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The Network is the Game Social Trends in Mobile Entertainment

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Title: The Network is the Game Social Trends in Mobile Entertainment


1
The 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

3
Connected 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

4
Connected 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

5
What 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

6
Social 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

8
1. 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)

9
1. 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

11
2. 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)

12
2. 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

14
3. 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

15
3. 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

17
4. 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

18
4. 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

20
5. 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)

21
5. 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

22
5. 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

23
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27

The Network is the Game Looking to the Future
Expect to see more games that integrate
location presence
self-organizing groups
player-created content
28

The 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
29
For 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

30
Resources
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
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