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6 Things that Therapy Games can learn from Facebook Games

While I have posted several in-depth analyses of Facebook games during the last half year, an actual conclusion was still missing. Even though I abandoned my master’s thesis for now, I’d like to add a conclusion to the work already done. Therefore, I present to you after the jump: Things that therapy games can learn from Facebook games.


FarmVille 2: Crop Circles

[The following text is part of my upcoming master’s thesis on the use of game mechanics in therapy games for children.]

FarmVille by Zynga is probably one of the best known Facebook games to date, both because of players that cannot seem to quit the game and their Facebook friends that are annoyed by the game’s ceaseless stream of pleas for help, designed to suck in even more players. FarmVille 2 has several tightly interwoven game mechanics that manage to keep the player glued to the game. The most important among them are the tight feedback loops, where finishing one task has an immediate effect on the next task at hand; a constant stream of quests that provide temporary “winning” conditions in an otherwise endless game; the possibility of self-expression through decoration, even if severely limited and finally the integration of Facebook friends that “ask for help”, cleverly exploiting social norms that result in players returning to the game again and again.