Social Gaming
Social gaming is a great time waster, I remember being on public transport and needing a way to make the ride go faster. I used to love playing Candy Crush or Farmville, it was addictive. I remember receiving requests from family or friends wanting to help them grow corn or send them a life so they could try the level again. Especially, Candy Crush the competitive edge was getting to me, I really wanted to get ahead of my friends.
When playing these games, I would always think what is the point in playing this. It doesn’t benefit me, it’s just a way to fill the time. This week’s topic has provided the opportunity to dig deeper beyond the simple concept of social gaming.
When Facebook launched, it was only a short time later that people were establishing the popularity of gaming and saw that there would be a long-term demand for it. Facebook was very discreet in integrating it into its platform (O’Neill, N. 2008). Social gaming is now a $9 billion market, it is the fastest growing segment of entertainment, providing engagement content for millions of users (Weber, K. n.d). Game developers have also utilised social gaming to make a positive impact in the world. Virtual goods are being sold, bought or won for charitable causes, and this is showing as very popular amongst users. Social gaming is an opportunity to connect players with causes they care about (Weber, K. n.d). Water.org raised $1 million from Farmville2 and Chefville2 (Weber, K. n.d). Social good app developers create games that are all about doing good for society, including Wetopia which is one their most popular games. Wetopia allow their players to earn points and convert them into monetary donations to a charity. Since its creation, Wetopia has provided:
· 1,000,000 days of school for kids in Haiti
· 7,000,000 liters of clean, safe drinking water in Haiti
· 700,000 hot meals for children in need
· 45,000 meals for children in Las Vegas
· 32,000 hours of nutrition and literacy programs for U.S. students
· 9,000 papaya and moringa trees
· 6,500 coats, shoes, and shirts for children around the world
· 4,000 books for elementary school children
· 3,400 vitamins for children
· 1,000 medical check-ups for children in New Yorkand Haiti
(Swallow,E. 2013).
Wetopia is a free game, and it allows their players to build a virtual village. Points are earnt when acts like building a school is completed. Even Ellen DeGeneres has endorsed this game, catapulting its popularity further. Social gaming is oftenly snubbed as a time filler, as mentioned above, I felt the same way. But knowing that playing will therefore help someone else has provided me with the appreciation for it.
Heinz, E. 2011. Facebook Game ‘WeTopia’ Allows Players To Donate To Charity By Building Virtual Village. Huffington Post. Viewed 1 February 2018 http://www.huffingtonpost.com.au/entry/wetopia-facebook-game-charity_n_1117549
O’Neill, N. 2008, What Exactly are Social Games? AdWeek. Viewed 1 February 2018 http://www.adweek.com/digital/john-stevens-hosting-facts-guest-post-how-social-media-is-changing-the-gaming-world/
Swallow,E. 2013. How Social Games Are Changing the World. Forbes. Viewed 1 February 2018 https://www.forbes.com/sites/ericaswallow/2013/03/23/social-games/#57970b32377e
Weber, K. n.d. How The Gaming Industry Help People Help The World. Video Game Voters Network. Viewed 1 February 2018 https://videogamevoters.org/news/details/how-the-gaming-industry-helps-people-help-the-world
I really love how there’s a few app companies that are just straight up about their income. They essentially say “we get paid for ads, so you play we give you rewards and you can get paid in return” I played these games for a year and earned $10. It’s not a job, but so much better than playing Candy Crush and getting nothing! I’d love to see this kind of app become more popular even though I don’t really have time to play these games anymore.








