Posts tagged: Facebook

How Social Are You? An Insight to Social Technographics

Have you ever noticed, the increasing interest of your old Aunts  in facebook or other social networking websites? Have you ever noticed, people updating their status messages (provoking conversations and chitchats). I have observed these kind of behavior and sometimes participated in these conversations as well. But where am I heading with all this? Letme ask you a question, How social are you?

Answer comes from a researcher Josh Bernoff who noted a “new behavior” in patterns of social technology usage by the people, and made a new category to describe such users: “conversationalists.” Bernoff defines conversationalists as “people who update their social network status to converse” on at least a weekly basis. According to Forrester surveys, the category is 56 percent female, more so than any other group, with 70 percent aged 30 and older. All of which fits quite nicely with my anecdotal evidence.

They take a close look at the social and demographic structure of the social web population ( To be more exhaustive and close to accurately model the user behavior, they analyzed the profiles for over a hundred clients, profiling Walmart shoppers, non-profit donors, and doctors).  The categorization of users is different than  Technorati’s statistics which mostly focus on raw blog growth numbers and structural features of the blogosphere.

The Segmentation
The Segmentation

P.S: Note that participation at one level may or may not overlap with the participation at other levels — so the ratios sum up to over 100%.

I am trying to explain as well as compare the increase and change in the user behavior for two years of their research. Results for previous year research can be found here.

Creators publish blogs, maintain Web pages, or upload videos to sites like YouTube at least once per month. Creators include just 24% of the adult online population. Creators are generally youngsters the average age of adult users is 39 — but are evenly split between men and women. This percent in year 2007 was just 13%.

Critics participate in either of two ways commenting on blogs or posting ratings and reviews on sites like Amazon.com. Critics represent 37% of all adult online consumers and on average are several years older than Creators. This percent in year 2007 was just 19%.

Collectors create metadata that’s shared with the entire community, e.g. by saving URLs on a social bookmarking service like del.icio.us or using RSS feeds on Bloglines. Collectors represent 20% of the adult online population and are the most male-dominated of all the Social Technographics groups. This percent in year 2007 was just 19%.

Joiners use a social networking site like MySpace.com or Facebook. Joiners represent 59% of the adult online population and are the youngest of the Social Technographics groups. They are highly likely to engage in other Social Computing activities — 59% also read blogs, while 30% publish blogs. This percent in year 2007 was just 19%.

Spectators represent 70% of the adult online population and are slightly more likely to be women and have the lowest household income of all the social Technographics groups. The most common activity for Spectators is reading blogs, with only a small overlap with users who watch peer-generated video on sites like YouTube. This percent in year 2007 was just 33%.

Inactives. Today, 17% of online adults do not participate at all in social computing activities. These Inactives have an average age of 50, are more likely to be women, and are much less likely to consider themselves leaders or tell their friends about products that interest them. This percent in year 2007 was 52%.

What we see from the above classification is a drastic change in behaviour of online users in last two years, most changes are directed towards the Inactives and Spectators. So now next time if you see your aunt updating her status message in Facebook, consider her among the new Joiners to the world of social networking.

Article Previosuly mirror-posted by me at Global Thoughtz.

Anand

Thoughts on Farmville, an addictive but flawed Facebook game

I quit Farmville yesterday, after 3.5 weeks of pushing it up to level 20. In the first week, I wanted to write a review of how awesome it was and how it changed the social dynamic of Facebook. Now after a few weeks of wintery downtime, my gaming habit is back in the closet where it belongs, and my opinion is somewhat different.

What attracted me to Farmville in the first place? Well, in true Web3.0 spirit, it was someone raving about it on Twitter (Fidji Simo, I believe). It made me check it out and when I found out that some of my friends were on it, it made me give it a chance. I also remember SimFarm being one of the first games I played on my first PC and there was the nostalgia factor.

Farmville = FunVille?
The fun part of Farmville was to me truly the social dynamic. You build experience by doing different activities, such as growing fruit and vegetables, herding animals, and also helping out your friends. You can also give gifts to friends who in turn gift you back. All of that leads to two ways of measuring progress: experience points, which leads to new levels and abilities, and achievements, which you get after doing certain activities enough. While helping friends fuels my socialist—we are all equal, blablabla—self, the latter fuels my competitive—I am better, haha—self. As such, Farmville gives me complex feelings of satisfaction that can’t be found in every activity or game.

