Facebook Games: Between Social and Personal Aspects
International Journal of Computer Information Systems and Industrial Management Applications
The focus on social games in recent years has been generated by the rising number of users of MMORPGs (Massive Multiplayers Role Playing Games) such as World of Warcraft (WoW). However, the rise of social games in social networks has also played an interesting part in social games awareness. In this paper we focus on ‘social’ casual games in Facebook. Our assumption is that the success of games in the Facebook context is linked to the blending of personal and social aspects. In particular: (i) the engagement in ‘fictional’ social actions, (ii) the use of asynchronous actions, (iii) the combination of public and private actions within the game. The three above-mentioned aspects contribute to the emergence of particular social groupings, very similar to Cova’s tribes. This means that the success of social casual games in Facebook is due in part to the same element that acts as lever for general games, and in part to Facebook’s social environment which acts as an amplifier. For this reason this paper will first define what a ‘social casual game’ is, then it will use Murray’s categories to underline several characteristics of social casual games in order to understand what motivates people to play in the Facebook context.