- Obviously, if you're playing an MMO or other online game, you're doing a lot of interaction, and managing a lot of information along the way. So do you need a third-party social networking site to help you manage that? MMO blogger Aggro Me has a post called 'You Got Web 2.0 in My MMO!' in which he examines just that issue.

As he notes: "The great thing is that MMO's already have so many ready-made social groups. In addition to player-made groups like guilds or a friends list, each player is part of server, a class, a race, a level range. These groups are the perfect foundation for creating a social network." He then goes on to suggest a bunch of features that it would handy to be aggregated on a webpage - from server status through game information to rankings, etc.

Interestingly, there's some crossover of this kind going on in more web-based online games - for example, Habbo has shared groups on its site, as part of the web-facing interface to its Shockwave-based online chat world. (Of course, if you want to keep track of your friends and users across multiple online worlds, individual game-specific solutions don't work.)

But in the hardcore MMO space, where the game tends to run a lot more independently of the web, and figures and information is even less abstracted out to feedable data in many cases, there are a couple of VC-funded startups trying to aggregate MMO players - Curse, whom we recently interviewed at Gamasutra, and rival Guildcafe, whom we also chatted to at Gama following their funding. Will people flock to interact on such sites? The jury is out, but since it coincides with the rise of social media, the VCs are certainly on board.