Book Project on Social Games

I'm glad to announce that I will start a book project for Carnegie Mellon University's ETC Press. The book will expand the work started with my recent blog posts, and in practice, the book will be written here. Starting in September, I hope to post a draft of a section every couple of weeks. You are very welcome to influence the final manuscript with your feedback. To start with, you'll be able to check out the book structure and content outline after the break.

My goal is to finish the manuscript spring 2010. I will also take advantage of my on-going design projects, workshops, and teaching next semester to give the book an accessible, practical edge. Here's the working outline for the book's content:

Games for Social Networks: The Design and Business of Networked Play

Tentative content plan

Part I: Fundamentals of Networked Play

The first part of the book (chapters 1 & 2) outlines the fundaments: First, how designing games for social network compares to game, interaction, and service design practices and processes. Second, motivations for play and social networking are discussed in order to establish a basis for user-centered design practices.

1. Introduction: What is Game Design for Social Networks

This chapter introduces the reader to the author’s interpretations and insights into what game design, interaction design, social design, and service design are, and how they each combine in social network game projects. The approach adopted in the book is also placed into the context of design research, user experience (UX), and designing play experiences (‘PX’).

2. Design and Business for Playfulness

This chapter summarizes a number of relevant studies into online social networks in order to lay the ground for distilling a number of game and play centered design drivers for social network game design. The chapter also introduces a number of qualities of play, and categorizations of social emotions to inform player-centered design approaches. Designing social network games is seen as a practice where game and interaction design tasks become mixed, and a number of game design principles have to be made subordinate to more broad service design tasks. Thus, business requirements need to become embedded into the concept and user experience design process.

Interlude: Researcher Interview



Part II: Designing Social Play and Games

The second part (chapters 3-5) goes into detail regarding design concepts and methods: First, the book introduces a number of design techniques and documentation methods (e.g. personas, flow charts, wireframes) from interaction design and game design practices, and defines guidelines of how to apply them to social network game projects.

3. Social Networks: Platforms for Social Play

This chapter establishes a premise of design thinking, based on the previous two chapters: The constraints and possibilities of networks for game and play design are discussed. Towards the end of the chapter, these concepts and observations will form a lens through which existing social networks are explored. In addition, the instant and mobile aspects of social networks are discussed to round up the chapter.

4. Design techniques and processes

This chapter delivers concrete examples of how to employ interaction design techniques for social network game projects: The studies in play motivations are translated into personas that represent the target audience, documentation and specification methods are introduced, and iterative design practices are discussed through sketching and prototyping. Playtesting is discussed in terms of the particular challenges of developing games for a largely asynchronous online environment. The chapter closes off with a case study of a project post-mortem that encompasses the processes and techniques introduced.

Interlude: Social game developer Interviews



5. Design exercises

The chapter offers practical exercises that focus on the various phases and deliverables of a social network game project: How to translate high-level design drivers into game design solutions, and how to document concepts and design in the form of personas, use flows, and user interface wireframes. Prototyping and playtesting methods are discussed, as well as how to maintain and evolve a game concept once it has been launched. Game designer interview focusing on the latter topic, rounds off the chapter.

Interlude: Game Designer Interview



Part III: Exploring the Future of Networked Play

The third part completes the book. It looks into games and play phenomena on the experimental edge of social networks, in terms of social networks and future game applications.

Interlude: Researcher Interviews



6. Social network games for the future

The final chapter discusses future directions of social networks and their potential for play and games. Phenomena, such as ‘crowdsourcing’ and pervasiveness, are used as particular topics to explore weak signals emerging from the design and business of social network games.

Literature and games referenced



Comments

Potential Ethical Issues of Social Games

Hello Aki,

I am very interested in following the progress of your book, and reading the final copy in my hands!

For me as a gamer, when I was 13 (ten years ago), I discovered the power of online gaming. Playing against a human, particularly when it came to reality-based armed combat (at that time in Rainbow Six: Rogue Spear), was much more challenging and unique than against an AI-opponent. I can hardly tolerate AI opponents anymore.

I took that passion and designed the Half-Life 2 modification, Insurgency. It was designed with the reliance upon social interaction amongst team members in mind. When a team does not communicate amongst each other, it typically will fail against an opponent that applies their communication with their tactics and strategy.

However, much of the framework for the out-of-engine player experience that I had designed was not implemented (being an independent, volunteer-driven team), and was also integral to the overall game experience. I am now designing a new project to take social war-gaming to the next level. The social networks exist on their own, however they are designed to integrate into the game, rather than the games integrating the networks.

I have had a thought that could become a potential ethical issue. My designs revolve around the organization of contemporary armed groups, both conventional and unconventional. If social games simulate the organization of militants, what would stop the use of the games as a simulation model for actual militant groups? (i.e. any group from street gangs to guerrilla armies)

Would there be room for a chapter on such ethical concerns of the use for social games as tools for social interaction away from games?

Cheers,

- Andrew

Hi Andrew, Thanks for your

Hi Andrew,

Thanks for your thoughts. I do believe the aspect of social gaming you bring up is interesting and important - yet, I feel that it falls outside the focus of this book. However, I plan to discuss the online vs. offline dynamics of game play from a broader perspective, so there might be something worthwhile for you there in any case.

Best,
Aki

It sounds great

I am ready to read it