This document presents the design and implementation of a user registry system called WoW Beacon for players of the online game World of Warcraft. The system allows users to register and document their in-game characters and form guilds. It also includes a feature for users to search for other players by character name and view their profiles. The document discusses concepts in social network gaming, requirements analysis, system design including entity relationship diagrams and use cases, database implementation, and testing of registration and search processes.
This document contains detail information about the srs of a android game. This document contains all the resources needed to develop a game srs. The format of the document was given by ER Pratik Adhikari Software Engineering Course Lab Instructor and Class Teacher,ACEM,Nepal.
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
Report on e-Notice App (An Android Application)Priyanka Kapoor
The document is a report submitted for a degree at DigiMantra Labs, Ludhiana from January 5, 2014 to May 30, 2014. It describes the development of an e-Notice Application for Android phones. The app allows users to access online notices on their phone and acts as an online notice board where people can communicate and post notices with text, images or videos. It aims to digitize the traditional notice board and allow staff/students to read and respond to notices from anywhere. The app also serves as a mailing list to notify all employees of new notices without needing to maintain a separate mailing list.
There are many ways human can entertain them selves Movie, Sports, Games etc. Many people love playing games there was a time when the games were physically played but these days after the introduction of Computer, Mobile & Nintendo etc…
Now you can have fun where/when ever you want on your PC, Mobile etc.
This project was my personal choice these days the 2D games are not much famous.
I created the game just because I wanted to explore the Graphical part of JAVA and of course I played many games as a child.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
This document contains detail information about the srs of a android game. This document contains all the resources needed to develop a game srs. The format of the document was given by ER Pratik Adhikari Software Engineering Course Lab Instructor and Class Teacher,ACEM,Nepal.
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
Report on e-Notice App (An Android Application)Priyanka Kapoor
The document is a report submitted for a degree at DigiMantra Labs, Ludhiana from January 5, 2014 to May 30, 2014. It describes the development of an e-Notice Application for Android phones. The app allows users to access online notices on their phone and acts as an online notice board where people can communicate and post notices with text, images or videos. It aims to digitize the traditional notice board and allow staff/students to read and respond to notices from anywhere. The app also serves as a mailing list to notify all employees of new notices without needing to maintain a separate mailing list.
There are many ways human can entertain them selves Movie, Sports, Games etc. Many people love playing games there was a time when the games were physically played but these days after the introduction of Computer, Mobile & Nintendo etc…
Now you can have fun where/when ever you want on your PC, Mobile etc.
This project was my personal choice these days the 2D games are not much famous.
I created the game just because I wanted to explore the Graphical part of JAVA and of course I played many games as a child.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
Presentation (animated) on Agilve vs Iterative vs Waterfall models in SDLC.
Detailed comparison across Process, Planning, Execution and Completion.
#Cricket Analogy#
Waterfall (Test Match) vs Iterative (ODI) Format vs Agile (T20)
#Waterfall: Test Match Format - Strategic-Phase by Phase like Innings by Innings.
Game for Specialists, Slow and Steady.
#One Day (ODI) Format : Strategic approach – First10/Middle/Slog overs.
Mix of Specialists and
All-Rounders, Result oriented.
#T20 Format: Lively,Dynamic, Full of Action. Game for All-Rounders. Changes with every over.
Highly Result oriented
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
The document describes a quiz application that allows users to attempt various quizzes on topics like technical knowledge, general knowledge, English grammar, and quantitative aptitude. Users can register and login to access quizzes. The application tracks users' scores and provides feedback. It was developed using HTML, CSS, JavaScript, JSP, Servlets, and a MySQL database.
This document discusses the software crisis, its causes, and potential solutions. The software crisis refers to difficulties developing useful and efficient computer programs within required timeframes in the early days of computing. Major causes included projects going over budget and schedule, inefficient and low quality software, and unmanageable code. Proposed solutions included applying systematic engineering principles to software development through software engineering practices, which aims to manage complexity through tools, techniques, and project management skills. The document argues software engineering may help address the software crisis by taking a disciplined and quantifiable approach to development.
The document describes an Android application for playing Tic-Tac-Toe against an AI. It includes a description of the game and strategy, as well as the application's design, user interface, algorithms, and technologies used including Java, XML, and Android SDK. The application tracks scores over multiple games and allows both single-player against the AI and two-player modes.
This document outlines a student network technology guide created by Mrs. Rebecca, head of the computer science engineering department. The network aims to allow students to communicate with classmates, discuss assignments, and access a pool of daily living information. It also provides a space for college announcements to spread quickly. The network will use HTML, CSS, PHP, and MySQL and allow students to register, create profiles, use privacy settings, and chat with online friends. Diagrams outline the use cases, classes, and flow. The network aims to easily connect students and share real-time information while risks include reduced face-to-face communication and potential fraud or theft.
This document outlines the requirements and design specifications for a chat application. It aims to develop an easy-to-use instant messaging solution that allows users to communicate seamlessly. The specification covers functional and non-functional requirements, use case diagrams for authentication, chat, contacts, monitoring and maintenance functions, and sequence diagrams depicting key processes like registration, login, messaging and friend management. Data flow diagrams and class diagrams are also included.
This document provides a software requirements specification for a social networking website. It contains 3 milestones that outline the purpose, functions, and design of the social networking site. Milestone 1 introduces the document and defines the product scope. Milestone 2 describes the product perspective, functions, operating environment, and interface requirements. It includes flow diagrams and interface designs. Milestone 3 covers the design phase, work distribution, and planning chart for the social networking website project. The document was prepared by 5 individuals and provides a requirements specification for developing a social media site.
This document provides a checklist of business requirements for the <Name> project within the <Name> department. The checklist includes requirements for data management such as creating backup/recovery structures, allowing sharing and collaboration of data between users, and accepting multiple file types. It also lists requirements for information security like preventing breaches of active drawings, hard copy drop-offs, emails, and more. The document identifies stakeholders and priorities for each set of requirements.
Scrum is an agile framework for managing product development that focuses on continuous delivery of working software in short cycles called sprints, typically two weeks or less. Scrum emphasizes self-organizing cross-functional teams and accountability, iterative development and progress transparency through regular inspection of working increments. Key Scrum practices include sprint planning, daily stand-up meetings, sprint reviews, and retrospectives. Scrum can scale to large, complex projects through techniques like Scrum of Scrums.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
This document describes an FPS (first person shooter) game created using Unity. The game allows players to shoot enemy heroes with various weapons. The document outlines some problems encountered during development like sound file attachment issues. It proposes solutions like improving the game with different levels and hero designs. An overview of the game is provided, describing player actions, characters, items and core features like health bars and maps. Hardware and software requirements are listed. A test plan is outlined to obtain feedback and improve the game.
