Panel: What Makes a Social Game Truly 'Social'?
summary
Panelists argue social games succeed when they prove specific things: built-in friend invites, measurable recurring groups and overlap in social graphs, and longer sessions that drive monetization. Platforms use HTML5 instant play and Bitmoji personalization to add multiplayer to existing hits (Aqua Park hits ~40M uniques on Snap; original installs ~100M). Voice is pitched as the next input, enabling games that react to conversation and teams report playing the same build daily. Market data shows 1.7 billion per week spent on mobile games, up ~40% from pre-pandemic.
AI-written summary · about
chapters (13)
- 0:00Introduction
- 2:00Panel Introductions
- 4:00What is a social game
- 8:20What is not a social game
- 11:10Metrics that define a great social game
- 17:50Snap Games
- 21:20Social Components
- 22:50The New Touch
- 27:10Personal Experiences
- 28:20Favorite Social Game
- 31:20Challenges
- 32:20Market Trends
- 35:50Cross Platform Play
related talks
41mPanel: Snap Games, HTML5 & a New Generation of Hypersocial Games
40mPanel: Instant Games versus the hyper-casual market
37mPanel: The PG.Biz Panel: What’s Next for Hypercasual & Social Games?
39mGame On!
21mSuperstar Session: New Ways to Optimise Your Instant Games Design
15mWhat Gamee learned about hyper-casual games from 3 billion gameplays across 70 games
47mPanel: Mastering Multiplayer: The Super Session
25mSocial messaging games in the post-app era
