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Social Serious Games =
             Serious Games and Social Media
                 New opportunities for game-based learning
                                             6th October 2012, Wiesbaden




                                                                                                                                                     Prof. Dr.-Ing. Ralf Steinmetz
Dipl.-Inform. Johannes Konert                                                                                                             KOM - Multimedia Communications Lab

                                                                                                                                                                          3-Apr-13
© author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide
Social
                                    Media
       Serious
       Games
                 Social Serious
                    Games
                                  Social
                                  Games




WHAT ARE SOCIAL SERIOUS GAMES?



                                             KOM – Multimedia Communications Lab   2
Serious Games

 What is a Serious Game?




Image sources: http://www.slidetoplay.com/, http://www.multimediamanufaktur.com/de/,   KOM – Multimedia Communications Lab   3
http://highactivities.com/
Serious Games

 There is an agreement in the research world that there is no agreement
  about the term Serious Game.

 One definition

                              „Serious Games are computer games for a primary purpose
                                      other than pure entertainment“ (wikipedia)


 ..but nobody knows exactly.




Image source: amazon et al.                                               KOM – Multimedia Communications Lab   4
Serious Games

Our definition:
        „Serious Games are the combination of game technology and concepts
                       plus additional technology and science
                     in manifold application domains “ (Göbel)

My definition:

            „Serious Games are computer games used for another purpose
                        beside pure entertainment“ (Konert)


Wikipedia definition:

             „Serious Games are computer games for a primary purpose
                     other than pure entertainment“ (wikipedia)

                                                          KOM – Multimedia Communications Lab   5
Serious Games

 What is a Serious Game?




                                                                                              maybe
                                                                                        ..it depends on the context




Source: http://www.slidetoplay.com/, http://www.multimediamanufaktur.com/de/, http://highactivities.com/   KOM – Multimedia Communications Lab   6
Serious Games

                     Authoring




                                                                                                                              Control




                   Evaluation
                                                                                                                                        Der Wechsel, TU Darmstadt
Examples



                                                                                                                   Geograficus, Braingame
   Das Portal, DECK13

                                                                                Ecotopia,Talkie
                                    2weistein, Brainm. St.
Image sources: www.deck13.com, http://www.brainmonster.de, https://www.facebook.com/ecotopia.beta, http://www.geograficus-   KOM – Multimedia Communications Lab   7
game.de, ‘Der Wechsel’ presented at http://www.gamedays2012.de; circle images: http://www.kom.tu-darmstadt.de
Social
                                    Media
       Serious
       Games
                 Social Serious
                    Games
                                  Social
                                  Games




WHAT ARE SOCIAL SERIOUS GAMES?



                                             KOM – Multimedia Communications Lab   8
Social Media ( & Web 2.0)

Sociologically driven terms                   Technical Applications:
Web 2.0 is the internet usage                    Twitter, Blogging,
 with collaboratively developed                   Folksonomies, ..
 content and applications.
Loose Socializing is the                      Online Social Networks,
                                                    Followers, …
 internet usage to effortlessly
 keep connection to a broad
 amount of individuals‘
 activities.

„Social Media is a group of Internet-based applications that build on the
  ideological and technological foundations of Web 2.0, which allows the
  creation and exchange of user-generated content” [Kaplan & Haenlein]
e.g. Social Media Applications: Youtube, Flickr, Facebook


Sources: wikipedia.org,                               KOM – Multimedia Communications Lab   9
Social Media (Landscape 2011)



7 categories
Trend towards
    seamless communication
    context-aware filtering
    activity-centered services


Most promising players:
Facebook, Google and Twitter




                                  KOM – Multimedia Communications Lab 11
Social Media (Landscape 2011)




11 Social Media Needs: Publishing, Discussing, Sharing, Gaming, Networking,
 Searching, Location-based Services, Event-based Services, Single-Sign-On
 (Identity-Management), Extensibility (Plugins), (Micro)-Payment-Service
                                                        KOM – Multimedia Communications Lab 12
Social Media (Landscape 2012)



7 cat.     6 categories
2011       2012
Publish    Publish
Share      Share
Commerce   Buy
Location   Location
Network    Network
Games      Playing
Discuss


Most promising players:
Facebook, Google and Twitter


                                KOM – Multimedia Communications Lab 13
Social Media

 Social Media Explained

        Why are these Social Media
         Applications so successfull?