This document provides a software requirement specification for a social networking site. It describes the purpose of the site as connecting people to discuss ideas through communities. It outlines the existing system's focus on business and entertainment but inability to conduct debates. The proposed system would provide a common platform for online debates, tagging social responsibilities. It includes functional requirements for users to login, create profiles, and post views. Non-functional requirements include scalability, speed, security, and authentication. Finally, it models the system through class, sequence, use case, and state diagrams and provides screenshots of the signup, login, home, and commenting pages.
This document contains a project final report for a 2D top-down RPG game called Riko: The Adventurer. It includes an introduction to the game, feasibility analysis, system design overview, descriptions of characters, weapons, levels, game design, and user interface. The system design section outlines the main game classes and their responsibilities, including classes for audio, cameras, characters, combat, data loading/saving, enemies, weapons, and the user interface.
This document is a project report for developing a social networking site submitted as part of a master's degree program. It discusses the existing system's limitations in allowing people to voice violations, injustice, and corruption happening around them. The proposed system aims to provide a common platform for citizens of India to discuss these issues and take appropriate action. It describes the system's modules, development strategy using prototyping, and technical feasibility of the project. In summary, the document outlines a social media platform to promote social responsibility in India by enabling citizens to report issues and participate in online discussions.
The document describes the process of requirements decomposition from high-level epics down to smaller user stories and tasks. Epics represent large initiatives that span multiple releases and teams, features are smaller initiatives that span a single release, and user stories are the smallest units of work that are estimated and scheduled into sprints. Story mapping is used to visualize the relationships between these levels and ensure the delivery of business value. Teams estimate stories in story points and tasks in hours to plan their capacity and commitments.
This document provides information about an advanced Agile Scrum online workshop taking place on February 27, 2021. It includes an introduction section for participants to provide their name, education, work experience and location. The bulk of the document outlines the workshop contents, covering topics like Agile fundamentals, the Agile investment model, the Agile manifesto, what Scrum is, Scrum values, the Scrum flow, Scrum events, and more. Tables of contents and headings are included to help navigate through the different sections.
The document describes an algorithm created by the author's uncle to efficiently represent data and minimize memory usage. It explains how the Huffman coding algorithm works to assign variable-length binary codes to characters based on their frequency, allowing more common characters to have shorter codes and less common characters to have longer codes. This results in compressed data that takes up less space on average than fixed-length character encodings. The author provides an example Java implementation of the Huffman algorithm to help students with homework assignments.
Social networking sites have changed communication in several ways. They have expanded people's networks and provided more ways to communicate within those networks. Some argue social media has improved communication by making it more efficient, while others argue it has hindered verbal communication skills. Both businesses and government agencies now monitor social media to engage with people and gather information for various purposes.
Presentation (animated) on Agilve vs Iterative vs Waterfall models in SDLC.
Detailed comparison across Process, Planning, Execution and Completion.
#Cricket Analogy#
Waterfall (Test Match) vs Iterative (ODI) Format vs Agile (T20)
#Waterfall: Test Match Format - Strategic-Phase by Phase like Innings by Innings.
Game for Specialists, Slow and Steady.
#One Day (ODI) Format : Strategic approach – First10/Middle/Slog overs.
Mix of Specialists and
All-Rounders, Result oriented.
#T20 Format: Lively,Dynamic, Full of Action. Game for All-Rounders. Changes with every over.
Highly Result oriented
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
The document describes a quiz application that allows users to attempt various quizzes on topics like technical knowledge, general knowledge, English grammar, and quantitative aptitude. Users can register and login to access quizzes. The application tracks users' scores and provides feedback. It was developed using HTML, CSS, JavaScript, JSP, Servlets, and a MySQL database.
This document discusses the software crisis, its causes, and potential solutions. The software crisis refers to difficulties developing useful and efficient computer programs within required timeframes in the early days of computing. Major causes included projects going over budget and schedule, inefficient and low quality software, and unmanageable code. Proposed solutions included applying systematic engineering principles to software development through software engineering practices, which aims to manage complexity through tools, techniques, and project management skills. The document argues software engineering may help address the software crisis by taking a disciplined and quantifiable approach to development.
The document describes an Android application for playing Tic-Tac-Toe against an AI. It includes a description of the game and strategy, as well as the application's design, user interface, algorithms, and technologies used including Java, XML, and Android SDK. The application tracks scores over multiple games and allows both single-player against the AI and two-player modes.
This document outlines a student network technology guide created by Mrs. Rebecca, head of the computer science engineering department. The network aims to allow students to communicate with classmates, discuss assignments, and access a pool of daily living information. It also provides a space for college announcements to spread quickly. The network will use HTML, CSS, PHP, and MySQL and allow students to register, create profiles, use privacy settings, and chat with online friends. Diagrams outline the use cases, classes, and flow. The network aims to easily connect students and share real-time information while risks include reduced face-to-face communication and potential fraud or theft.
This document outlines the requirements and design specifications for a chat application. It aims to develop an easy-to-use instant messaging solution that allows users to communicate seamlessly. The specification covers functional and non-functional requirements, use case diagrams for authentication, chat, contacts, monitoring and maintenance functions, and sequence diagrams depicting key processes like registration, login, messaging and friend management. Data flow diagrams and class diagrams are also included.
This document provides a software requirements specification for a social networking website. It contains 3 milestones that outline the purpose, functions, and design of the social networking site. Milestone 1 introduces the document and defines the product scope. Milestone 2 describes the product perspective, functions, operating environment, and interface requirements. It includes flow diagrams and interface designs. Milestone 3 covers the design phase, work distribution, and planning chart for the social networking website project. The document was prepared by 5 individuals and provides a requirements specification for developing a social media site.
This document provides a checklist of business requirements for the <Name> project within the <Name> department. The checklist includes requirements for data management such as creating backup/recovery structures, allowing sharing and collaboration of data between users, and accepting multiple file types. It also lists requirements for information security like preventing breaches of active drawings, hard copy drop-offs, emails, and more. The document identifies stakeholders and priorities for each set of requirements.
