Title: The Network is the Game Social Trends in Mobile Entertainment
1The Network is the GameSocial Trends in Mobile
Entertainment
- Amy Jo AJ Kim
- Principal, SocialDesigner.Net
2- My background POV
- Online community design development
- clients include EA, Origin, Maxis, There.Com,
Mplayer, eBay, NetFlix - specialize in community infrastructure social
systems design - Goals for this talk 1) Give game developers
insight into the mobile mindset2) Give mobile
developers insight into the power of community
features
3Connected Communities are changing
Place-centric
People-centric
to
- chatrooms, message boards, virtual worlds are
gathering places
- social networks, buddy lists phonebooks are
collections of people
4Connected Communities are changing
PC-centric
Cellphone-centric
to
- PC is a computing device first, communications
device second
- Cellphone is a communication device first,
computing device second
5What is the Mobile Lifestyle?
The Mobiles Social Evolution in a Wireless
Society 2002 ethnographic study on worldwide
mobile usage by Context Research Group
- Four distinct stages of mobile adoption
- Stage 1 Wireless Why? (low think, low do)
- Stage 2 The Gadgeteers (high think, low do)
- Stage 3 The Almost Theres (high think, high do)
- Stage 4 The Mobiles (low think, high do)
- Some people get stuck at a certain stage
- others move through the stages and adopt a
- Mobile Lifestyle
6Social Habits of Mobile Consumers
- On the go dont spend all their time in a single
place - Meet new people have opportunities incentive
to expand their social circle - Stay connected maintain relationships through
regular shallow contact - Everyone has one Mobile phones are ubiquitous in
their social circles - Program me in Mobile phonebook is main contact
list
To appeal to Mobiles, communities must meet their
needs support their habits
7- Social Trends in Mobile Communications
- Mobiles stay connected to their social network
via cellphone - Mobiles self-organize into fluid, loose-knit
groups - Mobiles seek out quick, casual entertainment
experiences - Mobiles love to share discuss photos with their
friends - Location is an integral part of mobile identity
81. Mobiles stay connected to their social network
via cellphone
- Ambient Co-Presence (Ito Okabe, 2002)
- Cellphone conversations are lightweight, casual,
interrupt-driven - People chat while waiting or traveling, to pass
time feel connected - Messages content often centered around exchanging
presence info (e.g. mood, location, activity) - Enables physical meetups where the time, place
and group size are approximate (e.g. bar-hopping,
flash mobs)
91. Mobiles stay connected to their social network
via cellphone
- Example ImaHima (Are you free now?)
- Location-enabled buddy list service
- 500,000 Imahima users in Japan
- Users can share their current personal status
(mood, location, activity) with their buddies
as well as sending send pictures IMs - Service will send an alert when buddy is nearby
or feeling sad
10- Social Trends in Mobile Communications
- Mobiles stay connected to their social network
via cellphone - Mobiles self-organize into fluid, loose-knit
groups - Mobiles seek out quick, casual entertainment
experiences - Mobiles love to share discuss photos with their
friends - Location is an integral part of mobile identity
112. Mobiles self-organize into fluid, loose-knit
groups
- Ethnographic research shows that mobile users
(age 15-30) participate in dynamic overlapping
social groups (e.g. family, friends, colleagues)
that they maintain via cellphone - Contrast this with MMP players (e.g. SWG,
Everquest, Lineage) who belong to a single clan
and pursue activities within that group - From a business perspective, groups provide an
entry point for new players a retention driver
for existing players - Groups tend to move en-mass from game to game (or
venue to venue)
122. Mobiles self-organize into fluid, loose-knit
groups
EXAMPLE Community Portals for Mobile Users
- UPOC community messaging for mobile users
- Stay in touch with friends via private groups
- Meet people via public groups profile search
- Broadcast channels send SMS to subscribers
- SMS.AC community portal people-finder
- Members can create activity-specific profiles for
flirting or finding school friends
13- Social Trends in Mobile Communications
- Mobiles stay connected to their social network
via cellphone - Mobiles self-organize into fluid, loose-knit
groups - Mobiles seek out quick, casual entertainment
experiences - Mobiles love to share discuss photos with their
friends - Location is an integral part of mobile identity
143. Mobiles seek out quick, casual entertainment
experiences
- For young mobile users, communication IS
entertainment (e.g. messaging friends, sharing
photos) - They use mobile entertainment communication to
