• Title/Summary/Keyword: social network game

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Effect of Constraint and Supporting Features of Mobile Social Networking Games(SNGs) on User's Satisfaction (모바일 소셜 네트워크 게임의 제약과 지원 기능이 사용자의 만족에 미치는 영향)

  • IM, Chae-Rin;SHIN, Young-soo;KIM, Jin-woo;LEE, In-seong
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.353-367
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    • 2015
  • From the era of feature phone to the current smart phone which bloomed Social Network Games(SNGs), mobile games have held the top position as killer contents of mobile market. Mobile game has many constraints such as specification of device, network status, and external environment. Based on common perspective of game research, these factors have negative influences on flow of user. Even with these opinions, most mobile gamers have felt satisfaction. To explain this phenomenon, our research focuses on the constraints. Referring to theoretical concepts, we attempt to clarify the relationship between game features and flow through survey methodology. Our finding shows that the constraints have a positive effect on flow even though it disaccords with previous studies. Therefore, we argue that users of mobile game have sense of satisfaction not a cognitive overload as discomforts.

A Study on the Purchasing Intention of Paid Items in Mobile Social Game-Focusing on game and personal characteristics (모바일 소셜 게임 기반으로 유료아이템의 구매의도에 미치는 영향 - 게임특성 및 개인특성 중심으로 -)

  • Cao, Long-Fei;Kyung, Byung-Pyo;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.385-393
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    • 2020
  • Focusing on the Chinese market of MSNG (Mobile Social Network Game), perceived flow and satisfaction were designed as parameters, purchasing intention was set up as dependent variables, the purpose of present research is to analyze the factors influencing purchase intention of the paid items in mobile social games by studying the game and personal characteristics in terms of interoperability, accessibility, interesting, operability, innovativeness and challenge. Data was collected by questionnaires, Amos was employed to analyze the relationship between purchase intention and target influencing factors. Results showed that characteristics of game and consumers of MSNG have positive effects on the flow and satisfaction of paid items. Moreover, the flow of paid items in MSNG has a positive effect on satisfaction; the flow and satisfaction of paid items in MSNG have a positive effect on purchase intention. more samples and references should be involved in the further study in order to acheive an comprehensive result on comparative study of the social and cultural characteristics between Chinese MSNG and Korean counterpart.

A Study of an Education Network Simulation Game for Democratic Citizenship Education (민주 시민 교육을 위한 교육용 네트웍 시뮬레이션 게임에 관한 기초 연구)

  • Koo, Jung-Mo;Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.13-20
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    • 2001
  • To solve modern social problems, it is important that improve the democratic citizenship quality of people. This quality includes the rational and democratic problem-solving capacity, decision-making capacity, democratic skills and attitudes such as human dignity, dialogue, compromise. To use an educational network simulation game that has the merits of game, simulatio and network will help children to improve the democratic citizenship educaiton. This study explorers the structure, flow, system, database, interface and teaching-learning tool for this educational network simulation game.

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Development of Integrated Management Social Network Engine In App Game (App 게임 내 통합관리 소셜 네트워크 엔진 개발)

  • Jung, KyoungJin;An, DongUn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.319-321
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    • 2014
  • 카카오톡, 페이스북 등의 소셜 네트워크 서비스(Social Network Service: SNS)가 발전함에 따라 이를 기반으로 하는 소셜 네트워크 게임(Social Network Game: SNG)이 지인과 함께 가볍게 즐길 수 있다는 장점을 내세워 유저들로부터 많은 호응을 얻고 있다. 특히 SNG가 갖는 장점은 언제 어디서나 즐길 수 있는 스마트폰 앱에 접목되면서 그 효과가 극대화되고 있다. 이에 많은 개발사들이 앞다투어 SNG 개발에 참여를 하고 있는 상황이지만 다양한 SNS 서비스 플랫폼에 비해 SNG 개발을 위한 공개 엔진은 없는 상황이다. 본 논문에서는 다양한 SNS 플랫폼을 통해 공통으로 사용할 수 있는 통합 관리 소셜 네트워크 엔진을 개발하는 과정과 구현된 엔진을 사용하여 디바이스를 통한 그래픽 출력 성능을 실험하였으며, 실험 결과 기존의 SNG와의 속도차이가 없음을 보여 주어 게임 구현하기에 충분함을 입증하였다.