Scrum is an agile framework for managing product development that focuses on continuous delivery of working software in short cycles called sprints, typically two weeks or less. Scrum emphasizes self-organizing cross-functional teams and accountability, iterative development and progress transparency through regular inspection of working increments. Key Scrum practices include sprint planning, daily stand-up meetings, sprint reviews, and retrospectives. Scrum can scale to large, complex projects through techniques like Scrum of Scrums.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
This document describes an FPS (first person shooter) game created using Unity. The game allows players to shoot enemy heroes with various weapons. The document outlines some problems encountered during development like sound file attachment issues. It proposes solutions like improving the game with different levels and hero designs. An overview of the game is provided, describing player actions, characters, items and core features like health bars and maps. Hardware and software requirements are listed. A test plan is outlined to obtain feedback and improve the game.
This document provides a software requirement specification for a social networking site. It describes the purpose of the site as connecting people to discuss ideas through communities. It outlines the existing system's focus on business and entertainment but inability to conduct debates. The proposed system would provide a common platform for online debates, tagging social responsibilities. It includes functional requirements for users to login, create profiles, and post views. Non-functional requirements include scalability, speed, security, and authentication. Finally, it models the system through class, sequence, use case, and state diagrams and provides screenshots of the signup, login, home, and commenting pages.
This document contains a project final report for a 2D top-down RPG game called Riko: The Adventurer. It includes an introduction to the game, feasibility analysis, system design overview, descriptions of characters, weapons, levels, game design, and user interface. The system design section outlines the main game classes and their responsibilities, including classes for audio, cameras, characters, combat, data loading/saving, enemies, weapons, and the user interface.
This document is a project report for developing a social networking site submitted as part of a master's degree program. It discusses the existing system's limitations in allowing people to voice violations, injustice, and corruption happening around them. The proposed system aims to provide a common platform for citizens of India to discuss these issues and take appropriate action. It describes the system's modules, development strategy using prototyping, and technical feasibility of the project. In summary, the document outlines a social media platform to promote social responsibility in India by enabling citizens to report issues and participate in online discussions.
The document describes the process of requirements decomposition from high-level epics down to smaller user stories and tasks. Epics represent large initiatives that span multiple releases and teams, features are smaller initiatives that span a single release, and user stories are the smallest units of work that are estimated and scheduled into sprints. Story mapping is used to visualize the relationships between these levels and ensure the delivery of business value. Teams estimate stories in story points and tasks in hours to plan their capacity and commitments.
This document provides information about an advanced Agile Scrum online workshop taking place on February 27, 2021. It includes an introduction section for participants to provide their name, education, work experience and location. The bulk of the document outlines the workshop contents, covering topics like Agile fundamentals, the Agile investment model, the Agile manifesto, what Scrum is, Scrum values, the Scrum flow, Scrum events, and more. Tables of contents and headings are included to help navigate through the different sections.
The document describes an algorithm created by the author's uncle to efficiently represent data and minimize memory usage. It explains how the Huffman coding algorithm works to assign variable-length binary codes to characters based on their frequency, allowing more common characters to have shorter codes and less common characters to have longer codes. This results in compressed data that takes up less space on average than fixed-length character encodings. The author provides an example Java implementation of the Huffman algorithm to help students with homework assignments.
Social networking sites have changed communication in several ways. They have expanded people's networks and provided more ways to communicate within those networks. Some argue social media has improved communication by making it more efficient, while others argue it has hindered verbal communication skills. Both businesses and government agencies now monitor social media to engage with people and gather information for various purposes.
This document describes a multiplayer networking game that can be played by 2 or more players connected over a LAN or internet. Each player logs in with an ID and password and can either host a game or join an existing game hosted by another player. The game involves racing rafts to reach the finish line first while collecting gems for bonus points and avoiding rocks for penalty points. Socket programming is used to share position and score updates in real-time between connected PCs to enable multiplayer gameplay. Visual Studio 2008 and XNA Game Studio are used as the development platforms.
SeaCat: and SDN End-to-end Application Containment ArchitecTureUS-Ignite
SeaCat: and SDN End-to-end Application Containment ArchitecTure a presentation by Jacobus Van der Merwe, U. Utah at US Ignite ONF GENI workshop on October 8, 2013
Network scoring for 2015 healthcare conferencesW2O Group
Using the proprietary MDigitalLife Online Network Scoring Algorithm, we compared 8 different healthcare conferences from the past year. The presentation debuted during the JP Morgan Healthcare Conference in January of 2016. A full writeup of the results and methodology can be found here (Scoring online networks – and why ASH and ASCO are better | http://bit.ly/1n3zRk4)
This diagram outlines the user account creation and management process for a peer-to-peer question answering app, allowing users to create an account via Facebook, Google+, or custom login, take a validation test as a tutor, update their profile, deposit or withdraw funds, and filter questions to answer as a tutor or ask and receive notifications as a student.
Nonprofits, Healthcare, and Social MediaBeth Kanter
Nonprofits and healthcare organizations are using social media in various ways. They are using blogs to share professional expertise, photos and videos to facilitate discussions, and social networks to connect with audiences and fundraise. Key factors for success include assessing the target audience, setting objectives, dedicating staff time, and experimenting with different platforms and strategies. Nonprofits can learn from each other by sharing successes and challenges with social media engagement.
Building a Moodle front-end for Greek language learningmrc12
Marigianna Skouradaki, Christos Nikolaou, Mary Kambouraki, Themistocles Kutsuras, George Koutras, Michael Damanakis, Aspasia Chatzidaki, John Spantidakis, Antony Hourdakis, Anna Chatzipanagiotidou and Vasileia Kourtis-Kazoullis.
Obstetrics, Gynecology, and Twitter: A Primer on Strategic Social Media to Im...Neel Shah
The document discusses how social media can be used by OB/GYNs to engage with patients and influence women's health outcomes. It finds that most Americans now get health information online and through social networks. Research shows that social networks can significantly impact health by influencing behaviors and choices. The document recommends that OB/GYNs find what is being said about them online, become a trusted source of health information on social media, and integrate social media into their practices to better engage with patients.
Healthcare Professionals' Social Networks: The Beginning of the End of Pharma...Len Starnes
First presented at Digital Pharma Europe, Barcelona, 31st March 2009.
