Nowadays many people all over the world make daily use of social networks like Facebook, Twitter, or Google+. A social networking service is a World Wide Web platform in which you can meet your real-life friends, share information and news with them and develop social relationships of any kind. These electronic communication devices, along with the opportunity to keep oneself updated with the latest news, opinions, mundane events, etc., usually help individuals to develop and maintain human contacts overcoming the obstacles of real geographical distances. Apparently, though strangely enough, these sites hadn’t developed a series of videogames of their own for quite a long time, until the beginning of the first decade of our century. Until then, traditional videogames, that people use to play individually or, at least, in groups of real people playing together in the same room, detained the monopoly of popularity among electronic ways of entertainment. In an incredibly small amount of time videogames provided by social networking systems attracted interest from every part of the world and they seemed they could easily steal from traditional videogames their monopoly of popularity. Up to now, it is very difficult to say if social games are more popular than videogames or vice versa. The point is that, after a vertiginous raise that impressed and sometimes even scared traditional videogames producers, the number of social games players seems to be constantly reducing over time leaving us with the thought that that of the social games could just be a passing fad as many others in the past. In the present work, we will put our attention on the possible real users of both social and traditional videogames and we will try to find out whether they share equal popularity among people or not.
Traditional Games
Videogames, computer programmes for personal amusement, have a long