Thirty years of interdisciplinarity
Simulation and Gaming - 30th anniversary issue, part 3
Contextual Design: Defining Customer-Centered Systems
Contextual Design: Defining Customer-Centered Systems
Chris Crawford on Game Design
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
Future Play '07 Proceedings of the 2007 conference on Future Play
Facebook Applications and playful mood: the construction of Facebook as a "third place"
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
In polite company: rules of play in five Facebook games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Game design for social networks: interaction design for playful dispositions
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Hardcore Classification: Identifying Play Styles in Social Games Using Network Analysis
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Improving social game engagement on facebook through enhanced socio-contextual information
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An Introduction to Game Studies
An Introduction to Game Studies
Evaluating User Experience in Games: Concepts and Methods
Evaluating User Experience in Games: Concepts and Methods
Diffusion dynamics of games on online social networks
WOSN'10 Proceedings of the 3rd conference on Online social networks
Critical review on video game evaluation heuristics: social games perspective
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Emergence and playfulness in social games
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
The art of game design: a book of lenses
The art of game design: a book of lenses
Howdy pardner!: on free-to-play, sociability and rhythm design in FrontierVille
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Neither playing nor gaming: pottering in games
Proceedings of the International Conference on the Foundations of Digital Games
Players as Coresearchers: Expert Player Perspective as an Aid to Understanding Games
Simulation and Gaming
Defining gamification: a service marketing perspective
Proceeding of the 16th International Academic MindTrek Conference
Exploring playability of social network games
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
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This article presents the results of an interview study on how people perceive and play social network games on Facebook. During recent years, social games have become the biggest genre of games if measured by the number of registered users. These games are designed to cater for large audiences in their design principles and values, a free-to-play revenue model and social network integration that make them easily approachable and playable with friends. Although these games have made the headlines and have been seen to revolutionize the game industry, we still lack an understanding of how people perceive and play them. For this article, we interviewed 18 Finnish Facebook users from a larger questionnaire respondent pool of 134 people. This study focuses on a user-centric approach, highlighting the emergent experiences and the meaning-making of social games players. Our findings reveal that social games are usually regarded as single player games with a social twist, and as suffering partly from their design characteristics, while still providing a wide spectrum of playful experiences for different needs. The free-to-play revenue model provides an easy access to social games, but people disagreed with paying for additional content for several reasons.