Captures the current status of healthcare professionals' social networks from a global perspective and a pharmaceutical industry marketing & sales perspective
The document discusses the use of emotional appeals in advertising. It identifies two types of emotional appeals: positive appeals which use emotions like love, pride, humor and bravery to encourage purchasing; and negative appeals which use fear-based emotions like fear of death to induce customers. Specific positive appeals mentioned include humor, love, prestige and bravery, while fear appeals are discussed as a common negative emotional appeal technique.
This document discusses the evolution of media and the role of social networking at Mayo Clinic. It describes how media was once dominated by three major networks but new technologies like cable TV, the Internet, and social media fragmented audiences. It outlines how Mayo Clinic used early forms of social networking through doctors' travels over a century ago and how the clinic has now transitioned to using current social media platforms. The final sections discuss how Mayo Clinic created the Mayo Clinic Social Media Network to accelerate effective social media use for improving health globally.
The document describes a proposed social networking website project called "Friendsworld.co.in". The project aims to establish a network among people worldwide by allowing users to register profiles, send messages and files to friends, upload photos, and join communities. It will enable users to maintain friend lists and share information. The project team consists of Sumit Kumar as team leader and Vinod Kr. Nigam as team member.
Healthcare Social Networking: Is Pharma Ready to Join the Conversation?Len Starnes
A pragmatic assessment of the impact of social networking on pharma marketing & sales. Includes analyses of HCPs' social networks, consumer/patient social networks and the convergence of PR with SEO and SEM. Presented at conferences in Zurich, Shanghai and Boston during 2008. This version presented at EyeforPharma's
E-Communications and Online Marketing Summit, Boston, 2008.
This document discusses different types of advertising appeals, including rational, emotional, and reminder appeals. Rational appeals encourage consumers to buy based on logical benefits and features of a product. Emotional appeals aim to stimulate emotions to influence purchasing decisions. Reminder appeals are used to maintain brand awareness for products with seasonal consumption patterns. The document provides examples for each type and notes that many advertisements effectively combine rational and emotional elements.
Edge Talk 1 April 2016 with Tom Lee of Symplur presentationHorizons NHS
Thomas Lee, Co-Founder of Symplur, LLC, provides an overview of the growth and evolution of the healthcare industry’s adoption of social media. He then leads a guided tour of the internationally recognised “Healthcare Hashtag Project” that Symplur curates and explore reasons about why so many patients have engaged on Twitter to discuss their disease. Lastly, as a backdrop to all this, is a look into the emerging field of social media analytics and what can be learnt from the growing amount of digital information generated by these online conversations about our health and well-being.
Scholarship Information System documentationKasi Annapurna
The document describes a scholarship information system that will automate the management of student scholarship details across multiple colleges. The key features of the system include maintaining student, college and scholarship data; identifying eligible students based on criteria like marks, caste and income; allowing students to upload documents; and enabling communication between scholarship officers and students. The system aims to reduce paperwork, improve data accuracy and enable easier information retrieval compared to the existing manual process. It will consist of modules for administrators, scholarship officers and students to manage the scholarship application and award process digitally.
Hand gesture recognition system(FYP REPORT)Afnan Rehman
This document is a final year project report submitted by three students - Afnan Ur Rehman, Haseeb Anser Iqbal, and Anwaar Ul Haq - for their bachelor's degree in computer science. The report describes the development of a hand gesture recognition system using computer vision and machine learning techniques. Key aspects of the project include image acquisition using a webcam, preprocessing the images using techniques like filtering and noise removal, detecting and cropping the hand region, extracting HU moments features, training a classifier on sample gesture images, and classifying new images using KNN. The system is also able to translate recognized gestures to speech using text-to-speech.
10 tech trends in healthcare are discussed including:
1. Smartphones have been widely adopted in clinical care and applications leverage smartphone hardware.
2. Wi-Fi adoption has increased with more connected devices on healthcare networks than wired ones.
3. Bring your own device (BYOD) policies are required to manage personal devices on hospital networks.
4. Government mandates have forced investment in IT and applications and have potential for big data analysis.
Social Networking Project (website) full documentation Tenzin Tendar
This document discusses the scope and requirements for developing a social networking site called Netlink. It will include features for profile management, friend organization, photo sharing, communities, and messaging. The system will allow users to create profiles, manage friend lists, upload photos to personal albums, join interest-based communities, and communicate with friends. It will be developed by SYSINNOVA InfoTech, an ISO-certified software company based in Bangalore, India specializing in web and enterprise applications. Functional requirements include classes for user accounts, profiles, privacy settings, chat, events, links, notes, and pages to support the key social networking features.
This document presents a thesis evaluating secure smart contract development in Ethereum. It aims to analyze and integrate different security analysis tools into the smart contract development process.
The development of the final solution occurred in two stages. The first stage studied smart contract development approaches, patterns and tools, running them on vulnerable contracts to understand their effectiveness. Seven existing tools for detecting vulnerabilities were identified.
The second stage introduced the EthSential framework. EthSential was designed and implemented to initially integrate the security analysis tools Mythril, Securify and Slither, providing command line and Visual Studio Code interfaces. EthSential was published on PyPI and as a VS Code extension.
The solution was evaluated using software testing methods
Thesis - Nora Szepes - Design and Implementation of an Educational Support Sy...Nóra Szepes
This document describes the design and implementation of a new educational support system portal and thin client. It discusses the specification phase where user requirements were gathered. The Mithril JavaScript framework was chosen for implementing the student client module. The design follows a Model-View-Controller pattern. Testing was done using Cucumber, Zombie and Istanbul to validate the design and implementation.
Back-end and front-end development are two distinct but interconnected components of web development. Understanding their differences and roles is fundamental for anyone entering the field.
This document is the master's thesis of Dhara Shah submitted in April 2013 to the University of Fribourg. The thesis proposes a social networking web app called "Go Green" that uses gamification and recommender systems to promote environmentally sustainable behaviors. The thesis provides background on gamification, recommender systems, social networks and related topics. It then describes the proposed "Go Green" concept and model in detail. This includes how it would incorporate game elements, a correlation-based recommender system, and analysis of user carbon footprints. The thesis evaluates the feasibility of the concept and provides recommendations for future work.
A Mobile and Web application for time measurement intended to get an accurate picture of the productive time in a production environment in order to reveal the root causes behind ineffective/idle time and to eliminate non-added activities/tasks .
