In Polite Company: Rules of Play in Five Facebook Games
Elizabeth Losh
University of California, Irvine
188 Humanities Instructional Building
Irvine, CA 92697
1-949-824-8130
lizlosh@uci.edu
VisualDXHealth and the Chicago-based online media firm Blueye
announced the launch of a new Facebook application: Patient
Zero. A month later there were only fifty-nine active users of the
application, and it seemed clear that this “serious game” intended
to educate sexually active young adults about the dynamics of the
next possible pandemic was perceived as not sufficiently “fun”
and therefore unlikely to attract new members or sustain the
interest of those who had joined out of initial curiosity or
responsiveness to the message of consciousness-raising about
HIV/AIDS or similar medical crises.
ABSTRACT
Applications developed for the popular social network site
Facebook frequently take the form of online games, but designers
need to consider the conventions governing politeness,
aggression, reciprocity, and obligation carefully in both online
and face-to-face communities when structuring the rules of game
play in the context of highly formalized and conceptualized social
networks.
In particular, the combination of egalitarian
mechanisms for “friending” across generational and class lines
and extremely hierarchical systems of ranking on leaderboards
among particular cohorts can make it a challenging environment
for creating sustained and synergistic game play.
What made the Patient Zero game such a failure? After all, there
were already a number of successful Facebook applications that
used the infection metaphor as a way to draw players into niche
communities where other Facebook “friends” would be playing
the same game. Games about zombies, vampires, werewolves,
and slayers had attracted up to a hundred thousand active users at
any given time. These games used what were literally viral
strategies for recruiting new members by deploying a variety of
disease-related behaviors quite explicitly in game worlds:
attacking, infecting, transmitting, aggregating, and competing
were all modeled as desirable moves in these movie-monster
games.
Categories and Subject Descriptors
K.4.0 [Computers and Society]
General Terms
Design, Human Factors, Theory
Keywords
Computer games, social networks, Facebook applications.
Some of the failure of Patient Zero can be explained by the nature
of the rhetorical appeals for a game in which “you gain points by
creating, transmitting, and vaccinating viruses” [3]. Several times
the information page makes clear that answering multiple-choice
style questions will be key to game play, since the player will
“create a virus and power it up by answering a series of questions
related to infectious diseases” and then be vaccinated “against
viruses in the clinic by answering a series of questions” [3].
Lacking its own original puzzles for problem-solving, Patient
Zero would have little of what Raph Koster and other designers
would describe as formalizable “fun” [4].
1. INTRODUCTION
Unlike other forms of interactive and social digital entertainment,
Facebook applications tend to have relatively simple graphics that
do not attempt to represent the navigation of 3-D space or spatial
experiences associated with physical embodiment. Some games
on Facebook differ little from the traditional card games or board
games that inspired their design. Yet, as Alison McMahan has
pointed out, it is “social realism,” which structures “organizing
rituals and ceremonies,” that is often more important than
“perceptual realism” in creating and sustaining an engaging game
experience [1]. Furthermore, Amy Bruckman has argued that
Facebook is uniquely positioned to give participants a sense of
“virtual reality” because it is so central to the daily practices of
computer-mediated communication for teens and young adults
[2].
In addition, promoters tried to make the application sound similar
to the soon-to-be-released Spore game from Will Wright in ways
that would have raised skepticism among already doubtful
audience members. Players were supposed to be both in the game
and above it, since users would have God-like powers over their
virus and could watch “the evolution of your creation.”
However, not all Facebook applications are successful in
attracting large numbers of users.
In June of 2008,
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Pitches like following generic slogans probably also sounded too
hackneyed: “Competition and creativity are key elements of
Patient Zero, but knowledge and curiosity to learn are what power
it” [5]. To make matters worse, players complained on discussion
boards that they were not getting specifics about how to “win” the
“free prize” promised in the “advertisement.” Others were
speculating that the project was in reality a “marketing campaign
that failed badly for the new movie.”
a series of online quizzes based on sound clips by which players
can be ranked on their music knowledge.