        What makes them different
         from other kinds of media?




Source: Forbes: Google+'s Success and Failure, in Two Images.                                 KOM – Multimedia Communications Lab 15
http://www.forbes.com/sites/roberthof/2012/02/09/googles-success-and-failure-in-two-images/
Social Media

Social Media (compared to industrial media)

Reach:      producers can easily reach their audience
Access:     producers can easily create content by themself
            (nearly for free)
Usability:  producers can use without profession,
            consumers can easily consume
Immediacy : no long distribution or finalization process
Permanence: stored and repeatable accessible,
            re-usable and changeable




Source: wikipedia.org ‘Social Media’ using [Benkler]   KOM – Multimedia Communications Lab 16
Social Media

 12 Social Media Interaction Types (simplified)


             Post, Share, Update,
             Vote, Comment,
             Chat, Invite,
             Join, Tag,
             Connect, Buy, Play




                                              Fig: Share, Vote and Comment Interactions Schemes




References: [Crumlish, 2009] [Julien, 2011]                                   KOM – Multimedia Communications Lab 17
CAN’T THIS BE USED FOR GAMES?




Source: http://croobal.com/wp-content/uploads/2012/06/ThinkingSmiley.jpg   KOM – Multimedia Communications Lab 18
Social
                                    Media
       Serious
       Games
                 Social Serious
                    Games
                                  Social
                                  Games




WHAT ARE SOCIAL SERIOUS GAMES?



                                             KOM – Multimedia Communications Lab 19
Social Games




Source: http://best-farmville-farms.blogspot.de/   KOM – Multimedia Communications Lab 20
Social Games


       Farmville
       Sim Social
       Bejeweled Blitz
       Garden of Time
       City of Wonder
       Market Street
       ESPNU College Town
       Martian Boneyards
       Code of Everand
       Online Image Labeling - The ESP Game
       Infiniteams
       Chemistry – MeCHeM
       Ars Regendi
       Wolf Quest
       Grepolis
       Industry Player
        (…)




Sources: selection from www.playdom.com, www.gamesforchange.org,                KOM – Multimedia Communications Lab 21
www.socialimpactgames.com, seriousgames.msu.edu/games.php and www.spielbar.de
Social Games


 What is a Social (Casual) Game?                                               Criteria for a Social Game
     casually played or                                                        Asynchronous Play
                                                                                    each player at his own time, pace and intensity
     with easy to use interfaces which are
                                                                                Casual Multiplayer
     connected to OSNs                                                             awareness of others actions in game

    [Loreto & Gouaïch, 2004]                                                    Coopetition
                                                                                    low competition, high cooperation,
                                                                                    no direct drawbacks for individual players
                                                                                Beneficial Social Media Integration
                                                                                    user generated content as knowledge resource,
                                                                                    physicality of game play activity




References: [Loreto & Gouaïch, 2004] [O’Neill, 2008] [Nalebuff, 2007] [PlayGen, 2010]                    KOM – Multimedia Communications Lab 22
ARE THERE SERIOUS SOCIAL GAMES?




                         KOM – Multimedia Communications Lab 23
Serious Social Games

 Enercities

         Criterion                   Enercities

       1st purpose                        Yes
      entertainment
    2nd extra purpose


        Inter-subject                   Minimal
         interaction

      Interdependency                   Minimal

       Internet-based                     Yes

    Beneficial Social                   Partly
    Media Integration
        Coopetition                       No

   Casual Multiplayer                     No

   Asynchronous Play                      Yes

                                                    Enercities.eu – European Commission funded

Image source: Enercities.eu, screenshot from game       KOM – Multimedia Communications Lab 24
Serious Social Games

 PoweRBrands

         Criterion               PoweRBrands

       1st purpose                       Yes
      entertainment
    2nd extra purpose


        Inter-subject                    Yes
         interaction

      Interdependency                    Yes

       Internet-based                    Yes

    Beneficial Social                   Partly
    Media Integration
        Coopetition                      Yes

   Casual Multiplayer                    Yes

  Asynchronous Play                      Yes

                                                                                       Reckitt Benckiser Recruiting

Image source: http://apps.facebook.com/powerbrands/, screenshot from game   KOM – Multimedia Communications Lab 25
Serious Social Games

 PowerOfResearch

         Criterion             PowerOfResearch

       1st purpose                       Yes
      entertainment
    2nd extra purpose


        Inter-subject                    Yes
         interaction

      Interdependency                    Yes

       Internet-based                    Yes

    Beneficial Social                   Partly
    Media Integration
       Coopetition                       Yes

   Casual Multiplayer                   Partly

  Asynchronous Play                      Yes

                                                         TMP Games Gmbh, funded by EC's 7th Framework Program

Image source: powerofresearch.eu, screenshot from game                    KOM – Multimedia Communications Lab 26
Serious Social Games


                                   These games do not use Social Interactions
                                          for what they are popular for!


