• Title/Summary/Keyword: 네트워크 게임

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A Study of Multi-level Business For Increasing User Of Social Network Game (소셜 네트워크 게임의 유저 초기 유입을 위한 멀티 레벨 비즈니스 모델 연구)

  • Ji, Seong-woong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.43-44
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    • 2012
  • 스마트 폰이 보편화되면서 소셜 네트워크 게임의 시장이 확장되고 있다. 온라인 커뮤니티를 기반으로 한 소셜 네트워크 게임은 유저의 수에 비례하여 수익이 발생하기 때문에 초기 유저 확보의 점유가 중요하다. 현재의 소셜 네트워크 게임은 체계적인 비즈니스 모델을 사용하지 않고 일반적인 게임 마케팅 비즈니스 모델을 사용하는 사례가 대부분이다. 초기 유저 확보를 위해서 객관적이고, 논리적인 수익 모델 및 수용 요인 분석이 필요하다. 본 논문에서는 이러한 요인을 멀티 레벨 비즈니스 모델을 디자인 한 후, 초기 유저 확보를 위한 정량적인 근거를 제안하였다. 소셜 게임 'Rich town'을 분석하여 초기 유저 유입 데이터를 도출한 데이터를 본 논문에서 제안한 멀티 레벨 비즈니스 모델에 적용하였다.

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A Real Time Network Game System Based on Retransmission Mechanism of Game Command History on Wire/Wireless Environments (유.무선 환경에서의 게임명령 히스토리 재전송 기법 기반 실시간 네트워크 게임 시스템)

  • Kim, Seong-Hoo;Kweon, Young-Do;Park, Kyoo-Seok
    • Journal of Internet Computing and Services
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    • v.7 no.6
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    • pp.143-155
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    • 2006
  • In this paper, we suggest a network game system that can support video game based on multi-platform for multi-user video game, Latency occurring from the load fluctuation in realtime network game is overcomed by using an initial delay buffering scheme on client, when a real-fire game is played, and shows that stable play for a game is achieved as the result of the scheme. Also, We suggest a retransmission algorithm based on the history of game commands, and this Algorithm supplement shortcomings for packet loss and pocket error on UDP communication.

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The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

Comparison of Online Game User Communities by using Social Network Analysis (소셜네트워크 분석을 통한 온라인게임 이용자커뮤니티 간 비교)

  • Ha, Sung-Ho;Im, Kwang-Hyuk;Pae, Hyun-U
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.178-189
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    • 2009
  • This paper investigates the influence of social networks on the satisfaction and loyalty of online game users. We gather the resulting questionnaires written by all respondents and compare social networks of users in the online game world. Social networks of online game users influence a sense of community. In consequence, the community sense influences the satisfaction and loyalty of online game users, respectively. Therefore, the companies which produce an online game and provide various services to users should consider the social networks and communities of their game users. Especially they have to try to manage the users who are the opinion leaders of the online game. If the companies make good relationships with users who are the opinion leaders of the online game, they would easily improve the loyalty of ordinary users by performing word-of-moth marketing of the users' opinions concerning about the online game.

Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

A Study on the Effect of Mobile Social Network Game Characteristics in Electronic Word of Mouth (모바일 소셜 네트워크 게임의 특성이 온라인 구전에 미치는 영향에 관한 연구)

  • Kang, Moon-Young;Chi, Yong-Shou;Park, Jong-Woo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.193-202
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    • 2014
  • This study is based on previous studies on the various types of games and analyse the effects of the characteristics of mobile social network games on online word-of-mouth of game users. As a result, it was revealed that commitment increased because of the features of not needing to access continuously, not interrupted by reciprocal relationship among users, a particular time and place. However, in the process of the interaction with the media, perceived individual social presence and asynchrony that did not need to continue to access, they did not affect satisfaction and respectively. In addition, this commitment had more effects on online word-of-mouth than satisfaction. Comprehensive the above, the research achievement of this study may be expected to contribute to the ongoing development of future domestic mobile social network game industry.

The Study on Packet Communication Scheduling Scheme for Mobile 3D Bluetooth Game Engine (모바일 3D 블루투스 게임 엔진을 위한 패킷통신 스케줄링 기법에 관한 연구)

  • Cho, Jong-Keun;Kim, Hyung-Il
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.197-202
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    • 2007
  • This study focused on design and implementation of Mobile 3D Bluetooth Game Engine based on OpenGL-ES. In Mobile 3D network game so far, there is a form the mainstream of wireless inter-net game using WAP and VM. But, VM game we popular because of an excessive communication expense problem for this mobile network game that occur when connect to wireless internet as point out to problem by it, that is, stand-alone game are very popular. This study introduce a mobile 3D Bluetooth Game Engine which is based on mobile 3D standard using OpenGL-ES to solve a problem like mobile network game generally that occur when connect to take pleasure a wireless internet from some people into a short distance. When the number of concurrent packet datum by Bluetooth terminal transfers to each other, we shows that the proposed scheduling scheme for enhancing the process speed up on Bluetooth.

Social Network Games (SNG) to concentrate on the analysis of causes (소셜네트워크 게임(SNG)에 몰입하는 원인 분석 연구)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.445-453
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    • 2012
  • With the development of recent gaming industry in the production side of the game has expressed concern about. To avoid such generalizations about the diversification of the game for any effort is required. As an aspect of the game is that social networks are emerging. In particular, the element of commitment to targeting the public should not be in game development is an important factor in the liver. In this study, the analysis of previous studies on flow and Raph Koster fun theory is based on the theory extracted from the social network game cause flow through the case study is presented.