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- Amy Jo ‘AJ’ Kim
- Principal, SocialDesigner.Net
- ajkim@socialdesigner.net
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- My background & POV
- Online community design & development
- clients include EA, Origin, Maxis, There.Com, Mplayer, eBay, NetFlix
- specialize in community infrastructure & social systems design
- Goals for this talk:
1) Give game developers insight into the ‘mobile mindset’
2) Give mobile developers insight into the power of community
features
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- Four distinct stages of mobile adoption:
- Stage 1: Wireless Why? (low think, low do)
- Stage 2: The Gadgeteers (high think, low do)
- Stage 3: The Almost There’s (high think, high do)
- Stage 4: The Mobiles (low think, high do)
- Some people get ‘stuck’ at a certain stage;
- others move through the stages and adopt a
- Mobile Lifestyle
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- Social Trends in Mobile Communications
- Mobiles stay connected to their social network via cellphone
- Mobiles self-organize into fluid, loose-knit groups
- Mobiles seek out quick, casual entertainment experiences
- Mobiles love to share & discuss photos with their friends
- Location is an integral part of mobile identity
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- Ambient Co-Presence (Ito & Okabe, 2002)
- Cellphone conversations are lightweight, casual, interrupt-driven
- People chat while waiting or traveling, to pass time & feel
connected
- Messages content often centered around exchanging presence info (e.g.
mood, location, activity)
- Enables physical meetups where the time, place and group size are
approximate (e.g. bar-hopping, flash mobs)
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- Example: ImaHima (Are you free now?)
- Location-enabled buddy list service
- 500,000 Imahima users in Japan
- Users can share their current personal status (mood, location, activity)
with their buddies – as well as sending send pictures & IMs
- Service will send an alert when buddy is nearby or feeling sad
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- Social Trends in Mobile Communications
- Mobiles stay connected to their social network via cellphone
- Mobiles self-organize into fluid, loose-knit groups
- Mobiles seek out quick, casual entertainment experiences
- Mobiles love to share & discuss photos with their friends
- Location is an integral part of mobile identity
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- Ethnographic research shows that mobile users (age 15-30) participate in
dynamic overlapping social groups (e.g. family, friends, colleagues)
that they maintain via cellphone
- Contrast this with MMP players (e.g. SWG, Everquest, Lineage) who belong
to a single clan and pursue activities within that group
- From a business perspective, groups provide an entry point for new
players + a retention driver for existing players
- Groups tend to move en-mass from game to game (or venue to venue)
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- SMS.AC: community portal + people-finder
- Members can create activity-specific profiles for flirting or finding
school friends
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- Social Trends in Mobile Communications
- Mobiles stay connected to their social network via cellphone
- Mobiles self-organize into fluid, loose-knit groups
- Mobiles seek out quick, casual entertainment experiences
- Mobiles love to share & discuss photos with their friends
- Location is an integral part of mobile identity
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- EXAMPLE: EZnego games (Korea)
- Familiar gameplay – easy to learn & understand
- Instant Matchmaking allows multiplayer gaming with low overhead
- Can also create a private room & invite friends to play
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- Social Trends in Mobile Communications
- Mobiles stay connected to their social network via cellphone
- Mobiles self-organize into fluid, loose-knit groups
- Mobiles seek out quick, casual entertainment experiences
- Mobiles love to share & discuss photos with their friends
- Location is an integral part of mobile identity
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- Social Trends in Mobile Communication
- Mobiles stay connected to their social network via cellphone
- Mobiles self-organize into fluid, loose-knit groups
- Mobiles seek out quick, casual entertainment experiences
- Mobiles love to share & discuss photos with their friends
- Location is an integral part of mobile identity
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- Cellphones aren’t itty-bitty GBAs; they’re enhanced communication
devices that are part of their identity
- They maintain and initiate relationships through their cellphones, and
want services that amplify that ability
- They’re willing to pay for communication services (e.g. messaging,
moblogging) that serve as lightweight entertainment &
self-expression
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- The Mobiles: Social Evolution in a Wireless Society
http://www.contextresearch.com/context/study.cfm
- Mimi Ito’s Research on Japanese Cellphone Use
http://www.itofisher.com/mito
- Risto Sarvas’s Research on Cameraphone Behavior
http://www.hiit.fi/risto.sarvas
- Mobile Community Portals
http://www.upoc.com/
http://www.sms.ac/
- Location-based Chatting & Flirting
http://www.imahima.com
http://www.saw-you.com
- Multiplayer games for the Mobile Lifestyle
http://www.mogimogi.com
http://www.enorbus.com
http://eznego.com
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