                       Social Interactions in Social Media platforms are used for:
                           Mutual support (groups, interest, …)
                           Knowledge exchange (hints, opinions)
                           Assessment of ideas and creative solutions
                           Help and Guidance (tutoring)


                       This is what Peer Education means:

                                               Peer Education
                                      = Peer Tutoring + Peer Assessment
  .. and more like
  flutter, ecotopia,
 Change for Rio, …

                                                                     KOM – Multimedia Communications Lab 27
So,….


WHAT ARE SOCIAL SERIOUS GAMES?



                         KOM – Multimedia Communications Lab 28
Social
                                    Media
       Serious
       Games
                 Social Serious
                    Games
                                  Social
                                  Games




WHAT ARE SOCIAL SERIOUS GAMES?



                                             KOM – Multimedia Communications Lab 29
Motivation: Peer Tutoring

 Learning with Games (Singleplayer)
 Today:
   Well designed Digital Storytelling
   Player seeks help for challenges
    from friends, forums, ..

 Challenges:                                                                               Power Of Research, TPM Games
   No integrated assistance and help
   Only ‘random’ match                                                                         Der Wechsel, TUD FIF
    (person or content)
    for assistance

 Idea:
   Support knowledge transfer by
   Peer Tutoring using the
   social network of players
Image sources: powerofresearch.eu; ‘Der Wechsel’ presented at http://www.gamedays2012.de    KOM – Multimedia Communications Lab 30
Motivation: Peer Assessment

 Assessment in Games (Singleplayer)
 Today:
   Gaming complexity improves fast
   More sophisticated learning content



 Challenges:                                                                                       2weistein, Brainmonster Studios
   Missing complex
    open format challenges                                                                         PEDALE Learning Environment
   Assessment by                                                                                      (closed-format part)

    (limited) computer algorithms

 Idea:
   Support player feedback by
   Peer Assessment using the
   social network of learners
Image sources: http://www.brainmonster.de; ‘Der Wechsel’ presented at http://www.gamedays2012.de   KOM – Multimedia Communications Lab 31
Social Serious Games


                                  A Social Serious Game is a Serious Game
                               satisfying all criteria mandatory for a Social Game.

     (Asynchronous Play, Casual Multiplayer, Coopetition, Beneficial Social Media Integration)


                Using Peer Tutoring                               Using Peer Assessment
                    Hints                                          Rating, ranking
                    Assistance                                     Allows open format tasks in games
                    Best practices                                 User-generated tasks

                                       Serious                     Social Media
                                       Games                       Applications




                                                  Social
                                                  Serious Games



Image sources: FreeDigitalPhotos.net (Idea go and jscreationzs)                   KOM – Multimedia Communications Lab 32
Social Serious Games




                                       (Existing )                                    Social Media
                                     Serious Games                                      Platform
                                                                                       (g+, fb, …)




Image sources: http://www.brainmonster.de; ‘Der Wechsel’ presented at http://www.gamedays2012.de   KOM – Multimedia Communications Lab 33
Social Serious Games

 The integration of Social Media allows:
           Influence game play from outside (creativity, individuality, assessment)
           Add content
           Personalized game experience
           Viral effects



                      Influence                                                                                        Influence
                by SN-data and metrics                                                                          by interaction patterns

           Ego-Network                                                                                    Short-time reactions
           User profile data                                                                              Assessments
                                                                                                           Opinions,
                                                                                                            votes



Image sources: https://www.facebook.com/johannes.konert, http://www.nytimes.com/2009/03/29/technology/internet/29face.html   KOM – Multimedia Communications Lab 34
and research project GENIUS HessenModellProjekte, LOEWE (design draft)
Social Serious Games: Influence System

 Focused and implemented influences
                   Influence                                                     Influence
             by SN-data and metrics                                       by interaction patterns
  Access to ego-network                                              Single choice and multiple choice
  Access to profile data                                             Text input, gap text
  (both normalized)                                                  Content upload (images, audio)
                                                                      Combinations of all
                                                                       (including list extension)

