• Title/Summary/Keyword: 소셜 네트워크 게임

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An Analysis of Player's Behavior Attributes on Social Network Game focused on the Genre of Management Simulation (소셜 네트워크 게임 플레이어의 행동속성 분석 -경영·시뮬레이션 장르를 중심으로-)

  • Kim, Mi-Jin;Kim, Yeong-Sil
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.3-10
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    • 2012
  • Social network game induces to continue participation among the players through asynchronous connection mode. This characteristic of SNG that is required active social connectedness and that is the main purpose of SNG. The player's behavior attributes related with social connectedness can be divided by the environmental conception. In this paper, the player's behavior is divided into two types : Social Connectedness(SC) and Non-Social Connectedness(NC). Each type is categorized in specific actions of players that is explored. Also, experimental data collected from player's playing-game is analyzed in the comparison of each behavior and the relation of playfulness. Those results have suggested the scope for designing a appliable model on SNG development and represented the guideline to verify speedy the massive player's behavior through simplifying the player's behavior derived in SNG play experiences.

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.

Design of the reality-based multi-participatory mobile game (현실기반의 다중 참여형 모바일 게임의 설계)

  • Lee, Hwang-Keun;Lee, Geun-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.25-26
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    • 2014
  • 스마트폰의 폭 넓은 보급으로 인해 스마트폰 시장은 급격한 성장을 이루었고, 모바일 환경의 발전은 다양한 형태의 애플리케이션의 개발과 모바일 게임 시장의 성장으로 이어졌다. 모바일 게임에서 사용자간 상호작용은 중요한 요소가 되었다. 하지만 대부분의 모바일 게임들은 소셜네트워크상의 초대와 아이템의 제공, 스코어 비교 등에 그치는 등 제한된 영역에서의 상호작용에 그치는 경향이 있다. 이에 본 논문에서는 메시지 서버를 활용하여 다수의 모바일 디바이스를 유기적으로 연계, 모바일 디바이스의 화면이나 기능을 확장하고 게임세계와 현실세계의 접목을 통한 새로운 형태의 게임 가능성에 대해 연구하였다.

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A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

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.

Social Behavior and Perceived Playfulness according to Personality Types of SNG Players (SNG 플레이어의 성격유형에 따른 사회적 행동과 유희성)

  • Kim, Yeongsil;Kim, Mijin
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.5-14
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    • 2013
  • This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

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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