Flip the Media
At the crossroads of Media, Culture and Technology

For years, video games were strangely absent from the social media tidal wave. Aside from casual games built into social networking websites, games didn’t support social media.

The recently released (Oct. 13) “Uncharted 2: Among Thieves” for the PlayStation 3, hopes to change that with a built-in Twitter feature. The game uses Twitter in a fairly simple way, by sending updates on a player’s progress to his or her Twitter account.

Twitter is also at the heart of a social media update to Microsoft’s Xbox 360 that went live today. It allows you to post tweets, read the tweets of those you follow, search and view trending topics. Along with a Twitter app, the Xbox 360 update also has a Facebook app to stay connected to friends through basic Facebook features.

These instances of Twitter in video games—one software and one hardware—still only scratch the surface of the potential to meld social media and gaming. The use of Twitter in “Uncharted 2” seems like a good way to market the game and to find other people who play the game, but beyond that it doesn’t do much. And the Twitter integration on the Xbox 360 isn’t very deep, as you can’t run the app while you are playing a game.

The real issue here isn’t how Twitter is integrated into games or hardware platforms, but how the gameplay can take advantage of social media’s best assets—connecting people and sharing information.

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