                                                                      positioning-tasks*
                                                                       … (extendable)




*derived from expert interview conducted with CEO Thomas Wagner,                  KOM – Multimedia Communications Lab 35
Reality Twist GmbH, Game Studio, Munich on 24.04.2012
Finally




                                          “First playable prototypes
                                            are expected for 2013.
                                                 Stay tuned…”


Image source: FreeDigitalPhotos.net (ponsulak)                         KOM – Multimedia Communications Lab 36
Social
                                    Media
       Serious
       Games
                 Social Serious
                    Games
                                  Social
                                  Games




THESE ARE SOCIAL SERIOUS GAMES



                                             KOM – Multimedia Communications Lab 37
Questions & Contact


                      Thank you for your
                        Attention,
                        Questions and
                        Feedback.




                                 Connect on www.linkedin.com/in/johanneskonert

                                                   KOM – Multimedia Communications Lab 38
Appendix: References
 [Chen2007] Chen, J., 2007. Flow in Games ( and Everything Else ). Communications of the ACM, 50(4), p.31-34. Available at:
     http://delivery.acm.org/10.1145/1240000/1232769/p31-
     chen.pdf?key1=1232769&key2=3643268821&coll=GUIDE&dl=GUIDE&CFID=111187921&CFTOKEN=25517040.
 [Constant1996] Constant, D., Sproull, L. & Kiesler, S., 1996. The Kindness of Strangers: The Usefulness of Electronic Weak Ties for Technical Advice.
     Organization Science, 7(2), p.119-135. Available at: http://www-2.cs.cmu.edu/~kiesler/publications/PDFs/Constantkindness.pdf.
 [Crumlish2009] Crumlish, C. & Malone, E., 2009. Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal
       Guide), Yahoo Press. Available at: http://www.amazon.com/Designing-Social-Interfaces-Principles-Experience/dp/0596154925 [Accessed May 8, 2012].
 [Damon1984] Damon, W., 1984. Peer education: The untapped potential. Journal of Applied Developmental Psychology, 5(4), p.331-343. Available at:
       http://linkinghub.elsevier.com/retrieve/pii/0193397384900066.
 [Granovetter1973] Granovetter, M.S., 1973. The strength-of-weak-ties perspective on creativity: a comprehensive examination and extension. The American
       Journal of Sociology, 78(6), p.1360-1380.
 [Jarvinen2010] Jarvinen, A. (2010). Social game Design for Social Networks. PlayGen., from http://playgen.com/game-design-for-social-networks/. [Accessed
       January 22, 2011]
 [Julien2011] Julien, J., 2011. Social Media Interaction Pattern Library. The Jordan Rules. Available at: http://thejordanrules.posterous.com/social-media-
       interaction-pattern-library [Accessed May 8, 2012].
 [HistoryGames2012] History of Games Timeline. (n.d.). Retrieved April 28, 2012, from http://www.historicgames.com/gamestimeline.html
 [Kaplan & Haenlein] Kaplan, A.M. & Haenlein, M., 2010. Users of the World, Unite! The Challenges and Opportunities of Social Media. Business Horizons,
       53(1), p.59-68. Available at: http://linkinghub.elsevier.com/retrieve/pii/S0007681309001232.
 [Konert2011] Konert, J., Richter, K., Göbel, S., & Bruder, R. (2011). Knowledge Sharing in the classroom - A social network approach for diagnostic
       assessment and learning together. Proceedings of the 11th IEEE International Conference on Advanced Learning Technologies (ICALT). Athens,
       Georgia, USA: IEEE. Retrieved from http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5992341&tag=1
 [Loreto2004] Loreto, I.D. & Gouaïch, A., 2004. Social Casual Games Success is not so Casual. Word Journal Of The International Linguistic Association.
 [Mohammad2009] Mohammad, A.L.S., Guetl, C. & Kappe, F., 2009. PASS: Peer-ASSessment Approach for Modern Learning Settings. In Advances in Web
       Based Learning-ICWL 2009: 8th International Conference, Aachen, Germany, August 19-21, 2009, Proceedings. Springer-Verlag New York Inc, p. 44
 [Nalebuff2007] - Nalebuff B., Brandenburger A. Coopetition — kooperativ konkurrieren. Mit der Spieltheorie zum Unternehmenserfolg. In: Boersch C, Elschen
       R, eds. Das Summa Summarum des Management. 1st ed. Gabler; 2007:217-230.
 [ONeill2008] - O'Neill N. What exactly are social games? Social Times. 2008. Available at: http://www.socialtimes.com/2008/07/social-games/ [Accessed
       January 18, 2011].
 [PlayGen2010] - PlayGen. Social Games - Make Games with PlayGen. PlayGen. 2010. Available at: http://playgen.com/social-games/ [Accessed January 3,
       2011].
 [Stepanyan2009] Stepanyan, K., Mather, R., Jones, H., & Lusuardi, C., 2009. Student Engagement with Peer Assessment: A Review of Pedagogical Design
       and Technologies. Advances in Web Based Learning–ICWL 2009, 367–375. Springer. doi:10.1007/978-3-642-03426-8_44
 [Westera 2007] Westera, W., & Wagemans, L., 2007. Help me ! Online Learner Support through the Self- Organised Allocation of Peer Tutors. Abstracts of the
       13th International Conference on Technology Supported Learning & Training (pp. 105-107). Berlin: ICEW GmbH. Retrieved from
       http://hdl.handle.net/1820/2075




