Jul 30, 2009

Everybody Alone Together Now: Social Networking and Spymaster

In late May, arcane tweets about buying weapons and assassinating people began showing up in my Twitter feed.  I asked what was up and received an invite to join a spy ring and play Spymaster.

Opinions are divided on how ‘social’ social networking is. This Twitter-based spy game presents an opportunity to look at why.

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The social value of Facebook or Twitter can be outweighed by reputation games, where people do things just to be seen. Watching and being watched can be addictive. Despite assumptions that people play MMOs (massively multiplayer online games) like Spymaster for the social experience of gaming with others, research suggests a more solitary experience enriched by the presence of, if not the meaningful interaction with, other players.


Researcher Nick Yee identified this as an “alone together” experience, meaning we’re playing in the same space, but we’re not really playing with each other. What is the draw of playing “alone together”?


In studying MMOs, Yee observed that "players have important roles beyond providing direct support and camaraderie in the context of quest groups: they also provide an audience, a sense of social presence, and a spectacle.” He said this trio of factors “can help explain the appeal of being ‘alone together’ in multiplayer games.”


Social networking is motivated by these three factors, making it somewhat of a natural fit for MMOs. Players can engage with a game that caters to their online behavior, and game designers can access a conveniently networked mass of potential players. Spymaster quickly reached a broad audience by using the Twitter API to support game play. (Its automated tweets also ended up annoying plenty of non-players, but I’ll get to that later.)



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After a week and a half of playing, I reached level 21. Simple tasks like forging passports and bribing a mob boss evolved as I leveled up. My modest spy ring of 130 included 24 spymasters, meaning that of the 130 people following me on Twitter, 24 are also playing the game.


The clever spy theme aside, I wouldn’t play Spymaster this persistently if the other players weren’t real people. Game play consists of one-button actions around simple strategies. There isn’t much incentive to keep playing, aside from the occasional assassination attempt on my spy ring. That’s when I get to assess the damage by reviewing the attacker’s stats; spy ring size, level, attack sum, etc. Reputation motivates me to play, as I watch others and they watch me.


I do the same thing on Twitter. It’s hard not to size someone up based on their (ratio of) followers or their retweets. Yee’s assessment of why people are drawn to “alone together” experiences holds up even when applied to Twitter’s more practical potential for conversation and exchanging information. Twitter offers “…an audience, a sense of social presence, and a spectacle.”


If similar phenomena are driving participation in both Spymaster and Twitter, why was there such a backlash when Spymaster activity spread across Twitter?


Some find the tweets annoying because they are automated. I would argue that even if Spymaster tweets where written by people playing the game, non-players would still be irritated. Real life and in-game roles may both be motivated by ‘alone together’ principles, but the standards for assessing and gaining reputation in each role are dramatically different. When played out in the same space, they create noise.


What’s the solution?  Segregation. Spymaster rages on, even though most non-players no longer receive tweets from the game. Tweeting activity adds a bonus to game play but is not essential to it. (I’ve turned that feature off.)  Hardcore players are using Twitter accounts dedicated to Spymaster, an option not readily available for Facebook-based MMOs. Many spy rings now boast tens of thousands of members. The largest is over one million.


Meaningful connections over social networking sites, especially with brands, are incredibly difficult to achieve. Since social networking is influenced by “alone together” principles, successful social networking should take into consideration the three main incentives identified by Yee: audience, social presence, and spectacle. It’s worthwhile to establish or learn what the rules are for the particular reputation system you want to play, connect or perform in. Playing smartly to varying incentives can yield different results. The noise Spymaster produced left a bitter taste in the mouths of those who had no interest in playing, but creating a lot of noise effectively recruited a large player base.




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Comments


Marion Bestellen     Jan 25, 2010
Once, you stop playing those MMO's or MMORPH's you realize how much time you wasted on nothing. But then again, this applies to most games. The major difference is tho, that MMO's dont have any defined target and hence people waste even more time on them since there's no defined ending.

Hemden     Dec 11, 2009
I don't really know Spymaster, but it's interesting for me on a more socialogical matter.


Vagabond     Dec 08, 2009
I love your post, I personally have gone around the clock, and gone elite, and have turned OFF my tweets from SM. I am enjoying it. I understand how friends can get annoyed.


tolga     Dec 02, 2009
Since i played the actual facebook game mafia wars i also got to know this games.
But on me it didnt work that much , after 2 weeks i was bored.
I think it definetly is supported by the brand and is only fun because evry boday does it.
But on the long run im not sur if itll work out....

gjergji     Aug 08, 2009
All the comments in here make references to how much brands can/do benefit from this "alone together" factor, but I'm not seeing it. Another similar post in Interbrand's blog gives an example of Foursquare as the brand benefiting.

I have yet to see a brick and mortar brand truly taking advantage of social networks. Maybe it's out there ..but many of us who manage brick and mortar brands have not yet seen a good blueprint on how to take advantage of the new ways people interact nowadays.

Yu Yu Din     Aug 07, 2009
15-20% of our family conversations are about Spymasters. (That's what happens when you have two Internet marketers and SM addicts in a household.) We love playing it because it's fun and you get to still work while clicking on several buttons and resting while the energy level goes up. I started a group on the fan site and someone else who is more of a hardcore player than me is recruiting for the group. People interact, albeit some interactions can be nasty. I use my FB because I don't want to alienate folks on Twitter and limit my auto-tweets/updates. When you love it, you talk about it to your real life friends offline too and get them to join so you can expand your Spymaster empire. It creates it's own viral effect.

