• Title/Summary/Keyword: network games

Search Result 299, Processing Time 0.037 seconds

User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model (스마트 기기 상에서의 소셜 네트워크 게임의 사용자 수용 연구: 확장된 기술수용모형)

  • Kim, Su-Yeon;Lee, Sang-Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.16 no.5
    • /
    • pp.173-184
    • /
    • 2011
  • Today smart devices such as smart phones, smart pads and tablets have become necessities of modern people in both daily life and business as they have widely proliferated. One of the most popular application areas of smart devices is a game-related area. Among these applications social network games, played with other users through social networks, are ranked top in their popularity. Though much research of PC games and online games have been performed, little research of social network games and the factors affecting acceptance of social network games are not vigorous yet. Therefore, we aim to analyze the factors and their structural influence on acceptance of social network games. We add a couple of factors such as Social interaction, Mobility, Subjective Norm, and Flow reg arding the characteristics of social network games and analyze the structural relationships among these factors using Structural Equation Modeling. Analysis results and implications are suggested with concluding remarks.

An Analysis for Success Factors of Social Network Game Towards Farmville Game (소셜네트워크게임의 성공요소분석 : 팜빌 게임을 중심으로)

  • Kim, Jong-Chan;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.11
    • /
    • pp.2586-2592
    • /
    • 2010
  • Currently social network games with an emphasis on the relationship between the friends, especially women users and the elderly users of over forties, have contributed to the expansion of game market attracting large audiences. Though recent interest in social network games and the explosive propagation of social network game into game industry, scholarly research for social network game is insufficient. The objective of the study is to explore the success factors for successful social network games through the depth interview with game experts. We suggest the guidelines for development of social network game. Commercial success of social network games and the number of users with the best game, farmville, were investigated for understanding key success factors in social network game field. As a result, social interaction, simple interface, asynchronous method, instrumental rationality factors have been identified. This result of the study will expect the guideline in order to develop a successful social network games.

Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
    • /
    • v.14 no.1
    • /
    • pp.57-69
    • /
    • 2015
  • This paper explores some of the ways in which social games - games played with others through social network sites such as Facebook - are situated within the everyday. It argues that social games are more than just games; they perform a range of interactive and integrative functions across and within people's lives and therefore need to be investigated as such. Social games en-able spaces for and practices of creative expression, and identity management. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. This argument requires the researcher to consider the panoply of ways in which people integrate social games within their lives and everyday practices. Part of a larger project, this paper explores some findings from an exploratory survey of Australian game play-ers about their management and integration of game play within the everyday with a particular focus on gender.

A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
    • /
    • v.7 no.6
    • /
    • pp.814-823
    • /
    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

  • PDF

Exploring the Meaning of College Students' Leisure Activity: Means-end Chain Analysis of Social Network Game Playing

  • Han, Ju Hyoung
    • International Journal of Contents
    • /
    • v.10 no.4
    • /
    • pp.18-22
    • /
    • 2014
  • Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper's aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students' leisure activities when playing social network games.

Synthesis and Investigation of the Neural Network Guidance Based on Pursuit-Evasion Games

  • Park, Han-Lim;Tahk, Min-Jea;Bang, Hyo-Choong;Lee, Hun-Gu
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2001.10a
    • /
    • pp.156.3-156
    • /
    • 2001
  • This paper handles synthesis and investigation of a neural network guidance law based on pursuit-evasion games. This work considers two-dimensional pursuit-evasion games solved by using the gradient method. The procedure of developing a guidance law from the game-optimal solutions is deeply examined, and important features of the neural network guidance are investigated. The proposed neural network guidance law takes the range, range rate, line-of-sight rate, and heading error as its input variables. By reconstructing the trajectory, the accuracy of the neural network approximation is verified. Afterwards, robustness of the neural network guidance to the autopilot lag, which results from its feedback structure, is investigated ...

  • PDF

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
    • /
    • v.19 no.5
    • /
    • pp.39-50
    • /
    • 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.

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
    • /
    • v.14 no.2
    • /
    • pp.125-134
    • /
    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.10
    • /
    • pp.81-86
    • /
    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

Didactic Games and Gamification in Education

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.4
    • /
    • pp.417-419
    • /
    • 2022
  • This paper undertakes educational games and gamification, their features, importance, and integration into the educational process. Besides outlining features, benefits, and difficulties, it highlights the difference between gaming, gamification, and game-based learning. The article contends that game-based learning and gamification elements such as reward, completion, and cooperation develop students' positive attitudes toward the curriculum and boost their learning motivation.