Dipl.-Inform. Johannes Konert                                                                                   KOM – Multimedia Communications Lab 39

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Social Serious Games = Serious Games and Social Media

  • 1. Social Serious Games = Serious Games and Social Media New opportunities for game-based learning 6th October 2012, Wiesbaden Prof. Dr.-Ing. Ralf Steinmetz Dipl.-Inform. Johannes Konert KOM - Multimedia Communications Lab 3-Apr-13 © author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide
  • 2. Social Media Serious Games Social Serious Games Social Games WHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 2
  • 3. Serious Games What is a Serious Game? Image sources: http://www.slidetoplay.com/, http://www.multimediamanufaktur.com/de/, KOM – Multimedia Communications Lab 3 http://highactivities.com/
  • 4. Serious Games There is an agreement in the research world that there is no agreement about the term Serious Game. One definition „Serious Games are computer games for a primary purpose other than pure entertainment“ (wikipedia) ..but nobody knows exactly. Image source: amazon et al. KOM – Multimedia Communications Lab 4
  • 5. Serious Games Our definition: „Serious Games are the combination of game technology and concepts plus additional technology and science in manifold application domains “ (Göbel) My definition: „Serious Games are computer games used for another purpose beside pure entertainment“ (Konert) Wikipedia definition: „Serious Games are computer games for a primary purpose other than pure entertainment“ (wikipedia) KOM – Multimedia Communications Lab 5
  • 6. Serious Games What is a Serious Game? maybe ..it depends on the context Source: http://www.slidetoplay.com/, http://www.multimediamanufaktur.com/de/, http://highactivities.com/ KOM – Multimedia Communications Lab 6
  • 7. Serious Games Authoring Control Evaluation Der Wechsel, TU Darmstadt Examples Geograficus, Braingame Das Portal, DECK13 Ecotopia,Talkie 2weistein, Brainm. St. Image sources: www.deck13.com, http://www.brainmonster.de, https://www.facebook.com/ecotopia.beta, http://www.geograficus- KOM – Multimedia Communications Lab 7 game.de, ‘Der Wechsel’ presented at http://www.gamedays2012.de; circle images: http://www.kom.tu-darmstadt.de
  • 8. Social Media Serious Games Social Serious Games Social Games WHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 8
  • 9. Social Media ( & Web 2.0) Sociologically driven terms Technical Applications: Web 2.0 is the internet usage Twitter, Blogging, with collaboratively developed Folksonomies, .. content and applications. Loose Socializing is the Online Social Networks, Followers, … internet usage to effortlessly keep connection to a broad amount of individuals‘ activities. „Social Media is a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, which allows the creation and exchange of user-generated content” [Kaplan & Haenlein] e.g. Social Media Applications: Youtube, Flickr, Facebook Sources: wikipedia.org, KOM – Multimedia Communications Lab 9
  • 10. Social Media (Landscape 2011) 7 categories Trend towards  seamless communication  context-aware filtering  activity-centered services Most promising players: Facebook, Google and Twitter KOM – Multimedia Communications Lab 11
  • 11. Social Media (Landscape 2011) 11 Social Media Needs: Publishing, Discussing, Sharing, Gaming, Networking, Searching, Location-based Services, Event-based Services, Single-Sign-On (Identity-Management), Extensibility (Plugins), (Micro)-Payment-Service KOM – Multimedia Communications Lab 12
  • 12. Social Media (Landscape 2012) 7 cat. 6 categories 2011 2012 Publish Publish Share Share Commerce Buy Location Location Network Network Games Playing Discuss Most promising players: Facebook, Google and Twitter KOM – Multimedia Communications Lab 13