pass the time while waiting, traveling, etc. - They want accessibility, ease-of-use instant
gratification -- low tolerance for learning
something new
153. Mobiles seek out quick, casual, entertainment
experiences
Bowling
Golf
Memory
Poker
- EXAMPLE EZnego games (Korea)
- Familiar gameplay easy to learn understand
- Instant Matchmaking allows multiplayer gaming
with low overhead - Can also create a private room invite friends
to play
16- Social Trends in Mobile Communications
- Mobiles stay connected to their social network
via cellphone - Mobiles self-organize into fluid, loose-knit
groups - Mobiles seek out quick, casual entertainment
experiences - Mobiles love to share discuss photos with their
friends - Location is an integral part of mobile identity
174. Mobiles love to share and discuss photos with
their friends
- cameraphone sales are expected to reach 150
million in 2004, and 650 million in 2008 (source
Infotrends Research Group) - Research shows that people use their camera
phones to take photos of everyday life and send
them to friends family (Ito 2003, Sarvas 2004) - Rather than serving primarily to document events,
cameraphone photos function as ongoing
communication between intimates - KEY POINT mobile users expect to create share
content
184. Mobiles love to share and discuss photos with
their friends
- EXAMPLE TextAmerica Camera Phone Moblog
Community - Camera Phone Moblog Community, offers public
private moblogs - Includes support for commenting on and rating
images - Leaderboards showcase top-10 blogs images
19- Social Trends in Mobile Communication
- Mobiles stay connected to their social network
via cellphone - Mobiles self-organize into fluid, loose-knit
groups - Mobiles seek out quick, casual entertainment
experiences - Mobiles love to share discuss photos with their
friends - Location is an integral part of mobile identity
205. Location is an integral part of mobile identity
- Cellphone is an intimate, always-with-you device
thats an extension of your physical presence
style(e.g. skins, ringtones, phonestraps) - Current location is relevant for communicating
with intimates (via SMS or LBS) - Mobile users can bridge the virtual and physical
by connecting with someone in their area (e.g.
chatting, flirting, gaming) - Mobile services starting to incorporate location
into their offerings (e.g. Ulocate, Imahima)
215. Location is an integral part of mobile identity
- EXAMPLE Saw-You (UK)
- Location-based SMS Text Flirting
- Design an avatar that looks like you expresses
your interests - Sign up for venues, then chat with people who
frequent those places - Hot Babe Alert design a character that describes
who you want to meet, then search venues for
matches
225. Location is an integral part of mobile identity
- EXAMPLE Mogi, Item Hunt (Japan)
- Location-based collecting trading game
- Can login from either Web or Cellphone
- Run around Tokyo, pick up objects with your
mobile phone - Trade objects to complete collections
- Virtual game-map displays items to collect
active players - Enables ambient co-presence among players via
buddy lists IM - gameplay integrates with everyday life -- players
can collect items on the way to other engagements
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27The Network is the Game Looking to the Future
Expect to see more games that integrate
location presence
self-organizing groups
player-created content
28The Network is the Game Looking to the Future
What will mobile social games look like in the
future?
Photo-sharing networks
Photo Games Puzzles
Social Rating Systems
Growth area in social software e.g. Flickr,
Wallop, Moblogs
Photo Jigsaw puzzle most popular mind game on
shockwave.com
Points awarded for photos that are viewed/rated
highly by others
29For young people living a mobile lifestyle
- Cellphones arent itty-bitty GBAs theyre
enhanced communication devices that are part of
their identity - They maintain and initiate relationships through
their cellphones, and want services that amplify
that ability - Theyre willing to pay for communication services
(e.g. messaging, moblogging) that serve as
lightweight entertainment self-expression
30Resources
Smart Mobs Group Bloghttp//www.smartmobs.com Th
e Featurehttp//www.thefeature.com AJ Kims
Websitehttp//www.socialdesigner.net
- The Mobiles Social Evolution in a Wireless
Society http//www.contextresearch.com/context/st
udy.cfm - Mimi Itos Research on Japanese Cellphone Use
http//www.itofisher.com/mito - Risto Sarvass Research on Cameraphone
Behaviorhttp//www.hiit.fi/rista.sarvas - Mobile Community Portals http//www.upoc.com/htt
p//www.sms.ac/ - Location-based Chatting Flirtinghttp//saw-you.
comhttp//www.imahima.com - Multiplayer games for the Mobile
Lifestylehttp//www.mogimogi.comhttp//www.enorb
us.comhttp//eznego.com