2. POSSIBLE PITFALLS
2.1 Positive and Negative Politeness
It is useful to remember that Facebook is profoundly about “face”
in the precise sociolinguistic sense for which politeness
researchers apply the term to observable phenomena. Regular
users of this particular form of social software are highly
concerned with maintaining face and are keenly attentive to all
aspects of how self-image is related to the perceptions of others
and how individual prestige is evaluated by group norms. Unlike
the Harvard Freshman Register, the print artifact from which
Facebook appropriated its nickname, in which static black-andwhite photographs were archived in its pages and then annotated
by others by hand, this combination collaborative hypertext and
online community facilitates active image management by social
subjects who can comment on their own profiles and change the
information presented there.
2.2 Implied Social Contracts
Although the structure of many computer games is designed to
tolerate and even encourage different types of transgressive
behavior [9], the “magic circle” in which game play occurs
separate from other social transactions may not be as clearly
delineated in online environments. Although social network sites
are frequently characterized as “third spaces” that are supposed to
be very different from the restricting spheres of home and work,
recent research indicates that rules governing conduct frequently
correlate strongly to those dictating interactions in face-to-face
relationships. As danah boyd explains, “What makes social
network sites unique is not that they allow individuals to meet
strangers, but rather that they enable users to articulate and make
visible their social networks. This can result in connections
between individuals that would not otherwise be made, but that is
often not the goal, and these meetings are frequently between
‘latent ties’ (Haythornthwaite, 2005) who share some offline
connection” [10]. In other words, communities of interest are less
likely to be defined by membership in Facebook groups or games
than by offline forms of affiliation.
In their classic work on politeness, Brown and Levinson note that
there is both “positive politeness” and “negative politeness” and
that it is important to avert so-called “face-threatening acts” that
could harm someone’s social status in a given community. These
politeness researchers advise that the safer strategy is generally
negative politeness, such as avoiding constraining another
person’s freedom of movement or distracting the person from his
or her personal affairs, rather than positive politeness, such as
paying a compliment or giving a gift, which could easily backfire.
They claim as a general principle that “it is safer to assume that H
prefers his peace and self-determination than he prefers your
expressions of regard” [6].
Thus, even after establishing that two affiliated individuals have
willingly added the same application, making certain kinds of
game moves, which are taken to be excessively aggressive or
disingenuous, can threaten existing social relationships. If the
other player is a social superior or an underling, the consequences
of misinterpretation of a game move can be particularly serious,
since the other person is likely to take what appears to be an
illegitimate move as a sign of disrespect or disregard.
Furthermore, disputes about seemingly broken rules can not be
easily arbitrated by neutral parties, as they would be in face-toface matches or tournaments, since outcomes are largely predetermined by computer algorithms that are divorced from the
interventions of human agency. 1
Asking a Facebook friend to add an unwelcome application
potentially violates the rules of negative politeness, and the
invitation to engage in these transactions can only be safely
extended if it is certain that the person is willing to participate in
what Douglas Thomas has described as “communities of interest”
in which discursive actors willingly participate in “networks of
practice” and enter in to relationships that may have opportunities
for mutual learning and greater social proximity [7].
2.3 Reciprocity and Obligation
Furthermore, people might have added others to their online
contingent of friends who were already hesitant about the
relationship. Because ignoring a friend request can be taken as
impolite and users of the software usually aspire to have large
social circles, those with very different positions in social
hierarchies may find themselves in relationships that assume
equal status. As Ian Bogost has noted, the interface for managing
friend acceptance is poorly designed for teacher-student
relationships or between others with asymmetrical relationships
[8]. Therefore, Facebook games can be a source of irritation if
the online relationship is already strained.
Moreover, even if two individuals seem to be members of the
same community of interest, it is possible for one party to offend
the other by insisting that the other party make a game move
promptly or at an inappropriate time. It is also possible that those
who have unequal resources at their disposal will resent being
asked to make a particular type of move, even if the other player
assures them that the results will be mutually beneficial..