  • 13. Social Media Social Media Explained  Why are these Social Media Applications so successfull?  What makes them different from other kinds of media? Source: Forbes: Google+'s Success and Failure, in Two Images. KOM – Multimedia Communications Lab 15 http://www.forbes.com/sites/roberthof/2012/02/09/googles-success-and-failure-in-two-images/
  • 14. Social Media Social Media (compared to industrial media) Reach: producers can easily reach their audience Access: producers can easily create content by themself (nearly for free) Usability: producers can use without profession, consumers can easily consume Immediacy : no long distribution or finalization process Permanence: stored and repeatable accessible, re-usable and changeable Source: wikipedia.org ‘Social Media’ using [Benkler] KOM – Multimedia Communications Lab 16
  • 15. Social Media 12 Social Media Interaction Types (simplified)  Post, Share, Update,  Vote, Comment,  Chat, Invite,  Join, Tag,  Connect, Buy, Play Fig: Share, Vote and Comment Interactions Schemes References: [Crumlish, 2009] [Julien, 2011] KOM – Multimedia Communications Lab 17
  • 16. CAN’T THIS BE USED FOR GAMES? Source: http://croobal.com/wp-content/uploads/2012/06/ThinkingSmiley.jpg KOM – Multimedia Communications Lab 18
  • 17. Social Media Serious Games Social Serious Games Social Games WHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 19
  • 18. Social Games Source: http://best-farmville-farms.blogspot.de/ KOM – Multimedia Communications Lab 20
  • 19. Social Games  Farmville  Sim Social  Bejeweled Blitz  Garden of Time  City of Wonder  Market Street  ESPNU College Town  Martian Boneyards  Code of Everand  Online Image Labeling - The ESP Game  Infiniteams  Chemistry – MeCHeM  Ars Regendi  Wolf Quest  Grepolis  Industry Player (…) Sources: selection from www.playdom.com, www.gamesforchange.org, KOM – Multimedia Communications Lab 21 www.socialimpactgames.com, seriousgames.msu.edu/games.php and www.spielbar.de
  • 20. Social Games What is a Social (Casual) Game? Criteria for a Social Game  casually played or  Asynchronous Play each player at his own time, pace and intensity  with easy to use interfaces which are  Casual Multiplayer  connected to OSNs awareness of others actions in game [Loreto & Gouaïch, 2004]  Coopetition low competition, high cooperation, no direct drawbacks for individual players  Beneficial Social Media Integration user generated content as knowledge resource, physicality of game play activity References: [Loreto & Gouaïch, 2004] [O’Neill, 2008] [Nalebuff, 2007] [PlayGen, 2010] KOM – Multimedia Communications Lab 22
  • 21. ARE THERE SERIOUS SOCIAL GAMES? KOM – Multimedia Communications Lab 23
  • 22. Serious Social Games Enercities Criterion Enercities 1st purpose Yes entertainment 2nd extra purpose Inter-subject Minimal interaction Interdependency Minimal Internet-based Yes Beneficial Social Partly Media Integration Coopetition No Casual Multiplayer No Asynchronous Play Yes Enercities.eu – European Commission funded Image source: Enercities.eu, screenshot from game KOM – Multimedia Communications Lab 24
  • 23. Serious Social Games PoweRBrands Criterion PoweRBrands 1st purpose Yes entertainment 2nd extra purpose Inter-subject Yes interaction Interdependency Yes Internet-based Yes Beneficial Social Partly Media Integration Coopetition Yes Casual Multiplayer Yes Asynchronous Play Yes Reckitt Benckiser Recruiting Image source: http://apps.facebook.com/powerbrands/, screenshot from game KOM – Multimedia Communications Lab 25
  • 24. Serious Social Games PowerOfResearch Criterion PowerOfResearch 1st purpose Yes entertainment 2nd extra purpose Inter-subject Yes interaction Interdependency Yes Internet-based Yes Beneficial Social Partly Media Integration Coopetition Yes Casual Multiplayer Partly Asynchronous Play Yes TMP Games Gmbh, funded by EC's 7th Framework Program Image source: powerofresearch.eu, screenshot from game KOM – Multimedia Communications Lab 26
