<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Virtual Mooncake Exchange</title>
	<atom:link href="http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html/feed" rel="self" type="application/rss+xml" />
	<link>http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html</link>
	<description></description>
	<lastBuildDate>Sat, 11 Feb 2012 20:17:21 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3</generator>
	<item>
		<title>By: Simpson&#39;s Paradox &#187; MyTribe&#8217;s New Mystery</title>
		<link>http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html/comment-page-1#comment-36522</link>
		<dc:creator>Simpson&#39;s Paradox &#187; MyTribe&#8217;s New Mystery</dc:creator>
		<pubDate>Sat, 14 Aug 2010 20:12:20 +0000</pubDate>
		<guid isPermaLink="false">http://simpsonsparadox.com/?p=2064#comment-36522</guid>
		<description>[...] So my favorite Facebook game, MyTribe recently added sending gifts and begging for gifts, and that&#8217;s pretty much the day I lost interest in the game. It was extra frustrating because there were so many great ways MyTribe could have implemented social trading &#8212; trading island resources and crops, for example &#8212; but instead it went the way of FarmVille spamming. [...]</description>
		<content:encoded><![CDATA[<p>[...] So my favorite Facebook game, MyTribe recently added sending gifts and begging for gifts, and that&#8217;s pretty much the day I lost interest in the game. It was extra frustrating because there were so many great ways MyTribe could have implemented social trading &#8212; trading island resources and crops, for example &#8212; but instead it went the way of FarmVille spamming. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Simpson&#39;s Paradox &#187; MyTribe&#8217;s Second Island</title>
		<link>http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html/comment-page-1#comment-32535</link>
		<dc:creator>Simpson&#39;s Paradox &#187; MyTribe&#8217;s Second Island</dc:creator>
		<pubDate>Tue, 18 May 2010 20:48:39 +0000</pubDate>
		<guid isPermaLink="false">http://simpsonsparadox.com/?p=2064#comment-32535</guid>
		<description>[...] islands. Since players will more friends will progress faster, it only encourages the annoying friend-spam cycle. For maximum progress, players need to sign in daily to collect the feathers, but at least MyTribe [...]</description>
		<content:encoded><![CDATA[<p>[...] islands. Since players will more friends will progress faster, it only encourages the annoying friend-spam cycle. For maximum progress, players need to sign in daily to collect the feathers, but at least MyTribe [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MyTribe for Facebook : HyperGadget</title>
		<link>http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html/comment-page-1#comment-31290</link>
		<dc:creator>MyTribe for Facebook : HyperGadget</dc:creator>
		<pubDate>Sun, 25 Apr 2010 18:16:57 +0000</pubDate>
		<guid isPermaLink="false">http://simpsonsparadox.com/?p=2064#comment-31290</guid>
		<description>[...] Paradise or the ever-popular FarmVille, require you to have friends help you. FarmVille, and other successful social games, turn guanxi [...]</description>
		<content:encoded><![CDATA[<p>[...] Paradise or the ever-popular FarmVille, require you to have friends help you. FarmVille, and other successful social games, turn guanxi [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Meg</title>
		<link>http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html/comment-page-1#comment-31197</link>
		<dc:creator>Meg</dc:creator>
		<pubDate>Fri, 23 Apr 2010 18:23:56 +0000</pubDate>
		<guid isPermaLink="false">http://simpsonsparadox.com/?p=2064#comment-31197</guid>
		<description>Haha, I knew it was you anyway!

