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Social Gaming Was Never Just a Tactic for Viral Growth..
We posit that Casual Social Games are, more often than not, characterized by engaging social gameplay that can achieve a lot more than simply act as a catalyzer for the viral spread of a game.
By Adam Alsen, Julian Runge, Anders Drachen and Daniel Klapper
Is social gaming merely a marketing tactic? The point has been made (e.g. Liew 2009) and was welcomed by parts of the community where long standing gamers like(d) to see casual social games (CSGs) as crippled social media versions of authentic, deeply immersive games. We posit that this account is incomplete and that CSGs are, more often than not, characterized by engaging social gameplay that can achieve a lot more than simply act as a catalyzer for the viral spread of a game.
Before we get to empirical evidence for this notion, we want to briefly take a retrospective look at CSGs. The advent of social networks such as Facebook in the 2000s established a wholly new platform for marketing that many industries now make ample use of. An industry that reached a new level of widespread success in this new medium is gaming. Previously, games were confined to dedicated websites or consoles where the target audience had been limited to “gamers”. Facebook changed that – suddenly everyone was logged into the same platform, which also happened to be a platform that allowed the distribution of games. It was possible to achieve tremendous viral spread among gamers while also targeting an entirely new audience that hadn’t previously been involved with (online) gaming. Social gaming was born (see figure 1).
Figure 1: Google Trends data (i.e. online search interest over time) for “facebook” and “social gaming”; “social network” and “social network game” are not included because they show biasing kinks for the release of the Social Network movie; source: Google Trends, accessed at https://www.google.com/trends/explore on January 5th 2016