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	<title>Comments on: How Reciprocity Yields Bumper Crops in Farmville</title>
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	<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/</link>
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		<title>By: technologiez</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-2223</link>
		<dc:creator>technologiez</dc:creator>
		<pubDate>Mon, 26 Jul 2010 14:16:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-2223</guid>
		<description>When are they going to put out more applications so people other than those with the iphone can use the features on farmville/facebook?

I wouldn&#039;t mind paying a fee...it will weed out those not interested in it and never play their farm again after their first visit. I am sure that this has clogged up a lot of space on the servers.</description>
		<content:encoded><![CDATA[<p>When are they going to put out more applications so people other than those with the iphone can use the features on farmville/facebook?</p>
<p>I wouldn&#8217;t mind paying a fee&#8230;it will weed out those not interested in it and never play their farm again after their first visit. I am sure that this has clogged up a lot of space on the servers.</p>
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	<item>
		<title>By: Writing Sample &#8211; Defining &#8220;Social&#8221; in Social Games</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-1124</link>
		<dc:creator>Writing Sample &#8211; Defining &#8220;Social&#8221; in Social Games</dc:creator>
		<pubDate>Fri, 14 May 2010 05:13:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-1124</guid>
		<description>[...] gifts because they are sweethearts who want to share with people, they share gifts because they want to receive one back.  Gifting, receiving gifts, placing and arranging gifts is a core social game mechanic currently [...]</description>
		<content:encoded><![CDATA[<p>[...] gifts because they are sweethearts who want to share with people, they share gifts because they want to receive one back.  Gifting, receiving gifts, placing and arranging gifts is a core social game mechanic currently [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Social Game Design &#187; Blog Archive &#187; Game Design and the Reciprocity Effect in Social Games</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-1122</link>
		<dc:creator>Social Game Design &#187; Blog Archive &#187; Game Design and the Reciprocity Effect in Social Games</dc:creator>
		<pubDate>Thu, 13 May 2010 23:04:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-1122</guid>
		<description>[...] is a deeply rooted instinct.  Some experts would even argue that reciprocity may have helped the emergence of human societies and that indirect reciprocity (a variant in this concept) may have provided the selective challenge [...]</description>
		<content:encoded><![CDATA[<p>[...] is a deeply rooted instinct.  Some experts would even argue that reciprocity may have helped the emergence of human societies and that indirect reciprocity (a variant in this concept) may have provided the selective challenge [...]</p>
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		<title>By: Farmville Secrets</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-1005</link>
		<dc:creator>Farmville Secrets</dc:creator>
		<pubDate>Wed, 28 Apr 2010 03:16:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-1005</guid>
		<description>Nice article. I&#039;m wondering what will happen if I ordered some FarmVille cash? How I wish that will also gain profit, right. For sure more and more people are going to play FarmVille. Thanks for sharing. You may also visit this site: http://wwww.farmvillesecretsandtricks.info</description>
		<content:encoded><![CDATA[<p>Nice article. I&#8217;m wondering what will happen if I ordered some FarmVille cash? How I wish that will also gain profit, right. For sure more and more people are going to play FarmVille. Thanks for sharing. You may also visit this site: <a href="http://wwww.farmvillesecretsandtricks.info" rel="nofollow">http://wwww.farmvillesecretsandtricks.info</a></p>
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		<title>By: Defining &#8220;social&#8221; in social games &#171; Cuppytalk</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-540</link>
		<dc:creator>Defining &#8220;social&#8221; in social games &#171; Cuppytalk</dc:creator>
		<pubDate>Mon, 01 Mar 2010 19:36:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-540</guid>
		<description>[...] gifts because they are sweethearts who want to share with people, they share gifts because they want to receive one back.  Gifting, receiving gifts, placing and arranging gifts is a core social game mechanic currently [...]</description>
		<content:encoded><![CDATA[<p>[...] gifts because they are sweethearts who want to share with people, they share gifts because they want to receive one back.  Gifting, receiving gifts, placing and arranging gifts is a core social game mechanic currently [...]</p>
]]></content:encoded>
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		<title>By: Zynga Is Not Going Paid, But Do They Have a Choice?</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-508</link>
		<dc:creator>Zynga Is Not Going Paid, But Do They Have a Choice?</dc:creator>
		<pubDate>Tue, 23 Feb 2010 00:42:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-508</guid>
		<description>[...] is a practical, and profitable business model. Zynga fulfills all of these, especially as the crazy addicting part.In some or fashion, Zynga will offer a subscription service in the future. Relying on scammy [...]</description>
