Lifelong Learning ProgrammeThis project has been funded with support from the European Commission. This material reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein

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Manual

Video games have become an increasingly entertainment option in today's society. This is reflected in the huge number of users and the amount of hours per week these users spend playing. The number of hours per week playing on video games has increased significantly until reaching 5.2 hours on average [1]. Also the age range of players has been expanding, and currently there are videogames players from children to seniors. This phenomenon has occurred in a uniform way throughout Europe where to a greater or lesser extent, the number of people enjoying the entertainment offered by video games has increased.

The platforms that run games have also diversified, those times playing with a PC or console are over. Today you can play games from a smartphone or tablet.

It’s important to highlight that 32.2% of video games users play online and also the increasing importance of games in social media (Facebook, Google, twitter, etc). Over 400 million people participate in games on Facebook [2], MySpace [3] and other social media. This is a new way of fun, making friends and business. We will analyze a particular social media as playing environment: Facebook that have Contributed to the growth of social games.

Facebook is definitely the ultimate social media. Since its creation in 2004, Facebook has grown to become, with 800 million users, the largest social media today. His approach has been to connect people from around the world through virtual links of friendship. Apart from this, it also allows users to play games online, paying special attention to the social aspect of them. Since the Facebook has existed, video games have changed. They have gone from being more individualistic to more social. The game is played online with friends who help each other, or, as in the MMO (Massively Multiplayer Online Games), where hundreds of thousands of strangers from around the world compete. A great example of these games is Farmville [4] , one of the three games with more users on Facebook. To measure the scale of this phenomenon, just have time to visit the virtual town of Farmville which has exceeded 83 million users worldwide (please see Annex – Guidelines to play Farmville).

One of the characteristics of social games is, for example, that there is no need to have special skills, because, unlike video games, social games only require a little attention. And if you have any problems, you can ask for help to the social media contacts that have acceded to the game. They are the secret of this social games success.

While there are many studies on motivational aspects for games from an educational perspective and on casual games in general, there are very few studies on ‘social casual games’.

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