I see a lot of potential for trading in a social game (If you can ONLY get bumbleberry seeds through me, do I hold out to screw you? Give them to you free because it&#039;s us vs. game? Trade for something I can only get through you?) but the free gifts turn to spam so quickly. I blame Farmville/Zynga in part, for offering so many ways to spam your friends,  making &quot;send to absolutely everyone&quot; the default option and providing in-game bonuses for harassing as many people as possible, but I also blame the folks blanketing their friends with self-interested &quot;gifts&quot;.</description>
		<content:encoded><![CDATA[<p>Haha, I knew it was you anyway!</p>
<p>I see a lot of potential for trading in a social game (If you can ONLY get bumbleberry seeds through me, do I hold out to screw you? Give them to you free because it&#8217;s us vs. game? Trade for something I can only get through you?) but the free gifts turn to spam so quickly. I blame Farmville/Zynga in part, for offering so many ways to spam your friends,  making &#8220;send to absolutely everyone&#8221; the default option and providing in-game bonuses for harassing as many people as possible, but I also blame the folks blanketing their friends with self-interested &#8220;gifts&#8221;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lunarhound</title>
		<link>http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html/comment-page-1#comment-31155</link>
		<dc:creator>Lunarhound</dc:creator>
		<pubDate>Fri, 23 Apr 2010 10:31:08 +0000</pubDate>
		<guid isPermaLink="false">http://simpsonsparadox.com/?p=2064#comment-31155</guid>
		<description>And the above post is me, by the way. Forgot to fill in a name and email. Please reply to this one, so I know something&#039;s being said.:P</description>
		<content:encoded><![CDATA[<p>And the above post is me, by the way. Forgot to fill in a name and email. Please reply to this one, so I know something&#8217;s being said.:P</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html/comment-page-1#comment-31154</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Fri, 23 Apr 2010 10:29:50 +0000</pubDate>
		<guid isPermaLink="false">http://simpsonsparadox.com/?p=2064#comment-31154</guid>
		<description>I think we discussed this once before, but the gifts systems for all Facebook games, including Farmville, feel impersonal to me, so I don&#039;t really get the whole social obligation thing. When I get a message saying &quot;Soandso is sending you a whatchamawhozit! Do you want it?&quot; I know perfectly well that soandso did not see the whatchamawhozit, think &quot;Wow, Lex would really like that!&quot; and pick it out just for me. What happened is that Soandso was asked by the game, &quot;Do you want to send a whatchamawhozit to your friends?&quot; she (Yes, she. My friend Soandso is definitely a hot gamer chick) clicks yes because there&#039;s some sort of in-game benefit to doing so, and all 5,000 of Soandso&#039;s friends immediately get offers for whatchamawhozits. The fact that it has the word &#039;gift&#039; stamped on it doesn&#039;t make it one. This is constantly reinforced by the fact that I&#039;m constantly getting &#039;gifts&#039; from people I used to know who haven&#039;t messaged me in years and probably don&#039;t know or care if I&#039;m even alive.

That doesn&#039;t invalidate the idea of utilizing a social dynamic like that in a game, though. I think the potential is fascinating. I can envision a system that encouraged REAL gifting rather than just empowering you to spam your friends, and that WOULD be interesting. Restrict the sending of gifts to one, or possibly a handful at a time, and have the benefits to the sender only occur if, say, the person on the recieving end actually uses it enough or does certain things with it, so that some thought is actually put into what sort of thing to send to who.</description>
		<content:encoded><![CDATA[<p>I think we discussed this once before, but the gifts systems for all Facebook games, including Farmville, feel impersonal to me, so I don&#8217;t really get the whole social obligation thing. When I get a message saying &#8220;Soandso is sending you a whatchamawhozit! Do you want it?&#8221; I know perfectly well that soandso did not see the whatchamawhozit, think &#8220;Wow, Lex would really like that!&#8221; and pick it out just for me. What happened is that Soandso was asked by the game, &#8220;Do you want to send a whatchamawhozit to your friends?&#8221; she (Yes, she. My friend Soandso is definitely a hot gamer chick) clicks yes because there&#8217;s some sort of in-game benefit to doing so, and all 5,000 of Soandso&#8217;s friends immediately get offers for whatchamawhozits. The fact that it has the word &#8216;gift&#8217; stamped on it doesn&#8217;t make it one. This is constantly reinforced by the fact that I&#8217;m constantly getting &#8216;gifts&#8217; from people I used to know who haven&#8217;t messaged me in years and probably don&#8217;t know or care if I&#8217;m even alive.</p>
<p>That doesn&#8217;t invalidate the idea of utilizing a social dynamic like that in a game, though. I think the potential is fascinating. I can envision a system that encouraged REAL gifting rather than just empowering you to spam your friends, and that WOULD be interesting. Restrict the sending of gifts to one, or possibly a handful at a time, and have the benefits to the sender only occur if, say, the person on the recieving end actually uses it enough or does certain things with it, so that some thought is actually put into what sort of thing to send to who.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: simpsonsparadox (Meg)</title>
		<link>http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html/comment-page-1#comment-31096</link>
		<dc:creator>simpsonsparadox (Meg)</dc:creator>
		<pubDate>Thu, 22 Apr 2010 22:11:38 +0000</pubDate>
		<guid isPermaLink="false">http://simpsonsparadox.com/?p=2064#comment-31096</guid>
		<description>New Blog Post: Virtual Mooncake Exchange http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html</description>
		<content:encoded><![CDATA[<p>New Blog Post: Virtual Mooncake Exchange <a href="http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html" rel="nofollow">http://simpsonsparadox.com/2010/04/virtual-mooncake-exchange.html</a></p>
]]></content:encoded>
	</item>
</channel>
</rss>

