he most used function on Angela Shields’s iPhone is not the phone. Or e-mail. Or the Web browser. It’s a game called Words With Friends, and she taps it open more than 10 times a day, anxious about her next move. Shields, a clinical social worker in Washington, DC, doesn’t consider herself a
gamer, a term that conjures images of 26-year-old men slaying aliens in their parents’ basements.
She is 31 and very funny and has many real-world friends, yet she often catches up with them in the Scrabble-like game’s chat room while pecking out 36-point words. “Some friends and I communicate through the app more than we do through e-mail,” Shields says. “It’s a lot more fun than e-mail. I mean, you can kick their butt while we catch up about our lives.”
More than 200 million people play social games every month, and the numbers playing these simple throwback games grow by the thousands every day. “Whereas the 19th century will be remembered for the creation of the modern novel, and the 20th century was dominated by movies and images on screens, I think we can now see that games will be the dominant form of entertainment in this century,” says Jon Radoff, an early Internet entrepreneur, game developer and armchair gaming historian. If that sounds like blasphemy, consider that online games just passed e-mail as the second-most popular activity online, behind social networking, according to Nielsen.
Last week,
Disney paid $563.2 million to buy social game developer Playdom. Google is reportedly in talks with game companies to start a site called Google Games, having noticed that on Facebook, the fastest-growing Web site in the world, 40 per cent of the company’s 500 million users regularly play
social games.