In anthropological terms, engaging in certain kinds of social
transactions establishes expectations that those exchanges will
continue to be reciprocal. As Jacques Derrida explains, using the
work of French sociologist Marcel Mauss, “Mauss reminds us that
there is no gift without bond, without bind, without obligation or
ligature” [11]. Derrida extrapolates on this concept to make
several corresponding associations about debt, credit, faith, and
desire that can also be applied to electronic exchanges.
Therefore, even giving another player certain kinds of “help” in
This discomfort can be heightened when the terms of friendship
are affected by new hierarchies that are imposed by structures of
winning and losing in Facebook games. A social superior who
has consented to the leveling involved in friending and being
subsequently initiated into game play may feel estranged by
schemes of rankings or leaderboards, which are essential
components of many kinds of game play. Facebook users may
even add an application suggested by a friend without being
aware that there is a competitive component to the program. For
example, the popular music-suggestion application iLike also has
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Developers do sometimes intervene in game play to introduce
new features or to compensate with game credits or currency
when there has been a programming malfunction.
Kriegspiel using the French Situationist’s prototype for a physical
board game with face-to-face moves. 2
After the application
became unavailable to users in North America, many switched to
a similar game with a different virtual board, Wordscraper, or
attempted to sustain game play with the authorized version of
online Scrabble that was created by Electronic Arts.
the form of advice or the donation of virtual objects can be taken
as an imposition.
2.4 Privacy and Publicity
Because computer users have a choice among social network
sites, groups of individuals often gravitate to Facebook because
they perceive it as a site where one can avoid certain forms of
social contact, because of its “walled garden” interface that seems
to shield specific kinds of private information from public view
by restricting access to those inside one’s membership network,
circle of friends, or group that can see more than a “limited
profile.” It also benefits from the prejudices of class cachet,
because its membership is founded on a base of college-educated
individuals [12].
Of course, part of the popularity of Scrabulous may relate to its
low threshold for participation, because the rules of the game are
already known to many players long before they join Facebook,
and assembling acceptable letter combinations does not even
require that a given player be a native speaker of English, as a
recent documentary makes clear [14]. Additionally, because
games take place in a more private two-player context, new
players may be less inhibited by fears of public shame and the
surveilling gaze of others. Although Scrabulous allows players to
choose between TWL and SOWPODS rules, these dictionaries
and rule sets have long histories of negotiation and adjudication
from live tournaments, and therefore players are more likely to
feel that the game’s algorithm generates fair and just results.
Because adding applications involves consenting to click-through
agreements, those who participate in Facebook games may
eventually resent sharing their private data with others who may
have more than one degree of separation and with corporate
entities who may market products or services to them through
targeted advertising that may offend or annoy.
Siva
Vaidhyanathan has argued that Facebook users are far more
defensive about their privacy than is commonly assumed and that
the fact that privacy has a relative rather than absolute definition
for many Facebook users has been widely misunderstood as a
license for impositions by businesses and media interests that
invariably generate revolts among frustrated users [13].
However, given the large number of online Scrabble solvers, it is
very easy for players to open a new window on their computer
screens to see possible combinations that are generated
mechanically from input based on the contents of the player’s
letter tray. Mia Consalvo has argued that essentially all players
cheat in online games and that gaining advantage through
cheating is not necessarily purely selfish behavior because there
are communal practices that are maintained in which knowledge
of cheat codes and walk-throughs may be shared among players
to facilitate game literacy and the forging of social bonds [15].
Nonetheless, those who are new to online games and may only
know the conventions of the board game played without
assistance may feel like their trust is being abused when they
detect cheating. Scrabulous players may fill out the comment
form in the dialogue functions of the game to note the arcane
nature of a given word or to express speculation about cheating if
it seems improbable that the other player would already know the
term, based on his or her vocabulary in other situations.
2.5 Suitability of Genre
Finally, developers may alienate potential user communities if the
logic behind making something into a Facebook application in the
first place is unclear, particularly if the same level of game play
could be easily achieved by linking to a free-standing web page
with interactive content.
