With new places to play — such as the iPhone, on Facebook, or even with Google mash-ups on personlized web sites — web-based social interaction is changing the way that many people entertain themselves.
[aditude-amp id="flyingcarpet" targeting='{"env":"staging","page_type":"article","post_id":91934,"post_type":"story","post_chan":"none","tags":null,"ai":false,"category":"none","all_categories":"games,social,","session":"A"}']While the term may be new to you, you can readily grasp it, particulary if you’ve heard the phrase, “Facebook is a game.” Tossing sheep at your friends on Facebook certainly qualifies as Funware. So does competing to get more followers on your Twitter account than your friends. And so does filling out your profile details on LinkedIn, the professional networking site that gives you a little reward if you fill out the otherwise tedious online form in full.
The name “Funware” was coined by that Gabe Zichermann, CEO of New York-based start-up rmbr, to classify his own company’s photo-based fun application. Funware examples are proliferating, giving Zichermann plenty to blog about. But he’s not the only proponent of this new kind of threat to traditional web sites and game companies alike. In a recent panel discussion of the subject at the Web 2.0 Expo, the panelists concluded that Funware is something every social media and gaming company should embrace.
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Zichermann, who posted his first Funware title today at rmbr, has a vested interest in espousing this view that game companies are lagging on Funware, as he plans to raise money soon for his own Funware company. But he has a decade of experience in games (he was founder of game downloading firm Trymedia, which Real Networks bought) and so he has some credibility in claiming to be ahead of the curve. And other industry veterans back him up.
Funware includes applications such as eBay, which made it fun to earn rewards as a competitive buyer or seller on its auction site. The term may also be applied to alternate-reality games such as “ilovebees.com,” where masses of players collectively solved a mystery about an invasion of earth. The site I’m in like with you uses game-like behavior to radically reshape a typical dating application.
The Google Image Labeler, created by Carnegie Mellon University researcher Luis von Ahn, is built around an “ESP” game where two people try to simultaneously label an image and, without being able to communicate, try to come up with the same label for the image as the other person. If they correctly identify a person in a picture as a man, they can get some points; but if they correctly identified the man as Bill Gates, they would get more. The game helps Google improve the accuracy of its image searches.
Flickr traces its origins to game industry veterans Stewart Butterfield and Caterina Fake, whose team stumbled upon photo-sharing while they were trying to make a game. Bunchball has made a tool, dubbed Nitro, that makes web sites more engaging by instilling them with reward-based activities. Entellium has built game principles into its customer relationship management software and Seriosity has a game-like email program.
One of the ominous things for the video game industry is that almost none of these Funware ideas or businesses have come from game companies, which are now failing to catch on to an expansion opportunity. It’s an odd situation, given that game designers are the ones who best understand how to keep consumers addicted, Zichermann says. What’s more, it’s possible that social networks that use fun game mechanics may actually be robbing games of their audiences, he adds.
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Game companies are aware of the problem. Bob Aniello, marketing chief at THQ, notes that games are still growing at a rapid rate and that they’re coexisting with social networks. If anyone is losing audiences to social networks and games, it’s the traditional media such as newspapers, TV shows, and movies, he says. Aniello also thinks that the popularity of games is the cement behind the communities that have formed inside social networks. Young people socialize with friends by playing games. That suggests that social networks and games are complementing each other, not cannibalizing each other.
Yet it’s true that game companies such as THQ are watching the rise of Zynga and Social Gaming Network, which are not traditional game companies but nevertheless are entrenching themselves on Facebook with simple social games. But they haven’t responded in part because the Facebook games they fear that such games may cannibalize the highly-profitable games that game companies charge $60 for. Zichermann says that was the same disastrous response the music industry had to Napster in the late 1990s. Popular Facebook games such as Scrabulous, Werewolves, Vampires, and Friends For Sale were not built by game companies, Zichermann says.
Funware game mechanics include things like leader boards, tournament challenges, ratings systems, badges for accomplishments, levels, and other things that can boost user engagement. Users find these features enticing because they elevate the user’s status in the eyes of the community.
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“The idea is that everyone likes to play games, even though they may not always realize it,” Zichermann says. “Here, the basic idea is to use game principles to get people to perform a desired action.”
The opportunity is that a lot of applications are still fundamentally boring, Zichermann said. The idea isn’t to make games with some higher purpose, as is the ambition of the Serious Games movement. In such games, the creators have some educational or training purpose in mind. Too often, those aims steer a game away from entertainment.
“If the first goal is educational, then it’s not Funware,” Zichermann says.
Too often, critics say, Serious Games wind up being boring games.
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Zichermann thinks that there are plenty of markets beyond console video games where Funware applications can sprout. What if, he suggested, you could make a game out of doing taxes, with competitions for who can save the most money. Or who does best in the stock market? Or who loses the most weight?
“Advertising is dead or dying and the future is exclusively entertainment or “funware”,” said Weisman, a serial entrepreneur and veteran game developer. He says that marketing is now just the warm-up act. The content itself must be conceived of and totally integrated with the product or brand it is supporting.
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Parsons agrees with Zichermann’s views on Funware stealing time away from gaming.
“The idea of play, or interactivity, is fundamental to humans and for a long time, this has been overlooked,” Parsons said. “Game companies should be setting aside creative people to look at creating Funware experiences on the broader Internet that build on the experiences from the console games.”
One thing that might happen is that the people who know how to design great games might move into Funware companies. Why would they do that? Maybe it has something to do with valuations. Facebook with something like 500 employees is reportedly worth $15 billion, about the same value as EA ($16.5 billion) with 8,000 employees. It’s easy to see the attraction of Funware for the rank-and-file video game employees. Of course, if the bubble bursts in social media, those who stay at the game companies will feel better.
Certainly, game companies such as Electronic Arts can acquire game-like Funware companies once they prove the market and generate revenues. But that might be an expensive proposition. EA has its own casual games division looking at Facebook as a way to leverage EA games. But I would point out again that EA’s bid for a traditional game company, Take-Two Interactive, might be barking up the wrong tree. In this new world, it would have been far better for EA to have bought a company like eBay many years ago, Zichermann said.
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He went on for a while, describing applications that Zichermann would call Funware. But it’s clear that EA didn’t consider a lot of the things that Gordon listed worth pursuing. The big question is, “Why not?”
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