  • 25. Serious Social Games These games do not use Social Interactions for what they are popular for! Social Interactions in Social Media platforms are used for:  Mutual support (groups, interest, …)  Knowledge exchange (hints, opinions)  Assessment of ideas and creative solutions  Help and Guidance (tutoring) This is what Peer Education means: Peer Education = Peer Tutoring + Peer Assessment .. and more like flutter, ecotopia, Change for Rio, … KOM – Multimedia Communications Lab 27
  • 26. So,…. WHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 28
  • 27. Social Media Serious Games Social Serious Games Social Games WHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 29
  • 28. Motivation: Peer Tutoring Learning with Games (Singleplayer) Today:  Well designed Digital Storytelling  Player seeks help for challenges from friends, forums, .. Challenges: Power Of Research, TPM Games  No integrated assistance and help  Only ‘random’ match Der Wechsel, TUD FIF (person or content) for assistance Idea: Support knowledge transfer by Peer Tutoring using the social network of players Image sources: powerofresearch.eu; ‘Der Wechsel’ presented at http://www.gamedays2012.de KOM – Multimedia Communications Lab 30
  • 29. Motivation: Peer Assessment Assessment in Games (Singleplayer) Today:  Gaming complexity improves fast  More sophisticated learning content Challenges: 2weistein, Brainmonster Studios  Missing complex open format challenges PEDALE Learning Environment  Assessment by (closed-format part) (limited) computer algorithms Idea: Support player feedback by Peer Assessment using the social network of learners Image sources: http://www.brainmonster.de; ‘Der Wechsel’ presented at http://www.gamedays2012.de KOM – Multimedia Communications Lab 31
  • 30. Social Serious Games A Social Serious Game is a Serious Game satisfying all criteria mandatory for a Social Game. (Asynchronous Play, Casual Multiplayer, Coopetition, Beneficial Social Media Integration) Using Peer Tutoring Using Peer Assessment  Hints  Rating, ranking  Assistance  Allows open format tasks in games  Best practices  User-generated tasks Serious Social Media Games Applications Social Serious Games Image sources: FreeDigitalPhotos.net (Idea go and jscreationzs) KOM – Multimedia Communications Lab 32
  • 31. Social Serious Games (Existing ) Social Media Serious Games Platform (g+, fb, …) Image sources: http://www.brainmonster.de; ‘Der Wechsel’ presented at http://www.gamedays2012.de KOM – Multimedia Communications Lab 33
  • 32. Social Serious Games The integration of Social Media allows:  Influence game play from outside (creativity, individuality, assessment)  Add content  Personalized game experience  Viral effects Influence Influence by SN-data and metrics by interaction patterns  Ego-Network  Short-time reactions  User profile data  Assessments  Opinions, votes Image sources: https://www.facebook.com/johannes.konert, http://www.nytimes.com/2009/03/29/technology/internet/29face.html KOM – Multimedia Communications Lab 34 and research project GENIUS HessenModellProjekte, LOEWE (design draft)
  • 33. Social Serious Games: Influence System Focused and implemented influences Influence Influence by SN-data and metrics by interaction patterns  Access to ego-network  Single choice and multiple choice  Access to profile data  Text input, gap text  (both normalized)  Content upload (images, audio)  Combinations of all (including list extension)  positioning-tasks* … (extendable) *derived from expert interview conducted with CEO Thomas Wagner, KOM – Multimedia Communications Lab 35 Reality Twist GmbH, Game Studio, Munich on 24.04.2012
  • 34. Finally “First playable prototypes are expected for 2013. Stay tuned…” Image source: FreeDigitalPhotos.net (ponsulak) KOM – Multimedia Communications Lab 36
  • 35. Social Media Serious Games Social Serious Games Social Games THESE ARE SOCIAL SERIOUS GAMES KOM – Multimedia Communications Lab 37
  • 36. Questions & Contact Thank you for your  Attention,  Questions and  Feedback. Connect on www.linkedin.com/in/johanneskonert KOM – Multimedia Communications Lab 38