If membership, affiliation, or
camaraderie are unimportant, it is unlikely that others will be
willing to encourage their friends to surrender virtual real estate
on their profile pages for an application that does little to cement
social relationships. In the case of the recent Pork Invaders
homage to the Space Invaders game that was created by the
presidential campaign of John McCain, the fact that it functioned
perfectly well as a stand-alone single-player Flash game made
incentives for adding the Pork Invaders Facebook application
with the same functionality particularly lacking.
Despite
considerable publicity for the game, Pork Invaders reports less
than a hundred daily active users.
As with all language games, players may also take offense at what
they see as the meta-conversation taking place. In other words, if
the other player seems to be making word associations that could
be taken as inappropriate, it could cause the game to be suspended
or discourage players from engaging in future games. In films,
this has been used as a stock joke, when crossword puzzle-solvers
supply words that may be taken as insults or erotic come-ons.
Since Scrabulous tolerates inclusion of a number of profane,
scatological, or sexual words, based on its pre-programmed
dictionaries, players could easily shock one another. For
example, among words that could be taken to be obscene, the
word “dildo” is allowed in the TWS dictionary. Without the
paralinguistic cues that are present in face-to-face games, it can be
difficult for players to know when they have overstepped social
boundaries.
3. SCRABULOUS
One of the most popular Facebook applications at one time, which
once claimed to have over a half-million regular daily users, is
Scrabulous, the online version of the board game Scrabble.
Although not obvious to most players initially, adding this
Facebook game actually could be taken as transgressive behavior
involving a pirated commodity, because Scrabulous has faced an
ongoing legal battle over ownership of intellectual property since
Hasbro, the owner of the corporate trademark and producer of the
analogous physical game, saw the appropriation of the rules of
their game in an online environment by Scrabulous creators Rajat
and Jayant Agarwalla as an act of infringement meriting a lawsuit,
much as the estate of Guy Debord has challenged Alex
Galloway’s rights to create the “massively single-player”
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Discussion boards and wall posts in certain other Facebook
games show visitors airing concerns about copyright and
possible infringement. For example, in the case of Pork
Invaders, fans of the original Space Invaders game indicated
their disapproval of the McCain campaign’s appropriation of
the name and game mechanic of their beloved game.
that specify open parking, no parking, or parking only for cars of
a particular color. They also have cars, which they can not park
on their own street.
4. ZOMBIES
Unlike Patient Zero, Zombies has managed to facilitate a much
more sustained online community that even involves subcultures
who indulge in costumed play or cosplay in which players change
their profile photos to represent the seemingly undead with
ghoulish make-up, torn clothing, or displays of other kinds of fan
behaviors. With over fifty thousand daily users, Zombies allows
players to accrue points in two distinct modes of aggression:
recruitment by “biting” or one-to-one combat by “fighting.” A
player is invited into the game when he or she is “bitten” by a
friend. If the application is added, players are encouraged to bite
non-participants in order to bring more people into the game.
Much as a pyramid scheme rewards early adopters, those who add
the application first in their social circle are more likely to build
larger “armies” of zombies. Once initiated, players can also fight
each other as they aspire to different ranks that range from the
novice “Ensign Zombie Newbie” to those in the “Top 1000
Zombies” who eventually reach the pinnacle of “Zombie God.”
They can also fight those playing as different castes of monsters
that use separate scales to measure their relative strengths.
Taking on werewolves, vampires, and slayers whose points
represent different systems of cultural currency is worth more
than challenging other zombies.
Players may gain points by ticketing other players on their street
or by moving their own cars that accrue points the longer that
they stay still. The longer they stay in a parking spot that was
initially deemed legal, the greater the chance that the sign will
change and render them subject to ticketing by the street’s owner.
As players advance to new levels, which start at “Parking
Amateur” but may devolve to “Parking Disaster,” they receive
can receive more cars, at least at the lower levels. This situation
allows more opportunities to gain points and diversifies the color
of their automobile fleet to improve access to more spaces. But
this leveling-up also requires more frenetic and attentive car reparking since cars can exceed available spaces. Players may also
use their points to purchase luxury cars to increase the size and
quality of their fleets beyond the six cars that they receive through
leveling up. These luxury cars have special properties, such as
allowing the player to park in no-parking zones, ticket those on
the streets of others, or park in front of signs of more than a single
color. They can also accrue points more rapidly than other cars or
give points to other cars parked on the same street In addition to
the main scheme for ranking, players can earn badges such as
“Quick Draw” or “Untouchable” for managing to park or ticket
under particular constraints or for executing unusually virtuoso
sequences or patterns of cars.
