Sunday, November 2, 2014

Forum Three - Social Game Perspective

Title: An Independent Social Game Company’s Perspective
Author: Jimmy Gambier

In conclusion, the social game company’s perspective with regard to HCI can be broken down into three observations with the first being traditional gamers experiencing difficulty accepting skill levels of players in social games (Gambier, 2012). This is owed in part to the fact that social games were more in line with the number of friends that could be hooked into the virtual Ponzi scheme of sorts. However, the general masses responses were in fact positive in this regard.

Another observation to note is in relation to statistics drawn up by firms.  Some companies show that the success of games is based not only on a measurement of fun but through elicitation of addictive player behaviors (Gambier, 2012). Social games are sometimes also referred to as virtual skimmer boxes and it owes this observation to the fact that the evolution of gaming has boiled down to new states of being.

The final observation is a result of growing competition. This in turn has led to the tremendous strides taken to improve the quality of games (Gambier, 2012). As such, the range of production budgets can be from thousands to millions of dollars. Once a title is launched, millions can also be spent on advertising.

References
Gambier, J. (2012). An independent social game company's perspective. IEEE Computer, 45(2), 85-88.





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