• Title/Summary/Keyword: 모바일 소셜네트워크 게임

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An Analysis of Learning Effects using Mobile Sequence Game (모바일 수열 게임을 이용한 학습 효과 분석)

  • Jeon, JaeHong;Lee, HwaMin;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1088-1091
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    • 2011
  • 최근 대중화된 무선 유비쿼터스 환경으로 출퇴근, 점심시간, 여가 시간 등 자투리 시간을 활용하여 소셜 네트워크, 게임, 동영상 시청, 쇼핑, 학습, 필요한 정보 등 다양한 콘텐츠들을 모바일기기를 이용하여 즐기는 사용자가 급증하고 있다. 본 논문은 모바일 환경에서의 수열 문제 풀이에 대한 학습 효과를 검증하기 위해 여러 종류의 수열 문제들로 구성된 기능성 게임을 아이폰과 안드로이드 기반으로 설계 및 구현하였다. 또한 저장된 수열 게임 이용자의 기록 데이터베이스 내용을 대상으로 사용자들의 분포와 이에 따른 학습 효과를 분석하였다.

A Study on the Effect of Characteristics and Interactions of MSNG on User Satisfaction (MSNG의 특성과 상호작용이 사용자만족에 미치는 영향에 관한 연구)

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.622-635
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    • 2018
  • On top of presenting the possibility of expanding the game space to social space through mobile communication, MSNG reinforces the strengths of SNS and the fun of games through closer networks between users. This study empirically verified the effects of the characteristics of MSNG on interactions and user satisfaction by dividing the main characteristics of MSNG into graphics, challenge spirit, and reward, and then dividing the main characteristics of mobile social network service into social interaction and technical interaction. In the results of study, the main characteristics of MSNG such as graphics, challenge spirit, and reward all had significant effects on the social interaction and technical interaction while the social interaction and technical interaction of MSNG also had significant effects on the user satisfaction, so that the hypotheses of this study were all selected. The influence of the characteristics of MSNG on interactions might be because of shared feedbacks through graphics, game tasks, and reward in the performance process of MSNG, and such interactions make diverse people have the horizontal or circular communication, which is led to the increase of user satisfaction.

A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

Design of Location-based SNS Application (위치기반 SNS 앱 설계)

  • Jung, Jooho;Jung, Hyungji;Choi, Junnyeong;Jung, Wonyoung;Hwang, Soyoung;Yu, Donghui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.52-53
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    • 2013
  • 스마트 기기와 안드로이드 플랫폼의 급속한 보급은 모바일 애플리케이션들의 개발을 촉진하고 있으며, 게임, 소셜 네트워크 서비스 (SNS), 교육 등 다양한 도메인 분야에서 애플리케이션들이 개발되고 성공적인 사례도 발표되고 있다. 이동통신 칩과 결합된 GPS 수신기가 휴대폰 및 대부분의 스마트기기에 장착됨에 따라 위치 정보에 기반한 다양한 서비스가 활용되고 있다. 본 논문에서는 위치정보와 소셜 네트워크 서비스를 결합하여 가입자간 정보 공유 및 커뮤니케이션, 검색, 위치정보 등 다양한 비즈니스에 활용될 수 있는 위치기반 SNS 앱의 설계를 제안한다.

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Development of Smartphone Game Application using Android (Android를 이용한 스마트폰 게임 어플리케이션)

  • Kim, Kyungha;Lee, Aeri;Choi, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.376-377
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    • 2013
  • 스마트폰이 도입된지 불과 몇 년만에 모바일 컴퓨팅은 이제 생활과 밀접한 다양한 콘텐츠를 소비하고 공유할 수 있는 공간이자 도구가 되었다. 이제 우리의 일상은 스마트 폰의 어플리케이션이나 SNS 등을 이용해 보다 합리적인 정보 탐색을 위하여 얻고자 하는 정보를 검색하고 실시간으로 공유한다. 최근 선호하는 스마트폰 어플리케이션은 오락, 유틸리티, 소셜 네트워크의 비중이 크다. 본 논문에서는 이러한 스마트 폰의 흐름에 발 맞춰, Android기반 게임 애플리케이션을 구현하고자 한다. 본 애플리케이션은 컴퓨터에서만 즐길 수 있던 게임에서 벗어나 보다 접근성이 편리한 스마트폰에서 실행할 수 있을 뿐 아니라 커뮤니케이션 인프라(별점 주기, 랭킹)와 item shop 기능을 제공한다. 본 연구에서는 더블버퍼링, 각종 센서, Surface View 등을 활용하여 스마트폰 게임 애플리케이션을 제작한다.

