damon, W. (1984). Peer Education: The Untapped Potential. Journal of Applied Developmental Psychology, 5(4), 331343. doi:10.1016/0193-3973(84)90006-6
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van Dijck, J. (2009). Users like you? Theorizing Agency in User-Generated Content. Media, Culture & Society, 31(1), 4158. doi:10.1177/0163443708098245
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Dillenbourg, P. (1999). What do you mean by Collaborative Learning? In P. Dillenbourg (Ed.), Collaborative-learning: Cognitive and Computational Approaches (pp. 115). Oxford: Elsevier.
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Rossi, L. (2009) Playing Your Network: Gaming in Social Network Sites in Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009.
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Softic, S. (2012). Towards Identifying Collaborative Learning Groups Using Social Media. International Journal of Emerging Technologies in Learning (iJET), 7(Special Issue FNMA). Retrieved from http://online-journals.org/i-jet/article/viewArticle/2325.
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Konert, J., Söbke, H., Wendel, V. (2016). Social Network Games. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds) Entertainment Computing and Serious Games. Lecture Notes in Computer Science(), vol 9970. Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_17
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