Addictive gaming has been around for a long time. We grew up with it — never-ending games of Monopoly evolved into Super Smash Bros sessions in front of the TV to Starcraft on the computer screen, and most recently, Angry Birds on the smartphone.
There’s a growing need to address global issues (climate change, poverty, human rights, and infinitely more). One person certainly can’t do it all, but the power of weak ties, social networking, and crowdsourcing can be applied to affecting social change on a global level. Now is the time to channel the time, money, and (dare we say it) passion spent on addictive gaming into something collectively productive. You can call it crowdsourcing in the form of games for the social good.
Assuming the role of the addictive-game designer, the question is how I can create a game that is simultaneously addictive, social, and good.
Why mobile:
1) Smartphones are ubiquitous. These compact mobile devices are convenient, indispensable for staying connected, and allow you to fill otherwise-wasted downtime/travel time with whatever activity compels you.
2) Smartphone games are cheap. The money is made on the quantity, not the price. The potential user capture is thus significantly greater.
Without in-depth economic analysis on mobile gaming prices given the current microeconomics of the volatile technology industry, I will assume for now that the optimum price for a smartphone game is $1. (With Apple’s new subscription requirement where they take 30% of your revenue from downloads they sourced, you might see an erosion of profits. Will we then see a slowdown in app development? We’ll see what plays out.)
Here’s what I believe are key elements that make a mobile game addictive:
1) There is learn-able skill and strategic thinking involved; luck is eliminated. For example, Angry Birds employs an algorithm based on physics for each bird character. As you play more, you start learning the laws and idiosyncracies of each bird. That’s what makes you successful, (at least somewhat) intellectually satisfied, and wanting to play more.
3) Creation or destruction: An addictive game must have one of these elements. You need to either be shooting/demolishing/exploding or creating/building, preferably from scratch. This point is best illustrated with examples. Bowling is fun because the player gets to knock down pins. They can feel a sense of accomplishment because they’re physically and symbolically destroying. (When you break down Angry Birds to the bare bones, it’s essentially the same concept as bowling: you’re using a given object + your uniquely nuanced skill to destroy something). Simulation games like SimCity or Age of Empires are compelling because you’re creating and controlling, whether it’s as small as a home or as large as an empire or dynasty. Because of this effort to create, you have a vested interest in its maintenance; thus continues the addiction.
4) Some kind of background story line that ties it all together. A simple, childhood-recalling, quirky story is all that’s needed. Think viral Youtube videos. Peripherals, add-ons, comedic youtube videos all help enhance this story and take the interaction with the game outside of the game world itself.
5) A tangible goal, destination, or otherwise constantly changing value proposition: whether it’s beating your/your friends’ times (Sudoku), crossing a finish line (Mario Kart), unlocking a level/reward (DanceDanceRevolution), or destroying all your enemies — you need to have an evolving goal. There is always a faster time, higher levels, and smarter enemies.
6) Not necessary, but nice: something that doesn’t have inherently “evil” real-world consequences. Battling, conquering, and bombing all the countries in the world to emerge as the one victorious country could be potentially politically questioned. Destroying buildings with civilians is “bad,” but no one draws violent conclusions from shooting angry birds into googly-eyed green pigs. This element just helps in the long-term.
7) Make it social. I think this element is key to sustaining the popularity of a game. An individual player’s initial interest may wane if it’s their own goal they’re trying to beat. The social aspect gives addictive gamers a more socially acceptable (pun-intended) way of interacting with their friends.
How to make it social:
1) Don’t sell the charity / social good aspect too hard, if at all. The end goal of your game should not be charity. It should be fun and its associated satisfaction and sense of accomplishment. Social good is a bonus, just like the happiest people are those who do what they love and make a lot of money as a cherry on top. Once a game’s end goal is charity, you effectively lose a good number of players who just want to play a game. This perception can change over time of course; I just don’t think the charity aspect should be the main reason for people to play a game. (What do you think?)
2) Addictive gamers tend to be competitive, both with themselves and with others. Players set goals for themselves. These goals are reinforced or created by friendly peer pressure. So whether it’s “leveling-up” or continuous gaming like in Tetris, there should be a way to either play against friends, compare game scores, and broadcast the results to your social network.
What’s social good and how we can contribute to it through mobile gaming:
I use the term “social good” because I think the relatively new phrase hasn’t yet acquired a host of negative connotations, unlike “charity.” There are many other labels for productively contributing to the collective good. We can achieve this through gaming in a myriad of ways:
Money: the universal financial instrument allows the purchase of lacking materials. With money you can feed someone or build shelter.
Creation: Crowdsourcing the actual labor. If I knew the answer to tangible creation via mobile, I wouldn’t still be here writing about it. Essentially, this is converting the time, energy, money, and connectivity spent on a mobile game into the actual labor process for funding a smartphone for someone in the Third World for example. Or doing mobile banking for someone in Africa.
Public awareness of an issue: Though it’s not money or tangible creation, public awareness is equally important, especially for long-term change.
Back-of-the-envelope calculation – A hypothetical:
Take Angry Birds as an example. As of August 2010, they sold more than 6.5 million copies of the iPhone game (1). Keep in mind this is one platform, and they are expanding into all other platforms. If you subtract half of that $6.5m revenue for cost of goods sold, developer profits, and other expenses (very little because it’s a mobile app), you can contribute the rest of the $3.25 million to, say, feeding children in Africa (and you make damn sure that money goes directly to feeding the children). In addition to having derived all the satisfaction and entertainment from playing the game, the Angry Bird players as an aggregate have effectively fed 32.5 million children in Africa for a day (it costs around 10 cents a day to feed a child in Africa (2); there’s around 400 million children in Africa today, aged 0-14 (3). Technicalities and crude assumptions aside, the potential for affecting social change is huge.
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In the above, I’ve written what I think is necessary for addictive mobile gaming to be channeled into productive social good. I haven’t created anything myself — simply laid the foundation for a castle to be built on top. It’s my hope that someone out there (or me in the future) will make a socially-productive mobile game that goes viral.
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I give credit where credit is due — simple stats for my back-of-the-envelope calculation:
(1): http://venturebeat.com/2010/08/13/angry-birds-sells-6-5m-units-on-iphone-and-flies-to-new-smartphones/
(2): http://answers.yahoo.com/question/index?qid=20080930150713AAUdMIV
(3): http://www.un.org/esa/population/publications/wpp2006/FS_ageing.pdf