From oct 2010 my educational posts are published only on Pip

28 jan. 2011

Social network games challenges

Yesterday I met a group of studens from the current Media Manegement course on Stockholm School of Economics. Robin Teigland has challenged them to study value networks and we narrowed the task down to an area per group. One group is challenged to analys the Turkish market and another will focus on the impact and risks of the Facebook and iPhone/iPad dominance. I thought it's good they focus on what's now and tomorrow instead of what was yesterday. There are many questions, but very few answers...

Turkey is an interesting market when it comes to social media due to their Facebook presence. At least 70% of their technographics have an account (I have seen higher figures before). Is it possible to break in to Turkey without using Facebook as the platform?

Facebook filters what is accessable on their platform both by the age limit, rules on gambeling and other american ethic ruled content. Will we be stuck with Farmville gamedesign forever?

iPad and iPhone are offering new habits of gaming - you can play social games where ever you are and will soon not have to sit by your computer - why would you then? How are the present flash-based online social games going to compete with new portable game offers?

For example World of Warcraft had their name very stable on the map even before the Facebook era and some of these games have made themselves social also outside the computer. These phenomenas seem hard to break, they have managed to keep their community outside Facebook through being something much more than only an online social activity. Is it possible to introduce a social game outside Facebook again? Is it only possible by adding a real life experience on the game maybe?



Pay for Minecraft if you like it is one story of success.

Read about social StarCraft in Swedish by Simon Sundén.

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