A Study on the Factor Which Causes the Imbalance Between DAU and Game Purchase in the Mobile Game Market - With an emphasis on Google Play Free Games - (모바일 게임 시장에서 DAU와 게임 구매간의 불균형성을 발생시키는 요인에 대한 고찰 - 구글 플레이 무료게임을 중심으로 -)

  • Lim, Jun;Choi, Sung Wook
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.293-303
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    • 2014
  • The mobile game market is fast growing after the Kakao game launched. Especially, the market is placed at the second highest by occupying 33.1% of the market. However, the rate of the total sales amount is only 6%, showing quite an imbalance between the market occupancy and the sales amount. This means that the profit-making models are not stabilized yet in the mobile game market. The absence of profit-making models can be ascertained by the relationship of DAU and sales ranking. There are several games which are ranked at DAU Top10 among Google free games, but not ranked at top 10 among sales amounts. On the other hand, there are several games which are low in DAU ranking but high in sales amount ranking. This result shows that there is no direct interrelation between the product attractiveness which users feel and the profit-making models in the market. This study compared the Google play free games which are ranked at top 10 in terms of DAU ranking and sales amount ranking to find out the factor which causes the imbalance between the DAU ranking and sales amount ranking. Based on this outcome, this study presents the reference point for the design of profit-making models on behalf of the manufacturers who wish to launch into the mobile game market in the future.

A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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Intelligent Monitoring System using Location Based Service in Smart Mobile Environment (스마트 모바일 환경에서 위치기반 서비스를 이용한 지능형 감시 시스템)

  • Baek, Sun-Jae;Lee, Dae-Sung;Moon, Mi-Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.677-680
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    • 2010
  • 스마트폰의 빠른 보급으로 위치기반 서비스 (Location Based Service)가 새롭게 주목 받고 있다. 위치기반 서비스는 이동통신망이나 위성항법장치 (GPS) 등을 통해 얻은 위치정보를 바탕으로 이용자에게 여러 가지 서비스를 제공하는 서비스를 말한다. 현재 위치기반 서비스는 소셜 네트워크 서비스, 증강현실, 게임 등 다양한 분야에서 활용되고 있다. 그러나 단순 정보뿐만 아니라 복합 상황정보를 이용한 안전 및 사고예방을 위한 애플리케이션은 부족한 실정이다. 본 논문에서는 휴대성과 이동성의 장점을 가진 스마트 모바일 환경에서 위치기반 서비스를 통해 상황정보를 제공하는 지능형 감시 시스템을 개발하고자 한다. 본 시스템은 감시대상자가 소지한 스마트폰의 GPS를 이용하여 위치 데이터를 획득하고, 기울기 및 압력 센서 등을 이용하여 감시대상자의 상태정보를 획득 한다. 또한 이러한 위치 데이터와 센싱 데이터를 지도 OpenAPI, 날씨 OpenAPI, 안전/위험지역 설정 등의 기능과 결합하여 지능적 복합 상황정보로 표현한다. 이러한 기능들을 안드로이드 기반 애플리케이션으로 개발함으로써 감시자 또한 모바일 환경에서 감시할 수 있도록 한다. 이를 통해 감시자는 이동하면서 원거리에 있는 감시대상자의 실시간 이동경로와 복합 상황정보를 확인하고 알림 받을 수 있다. 이와 같은 기능을 통해 아동 범죄, 노약자 보호 등의 문제를 해결할 수 있다.

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Effect of the Strength of Weak Ties & Emotional Perception on the Social Network Game's Diffusion (Strength of Weak Ties와 감성적 인식이 소셜네트워크게임(SNG)의 확산에 미치는 영향 연구)

  • Song, Myung-Bean;Yoo, Hyun-Gyu;Jo, Eun-Ae;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.69-78
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    • 2014
  • This study deals with the digital policy proposal through the path modeling study on the effect of the strength of weak ties & emotional perception leading to the user's satisfaction, WOM between game users, and the verification on the effect of the emotional real name SNS on the social network game's diffusion. Researcher confirmed that the effect of the strength of weak ties & emotional perception led to the user's satisfaction, WOM of SNG. Even though weak tie, researchers estimate that the users emotionally interact with the real name relation effect of SNS. And effective factors for WOM are not a tie relationship or emotional interactivity of weak tie antecedently but user's satisfaction. As a result, though antecedent factors (weak tie & interactivity) had a positive effect as real name SNS, eventually powerful factor of making buzz was the SNG user's satisfaction. Thus researchers expect the practical policy proposition for government & corporation, which means SNG service providers more carefully manage the service satisfaction for WOM with SNG user's experience.

The Effect of Mobile Network Social Gamers' Altruism on Continuous Usage Intention: The Mediating Effect of Social Relational Capital (모바일 소셜 네트워크 게임 사용자의 이타주의적 행위가 게임 지속성에 미치는 영향: 사회 관계적 자본의 매개효과를 중심으로)

  • Chae, Seong Wook;Kang, Youn Jung
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.201-223
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    • 2016
  • Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users' social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user's satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user's satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.