Even people who play Farmville want to avoid playing Farmville

Paul Raven @ 09-03-2010

The road to FarmvilleI’m probably going to upset a few people by saying so, but I loathe Farmville. If you do too, this darkly funny but simultaneously serious analysis of the Farmville phenomenon in socioeconomic terms will probably make your week [via Chairman Bruce; image by taberandrew]:

One might speculate that people play Farmville precisely because they invest physical effort and in-game profit into each harvest. This seems plausible enough: people work over time to develop something, and take pride in the fruits of their labor. Farmville allows users to spend their in-game profits on decorations, animals, buildings, and even bigger plots of land. So users are rewarded for their work. Of course, people can sidestep the harvesting process entirely by spending real money to purchase in-game items. This is the major source of revenue for Zynga, the company that produces Farmville. Zynga is currently on pace to make over three hundred million dollars in revenue this year, largely off of in-game micro-transactions.[10] Clearly, even people who play Farmville want to avoid playing Farmville.

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Even Zynga’s designers seem well aware that their game is repetitive and shallow.  As you advance through Farmville, you begin earning rewards that allow you to play Farmville less.  Harvesting machines let you click four squares at once, and barns and coops let you manage groups of animals simultaneously, saving you hundreds of tedious mouse-clicks.  In other words, the more you play Farmville the less you have to play Farmville.  For such a popular game, this seems suspicious. Meanwhile, Zynga is constantly adding new items and giveaways to Farmville, often at the suggestion of their users.  Hardly a week goes by that a new color of cat isn’t available for purchase.  What fun.

Beyond the snark, though, there’s a serious point being made:

The most important thing to recognize here is that, whether we like it or not, seventy-three million people are playing Farmville: a boring, repetitive, and potentially dangerous activity that barely qualifies as a game.  Seventy-three million people are obligated to a company that holds no reciprocal ethical obligation toward those people.

It’s always been easy to manipulate people using existing networks and patterns of social obligation, but now the social web has made that into a fast-moving billion-dollar business model. Add five years, stir vigorously; your technothriller plot is ready to serve.


Facebook profiles are not two-faced

Paul Raven @ 02-03-2010

According to recent research, Facebook profiles actually reflect their owner’s personality more accurately than a brief face-to-face encounter might manage to do:

Back’s team administered personality inventories that evaluated 133 U.S. Facebook users and 103 Germans who used a comparable social-networking site. Inventories focused on the extent to which volunteers endorsed ratings of extraversion, agreeableness, conscientiousness, emotional instability and openness to new experiences.

The subjects — who ranged in age from 17 to 22 — took the inventory twice, first with instructions to describe their actual personalities and then to portray idealized versions of themselves.

Then, undergraduate research assistants — nine in the United States and 10 in Germany — rated volunteers’ personalities after looking at their online profiles. Those ratings matched volunteers’ actual personality descriptions better than their idealized ones, especially for extraversion and openness.

Not everyone is entirely convinced, however:

Adriana Manago, a psychology graduate student at UCLA, calls the new findings “compelling” but incomplete. College students on Facebook and other online social networks often augment what they regard as their best personal qualities, Manago holds. In her view, these characteristics aren’t plumbed by broad personality measures like the ones measured in Back’s study. And students’ actual personality descriptions may have included enhancements of their real characteristics, thus inflating the correlation between observers’ ratings and students’ real personalities, Manago notes.

“Online profiles showcase an enhanced reflection of who the user really is,” Manago proposes. In a 2008 study, she and her colleagues found that 23 college students sometimes used another online social networking site, MySpace, to enhance their images, say by Photoshopping acne out of a picture or posting a video of themselves driving a sports car at high speeds.

Somehow this revelation is both cheering and depressing at the same time… I wonder how those results would differ for older age brackets?


How publishers can exploit “virtual currencies”

Paul Raven @ 01-02-2010

Given that publishing economics are pretty topical at the moment, this video embedded in this post from GalleyCat last Thursday seems either alarmingly prescient or laughably silly, depending on your viewpoint.

Here’s the thesis in a nutshell: those mind-numbingly infuriating and spammy Farmville games your friends play on Facebook are surprisingly good at generating income for their creators, so publishers should take a leaf from the same book to spice up their own online offerings. The theory does come from the president of a company called Orca which specialises in developing virtual currencies for corporations, so a certain bias in favour of the idea is to be expected…

Here’s an excerpt (which I’ve excerpted in turn from GalleyCat’s post – yay, lazyweb!):

“They convert [virtual currencies] at prices that are not easily divided–one dollar gives you 33 credits [for example] … People don’t necessarily think, ‘it cost me 42-cents to send my friend a virtual beer.’ I think when the publishing industry starts thinking about how they chunk up content–whether it be articles or chapters–it shouldn’t be a debate of whether an article is worth one dollar or three dollars. An article should cost 43 credits.”

My immediate instinct is that this idea stinks, though that’s probably due to my kneejerk loathing of Farmville, Mafia Wars et al; maybe there’ll be a way to graft virtual currencies onto the publishing ecosystem without introducing the intrusive “social” aspects (read as “spamming”) and underhand pricing structures that seem to inform such games, which I suspect wouldn’t gel well with the book-buying demographic. But then again, if you get rid of those aspects of the system, you’ll probably never make a dime with it… so it’s back to the drawing board, I guess.


Redefining friendship: Facebook, MMORPGs and Dragon Age Origins

Jonathan McCalmont @ 06-01-2010

Blasphemous Geometries by Jonathan McCalmont

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The Antiques Roadshow” – For an entire generation of people who grew up [in the UK - Ed.] in the 1980s, those three little words herald a wave of unease and bitterness.  Like a Renaissance magus, they conjure forth memories of Sunday evenings dominated by the looming return of school and the perversity of one’s parents’ taste in television.  You see, younglings… prior to the internet, cable TV and the explosion of cheap consumer electronics, most young British people were trapped not only in a four channel world, but in a world where only one TV channel was ever really accessible to them : the one that their parents wanted to watch.  Continue reading “Redefining friendship: Facebook, MMORPGs and Dragon Age Origins”


Facebook as your alibi

Paul Raven @ 16-11-2009

We’ve surely heard enough stories about how posting status updates on social networks can give away more information about you than you intended, so here’s the positive flipside of that: Rodney Bradford was a suspect in a Brooklyn mugging case, and it’s partly thanks to a Facebook status update made from his father’s apartment that the charges against him were dropped. [via TechDirt]

Of course, such alibis could be faked, if you had the time and intelligence to plan it all out and the help of a close-lipped accomplice… expect a lot more mystery and crime plots involving status updates, IP addresses and server timestamps to crop up in the next couple of years.

But perhaps this means that lifelogging is the ultimate way to protect yourself from accidentally being accused of something you didn’t do – if every second of your life is open to public scrutiny, you’re not going to commit a mugging and get away with it, after all.

But what happens when we’re all lifelogging, in some almost unimaginable combination of the participatory panopticon and David Brin’s transparent society? When every moment, when every minor indiscretion is a matter of public record, will we simply cease to sin? Or will we develop a kind of social blindness to the sort of unethical actions that we all take every now and again?


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