Classification of SNG (Social Network Game) and Its Future (소셜 네트워크 게임의 분류 및 발전방향)

  • An, Kwang-Rim;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1564-1567
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    • 2011
  • SNG(social network game)은 최근 보편화된 SNS(social network service)를 기반으로 하는 게임으로 단순한 인터페이스와 진행방법을 제공하는 캐주얼 게임 위주로 서비스되고 있다. 본 논문에서는 네트워크를 통해 인적관계를 형성시켜주는 SNS 의 정의 및 SNS 에서 발전된 게임모델인 SNG 를 정의하고, SNS 와 SNG 의 결합모델을 3 가지로 분류하고 각각의 사례에 대해 분석한다. SNS 기반 SNG 서비스 모델로, SNS 서비스 1 위 업체인 Facebook 을 중심으로 소개하였으며, SNS 서비스를 이용하는 사용자 규모 및 서비스되고 있는 SNG 의 진행방식 및 특징을 설명한다. 다른 결합유형으로, 기존 온라인 게임 기반의 SNS 서비스 및 신규 SNS/신규 SNG 모델을 소개하고 각각의 예를 소개하였다.

A Comparative Study on Acceptance of Social Network Games between Korean and Chinese Users (소셜 네트워크 게임의 사용자 수용에 대한 한·중 비교연구)

  • Lee, Sang Hoon;Cheng, Zhichao;Kwon, Young-Jik;Hwang, Hyun-Seok;Kim, Su-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.39-50
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    • 2014
  • Today people use a smartphone as a tool for enjoying personal hobbies or entertaining contents as well as communication media. Most of the traditional game-specific platforms have transferred to smartphones equipped with social network games that integrate games with human relationships. As average life span of most games has been shortened gradually, game companies should be ready to develop new games to meet user needs. In this study we investigate the acceptance of social games, enjoyable by users and their friends linked in social networks. Since user behavior of social games may show cultural differences by country, we perform a comparative study on acceptance of social games between Korean and Chinese users. The structural relationships among factors affecting social game adoption have been analyzed focusing on differences between Korean and Chinese. We analyze similarities and differences of adoption mechanism in two countries and present some practical implications for related industry.

Performance analysis of volleyball games using the social network and text mining techniques (사회네트워크분석과 텍스트마이닝을 이용한 배구 경기력 분석)

  • Kang, Byounguk;Huh, Mankyu;Choi, Seungbae
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.3
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    • pp.619-630
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    • 2015
  • The purpose of this study is to provide basic information to develop a game strategy plan of a team in a future by identifying the patterns of attack and pass of national men's professional volleyball teams and extracting core key words related with volleyball game performance to evaluate game performance using 'social network analysis' and 'text mining'. As for the analysis result of 'social network analysis' with the whole data, group '0' (6 players) and group '1' (11 players) were partitioned. A point of view the degree centrality and betweenness centrality in 'social network analysis' results, we can know that the group '1' more active game performance than the group '0'. The significant result for two group (win and loss) obtained by 'text mining' according to two groups ('0' and '1') obtained by 'social network analysis' showed significant difference (p-value: 0.001). As for clustering of each network, group '0' had the tendency to score points through set player D and E. In group '1', the player K had the tendency to fail if he attack through 'dig'; players C and D have a good performance through 'set' play.

Design and Implementation of Virtualization Based Distributed Game Server for Mobile Social Network Game (모바일 소셜 네크워크 게임을 위한 가상화 기반 분산 게임서버의 설계 및 구현)

  • Lee, Wonjin;Lee, Taekkyun;Kim, Kangseok;Hong, Manpyo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.117-120
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    • 2013
  • 스마트폰의 보급으로 모바일 소셜 네트워크 게임(SNG: Social Network Game)을 즐기는 사용자들이 증가하고 있다. 그러나, SNG의 특성에 맞는 자원 활용률을 고려한 효율적인 게임서버에 대한 연구는 매우 부족한 실정이다. 본 논문은 가상화 기반으로 SNG게임서버를 설계 및 구현한다. 또한 가상화 기반 분산 게임서버의 CPU 사용률과 Memory 사용량을 분석하여 게임서버의 자원 활용률을 보인다. 이를 토대로 SNG게임서버 환경구축의 기반지식을 제공한다.

A Study on Countermeasures for Personal Data Breach and Security Threats of Social Network Game (소셜 네트워크 게임(SNG) 서비스의 개인정보 유출 및 보안위협 대응방안에 관한 연구)

  • Lee, Sang Won;Kim, Huy Kang;Kim, Eun Jin
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.77-88
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    • 2015
  • As the smart phone market is drastically expanding, there is a steady growth of recent vicious activities such as data manipulation, billing fraud, identity theft, and leakage of personal information that are security threats to Social Network Games(SNG). Due to the threats, Strong development standard is required for security enhancement of SNG. Nonetheless, short life-spans, additional expenses, and the necessities to provide a sound game service hinders developers from reaching their security goals. Therefore, this research investigates the weak points of SNG through memory manipulation experiments based on the currently provided SNG services. In addition, the research presents counter measures and security enforcements that are light in service load and simplistic which can be applied in the developing process.

A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users (소셜 네트워크 게임의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 스마트 기기 사용자를 중심으로)

  • Kim, Jeongwook;Jang, Choulho
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.235-255
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    • 2014
  • Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.