Social games as partial platforms for identity co-creation
MetadataShow full item record
While social games such as Zynga’s FarmVille are often positioned as poor gaming experiences or as disguised financial and data extraction processes (Bogost, 2010; Rossi, 2009), this paper considers social games instead as part of a wider regime of social interaction and creative identity work. Social games, by definition, are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network, the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console and PC-based game players (Wohn, 2011: 199), and game play mechanics, these broader contexts further a reading of social gameplay as part of the diverse milieu of everyday life. This paper argues social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without their broader contexts.
Showing items related by title, author, creator and subject.
Balnaves, Mark; Willson, Michele; Leaver, Tama (2012)Social games—games that operate within social network sites (SNS) and draw on a user’s social graph—are a rapidly growing phenomena. According to AppData’s facebook applications report, Zynga’s social game, Farmville, as ...
Wu, Y.; Chang, T.; Datta, Sambit (2016)Family support is the key to the well-being problems of elderly. Unlike health problem, mental problem often depends on the social network of elderly. How to enhance elderly well-being problems will become how to increase ...
Phau, Ian; Liang, Johan (2012)Purpose – The purpose of this paper is to investigate how personal and social factors influence attitudes towards downloading pirated games from the internet. It also examines the moderators between attitudes and intention ...