Introduction
Social network gaming provides the opportunity to strengthen the bonds between employees a work place environment. In this paper we will examine how social network gaming enables employees to communicate and strengthen work place relations with their peers and those in supervisory positions. We also examine how Facebook users represent themselves online and how they use their online persona to establish real life relationships in the work place.
Why facebook? Facebook differs from many other social networking sites such as Myspace, bebo and twitter in the way that it helps to establish interaction and information sharing between users. Whilst MySpace, Bebo and Twitter users are able to maintain their identity autonomously Facebook encourages interaction and networking between users (McClard & Anderson 2008). This in turn is the perfect platform for inter employee communication to be established. Whilst in the smaller companies employees may get to know one another quite well due to proximity with other staff. However in the larger companies and those that operate on a twenty four hour roster getting to know fellow staff members may be near impossible. By using Facebook and the applications delivered by it users can if they choose gain a better understanding of their co workers in a safe space without the discomfort of rushed conversations or awkward interaction in the workplace. Facebook and the applications allow users to establish relationships.
By its very nature Facebook enables, promotes and facilitates communication.
Communication
Undoubtedly the popularity of gaming in social networking sites such as Face book has increased significantly over the past number of years. As of December 2009 there are an estimated 271 million Facebook gaming application users ( Whon, Lee and Sung 2010).With a myriad of applications available the user has to choose from we must address why Facebook users choose the games they do and how they use these Facebook applications to improve work based relationships.
Communication in the work place is vital for healthy relations, as with any grouping of people a hierarchical system soon emerges. In the work place an employees role is dictated by the capacity in which they are employed, thus many employees often find themselves unable to initiate communication with those outside of their departments or roles because of work related issues or by time and scheduling restraints.
Facebook users are able to connect with colleagues in a variety of different, perhaps more playful ways which allow users to set the tone of any interactions that occur. The lighter delivery platform of Facebook belies the strength of relationships that can be built, nurtured and reconstructed within the website. By using the applications a stepping stone to better communication, employees are taking the control of how they get to know one another regardless of which department of shift they work. By empowering employees the work place benefits by been able to utilize staff that is able to communicate with one another.
Facebook differs from other social networking sites in the way that it encourages interactions between users. Facebook enables users to project aspects of their persona to different groups of friends and networks that they have built. This networking feature plays a pivotal role in work place relationships on Facebook, by allowing others to seen who has been added by colleagues the user can choose to add and recommend similar connections to other co workers. The advantage that Facebook has over many other social networking sites is that it allows users to decide how much or little interaction they have with others.
“Several people commented on the advantage of a pull technology over email.
People choose when to look, so those who post information do not burden receivers
the way a call or even email would. As one interview participant pointed out, if status messages are not interesting, no one needs to look. Responses to updates are not
expected; there is plausible deniability as to whether an update was viewed.”
(Skeels, Meredith M, and J Grudin, 2009)
The live feed section of Facebook updates users on what applications and activities their friends, family and co workers are participating in. Many of these applications send invitations with a short note from the invitee asking them to participate with the sender. In most cases the invited party is able to see high scores, rank and level, this indicates to the player what level of interest the other player has in the game. By sharing links, games and inviting colleagues to participate in activities off inline the employee is initiating the building a relationship with the invitee. In the work place it would be unacceptable to invite a co worker to play a game and almost impossible to play with the multitude of players that many games require. Facebook enables both players to interact asynchronously via the platform without fear of repercussions in the workplace.
“The face that one presents to the world on Facebook is highly dimensioned. One’s
identity is not characterized by demographic data or other information that one has
supplied upon signing up, but by the interactions in which one engages.”
(McClard & Anderson 2008)
Facebook allows the employees to initiate interaction from the comfort of their homes. Whilst traditional multi user games such as World of Warcraft, Guildwars etc require hardware to support and run such graphics heavy games, social networking games provide access to a wide variety of games at little or no cost other than the connection to the internet. Therefore Facebook applications are an excellent low cost way of encouraging staff to communicate with one another.
While many other social networking sites focus on the individual, Facebook encourages and thrives on social interaction. A crucial element of Facebooks` makeup is the feature that allows users to see who contacts have added and what networks they have joined or are an active part of. Skeels and Green (2009) found that social networking sites such as face book allow users to better understand those that they have little contact with or understanding of in the workplace without expectation placed on them.
Status in the work place
In the work environment the social networking structure is directly influenced by the roles of the employees and the positions they hold. An example of this is a place of employment that operates 24hours a day. Many of the staff members will be on fixed shifts and will never meet those who are on opposite shifts; in this case the work environment restricts the social interaction between day and night time employees. Employees working in different departments often have little social interaction or acquire the opportunity to communicate outside of the work environment.
Traditionally workers employed to perform similar roles with in the work place are more likely to associate with one another in a social capacity when compared to their interaction with employees of different status in the same workplace.
Whether it be due to the nature or their jobs or that scheduling dictates that they work at different times of the day, it would be difficult for these individual employees to be a part of the same social network.
