For the post-1995 generation, games may be a better social interaction.
Interpersonal relationship refers to the social groups of people for communication of interdependence and mutual contact of social relations, also known as social, popularity, belongs to the category of sociology, also known as “interpersonal communication”, including friends, classmates, teachers and students relations, employment relationship, the relationship between colleagues, colleagues and the leadership and being led relationship, etc. People are social animals, each individual has its unique ideas, background, attitude, personality, behavior patterns and values, but relationship of each person’s mood, life center of gravity, the work has great influence, even to the operation of organizational atmosphere, organizational communication, organization, organizational efficiency and relationship of individuals and organizations have a great impact.
— Wikipedia
That’s what Wikipedia says about social.
I started the hearthstone story with a roommate, because it really made me realize that for those of us born in 1995, games are more useful for social interaction.
Long long ago, the roommate used hearthstone priest (dirty shepherd system) against the warrior (pirate station), when the roommate was in a state of defeat, to scene no scene, the return is also made up. So I told my roommate to vote, he didn’t, I thought he would rather die than surrender. But then he kept sending three thank-you, good game emojis.
I end up with a warrior’s sword in my head, and I’m like, what are you doing?
He said: “I think Hearthstone should have some common code, like three thanks means don’t kill me, I just want to show my hand, three good deals means py trade, three hello is a friend. Then he shook his head, but they didn’t understand.
I was thinking, of course they don’t understand, the only common language of Hearthstone is sorry from a year ago, but of course now it’s awesome, wow, something like that, which means I’ve hurt enough, slash, watch me perform; For anchors, there is also a common language that when the enemy sends three hello, it means water friends.
I used to think that my roommate thought too much, but now I think that my roommate thought very interesting, maybe can form a Hearthstone Morse code. And use it to socialize.
That’s what makes me think that games can be used as a social product, especially for the post-1995 generation.
The difficulties that social products face today
Why do people socialize
The answers on Zhihu show that it is convenient for others to find themselves, seek recognition and solve loneliness
Acquaintance social contact is basically monopolized by QQ and wechat
In China, there is almost no hope for the development of acquaintance social networking. Due to the need for trust and strong relationship, there are only a few acquaintance social networking products. Of course, acquaintance social networking is mostly limited to the awkward situation of lack of topics. As someone answered on Zhihu, “The launch screen of wechat means that the world is so big that I don’t know who to contact.”
Strangers need to solve problems such as trust and hobbies
Strangers can get together because of the same hobbies, proximity can solve loneliness…
But what do today’s stranger social products rely on to ensure that the likes are the same? What’s your hobby? A total of so several cases, matching to the hobby is really not the same, perhaps breaking the ice are difficult.
Why can games be social products
Games have become more important in today’s society
Games have been treated as drugs by the older generation for a lot of time and can’t be touched! Don’t touch it!
Today, however, gaming is called e-sports, it’s a sport, and maybe one day the Olympics. In addition, the game has also been adapted to the big screen, such as Smiley is The Best, The King’s Man, Company of Soldiers and so on. Although I don’t like Smiley is the Best, this series proves that game is a good social platform for marriage and love.
“Master of the Full-time” at the end of Ye Buxiu said: the glory of the competition, finally also developed to this point, the development can be recognized by the old man at home……
Yes, the game has evolved to the point where some of the older generations recognize it.
Games are more than just fighting
A game can be a story, it can tell a story, it can ask you to work as a team…
The game “To the Moon” tells the heart-warming love story of Johnny and Riva, from which we see the future of technology that can create dreams and alter memories. You can see That Liva, even though she can’t speak due to autism, keeps folding rabbits to revive Johnny’s lost memories; The song “To the Moon” can be heard.