Technical Key-words : Ionic 2, Angular 2, PouchDB, CouchDB ,
DB Replication Protocol, Django, Python NvD3 charts .
The document provides a software requirements specification for a Distributed Lecturing and Examination System (DLES) being developed by a student project team. The DLES will allow for real-time lecture conducting and viewing, downloading of materials, viewing of whiteboards and slides, recording and storing of videos, and online examinations with monitoring. It aims to bridge the gap between lecturers and students and create a virtual classroom environment. The successful system is expected to enable natural communication, seamlessly integrate with course management systems, and help ensure student comprehension.
A Usability Evaluation carried out on my second year Brunel Group project.
A.R.C. (Augmented Reality Communicator), is an augmented reality social networking application , designed and built for my second year group project at Brunel University.
This thesis examines an unsupervised approach to classifying users in online social networks using only simple statistics about users' behavior. The author applies sparse principal component analysis (SPCA) to Twitter data without using text or profile content. Key contributions include:
1. Demonstrating that meaningful user classification is possible using only statistics on network structure and communication patterns.
2. Developing a "semantic robustness" score to evaluate how well classifications retain meaning when reanalyzing subsets of the data.
3. Identifying distinct types of users from the top principal components, including measures of influence, spam detectors, and content providers.
iGUARD: An Intelligent Way To Secure - ReportNandu B Rajan
This document presents a project report for an intelligent door lock system called iGuard. It was submitted by Nandu B Rajan in partial fulfillment of the requirements for a Bachelor of Technology degree in computer science and engineering. The report includes sections on requirements analysis, system design, implementation, testing, and conclusions. It aims to develop a door lock system that provides strengthened security functions such as sending images of unauthorized access attempts to users and alerting users if the lock is physically damaged.
This document is a thesis that examines automated detection of short-lived websites. It presents the design and evaluation of discovery, identification, and classification engines to analyze websites and determine if they are short-lived or replicated across multiple domains. The tools crawl websites to gather content and metadata, calculate similarity metrics, and visualize relationships. Evaluation of the tools found they could successfully identify similar websites and classify pages as likely, unlikely, or partially replicated. The thesis also discusses non-functional requirements like architecture, anonymization techniques, and improving performance. Overall, the document outlines an approach for automatically detecting short-lived or replicated pharmaceutical websites.
This thesis evaluates the suitability of agile development methods for mobile applications. It presents improvements to an established agile method called Mobile-D, including categorizing mobile apps, including end-users in the development lifecycle, and adding performance testing. A support tool is developed to enable some improvements, providing features like performance testing for Android components, usage logging, and automatic test case generation. The goal is to improve Mobile-D and provide a more ideal mobile app development methodology and useful development tools.
This document describes a project to develop an expert search system that mines academic expertise from funded research in Scottish universities. The system aims to integrate data on funded projects from external sources with an existing academic search engine to improve its search results. It will extract expertise information from publications and funded projects to generate expert profiles. Learning to rank algorithms will then be used to rank experts based on their profiles for specific queries. The goal is to enhance the current search engine that identifies experts based on publications by incorporating additional evidence of expertise from funded research projects.
This document is a 55-page master's thesis submitted by Edward M. Poot in July 2016. The thesis proposes developing a proof-of-concept tool to automatically assess a software system's exposure to known security vulnerabilities in its third-party dependencies. It involves determining which vulnerable methods from dependencies are actually invoked by the system by analyzing dependency information, vulnerability data from CVE databases, and generating a call graph of the system. The thesis describes designing and implementing such a tool, then evaluating it on sample projects and with security consultants. It aims to validate the usefulness of this approach for assessing vulnerability exposure in dependencies.
This document provides an overview of a group's work on the Build and Deployment (B&D) subproject of the Giraf project over 4 sprints. The group worked to improve the development environment, mapped dependencies between apps and libraries, changed an app into a standalone library, managed Google Play and Google Analytics, spearheaded a renaming process, and maintained the product backlog as product owners. Their efforts focused on streamlining the build process and deployment of the Giraf apps to make the project ready for future semesters.
This document is a master's thesis that investigates how AI planning techniques can be used for modeling services in the context of the Internet of Things (IoT). It begins with background on AI planning and defines the IoT. It then explores using rule engines, domain-specific planning, and domain-independent planning to solve representative IoT use cases of increasing complexity. It evaluates the performance of a state-of-the-art planner on a challenging waste collection problem and suggests techniques for improving scalability. The thesis concludes by summarizing achievements and outlining directions for future work.
This document describes different approaches for content and concept filtering in the LinkedTV project. It presents three main filtering approaches: LSF, which ranks and filters links based on a user's implicit and explicit interests using semantic reasoning; f-PocketKRHyper, which performs additional semantic filtering of content; and In-Beat, which matches a user's preference rules to content. It also discusses experiments on content filtering proofs-of-concept and quality assessment of topic segmentation and recognition. The goal of the filtering is to personalize large amounts of enriched content and links from the annotation and enrichment processes based on individual user profiles and contexts.
This master's thesis proposes a framework to share group information across heterogeneous group management systems using Shibboleth federated identity management. The framework would allow group administrators to authorize group members to access particular services based on their group memberships. It analyzes requirements and provides an architecture with core elements like an attribute synchronizer and group manager. The implementation details connecting group information systems like Mailman, LDAP, and Active Directory to Shibboleth are also described.
Agentless Monitoring with AdRem Software's NetCrunch 7Hamza Lazaar
This internship report details work at AdRem Software to expand the monitoring capabilities of their network management software NetCrunch. The intern created new agentless monitoring packs for NetCrunch that check systems and databases without installing software. This allows monitoring of key indicators like available disk space, active antivirus software and database query response times. The report provides technical details on how the monitoring was implemented using protocols like SNMP and WMI to retrieve data from remote unagented systems.
Design and implementation of a Virtual Reality application for Computational ...Lorenzo D'Eri
This document is a thesis discussing the design and implementation of a virtual reality application for visualizing computational fluid dynamics (CFD) data. It begins with an introduction and background sections covering the state of the art in VR applications for scientific data visualization and the relevant technologies used, including the HTC Vive, ParaView, Unity, and the ParaUnity plugin.
The thesis then describes the development of two key software artifacts: a VR application built in Unity to visualize and interact with CFD data, and an improved version of the existing ParaUnity plugin to export CFD datasets from ParaView to Unity. The final system allows users to export CFD simulation results from ParaView and load them into the Unity VR environment for interactive
Design and implementation of a Virtual Reality application for Computational ...
