Casual Games are Second Place
Friday August 29th 2008, 10:36 am
Filed under: Casual Games, Game Design / Production, Media, Mobile, Uncategorized

In 1990, sociologist Ray Oldenburg put forth the notion of the “Third Place”.  Places are the anchors of a person’s life and socialization.  The first place is Home, the second is Work, and the Third Place is a neutral, social setting for friends, community, and interaction.  Examples of third places are Pubs, Malls, and Starbucks.

It is now commonly accepted that online communities can be someone’s Third Place.  Facebook, chatrooms, Second Life, and Pogo.com all offer real-time, social, friendship, connections of Cheers or Central Perk.

For balance, people need all three Places.  But what about people who don’t have a second place?  There are people have Home, and a social Third Place (real or online), but lack the escape and reward of the Second Place.  Many of these people turn to Casual Games as their Second Place.

Housewives, telecommuters, retirees and the unemployed all miss out on the Second Place.  It is no coincidence that these groups also account for the majority of Casual Game players.   Casual Games are the ultimate Second Place.  If the activities in the games were real, they would be the best jobs on earth:  Bright, cheery, repetitive, rewarding, encouraging, and strong advancement potential.  Globe trotting in Jewel Quest; running a restaurant in Diner Dash; setting trends in Jojo’s Fashion Show; finding clues and solving mysteries in Hidden Object games.  All these games offer an escape from the isolations and frustrations of being at home all day. 

There is no badge for doing laundry, or level up for paying bills.  No trophy for watching Oprah.  The Second Place usually has timecards, measurable objectives, and rewards for a job well done.  Casual games offer their players the clock, meter, focus, reward, and advancement that are missing from their daily lives. 

As casual game creators, we can tap into the notion of our games as a Second Place to make them even more appealing, sticky, and fun.  Whether the game is about delivering pizza or sorting flowers, it should play and feel like the greatest job on earth.  Playfirst has tapped into this.  From the thousand foot level, Flo has a crappy job, dealing with grumpy customers and bussing dirty dishes.  But, the game plays out like a Dream job, with objectives, success, recognition, reward and advancement on every turn.  As you sit in your cubicle reading this (much like the pre-Diner frustrated Flo), wouldn’t you want YOUR second place to be Flo’s in DinerDash?

As casual game business people, we can really learn from this, and Pogo (and Facebook, and Yahoo).  The Holy Grail is to merge the Second and Third Places.  Merging fun, rewarding and repetitive yet engaging games with friends and communication is what Pogo started 10 years ago.  Pogo even kicks it up a notch by offering real rewards like cash and prizes, on top of the virtual and psychological rewards.  Facebook is a terrific online Third Place, but keep an eye on the casual games there, and the folks who play them.  Those lacking a traditional second place will come to check notifications, but stay for hours to play.  As facebook skews older, more people will rely on it for their Second and Third Places.

This logic applies to bricks and mortar as well.  By extending the scope and services of an establishment from Third Place into Second, by blurring those lines, a business can become more vital, and more profitable.  Customers come for a sip and a chat, and then stay (and spend) for hours.  In these cases, playing games makes customers feel productive and less idle, as they relax and lounge.  For ages, bars and pubs have had pinball, arcade and casino machines. Starbucks offers wifi connections, ostensibly for professionals to work while they sip.  But with the increase in portable networked devices, my money is on Starbuck’s casual gamers overtaking the telecommuters.  Nolan Bushnell (of Atari fame) has mastered the concept of extending the Third Place.  First for families with Chuck E. Cheese’s, (working really hard to earn prize tickets that are not worth much; welcome to Second Place, kids!) and now updates it with his uWink Bistros, which are pub/restaurants with networked game terminals at every seat.

While mass-market games are for everybody, Casual games have come to be defined by a single demographic (Women 35-54).   They play up to 40 hours a week.  They put in overtime to reach a goal or badge.   They appreciate the reward and accomplishments bestowed on them in-game.  They take their games seriously.   For most of our casual game players, it is their career, and we need to recognize and reward that to keep them from finding a new Second Place.



1 Comment so far

Nice idea! Public space gaming seems to be a neglected, high potential market. The concept of a “second place” described here makes the opportunity very clear.

Comment by Nick G 09.05.08 @ 11:13 am



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