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소셜 게임에서의 유저 시나리오와 특성화 「팜빌 2」와 「애니팡」을 중심으로

A Characterization of User Scenario in Social Game : focused on the contents of 「FarmVille2」 and 「AniPang」

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초록

Today, social game is being one of the biggest growths on mobile and PC platform. This paper propose systematic user play scenarios for social games by characterizing 「FarmVille2」and 「AniPang」which are the most popular social games on PC and mobile, these days. We present the whole user scenarios with flowcharts showing the characteristics of all possible users’ actions in social game. When a game developer makes the game logic for a new social game, our results will provide with a design guideline for the game.

Abstract

Today, social game is being one of the biggest growths on mobile and PC platform. This paper propose systematic user play scenarios for social games by characterizing 「FarmVille2」and 「AniPang」which are the most popular social games on PC and mobile, these days. We present the whole user scenarios with flowcharts showing the characteristics of all possible users’ actions in social game. When a game developer makes the game logic for a new social game, our results will provide with a design guideline for the game.

참고문헌 (21)

  1. "Facebook"[URL]
  2. "Twitter"[URL]
  3. "Pinterest"[URL]
  4. "h t t p : / / w w w. q u i c k s p r o u t . c o m / 2 0 1 2 / 1 2 / 1 7 /the-difference-between-facebook-twitter-and-pintere st/#more-6347"[URL]
  5. "CityVille"[URL]
  6. "FarmVille"[URL]
  7. "Zynga"[URL]
  8. "FarmVille2"[URL]
  9. "Sundaytoz"[URL]
  10. "AniPang"[URL]
  11. Hyang-min Jo, "Current Status and Forecast on Social Network Games", Korea Electronics Technology Institute (2011)
  12. 김윤경, "국내 소셜 게임 시장 전망", 한국컴퓨터게임학회논문지, 24(1), pp.113~123 (2011), (사)한국컴퓨터게임학회
  13. 남현우, "소셜 네트워크 게임의 성공 조건 분석과 경쟁력 강화 방안에 대한 연구", 한국컴퓨터게임학회논문지, 24(2), pp.73~84 (2011), (사)한국컴퓨터게임학회
  14. 권보연, "소셜 네트워크 게임(Social Network Games)의 사회적 플레이에 관한 연구", 한국컴퓨터게임학회논문지, 24(1), pp.21~33 (2011), (사)한국컴퓨터게임학회
  15. 정수연, "소셜 네트워크 게임(SNG)의 몰입요인에 관한 연구", 한국컴퓨터게임학회논문지, 24(3), pp.155~165 (2011), (사)한국컴퓨터게임학회
  16. Seung Ie Park, "A Comparison of Player Behaviors in the Spaces of SNG and MMORPG", pp.2011
  17. 민동현, "모바일 소셜 네트워크 게임의 부분 유료화 모델 연구", 한국컴퓨터게임학회논문지, 25(4), pp.169~179 (2012), (사)한국컴퓨터게임학회
  18. Korea Game Industry Agency, "Game Contents Analysis", ~ (2007)
  19. Electronics and Telecommunications Research Institute, "Classification System Analysis for Game Server Load Test", ~ (2012)
  20. T. L. Saaty, "The Analytic Hierarchy Process", Mcgraw-Hill (1980)

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