Of course, the language of the game celebrates verbal as well as
physical aggression and the denigration of those who lose the
zero-sum game of fighting or who lack the social capital to garner
large armies of friends that they have bitten who have consented
to add the application and then go on to bite and initiate others.
Players are repeatedly goaded to “bite some chumps” each time
they visit their profile pages. If a player takes on a highly ranked
opponent and loses, automated messages underscore the
humiliation with gloating phrases such as “________ just
smacked you upside your FACE. Your FACE. Ouch!” If the
player wins against a more junior combatant, messages may say
that you “taught” the person “the meaning of pain.” Because the
player can not control the utterances generated by the application,
he or she may unwittingly seem to be a party in a form of Internet
flaming that may offend first-time combatants. Furthermore this
exultation at unequal combat and asymmetrical warfare does little
to promulgate conventional dictates about fairness that
traditionalists may hold dear.
The time-sensitive nature of the game is often not apparent to new
players, because parking signs showing a given parking
requirement may remain unchanged for hours. Thus, at first
Parking Wars may seems like a game in which moves don’t
require awareness of synchronous interactions with other players.
Soon, however, experienced players learn to move their cars into
risky regions on their friends’ streets based on the time zones in
which other players reside. For example, they might expect a
player to be asleep or at work at a given time and therefore not
likely to be online and playing games; predictable meal times or
scheduled leisure activities would also be times for parking
gambits. In this way, knowledge of the work and leisure habits of
fellow players and consciousness of the schedules of their days in
relationship to computer-mediated communication can serve to
advance one’s ranking in the game. In this way, certain forms of
seemingly private information about online and offline behaviors
become relevant to game success.
The viral structure of the game has also been capitalized on by
corporate marketers who used Zombies to promote the zombiethemed film Resident Evil and to take advantage of what Henry
Jenkins has called “transmedia” storytelling [16]. Of course,
players are frequently suspicious of games with a marketing
agenda, because they see them as driven by something other than
the social relationships of players and the rule sets of the game,
even though these “advergames” rarely tout messages that are
fully developed forms of relevant message-making, in the didactic
forms that Ian Bogost has described in the book Persuasive
Games [17].
Unlike Zombies, where infecting friends who are actively
infecting others improves the total point count, 3 having a large
number of friends who are inactive players but who have added
the application in Parking Wars serves to create more areas for
parking without fear of ticketing. Thus, players have incentive to
encourage friends to add the application grudgingly but not to
engage in play in order to increase the number of possible safe
havens for parking.
Although the metaphor of punitive law enforcement seems to be a
sign of overt aggression the actual social dynamics among game
players may prove quite different. In my own experience playing
5. PARKING WARS
Parking Wars was also created to promote a one-to-many media
product in a traditional entertainment genre, a reality television
show that starred meter maids and tow truck drivers from the
A&E network. In the Facebook application that bears the same
name, players all have a street with five parking spaces with signs
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Having a large number of inactive friends could be to the
player’s advantage in Zombies if the player chooses to regularly
attack these “weak” dormant players to gain points.
interest may choose to publicize certain “recipes” that allow
players to combine cards to generate cards that can not be
acquired from the markets or the packs of others. The underlying
algorithms of the game dictate the components of these recipes
but the contents of the recipe are not posted on the Facebook
PackRat site itself. The roster of “friends” whose packs can be
seen may also include cartoonish non-player characters, such as
“Ratina Triumph” or Mark “Zuckerrat,” but these characters do
not participate in the channels of communication.
Parking Wars, the comment space that allows one-way
communication with other players after ticketing often contains
messages that are very different from the automated phrases of
violent triumphalism generated by Zombies. For example, players
often apologize to those they ticket, or they may use this feature
as a form of channel-checking. Messages of congratulations,
greetings, and welcome may be exchanged in conjunction with
the giving of virtual tickets.