Asynchronicity
The asynchronous nature of social network gaming is perfect for promoting social interaction and communication in the workplace. Social gaming on Facebook caters for all levels of gaming experience, computer literacy and skills.
A significant amount of Facebook applications are focused on team building. Indeed in many of the games, players are unable to progress without help from others. In the workplace this dependence on others to send resources, help friends and invite others to be neighbors reconfirms to the employee the social bonds of which he or she is apart of.
In the virtual world of social networking sites such as facebook, the rules of engagement can and often do differ from those inside the work place. Facebook provides a relaxed safe atmosphere in which colleges can communicate without the workplace hierarchy influencing interaction. Within the workplace the rules of social interaction are defined by such factors as position within the company, years of experience, sex, physical features and age. Social networking and gaming removes many of the usual social indicators and participants are required to build their online identity. The virtual world of social networking and social network gaming provides employees to redefine their status.
How the work place benefits
The use of social networking and Facebook gaming in particular, benefits the workplace by encouraging communication between staff members. It presents a platform which employees can get to know one another in their own time and on their own terms. Social network gaming enables employees to establish emotional bonds with their fellow employees, which in turn promote a sense of unity and connection with colleagues.
Gamming on Facebook is multifaceted and allows players of all skill levels to participate on a relatively even playing field. The dynamic and fun environment in which users interact with one another reaffirms the connection between them as they can associate spending time with the other user as being fun or being helped by that individual.
To promote constant contact with workers companies often employ methods such as fan pages, work related groups and weekly news letters to promote interest and dialog between themselves and between employees. A recent study by Dimicco and Millen entitled “Identity Management: Multiple Presentations of Self in Facebook” found that people using the applications did so to help make sense of those they worked with (Dimicco and Millen, 2007). In this respect the interconnection between staff was strengthened and encouraged by use of applications available on Facebook. The presentation of a “third place” (Oldenburg & Brissett 1999) where staff members can gather and socialize without expectations placed on them is of benefit to the employer.
Conclusion
So in conclusion we find that social network gaming provides employees with the opportunity to get to know one another via playful interaction. Workers use these games to establish bonds and are able to break the ice with colleagues that previously they may have had little interaction with. These applications are another way for employees to touch base with those that they do not see on a regular basis or have contact with at work. Via Facebook users can re-establish former work related networks; keeping in contact with these reawakened ties can be achieved with social network applications.
It was also shown that employers can become an active participant in initiating employee to employee networking via work related groups being set up and by maintained by them. We established that social network gaming and the use of applications by employees creates a sense of familiarity amongst staff and in turn allows them to relate to one another with much ease. Again by establishing an identity on Facebook users are able to express themselves or aspects of themselves that they maybe unable to in the work environment.
Additionally facebook gaming applications provide an easy, low cost method of gaming. The applications presented by Facebook are easy enough to be played by all ages and all levels of skill. Facebook applications that are able to be played asynchronously enable all colleagues to participate in and equal manner. By participating dialogue is promoted which encourages communication in the workplace that in turn benefits the place of employment; employees that are able to communicate with one another are more productive.
Consequently I have found that social network gaming and application use via Facebook encourages communication between employees and in turn dialogue is established. By enabling staff members to interact with one another in an environment that is safe and available twenty four hours a day, the employer is rewarded by having staff that have able to form bonds with one another and communicate in the workplace.
References
DiMicco, Joan Morris, and David R Millen. “Identity Management: Multiple Presentations of Self in Facebook.” In Conference on Supporting Group Work. Sanibel Island Florida: ACM, 2007.
DiMicco, Joan Morris, David R. Millen, Werner Geyer, and Casey Dugan. “Research on the Use of Social Software in the Workplace.” (2007), http://www.headshift.com/blog/2009/01/14/IBM%20Social%20Networking%20Research.pdf.
Hyatt, Nabeel. “What Makes Gaming Social.” gigaom (2008), http://gigaom.com/2008/05/23/what-makes-gaming-social/.
McClard, Anne, and Ken Anderson. “Focus on Facebook: Who Are We Anyway?” Anthropology News (2008), http://www.aaanet.org/issues/anthronews/upload/49-3-McClard-and-Anderson-In-Focus.pdf.
Kirsten, Nicole. “Facebook, Virtual Proximity, and the Meaning of Relationships.” (2009), http://www.allfacebook.com/2009/11/facebook-virtual-proximity-and-the-meaning-of-relationships/
Rheingold, Howard. ““a Slice of Life in My Virtual Community” by Howard Rheingoldwhole Earth Review.” http://www.cs.indiana.edu/docproject/bdgtti/bdgtti_18.html.
Skeels, Meredith M, and Jonathan Grudin. “When Social Networks Cross Boundaries: A Case Study of Workplace Use of Facebook and Linkedin.” In Conference on Supporting Group Work. Florida, USA: ACM, 2009.
Wohn, Dr Yvette, Yu-hoa Lee, and Jieun Sung. “Building Common Ground and Reciprocity through Social Network Games.” Paper presented at the Conference on Human Factors in Computing Systems:, 12-13 April 2010 2010.

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