Il contesto ludico è vecchio, il gioco nuovo. Il marketing ha lanciato Wii come un social game, seppure alludendo a qualcosa di diverso rispetto ai “tradizionali” giochi online. Si tratterebbe di una piattaforma per giocare assieme nella stessa stanza. Niente più torneo di ping pong tra amici e parenti o altri passatempi sociali, insomma. Ma qualcosa di più Mark Bell (in “Let’s All WiiParty!”) si propone di verificare allora se l’esperienza di videogiocare può essere incrementata dalla consolle della Nintendo. Come? Almeno attraverso quattro indicatori.

  • Miis: Number of Miis created and how many of them have the “wander” feature turned on so that they would automatically share over the internet connection with friendly Wii machines. Also, if the user had sent a Mii by email or carried it via Wiimote. The last instance especially implies social use.
  • Wiimotes: The number of Wiimotes owned. The console comes with one Wiimote and the game Wii play comes with a second. When WiiPlay first came out Wiimotes were still scarce and so many bought the game just to have a second Wiimote. Three or more Wiimotes implies multiplayer social gaming.
  • Party Games: There are a number of Wii games specifically intended to be played in groups. They can be played single player but combined with multi remote situations the presence of these games would imply some sort of social activity.
  • Game Playing Habits: Asking Wii owners if they have had people over to play the Wii or had one in operation during a party would imply they see the Wii as a social device.