Although Parking Wars may seem to be a classic zero-sum game
of correction and retaliation, there are also ways to play for
mutual advantage or to play without exacting tribute from others,
particularly since one can advance in the game, albeit more
slowly, while giving no tickets at all. For example, players may
make informal pacts among themselves not to ticket each other,
so that players can park on each others’ streets and accrue points
without fear of retaliation in what Michael Mateas has described
as a “prisoner’s dilemma” scenario in which the first person who
violates the contract by ticketing the other one destroys the
structure of mutual benefit.
Like Parking Wars, the channels of communication seemed to
only be obviously open when the player had won something from
another player, when the game made the channel available for
players to “talk some smack” when they had managed to steal the
card of another player. However, this channel was often used for
advice about how to improve that player’s point count or level up
more efficiently and thus served often altruistic ends. Players
frequently posted tips on each other’s walls, and hardcore players
used complementary collections to help friends complete entire
families of themed cards before a given series was discontinued.
Although at the time of the game’s inception, the rhetoric of the
main page of the game seemed to promote stealth and
covetousness, in actual practice PackRat players engaged in
considerable information-sharing and observed conventions
involving collective wealth as well as collective intelligence.
Channels of communication could also be used for seeking
agreement that certain forms of theft should be prohibited for the
general good, since without such truces game play might lead to
cycles of pointless tit-for-tat retaliatory stealing that would
prevent both players from vaulting items and accruing points.
6. PACKRAT
The rules to PackRat are relatively elaborate in comparison to
most other Facebook applications. Like Pokémon or Magic the
Gathering, players seek to acquire large numbers of collectable
cards that also have distinctive artwork, point values, taxonomies
that determine groupings, and implicit economic worth that is
determined by complex constructs of abundance and scarcity that
require time on task playing the game or access to knowledge
networks on sites like the PackRat Recipe Wiki or PackRaddicts
to assess.
In Fall of 2008 the game was radically redesigned to change its
social dynamic. Instead of “stealing” cards, players were now
expected to “trade” them more equitably and also to contribute to
an officially designated “shared stash.” Furthermore, the game
introduced real currency into play as a way to acquire rare or
expired cards with tickets. After these changes, both the number
of players and the overall rating of the game plummeted. Areas
for posting comments about PackRat on Facebook were soon
filled with complaints from discontented users. Many publicly
expressed their intention to quit the game, now that opportunities
for asymmetrical power plays were being eliminated and virtual
objects were being treated as commodities in real-money trades
that could be most easily owned with an online purchase.
As the game was initially constituted, instead of being traded
equitably with friends, the cards were generally “stolen” from
others, although the player had to discard one of the cards in his
or her own pack – of roughly equal or lesser value -- to acquire
one from the pack of another player. Decision-making about
stealing a given card by making an exchange for another card was
aided by a spectrum-style meter that indicated the probability of
success for the move.
Players could purchase “locks” that require would-be thieves to
devote time and risk points playing difficult mini-games. They
could also “buy” cards with “credits” at special “markets,” many
of which were only open to more experienced players. They
earned their credits by clicking on badges that seem to appear
randomly as they cycled through the “packs” of their friends
looking for desirable cards to steal. When the player had either
five identical cards or five different cards from the same genus in
his or her pack, they could be “vaulted” in a collection that was
permanently protected from theft; at this point they also could
earn “points” that would allow them to rise in the rankings.
Particularly obsessive friends might have millions of points and
hundreds of cards in their vaults.
7. (LIL) GREEN PATCH
Facebook also makes available a number of games that are
intended to serve educational purposes or turn supposedly wasted
energies expended in game play toward real-world productive
ends. Unlike Patient Zero, many of these applications do not
require unwelcome skill-and-drill testing to prove that the player
has reached particular benchmarks of knowledge about the
specific facts of the issue that could then be deployed in concrete
public debate, outreach to others, or research activities. The aim
of many of these games is fundraising for social or environmental
causes rather than creating truly persuasive games in which the
rule set simulates interactions of which the audience may be
unaware. Much like Free Rice and a number of online games
outside of the Facebook environment, the (Lil) Green Patch
application claims to capitalize their venture by exposing players
Like the popular card-based games among pre-adolescents,
PackRat involves complicated literacy practices as players learn
the Byzantine rules of the game, often by trial-and-error. It also
engages players in complicated forms of game capitalism in
which the acquisition of status goods requires prodigious amounts
of knowledge about specific rules of play and value systems [18].
