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Applying Game Design Techniques to Social Software

Event SXSW Interactive 2009
Format Solo
Organizer Josh Knowles Auscillate.com
Description Computer games are becoming increasingly social, whether by having groups of real people play together or by allowing people to share and compare scores, ranks, and trophies. Social software can be a more playful, less utilitarian affair. So what can we learn from game design that we can apply to non-game social software? Can we make users more passionate? Can we change their behavior? Can we make our social software tools more useful?
Questions
Answered
  1. What is the cutting edge in social gaming at the moment? World of Warcraft? XBOX Live? Scrabulous? Spore?
  2. What can we learn about social design from pre-computer social games -- poker, basketball, Monopoly, etc?
  3. Can we break down the term "social computer game" in a useful way? What are the different ways a computer game can be "social?"
  4. What are the various ways we can be "social" with software in general?
  5. What is the effect of "play" in social software?
  6. How much of our social software usage is for "utility" and how much is for "play?"
  7. How does game design affect user beahvior?
  8. How do we use game-like systems to create incentives and penalties for users?
  9. What can social games teach us about interface design?
  10. Can you show us some examples of non-game social software that use game-like systems to improve the user experience?
Level Advanced
Category Community / Social Networks