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DiGRA
"And Then You Wait" examines how waiting functions as a design element in social network games such as FarmVille, CityVille, and Café World, using Juul's concept of "dead time" as its central framework. The paper's core thesis is that the persistent, asynchronous states of these games extend play into the player's absence, so that periods of unchallenging waiting, such as crops growing or energy refilling, become a structural feature rather than an incidental one. Drawing on multi-layer models of time in games developed by Hitchens and by Tychsen and Hitchens, along with work by Zagal and Mateas, the author argues that game engine time continues while playing time is paused, a mismatch that accounts for the experience of dead time.
The analysis identifies two central consequences of this design. First, play halts once a player exhausts energy or actions, creating forced pauses. Second, the need to return promptly to avoid losing crops or energy makes these games feel less flexible than their "casual" label implies. The author contends that the subjective experience of this waiting is not uniform: some players find it relaxing, while others experience it as frustrating. On this basis, the paper concludes that waiting is a core ingredient of social network game design rather than a peripheral flaw.
The argument rests on conceptual analysis and illustrative examples rather than empirical evidence, and the author explicitly acknowledges that data on how players actually experience dead time is needed to strengthen the claims. The scope is therefore theoretical, centered on a set of prominent Zynga-era titles from the late 2000s and early 2010s, including FarmVille, whose user base at the time reportedly reached roughly 80 million, situating the work within the emergence of asynchronous social gaming.
DiGRA · 2016