Now, while I admit that the latter statement is a little weird, but hopefully sufficient to explain why I liked the game, let me get to the parts that made me quit Farmville. They are, simply put: money, Adobe’s Flash, and boredom.

Farmville = CashVille
Farmville was admittedly the biggest blockbuster on the Facebook platform in 2009 and I have no doubt it will do well in 2010 also. The reason it is what it is, is because of its way of making money. Yes, if you want the easy way to winning, which is measured by how beautiful your farm is, you have to pay! There are three ways to pay for stuff in Farmville: achievements, such as having many neighbours or growing many tomatoes, which gets you free stuff; fake money, which buys you stuff; and Farmville money, which you get by either levelling up or by buying it for real dollars.

You can do pretty much everything you want without spending Farmville cash. Except for two things: expanding your farm, which would lead to having more real-estate and thus more “fun.” And, buying fuel. You can buy vehicles that make farming an easier chore, but using those vehicles requires fuel, which is expensive to buy and slow to recharge. The fact that I couldn’t sustainably earn income and spend it (without spending real cash) was a real downer in terms of gameplay.

Farmville = FlashVille
Flash made headlines these last few years mostly because of three things. It got bought by Adobe, its Air-platform and the sheer ubiquity of Flash as a development platform on sites such as Facebook. And, its lack of support on the iPhone / iPod Touch OS. And the latter is the case because Flash really sucks! It’s bloated, it’s not as good as pretty much any other interfacing technology (for lack of a better term), and it reminds us all of badly designed Myspace sites.

For me, the lack of iPhone OS support was a real factor as I got a Touch this Christmas, which became my nr. 1 Facebook interface, minus the reason* why I mainly visited Facebook these last few weeks (*: yes, yes, I really did mean it when I wished my friends a Merry Xmas and Happy New Year, but that just wasn’t getting me the experience points to get me ahead on Farmville…).

The second factor was that Flash is simply a bad technology. 1. it was incredibly slow and I had to reload the page several times, also losing my progress. 2. the Farmville interface is split up into blocks, on which you can farm, build, plant trees, or herd animals. Doing stuff on these chunks required actual movement of my avatar/farmer, who wasn’t moving to swiftly because of “Flashville’s bloatyness,” and I also couldn’t drag actions across the screen, which I would have been able to do even in the 16 years older SimFarm! Flash sucks and was the no. 2 reason for quitting Farmville.

I think Farmville would make the perfect iPhone App, but I really think Flash needs a major overhaul and/or be killed of.

Farmville = FrustrationVille
I already mentioned how repetitive the actual playing part became, going from one block to the next to plant or harvest. Every level felt slower and more frustrating, which was mostly due to Flash, but also perhaps due to Farmville making it harder to get to the next level. In the end, I kind of started wondering why I was playing this game and if I was even playing and not just doing manual labour. The only real reward seemed to be Farmcash, which you could either earn by levelling up (1 Farmcash per level, while buying more farmland costs like 20-30 farm-dollars, seems frustrating) or by paying real money (and that would just be sad). I could also spam my friends to join Farmville and become my neighbours, but come on!

I did get some satisfaction out of reading the several strategy guides that exist for Farmville and there really is no shortage of community support. But in the end it seems like Farmville emulates actual farming too closely, by making it tedious manual labour to grow stuff on your farm (mostly due to Flash sucking!) and it also makes it feel like serfdom, by having to buy Farmcash from your “masters,” in order to have a great-looking farm.

Well, that’s all I have to say on Farmville. It was a fun experience during the holidays and I don’t regret trying it. But while I think social gaming has a strong future, I really don’t like business models that rely on making its users’ lives more frustrating. I know World of Warcraft has a similar model and is the most successful multiplayer game ever made, but that doesn’t mean that it makes it the best game ever made. I can name a dozen single player and half a dozen multiplayer games that aren’t as successful financially, but just work well in terms of gameplay. And games like Farmville have a long way to go before they get there.

End review.
Vincent

Staypressed theme by Themocracy