Social Network Gaming
1. Social Network Gaming 2012
1 | P a g e
d
Social
Network
Gaming
March 23
2012
WoW Beacon: World of Warcraft user registry system.
system.
Final Year Project
Manchester Metropolitan University
BSc Applied Computing
Student Name: Ashkan Mehran
Student ID No: 08352555
Unit: 63CP6361
Final Year Project
Supervisor: Che-Guevara John
2. Social Network Gaming 2012
2 | P a g e
Contents
Declaration..................................................................................................................................... 4
Abstract.......................................................................................................................................... 4
Abbreviations................................................................................................................................. 4
List of Figures................................................................................................................................. 4
List of Tables.................................................................................................................................. 6
Chapter 1: Introduction................................................................................................................7
1.1 Project Background ..................................................................................................................7
1.2 Project Aims and Objectives.....................................................................................................8
1.2.1 Aims ..........................................................................................................................8
1.2.2 Objectives................................................................................................................. 9
1.3 Project Layout……... ..............................................................................................................10
1.4 Summary of Project Report Structure…...............................................................................10
Chapter 2: Literature Review.....................................................................................................11
2.1 Introduction ............................................................................................................................11
2.2 Initial concepts of Social Network Gaming..............................................................................11
2.3 Origins of Social Network Gaming..........................................................................................13
2.3.1 Birth of the Modern Social Game................................................................. ………14
2.4 Rise in Popularity among Social Networks users....................................................................15
2.5 Advantages and Disadvantages.............................................................................................16
2.5.1 Contrasts between sharing and general selection...................................................18
2.5.2 Importance of user psychology …...........................................................................20
2.5.3 Competitive elements………………..……………….................................................21
2.6 Social Networks as a Investment Platform..............................................................................22
2.6.1 Why Social Networks?.............................................................................................23
2.6.2 Who develops the games?......................................................................................23
2.6.3 Who are the Market Leaders?.................................................................................25
2.6.4 What makes for a successful game?.......................................................................27
2.7 Conclusion - Thoughts and Opinions linking to project...........................................................28
Chapter 3: Requirements Analysis…………………………………………………………………..29
3.1 Introduction…………………………………………………………………………………………...29
3.2 The System Proposal………………………………………………………………………………..29
3.3 What are the System Requirements?.....................................................................................30
3.3.1 Operational Distribution………………………………………………………………….30
3.3.2 Mission Profile…………………………………………………………………………….31
3.3.3 System Performance Parameters………………………………………………………31
3.3.4 Utilization Environments…………………………………………………………………31
3.3.5 Effectiveness Requirements…………………………………………………………….32
3.3.6 Operation Life Cycle……………………………………………………………………...32
3.3.7 Environment……………………………………………………………..………………..32
3.4 What are the Ethical Implications?..........................................................................................32
3.4.1 Privacy of User Data……………………………………………………………………..33
3.4.2 Reliability of Information…………………………………………………………………33
3.4.3 System Security……………………………………………………………………..……34
3.5 Analysis Conclusion…………………………………………………………………………………34
3. Social Network Gaming 2012
3 | P a g e
Chapter 4: System Design…………………………………………………………………………….35
4.1 Introduction…………………………………………………………………………………………...35
4.2 Application Structure………………………………………………………………………………...35
4.2.1 Integrating the Object Classes………………………………………………………….36
4.2.2 Defining Class Operations……………………………………………………………….38
4.2.3 Object Relationships and Dependencies………………………………………………39
4.3 System Modelling Techniques……………………………………………………………………...42
4.3.1 Entity Relationship Representation……………………………………………………..42
4.3.2 Use Case Representation……………………………………………………………….44
4.3.3 Sequence and Process Representation……………………………………………….46
4.4 Defining Validation Conditions……………………………………………………………………..55
4.4.1 User Registration Validation………………………………………………………….…55
4.4.2 Character Registration Validation………………………………………………………56
4.4.3 Character Search Validation…………………………………………………………….57
4.4.4 Guild Registration Validation……………………………………………………….……58
4.4.5 Guild Master Registration Validation……………………………………………….…..59
4.4.6 User Login Validation…………………………………………………………………….61
4.5 Design Conclusion…………………………………………………………………………………...62
Chapter 5: Implementation and Testing……………...……………..……………………………...63
5.1 Introduction…………………………………………………………………………………………...63
5.2 Creating the Database…………………………………...………………………………………….63
5.2.1 Integrating Object Tables………………………………………………………………..64
5.2.2 Connecting Class Relationships………...…………………………………….………..66
5.3 Predefined System Factors….……………………………………………………………………...67
5.3.1 Establishing Database Connection……………………………………………………..67
5.3.2 Configuring Presets………………………………………………………………………68
5.4 Integration of User Interface………………………………………………………………………..70
5.4.1 WoW Beacon Registration…………………………..………………………………….70
5.4.2 User Login………………………………………………………………..……………….71
5.4.3 WoW Beacon Home……...……………………………………..…………………….....72
5.4.4 Character Registration……………………………………………..…………………….73
5.4.5 Find Character………………………………………………..…………………………..74
5.4.6 Guild Registration…………………………………………………………………………76
5.4.7 Assign Guild Master………………..…………………………………………….………77
5.4.8 User Profile Page….………………..…………………………………………….………77
5.5 Process and Component Testing…………………………………………………………………..78
5.5.1 User Registration Process………………..……………………..………………………79
5.5.2 User Login Process………………..……………………………………..………………83
5.5.3 Character Registration Process………………..…………………………..…………...85
5.5.4 Character Search Process…………………..…………………………………………..90
5.5.5 Guild Registration Process………………..…………………………………………….92
5.5.6 Guild Master Assignment Process………………...……………………………………94
Chapter 6: Evaluation…………………………………………………………………………..………98
6.1 Introduction…………………………………………………………………………………..98
6.2 Initial Assessment…………………………………………………………………………..98
4. Social Network Gaming 2012
4 | P a g e
Chapter 7: Conclusion………………………………………………………………………….…….101
6.1 Introduction…………………………………………………………………………………101
6.2 Reflection on Progress……………………………………………………………………101
6.3 Potential Improvements………..…………………………………………………………102
References…………..…………………………………………………………………………………..102
Appendix: A - Original Terms of Reference……………………………………….………..………..105
Project Plan…………..………………………………………………………..……………….……….108
Appendix: B - Modified Terms of Reference ………………..……………………….……..……….109
Appendix: C - Ethnics Checklist……………….……………………………………………..……….112
Declaration
No part of this project has been submitted in support of an application for any other degree or
qualification at this or any other institute of learning. Apart from those parts of the project
containing citations to the work of others, this project is my own unaided work.