Melanie Schuhe     Aug 07, 2009
I haven´t good knowledge of Spymaster neither and never received annoying updates (.. or death threat) from my friends by my online friends yet, but I find exremely interesting this topic on a sociological level. Thanks for bringing about Yee´s paper. Anyway I don´t think I fully understand or agree with the differentiation between virtual and physical experience of spectacle. What a spectacle needs is a stage, and these virtual plattforms surely provide one.


Andy Ghozali     Aug 05, 2009
I love your post, I personally have gone around the clock, and gone elite, and have turned OFF my tweets from SM. I am enjoying it, thoroughly. I understand how friends can get annoyed.

Thanks again!

Ida Benedetto     Jul 30, 2009
From what I’ve seen, Spymaster’s continued evolution involves more MMO style addictive features, unlike the real world ubiquitous gaming of Foursquare. It’s easier now to see what top players are up to and to integrate your game play with Facebook networks. They’ve even introduced the option to buy items and points. I find this micro-payment system pretty irritating and have stopped playing. The game play itself is not that rich, though playing has piqued my interest in MMOs. (Friends have encouraged me to skip World of Warcraft and try Eve Online.) This might be an interesting trend to watch: How much will social networking and mobile devices pull people like me, who grew up on Sim City and Warcraft, back into gaming?

Now that I have been introduced to MMOs, I can’t see any reason to have game play overlap with my social networking. Segregation, please! I want to assassinate you as an M16 spy, not as my friend… Ubiquitous gaming on mobile devices, which is what Foursquare seems to promote, looks like a lot of fun. I haven’t used Foursquare, but you’ve certainly inspired me to, Ben, with that BBH Labs post.

Honestly, though, I don’t mind talking to strangers online. No sense deluding myself about the quality of those online connections. Yee’s research, and a streak of addictive Spymaster play, reminded me of what’s happening in those connections, and why so many brands get it wrong in overstating the ‘social’ in social networking.

Helge, the physicality of spectacle is a fascinating topic. I'm not sure I agree with the assertion that spectacle is entirely an experience of physical presence or proximity, but distinctions can probably be made between spectacle in virtual spaces like what Yee studies and spectacle in physical space, where Rockwell might specialize.

Helge Tennø     Jul 30, 2009
Interesting topic and excellent post Ida. You are connecting some valuable ideas. :o)

I am especially liking Nick Yee's use of the term "spectacle" as a factor in the phenomenon of "Alone together". I've been searching for this reference since finding this passage by David Rockwell in the book "Spectacle" where he claims that spectacles only happen "in real life":

"Evolving technologies - the Internet, mobile phones, instant messaging - are radically transforming how we connect. They make the world a smaller place. I am as Blackberry addicted as they come, however, the experience of virtual community pales in the face of the physical experience of spectacle. Spectacles are larger than life. They imprint memories. They induce a heightened state that can only be experienced in the flesh. Attend such an event and you can declare yourself; you become part of something greater than yourself."

Thanks again for a good post.

Best
Helge Tennø

Karyim Carreia     Jul 30, 2009
Hey Ida,

I never played or read anything about Spy master, but I must admit that it like interesting. I understand how you give these awesome analytical analysis from Nick's Interactive Narrative course we had together at Parsons. So I total get it!

Ben Malbon     Jul 30, 2009
Enjoyed the post Ida, thank you. The whole topic is fascinating. Partly because it offers so much (to brands, to individuals). Partly because it's so immature.

I started off captivated by Spymaster; it blended my love of espionage, spy fiction, the web, and gaming with Twitter. I got right into it. But I very very quickly got right out of it. I found it interfered with how I had been using Twitter previously. I found it p*ssed off my friends who either weren't involved through choice or because they were oblivious. I probably made my mind up too quickly because I then watched on as many people seemed to dig it and enjoy it.

What was missing for me - and what will surely be baked into subsequent versions of this or other such games - is segregation, as you note in your piece. Because Twitter is such a boiling cauldron of one-upmanship and early-early adopters showing off to each other, and because Spymaster coincided with the steep upward curve in Twitter participation a few months ago, it became horribly intrusive and actually rather off-putting for 98% of people using Twitter, especially newer joiners who were still getting to grips with the semi-secret language of 'RT', 'D', 'HT', bit.ly etc.

Where something like Foursquare is superior (although of course vastly different) is in the way is offers players the ability to filter who gets their updates, and in the way it seems to revolve more around people who might know vs total strangers (interestingly, being played on the phone makes it much more likely that you will invite people you have a phone-based connection with, not just a weak twitter affiliation for). It's also a much simpler idea, of course. For more on foursquare as a form of real-life API, see our BBH Labs post from earlier this week: http://bit.ly/10BEHT

I expect rapid development in this area, much more use of video and much more speciality gaming platforms proliferating around interest groups and existing subcultures.




Chris Allison     Jul 30, 2009
Wow, solid post. Many of my friends, and I used to, play MMO's. The reasons Yee presents hit the nail on the head. I had considered these ideas in the context of social networking, but I'd never considered how they effect brand marketing. That sort of thinking really could become foundational to social marketing.


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