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In Polite Company: Rules of Play in Five Facebook Games

. . Patient Zero. . Why was the game rejected?. A failure with only at most 120 active users. Yet there were already a number of viral games that thematized infecting, attacking, and transmitting traits about Vampires, Zombies, and Werewolves. But these movie monster games were perceived as more fun and did not seem to violate the rules of politeness Why? .

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In Polite Company: Rules of Play in Five Facebook Games

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    1. In Polite Company: Rules of Play in Five Facebook Games Elizabeth Losh University of California, Irvine

    3. Patient Zero

    4. Why was the game rejected? A failure with only at most 120 active users. Yet there were already a number of viral games that thematized infecting, attacking, and transmitting traits about Vampires, Zombies, and Werewolves. But these movie monster games were perceived as more fun and did not seem to violate the rules of politeness Why?

    5. Thinking about design in Facebook games 1) Representation of the social field (Dual player? Multi-player? NPCs?) 2) Kinds of game interaction (Attacking? Gifting?) 3) Nature of the communication channel (Automatic messages? Personalized notes?) 4) Role of surrounding discourses on Facebook

    6. Play With Less Identity Play The Example of Alternate Reality Games

    7. The Face of Facebook: Rules for One-to-Many Print Ephemera Private annotations and board game or playing card conversions

    8. “On Face Work” by Erving Goffman

    9. “Face Threatening Acts” in Brown and Levinson

    10. “Face” vs. “Trust” in Tactical Iraqi

    11. Winning and Losing

    12. Reciprocity and Obligation

    13. Sociality as a Design Element

    14. Scrabulous and Scrabble

    15. Debates about etiquette

    16. How (and why) did fans revolt?

    19. Zombies

    20. Other Blake Commagere Facebook Applications

    21. Parking Wars

    22. Brenda Brathwaite on the virtues of temporality and networked thinking

    24. PackRat

    25. How (and why) did fans revolt? What do you hate most? I hate it all … Every ounce/ gram/chosen system of measure. The rats are truly useless! You can't trade between sets or raise the value of the cards you have. They're only purpose in this change was to make money! Greed is the root of all evil!! And the *disturbingly new* Packrat is evil. I’m done, that’s for sure!!

    26. Debates about etiquette It’s not a gift if you ask for it What the heck is up with people asking for tickets to be gifted to them for 25 tx items ?? Ever since this gifting of tickets came out people have just been plain greedy. If you don't like that word too bad because that's what it is. Taking 200 tx for a card that is less than that is greedy. I have seen some horrendous trades lately and frankly I’m appalled. I'm with you Michael. For me, the joy of gifting tickets has been in surprising my good friends who would never ask for a thing and are not expecting it in the slightest! I can't believe the people posting threads asking for tickets - most of them don't even do it in a nice way :0\

    27. (Lil) Green Patch

    29. Resistance to cause marketing

    30. Resistance to anti-spam regulation

    31. Resistance to the politics of representation

    32. Lessons for Developers Politeness matters But so does the possibility that users will assert membership rights from the standpoint of an ideology of participatory culture Facebook games can reflect larger conflicts in digital culture such as intellectual property disputes or attempts to monetize the free labor of others So, rhetoric matters and so does civic action, democratic expression, occasions for public speech, and ceremonial observance of rules for deliberation. Does ending matter, as Chris Holt claims in Inside Social Games? Are they casual games or MMOs?

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