TY - CHAP
T1 - Exchanging Social Information in Online Social Games
AU - Davide, Fabrizio
AU - Triberti, Stefano
AU - Collovà, Francesco
PY - 2014
Y1 - 2014
N2 - This chapter presents the phenomenon of social games analyzing the key concept of social information (SI), which is the primal material of the game interactions. It introduces first a classification of digital social games existing nowadays, then our understanding of SI and its presence in different games. Further, the chapter elaborates on three study cases (FarmVille, Pet Society, and Starcraft II) of social games in order to provide schemes of how SI is implemented and used in a digital gaming context, including the opportunity to exchange it. A model of SI exchange is introduced and developed at the level of scenarios, communication processes, and most relevant messages. Finally a discussion recaps the results of the authors′ exploration of SI in the online gaming landscape.
AB - This chapter presents the phenomenon of social games analyzing the key concept of social information (SI), which is the primal material of the game interactions. It introduces first a classification of digital social games existing nowadays, then our understanding of SI and its presence in different games. Further, the chapter elaborates on three study cases (FarmVille, Pet Society, and Starcraft II) of social games in order to provide schemes of how SI is implemented and used in a digital gaming context, including the opportunity to exchange it. A model of SI exchange is introduced and developed at the level of scenarios, communication processes, and most relevant messages. Finally a discussion recaps the results of the authors′ exploration of SI in the online gaming landscape.
KW - videogames
KW - videogames
UR - http://hdl.handle.net/10807/60329
U2 - 10.1002/9781118796443.ch8
DO - 10.1002/9781118796443.ch8
M3 - Chapter
SN - 9781118796443
SP - 197
EP - 234
BT - Handbook of Digital Games
ER -