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Social systems



 
 
Social systems

Social systems sciences is a loose term for engineered environments where, if successful, attract users to participate. The the advent of computers and internet has enabled new types of social systems to take form ,

There are multiple methods of measuring participation within a social system. Reach, Engagement, frequency of participation all tell us something about the success of a social system.

All social systems have commonalities.






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Social systems

Social systems sciences is a loose term for engineered environments where, if successful, attract users to participate. The the advent of computers and internet has enabled new types of social systems to take form ,

There are multiple methods of measuring participation within a social system. Reach, Engagement, frequency of participation all tell us something about the success of a social system.

All social systems have commonalities. One is that they become more fun and interesting as more people play and participate. Another is that with each iteration, or version, very quickly the population or interest reaches a plateau.

Indeed, our world is one large social system, split into many smaller social systems.

Digital social systems Virtual worlds Role-playing games as social systems

When the Internet first reached the hands of the populace. People took the existing model of dungeons and dragons and created their own digital versions of the worlds once played by people in their living rooms and basements. These first text-based online role-playing games attracted people who enjoyed the social aspect of battling for gold and riches. Hundreds of new worlds sprouted up. Some of these worlds were designed more successfully than others. In terms of reach, some of these worlds supported thousands of users, while some only tens to hundreds.

Dragon Realms. Dragon realms was highly regulated, highly immersive experience. Though a system where progression was based not only on fighting and questing within the world, it also depended on contribution to the world itself. To advance, an adventurer was required role play, or act their character at all times. Dragon realms had a particularly high administrator to player ratio, approximately 1 administrator for evey player. This made it possible for the admins to silently watch the players. Players would be adwarded by admins with ‘favor points’ for creative advancement. Every 5 levels, a player would need 1 favor point to progress. In dragon Realms, there were 5 main guilds. Inquisitor, Red gauntlelt,. Each of these guilds had a role in the world. Alliances were formed, betrayed. Favor points could also be used by guilds to build in the world. Special weapons, abilities, castles, unique to the favor point wielder were granted by the admins. At the hight of this world, an average of 100 players were interacting with this world.

This system was highly engaging, most players spent multiple hours per day in this world. Eventually though, the costs associated with moderating such a game were too much for the creators and the game was taken offline.

Virtual world evolution

These role playing games took popular aspects from thousands of MUDs, and built a graphic interface around them. With each successive iteration and advance in graphics, these games became more interesting, and addicting.

Ultima Online. By 1996 Ultima's simple, 2d graphic interface served some 50,000 daily users.

Everquest. By 2000 this game became the first virtual world to reach 500,000 By 2000 this number ballooned to almost over 2 million users. Because of the addicting nature of the game, and the amount of time needed to be a Hero in this world, the game was coined EverCrack.

World of warcraft was launched in November 2004. Within 2 months, WoW had surpassed everquest for largest virtual world. Within a year, over 10 million people were paying a monthly subsricption fee to take part in this environment. WoW took many ideas from everquest, while fixing many of the aspects that frusterated users.

Second life was different from the Role Playing virtual worlds. The progression system was not on fighting monsters andbattling opponents. Instead, 2nd life aimed to represent the real world. Players could build homes, islands, open businesses, casinos. Players could design clothing, actions, dance moves by using an open source design. By selling or renting their creations, users could get ‘rich’ and be successful in this virtual worlds. While some expected 2nd life to be wildly popular. As of date. 2008, 2nd life homes some 3 million players, only of which 200,000 are online at a given time. This is less than 1/5 the amount of players as World of Warcraft.

Social Networks.

Friendster, Myspace, Facebook, Orkut, Walop