I have worked in the video game business most of my career. Recently, I’ve moved my attention to the social gaming space for obvious reasons.
One of my “gigs” was at Hasbro Interactive, the digital arm of Hasbro the toy company. As business unit director I was responsible for taking Hasbro owned IP and bring them digital. Monopoly, Scrabble, Risk, etc. I had to pick the right platform, right developer and the right product concept.
Part of my training prior to running the business unit was to participate in “Hasbro University”. It was here that I learned about Hasbro’s brands but most importantly the play patterns associated with particular products.
It was fascinating to watch through a two way mirror the way people played with the traditional products and drill down to the actual play pattern being used. For instance, a simple example, is children playing with blocks. Build play pattern. Children playing with Perfection, time based play pattern. Or adults playing Trivial Pursuit – knowledge play pattern. Whatever the play pattern was, it was fundamental to the success of the product, the marketing of the product and the audience. Girls/Woman, in general love dress up, nurturing, decorating, etc. Boys/Men are more attracted to destruction, competitiveness and shoot them up. These are gross exaggerations to get a point across.
As I’ve looked at the social games available on FB, the first thing I look at are the play patterns associated with the products and who must be playing those games based on that information. Lo and behold, it works. Take Zynga’s Farmville for example – a game largely played by girls/woman.
I put this type of game into the genre of “sandbox” games. If you think of an open sandbox, put a variety of children in it, and see how they play. They all play a little differently. Girls may bring their dolls in, decorate the area for them and use the sand to cook and make a setting for their precious babies. Boys on the other hand may bring in their trucks, dig, destruct….you get the picture.
Whether Zynga did this on purpose or not is probably something only Mark Pincus knows. But by building a “sandbox” game, they opened up their product to the largest possible audience. Farmville can be played by different audiences in different ways, appealing to both males and females and satisfying the basic play patterns of both audiences.
Of course the other factor that is driving the success of these products is the collaboration – and sorry folks, woman are much more apt to collaborate and help each other than men.
So thank you Hasbro, for the wonderful education in play patterns and understanding the fundamentals to making a product for a particular audience.