		<content:encoded><![CDATA[<p>[...] is a practical, and profitable business model. Zynga fulfills all of these, especially as the crazy addicting part.In some or fashion, Zynga will offer a subscription service in the future. Relying on scammy [...]</p>
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		<title>By: Raph&#8217;s Website &#187; Gameifying everything</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-467</link>
		<dc:creator>Raph&#8217;s Website &#187; Gameifying everything</dc:creator>
		<pubDate>Thu, 18 Feb 2010 20:09:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-467</guid>
		<description>[...] There&#8217;s a reason why you invite people with gifts in those games &#8212; it triggers a reciprocity effect. [...]</description>
		<content:encoded><![CDATA[<p>[...] There&#8217;s a reason why you invite people with gifts in those games &#8212; it triggers a reciprocity effect. [...]</p>
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		<title>By: FarmVille &#171; Aim for the Head</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-466</link>
		<dc:creator>FarmVille &#171; Aim for the Head</dc:creator>
		<pubDate>Thu, 18 Feb 2010 16:01:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-466</guid>
		<description>[...] Reciprocity is the center of FarmVille.  When someone gives you a gift, you are able to send them a thank you gift, and it is really easy to do.  So in order to get gifts, you have to give some away.  In order to maximize your advancement in the game, you need items and the best way to obtain those items is to give those items away.  If, for instance, you want to build your stable for horses, you need items like nails and bricks and harnesses.  The best way to get those is to give them to other people.  It is sort of accepted in these games that if someone gives you an item, when you thank them with a return gift you should give them the same thing back.  So, give to others what you want to get for yourself.  Don&#8217;t worry about the cost, giving gifts is free, but I believe Facebook imposes a limit on the number of &#8220;invites&#8221; a game can send out per day, so make sure you only send to people who always return the love.  This is also why FarmVille is constantly asking you to post things to your news feed, because there is no limit to how often a game can post to your feed. [...]</description>
		<content:encoded><![CDATA[<p>[...] Reciprocity is the center of FarmVille.  When someone gives you a gift, you are able to send them a thank you gift, and it is really easy to do.  So in order to get gifts, you have to give some away.  In order to maximize your advancement in the game, you need items and the best way to obtain those items is to give those items away.  If, for instance, you want to build your stable for horses, you need items like nails and bricks and harnesses.  The best way to get those is to give them to other people.  It is sort of accepted in these games that if someone gives you an item, when you thank them with a return gift you should give them the same thing back.  So, give to others what you want to get for yourself.  Don&#8217;t worry about the cost, giving gifts is free, but I believe Facebook imposes a limit on the number of &#8220;invites&#8221; a game can send out per day, so make sure you only send to people who always return the love.  This is also why FarmVille is constantly asking you to post things to your news feed, because there is no limit to how often a game can post to your feed. [...]</p>
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	<item>
		<title>By: Reciprocity - Zack Hiwiller</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-320</link>
		<dc:creator>Reciprocity - Zack Hiwiller</dc:creator>
		<pubDate>Mon, 01 Feb 2010 18:15:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-320</guid>
		<description>[...] Do you feel guilty when Farmville tells you to send a gift to someone and you don&#8217;t? Because I don&#8217;t. I may just be a soulless bastard, but I generally don&#8217;t waste my time with all the pop-ups and hootenanny that the gifting entails. Is gift giving what draws people back to Farmville? Or is it the customization? Or the unlocking new things by leveling?      &#171; Internal Dialogue [...]</description>
		<content:encoded><![CDATA[<p>[...] Do you feel guilty when Farmville tells you to send a gift to someone and you don&#8217;t? Because I don&#8217;t. I may just be a soulless bastard, but I generally don&#8217;t waste my time with all the pop-ups and hootenanny that the gifting entails. Is gift giving what draws people back to Farmville? Or is it the customization? Or the unlocking new things by leveling?      &laquo; Internal Dialogue [...]</p>
]]></content:encoded>
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		<title>By: Drama, not Prose: Storytelling in Games &#171; Just Another Meme Vector</title>
		<link>http://www.psychologyofgames.com/2010/01/18/how-reciprocity-yields-bumper-crops-in-farmville/comment-page-1/#comment-234</link>
		<dc:creator>Drama, not Prose: Storytelling in Games &#171; Just Another Meme Vector</dc:creator>
		<pubDate>Fri, 22 Jan 2010 15:39:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychologyofgames.com/?p=169#comment-234</guid>
		<description>[...] despite being heavily wounded himself. It was a little gesture, in the grand scheme of things, but reciprocity psychology is pretty powerful stuff. I had never met this person, and was unlikely to ever again. Our [...]</description>
		<content:encoded><![CDATA[<p>[...] despite being heavily wounded himself. It was a little gesture, in the grand scheme of things, but reciprocity psychology is pretty powerful stuff. I had never met this person, and was unlikely to ever again. Our [...]</p>
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