Signed: _____________________________ Date Signed: ____ / ____ / ________
Abstract
The aim of this project is to implement a user registry system specifically for users
who play the popular MMORPG World of Warcraft. The purpose of the
application is to supply users with an array of features to document themselves
and their game characters on my system. The application will also provide users
with a feature to search for fellow players using their character credentials. Once
found, users can choose to view the user profiles and use the provided links to
finding that player on Facebook. This report will be discussing the various steps I
have gone through to implement such a system, while also providing some insight
on the concept of social network gaming.
Abbreviations
API( Application Programming Interface)
PHP(Hypertext Processor)
SQL(Structures Query Language)
HTML(Hyper Text Mark-up Language)
5. Social Network Gaming 2012
5 | P a g e
List of Figures
Figure 1: Social game design layout...............................................................................................7
Figure 2: World of Warcraft Party Feature…………………………….……....................................15
Figure 3: Referrer Network in Social Game Adoption...................................................................18
Figure 4: Users who received invitations have stayed longer in game.........................................19
Figure 5: Facebook Friend Invitation GUI.....................................................................................19
Figure 6: Purchasing In-Game resources with real life payment..................................................20
Figure 7: Typical FarmVille GUI....................................................................................................21
Figure 8: FarmVille Gaming Promotions……………………………………………………………….22
Figure 9: Inside Social Games Review Ladder……………………………………………………….26
Figure 10: iSuppli Review Ladder………………………………………………………………………27
Figure 11: Object Relationship Diagram……………………………………………………………….41
Figure 12: Entity Relationship Diagram….…………………………………………………………….43
Figure 13: User Use Case Diagram……………………………………………………………………45
Figure 14: Administrator Use Case Diagram……………………………….………………………...46
Figure 15: Character Registration Sequence Diagram…………………….………………………...50
Figure 16: User Registration Sequence Diagram……………………….………………………...51
Figure 17: Last Login Sequence Diagram……………………………….………………………...52
Figure 18: Guild Registration Sequence Diagram………………..……….………………………...53
Figure 19: Guild Master Registration Sequence Diagram………………..………………………...54
Figure 20: phpMyAdmin Database Creation Interface……….……………..……………………...64
Figure 21: phpMyAdmin Table Creation Interface……….…………..………..……………………...64
Figure 22: phpMyAdmin Column Modifier…………….…..…….……………..……………………...65
Figure 23: phpMyAdmin Table Structural View…...….…..…….……………..……………………...65
Figure 24: phpMyAdmin Relational View Feature...….…..…….……………..……………………...66
Figure 25: phpMyAdmin Guild Master Table Relational View...….…..…….………..……………...67
Figure 26: MySQL Database Connection Sequence…………..….…..…….………..……………...68
Figure 27: WoW Beacon User Registration Interface…..……..….…..…….………..……………...71
Figure 28: WoW Beacon Login Interface………………………..….…..…….………..……………...72
Figure 29: WoW Beacon Home Interface…………..…………..….…..…….………..……………...72
Figure 30: Character Registration Interface.………..…………..….…..…….………..……………...73
Figure 31: Character Search Interface.………..………………..….…..…….………..……………...74
Figure 32: Character Search Summery Interface.………..…………..….….………..……………...75
Figure 33: Guild Registration Interface.………..…………..….…..…….………..……………...76
Figure 34: Guild Master Registration Interface.………..…………..….….….………..……………...77
Figure 35: User Profile Interface.……………………..…..…………..….….….……………………...78
Figure 36: User Registration Data Input Format.…...…..…………..….….….……………………...79
Figure 37: Incorrect Password Error…………….…...…..…………..….….….……………………...80
Figure 38: Incorrect Email Error………………….…...…..…………..….….….……………………...80
Figure 39: Incorrect Password & Email Error…..…...…..…………..….….….……………………...81
Figure 40: Incompletion of Input Fields Error…...…...…..…………..….….….……………...……...81
Figure 41: Username Already in Use Error……..…...…..…………..….….….……………………...82
Figure 42: User Registration Confirmation Page.…...…..………..….….….……………………......82
Figure 43: Newly Allocated User Details………...…...…..…………..….…….……………………...82
Figure 44: User Login Error Message…………...…...…..…………..….…….……………………...83
Figure 45: Home Page Structure for First Login ………...…...…..…………..……….…………......84
Figure 46: Un-shifted Last Login Table..………...…...…..…………..….…….……………………...84
Figure 47: Shifted Last Login Table……………...…...…..…………..….…….……………………...85
6. Social Network Gaming 2012
6 | P a g e
Figure 48: Updated Last Login Status…………...…...…..…………..….…….……………………...85
Figure 49: Alliance Faction Race Values...……...…...…..…………..….…….……………………...86
Figure 50: Horde Faction Race Values..………...…...…..…………..….…….……………………...86
Figure 51: EU Region Server Values.…………...…...…..…………..….…….……………………...87
Figure 52: US Region Server Values.…………...…...…..…………..….…….……………………...87
Figure 53: Character Registration Incomplete Fields Error.…...…..….…….……………………...88
Figure 54: Unavailable Character Name Error.....…...…..…………..….…….……………………...89
Figure 55: Character Confirmation Page ………………………...…...…..…………..….………....89
Figure 56: Newly Allocated Character Record.......…...…..…………..….…….……….…………...89
Figure 57: Character Search Incomplete Field Error………...…...…….…….……………………...90
Figure 58: Inconclusive Search Error.…………...…...…..…………..….…….……………………...90
Figure 59: Example Character Search Summery…...…...…..….…..….…….……………………...91
Figure 60: Guild Registration Incomplete Field Errors...…...…..….……….……………………...92
Figure 61: Unavailable Guild Instance Error………...…...…..….…..….…….……………………...93
Figure 62: Guild Confirmation Page….......................…...…..….…..….…….……………………...93
Figure 63: Newly Allocated Guild Record……….…...…...…..….…..….…….……………………...93
Figure 64: Un-established Character and Guild Error…...…..….…..….…….……………………...94
Figure 65: Un-established Guild Error ……………….…...…..….…..….…….……………………...94
Figure 66: Un-established Character Error …….…...…...…..….…..….…….……………………...95
Figure 67: Incomplete Guild Master Inputs Error…...…...…..….…..….…….……………………...95
Figure 68: Guild Master Confirmation Page…….…...…...…..….…..….…….……………………...96
Figure 69: Newly Allocated Guild Master Record…...…...…..….…..….…….……………………...96
List of Tables
Table 1: 1NF (First Normal Form)................................................................................................ 36
Table 2: 2NF (Second Normal Form)……………………....………….……....................................37
Table 3: 3NF (Third Normal Form)..…………………....................................................................38
Table 4: User registration validation table..…………....................................................................56
Table 5: Character registration validation table.……....................................................................57
Table 6: Character search validation table.……...........................................................................57
Table 7: Guild registration validation table.……............................................................................58
Table 8: Guild master registration validation table.……................................................................60
7. Social Network Gaming 2012
7 | P a g e
Chapter 1: Introduction
1.1 Project Background
Social network gaming can be considered a very vast and influential element of
what social networks have become in this day and age. It is no surprise that the
concept of social networking has provided considerable benefit to the growth and
expansion of the social gaming industry. In fact social networks have become a
very favourable platform to developers, as it grants them great opportunity to
promote their games to the general public. With the rise in popularity for this
field of business, we are introduced to a variety of development companies
fashioned to develop games specifically for social networks.