Those who are particularly engaged with this community of
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advantage into the rules of many of these games and often serves
as a disincentive for those who are new to a given social network
site or who may simply lack social capital. Without large
numbers of social contacts to make play possible, those who are
disenfranchised in social network sites are left trying to “bowl
alone” [20]. Furthermore, Albert-László Barabási has argued that
the power laws and cascading functions of social networks can be
subject to seemingly unpredictable outcomes that magnify
existing inequities [21].
to the advertising of their sponsors in an economy of attention that
also intersects with a reputation and membership economy.
Over seven hundred thousand active users are participating in
Facebook’s (Lil) Green Patch, which promises to help reverse the
worldwide environmental consequences caused by large-scale
deforestation as the player acquires more area of “rain forest” that
is “personally saved” by sending virtual plants to the “green
patches” of others. A typical electronic message in the game that
accompanies a gift of plant material may read: “Here is a Pansies
plant for your (Lil) Green Patch. Could you help me by sending a
plant back? Together we can fight Global Warming!” The more
one plays, the greater variety of potential gifts. To keep people
playing, the game also makes available special and seasonal
plants for short periods of time that supplement the variety
available based on the player’s rank.
Some games try to compensate for these inherent disadvantages
and provide ways to accommodate players with skill but few
people in their online cohort who have added the application:
Parking Wars gives players “neighbors” who are strangers outside
one’s immediate circle of friends, to provide additional places to
try parking, but lacking knowledge of their personal habits and
dispositions, it is much more difficult to predict their moves.
PackRat includes a very large cast of non-player characters, but
the player may feel disincentive to engage with mere AI functions
in an already complex game.
In addition to tending one’s own patch where the flowers and
vegetables can be arranged according to individual aesthetic
preferences or obsessive tendencies, one can tend the patches of
others by raking leaves, pulling weeds, and feeding pesky vermin.
Unfortunately, all of these activities cost “green bucks” and will
eventually require regular trips to “Crazy Al’s Green Store” to
stock up. Players can also buy gifts that will be temporarily
displayed in the gardens of others, although the rituals of
generosity differ considerably from the “twinking” described by
Janine Fron, Celia Pearce, Tracy Fullerton, and Jacquelyn Morie
in which gift-giving in virtual worlds or MMORPGs is more
spontaneous and less determined by the pre-set conventions of the
game [19].
As social network sites expand beyond the base of peer groups in
college to include co-workers, neighbors, and family members,
the kind of games that would appropriate for a broader range of
social relationships requires attentiveness in design. It is also
important not to assume that superficially pro-social games will
be taken as polite or that games that appear to be anti-social in
their premises are impolite, because the rules surrounding
interactions may support emergent play, alternative rule sets, or
modes of competitive or cooperative communications that can not
be anticipated by those in the initial audience who have yet to
actually take part in playing the game.
This structure of gift-giving may seem to be highly altruistic, both
toward other players and toward the planet, but the expectation of
reciprocity and the endless nature of the obligation, since being
able to send the most rare and coveted plants requires having sent
thousands of plants to others first, may trespass certain boundaries
of politeness. For example, bolder players may request that a
particular plant that they would like to have in their collection be
send back as compensation with their “gift.” This can create a
socially awkward situation if the socially expected gifts exceeds
the plants that are available, because other player has not
advanced far enough in the game to be able to send the desired
item. Confessing to not being able to send the requested gift
through the communication channel tied to the gift-giving
message could reinforce the loss of face created in this situation.
9. ACKNOWLEDGMENTS
Thanks to Mark Marino for his suggestions for refining the
argument of this paper, and all those with whom I regularly play
Facebook games.
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