  • 37. Appendix: References [Chen2007] Chen, J., 2007. Flow in Games ( and Everything Else ). Communications of the ACM, 50(4), p.31-34. Available at: http://delivery.acm.org/10.1145/1240000/1232769/p31- chen.pdf?key1=1232769&key2=3643268821&coll=GUIDE&dl=GUIDE&CFID=111187921&CFTOKEN=25517040. [Constant1996] Constant, D., Sproull, L. & Kiesler, S., 1996. The Kindness of Strangers: The Usefulness of Electronic Weak Ties for Technical Advice. Organization Science, 7(2), p.119-135. Available at: http://www-2.cs.cmu.edu/~kiesler/publications/PDFs/Constantkindness.pdf. [Crumlish2009] Crumlish, C. & Malone, E., 2009. Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide), Yahoo Press. Available at: http://www.amazon.com/Designing-Social-Interfaces-Principles-Experience/dp/0596154925 [Accessed May 8, 2012]. [Damon1984] Damon, W., 1984. Peer education: The untapped potential. Journal of Applied Developmental Psychology, 5(4), p.331-343. Available at: http://linkinghub.elsevier.com/retrieve/pii/0193397384900066. [Granovetter1973] Granovetter, M.S., 1973. The strength-of-weak-ties perspective on creativity: a comprehensive examination and extension. The American Journal of Sociology, 78(6), p.1360-1380. [Jarvinen2010] Jarvinen, A. (2010). Social game Design for Social Networks. PlayGen., from http://playgen.com/game-design-for-social-networks/. [Accessed January 22, 2011] [Julien2011] Julien, J., 2011. Social Media Interaction Pattern Library. The Jordan Rules. Available at: http://thejordanrules.posterous.com/social-media- interaction-pattern-library [Accessed May 8, 2012]. [HistoryGames2012] History of Games Timeline. (n.d.). Retrieved April 28, 2012, from http://www.historicgames.com/gamestimeline.html [Kaplan & Haenlein] Kaplan, A.M. & Haenlein, M., 2010. Users of the World, Unite! The Challenges and Opportunities of Social Media. Business Horizons, 53(1), p.59-68. Available at: http://linkinghub.elsevier.com/retrieve/pii/S0007681309001232. [Konert2011] Konert, J., Richter, K., Göbel, S., & Bruder, R. (2011). Knowledge Sharing in the classroom - A social network approach for diagnostic assessment and learning together. Proceedings of the 11th IEEE International Conference on Advanced Learning Technologies (ICALT). Athens, Georgia, USA: IEEE. Retrieved from http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5992341&tag=1 [Loreto2004] Loreto, I.D. & Gouaïch, A., 2004. Social Casual Games Success is not so Casual. Word Journal Of The International Linguistic Association. [Mohammad2009] Mohammad, A.L.S., Guetl, C. & Kappe, F., 2009. PASS: Peer-ASSessment Approach for Modern Learning Settings. In Advances in Web Based Learning-ICWL 2009: 8th International Conference, Aachen, Germany, August 19-21, 2009, Proceedings. Springer-Verlag New York Inc, p. 44 [Nalebuff2007] - Nalebuff B., Brandenburger A. Coopetition — kooperativ konkurrieren. Mit der Spieltheorie zum Unternehmenserfolg. In: Boersch C, Elschen R, eds. Das Summa Summarum des Management. 1st ed. Gabler; 2007:217-230. [ONeill2008] - O'Neill N. What exactly are social games? Social Times. 2008. Available at: http://www.socialtimes.com/2008/07/social-games/ [Accessed January 18, 2011]. [PlayGen2010] - PlayGen. Social Games - Make Games with PlayGen. PlayGen. 2010. Available at: http://playgen.com/social-games/ [Accessed January 3, 2011]. [Stepanyan2009] Stepanyan, K., Mather, R., Jones, H., & Lusuardi, C., 2009. Student Engagement with Peer Assessment: A Review of Pedagogical Design and Technologies. Advances in Web Based Learning–ICWL 2009, 367–375. Springer. doi:10.1007/978-3-642-03426-8_44 [Westera 2007] Westera, W., & Wagemans, L., 2007. Help me ! Online Learner Support through the Self- Organised Allocation of Peer Tutors. Abstracts of the 13th International Conference on Technology Supported Learning & Training (pp. 105-107). Berlin: ICEW GmbH. Retrieved from http://hdl.handle.net/1820/2075 Dipl.-Inform. Johannes Konert KOM – Multimedia Communications Lab 39