Social network game in the context of "(Lil) Green Patch"

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⭐ Core Definition: Social network game

A social network game (sometimes simply referred to as a social media game, social gaming, or online social game) is a type of online game that is played through social networks or social media. They typically feature gamification systems with multiplayer gameplay mechanics. Social network games were originally implemented as browser games. As mobile gaming took off, the games moved to mobile as well. While they share many aspects of traditional video games, social network games often employ additional ones that make them distinct. Traditionally they are oriented to be social games and casual games.

The first cross-platform "Facebook-to-Mobile" social network game was developed in 2011 by a Finnish company Star Arcade. Social network games are amongst the most popular games played in the world, with several products with tens of millions of players. (Lil) Green Patch, Happy Farm, and Mob Wars were some of the first successful games of this genre. FarmVille, Mafia Wars, Kantai Collection, and The Sims Social are more recent examples of popular social network game.

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In this Dossier

Social network game in the context of Browser game

A browser game is a video game that is played over the Internet using a web browser, typically without the need for dedicated hardware or software installation. They are sometimes referred to more specifically by their format, such as Flash games or HTML5 games. They are generally free-to-play and can be either single-player or multiplayer. It is not necessary to install a browser game; simply visiting the webpage will run the title in a browser. Some browser games were also made available as mobile apps, PC games, or console titles. However, the browser version may have fewer features or inferior graphics compared to the others, which are usually native apps.

Browser games have existed in various forms since the origins of the open internet in the 1990s. However, the 2000s were a "golden age" for the medium, and a great many were created with Adobe Flash during the period. The 2000s also saw the rise of social network games such as FarmVille, and the web ecosystem of the time was a "creative vortex" of rapid iteration and development, which had a huge influence on independent video games. Ultimately, the decline of Flash as a format and the rise of mobile gaming in the 2010s brought an end to the scene, though there have been more recent developments such as .io games.

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Social network game in the context of FarmVille

FarmVille is a series of agriculture-simulation social network games developed and published by Zynga beginning in 2009. It is similar to Happy Farm and Farm Town. Its gameplay involves various aspects of farmland management, such as plowing land, planting, growing, and harvesting crops, harvesting trees and raising livestock. The sequels FarmVille 2 and FarmVille 3 were released in 2012 and 2021.

The game was available as an Adobe Flash application via the social networking website Facebook and Microsoft's MSN Games. It was briefly available as a mobile app for the iPhone, iPod Touch, and iPad in 2010. The game is free to play, but to progress quickly, players are encouraged to spend Farm Cash (in FarmVille) or Farm Bucks (in FarmVille 2), which are purchasable with real-world currency. FarmVille was thus one of the first major freemium games.

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Social network game in the context of Video games in china

The video game industry in China currently is one of the major markets for the global video game industry, where more than half a billion people play video games. Revenues from China make up around 25% of the nearly US$100 billion global video game industry as of 2018. Since 2015, China has exceeded the contribution to the global market from the United States. Because of its market size, China has been described as the "Games Industry Capital of the World" and is home to some of the largest video game companies. China has also been a major factor in the growth of esports, both in player talent and in revenue.

China has not always been a major factor in the industry, having been on the verge of economic recovery during the industry's formulative years in the 1970s and 1980s. With the introduction of the second-generation home gaming consoles in the mid-1980s, a new black market of illegally-imported goods and video game clones arose to avoid the high costs of imports, driving away foreign companies. Notably, China imposed a near-complete ban on video game consoles in 2000, fearing the addiction-like impact of games on its youths; the ban was ultimately lifted in 2015. During that time, China's video game market greatly expanded in the area of computer games (including massively multiplayer online games, browser games, social network games, etc.) and later mobile games, all which could be free to play titles with monetization to appeal to the average lower income of Chinese players. This massive growth from 2007 to 2013 led the games' publishers and operating companies like Tencent and NetEase to become large global companies. Despite the legitimate growth of the industry, China's video game market continues to be offset by illegal importing, copyright violation and intellectual property theft.

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