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  • Editorial: Social Networking: The Next Generation of Mobile Gaming [12.03.07]
  • TitleSocial Networking has become a phenomenon in the U.S. with the advent of websites such as MySpace and Facebook, but when it comes to mobile games, the popularity of social networking is already on the rise in other countries. Gamevil, the top publisher in Korea, has already developed games that allow players to network with others through their mobile phones. In other words, this isn't about social networking through websites like MySpace. It's social networking through mobile games.

    Previously, mobile games had been limited to single player games. Gamevil, however, has enabled the networking of single players in their games, thus expanding the mobile gamer's experience. The publisher currently leads the trend in Korea not only with its large portfolio of games with multiplayer features, but also with its innovative ideas and application of social networking in its games, revolutionizing the mobile game industry. In one of Gamevil's social networking games, Mini-Lovey, players can raise pets, decorate their rooms, visit the rooms of their friends, and play multiplayer mini-games, all through their mobile phones. Social networking is established among many users, except through mobile phones instead of the Internet. Not only do players have the option of visiting other players' rooms, but also sending messages to their friends through a capsule. A capsule contains a new pet the receiver must raise, but in order for the receiver to view the message that was sent to him, he must raise the pet first until the pet matures. This concept encourages game play while also connecting players, allowing them to communicate with friends through the game.

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    Mini-Lovey

    Another innovative social networking feature Gamevil has incorporated in their games is the idea of "School Competition," which is currently used in Skipping Stone 3, the sequel to ROCKin' Stone, in Korea. This social networking model encourages viral marketing through recommendation, cooperation, and competition. The game works where players participate in a competition either individually or as a group. The individual or team with the highest score will win a prize. If a team wins, each team member will receive the same prize. Through this social networking system, players begin recommending the game to others, thus forming groups. Cooperation occurs. As players form groups to combine their scores in order to achieve the highest scores, they are also competing with other groups. Social networking naturally comes into play as players must now interact with other players in order to increase their chances of winning as large groups. A nation-wide Skipping Stone promotional event called "School Attack," which used the "School Competition" model, was held in Korea. The participants represented their schools and classes to compete with other groups in this event. Gamevil's Skipping Stone 3 clearly shows how recommendation, cooperation, and competition successfully create social networking and promote the game.

    Social networking has been applied in other ways to Gamevil's games as well. Pro-Baseball 2008 (known as Baseball Superstars in the U.S.) uses a new game point system in Korea called "G-Point." A G-Point serves as the game's virtual cash and is also transferable among players, which is where social networking is established. With G-Points, players can purchase items to enhance the overall stats of their characters, an alternative to developing ones character by playing for a long time. In Nom 3, Gamevil's popular 360 degree rotating mobile game, players can exchange game backdrops among one another as opposed to obtaining the backdrops by completing different levels in the game.

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