“Ori and the Dark Forest” use netease cloud music below the comments
Grandma’s love for Ori caused the tree to lose his child, and the elf tree accidentally killed Kuro’s child in order to find his Ori. Kuro took away the heart of the element in anger to protect the last child, and both of them hurt others because of excessive love, and finally paid the price. All this tells us that because the damn the storm, but Ori in its didn’t hear the call of the world tree and forest restoration around element balance, Naru saved the Ori, at the end of the crisis to rational, the Kuro Kuro sacrifices himself to save the children, the world tree down by heavy rain after got Sein. I think what this should tell us is that even though we all hurt others by mistakes, we all make up for our mistakes with love.
— netease Cloud Music Review
As the comment says: Even though we all hurt others by mistakes, we all make up for our mistakes with love.
Games like SGS, League of Legends and DOTA tell us that games need strategy and operation. All of these games show that games are becoming a part of life, and that games are no longer just about killing people for pleasure.
Games are easier to break the ice than normal social software
In the past, I invited five students from next door to do usability test for interactive manuscript. I was not familiar with it and felt a little stiff, so I suggested playing Honor of Kings, and everything came naturally. This is the charm of e-sports. Whether familiar or not, play a game will be familiar. Breaking the ice is an insurmountable problem for social software, such as opening PA videos and momo live broadcasts. However, breaking the ice for games could not be simpler.
Social software touch is the use of game mechanics to warm up users.
Another euphemism for “pickup lines” is an invitation to play a game, such as a personality test or “Has your first love given up on you?” But playing the game is only the first step. You need to interact with each other three times to become friends
A large crowd of players
What is missing from social networking? It’s users. It’s people.
But a popular game is not short of what, is the user, is the crowd.
All in all, games have a high social status, a large crowd base, the ease of breaking the ice and seeking acceptance, all of which are good factors for making social products.
The game host has come up with a lot of memes
Head very iron, manpi Shrimp, Wei ansheng and other memes spread in the mouth of the game users, who played the game to hear these words will know that they are the same. There will be conversation, there will be interpersonal relationships, that is, socializing.
Why for the post-1995 generation
- The post-1995 generation is in a very clever time node. When they were young bullies, they began to play online games in junior high school. In senior high school, online games such as LOL, which has become a popular game, emerged.
- The post-1995 generation is more receptive to games than their predecessors. They like to compete and compete with friends. In other words, the post-1995 generation is more receptive to new things than their predecessors.
- The post-1995 generation is more playful and personal. Even those born after 1995 have a love of games on their resume
How does a game become a social product?
King of Glory, a Chinese mobile game, has been dubbed as one of the biggest social platforms, Smirk shows that games can be a social platform for dating and marriage, Onmyoji shows that female users are important, and Werewolf Kill can open up offline interaction.
Take Honor of Kings and Werewolf Kill for example:
The reason why Honor of Kings is nicknamed as a social platform is that it has a large base, with 80-90 million matches every day. The number of matches is really terrible. As for the number of girls — most of them are female college students, this sentence must be familiar. And Honor of Kings can tell if a player is female or male, which opens up a way to chat up.
Of course, playing well can add friends, and playing with friends is to increase the topic of social contact, and arguing for a long time for a piece of equipment is also common; Personal matching is stranger socializing.
Werewolf Kill has gone from face kill to online kill in the age of the Internet, where face kill was already a social game, and online kill has expanded the number of people playing. Focus on teamwork.
So games, as a social product, need to be popular and have a lot of interaction between players.
In fact, I have been thinking about why T station (Taptap) did not do social in-depth, but just a simple forum comment mechanism, and push games.
Hopefully esports will make it to the Olympics.
tips
- In fact, I want to say that fighting landlords and pouring tea is also a kind of social interaction. I want to say that Life is Strange illustrates the butterfly effect
- Games can really bring up a lot of topics, and they can be a breakthrough when you feel awkward chatting.
- Games will be the best social product for strangers in the future (opinion)
This post was originally posted by @ketchupyan everyone is a product manager. Reprint without permission is prohibited.