These companies include market leader Zynga, 5 Minutes, Playfish, Playdom,
Kabam, Crowdstar, RockYou and Booyah. Being an amateur developer and a very
active social network user, I have my own perceptions of social network gaming. It
has enticed me to employ an idea which incorporates elements of social
networking and online gaming into a unique application as part of my project.
To firstly understand what is meant by a social networking game, we must begin
by identifying the key factors behind their design. Now the typical design of a
social networking game involves a specific process, as they revolve around
asynchronous game play mechanics. As these are browser based games, it is
important to note that they can also be applied to specific platforms such as
mobile devices.
Figure 1: Social Game Design Layout, Source: [mygamestudies.com, 2009]
8. Social Network Gaming 2012
8 | P a g e
1.2 Project Aims & Objectives
In accordance to my original Terms of Reference specification, there have been
added points that need to be satisfied. In my previous documentation, it was
indicated that my system would include certain features to allow users to
communicate through instant messaging (IM). Due time management issue, this
feature had to be scraped to make time for the more important factors.
Since implementing these changes, I have been able to make my project a more
realistic task to accomplish. These changes were set in motion after I had
originally planned to develop my project to present some marketable potential.
As a result I modified my requirements to cater for a more achievable project.
1.2.1 Aims
To provide social network users with a unique and exclusive game related service.
The service is a registry system situated on the social network known as
Facebook, it focuses on users who play the popular MMORPG World of Warcraft.
The system’s purpose caters for two specific criteria, users who play World of
Warcraft and who are also registered on Facebook.
Users who play World of Warcraft will be able to utilise my service to locate
fellow players that are registered on the system database. This process follows
the conditions of what information users have in order to search for their fellow
players. This means that if a user does not have knowledge of a player’s real life
credentials to locate them manually through Facebook, they can alternatively use
another piece of information relevant to the game in order to locate them. This
may include their character name, race, class, guild, faction, realm or a number
other criteria.
Once introduced to my service and its principles, users will have to register
themselves in order to gain access to the primary features of the application. This
includes a search engine designed to accommodate for a range of queries, suited
for the flexibility of users who are lacking in data. The result of each query will
depend on the relevance of data available on the system database, otherwise the
search will yield an inconclusive result. If a query is successful, users will be
redirected to a summary of results where they can browse and select from a list
of related records.
9. Social Network Gaming 2012
9 | P a g e
Each record will include a profile for each user on the database, providing specific
details such as player overview, profile picture and their recent activities. In
addition each user profile will contain the Facebook Add Friend API, allowing
users to send friend requests directly through my application.
1.2.2 Objectives
As part of my objectives for this project, I intend to gain some insight on how
social network gaming has influenced the way people view social networks. I plan
to also understand the process of developing social network games, as it will
greatly benefit towards the development of my project.
Certain points that involve the expansion of my project are concerns that also
need to be addressed. In reference to my research, I didn’t come across any
products that offered the same services as my system. Therefore my project
might present some marketable potential. There are also several questions that I
plan to answer alongside these points:
Which elements of social network games are most enticing to users, and
how do those elements satisfy user expectations?
What advantages do social networks have from releasing their API’s to
independent developers?
What resources would be required to implement my system, considering
aspects such as time, effort and other functional requirements?
How effective would my system be to its target audience, as opposed to
whether users will favour the system enough for it to gain considerable
recognition?
Would be it be possible to integrate such a system onto a social network,
taking into consideration factors such as speed, consistency, flexibility and
most importantly cost?
Will the maintenance of this system present cause for concern, as its
eventual growth will require specific updates?
10. Social Network Gaming 2012
10 | P a g e
1.3 Project Layout
I plan to accomplish my project goals through the following stages of
development:
Literature Review – Investigate the topic of social network gaming, in order
to attain sufficient knowledge of their design and principles.
Requirements Analysis – To assess the requirements of the system I am
trying to build, while referring back to the resources I obtained in my
literature review.
Analysis and Design – The requirements I had assessed in the previous
stage will be analysed and planned into a design. This design will indentify
the key methods I will be using to structure the basis of my system.
System Implementation – In this stage I will have begun building my
system to the design specifications outlined in the previous phase.
User Feedback – The Judgment of the users who utilize my system is vital,
as they provide me with the information I’ll require to further improve my
system.
Evaluation – The final evaluation examines whether or not my system has
satisfied its fitness of purpose. This involves the completed work and the
result it has achieved.
1.4 Summary of Project Report Structure
Following is a summary of the chapters that will make up my report:
Chapter 1 – Introduction
Chapter 2 – Literature Review / Analysis
Chapter 3 – Design
Chapter 4 – Implementation & Testing
Chapter 5 – Evaluation
Chapter 6 - Conclusion
11. Social Network Gaming 2012
11 | P a g e
Chapter 2: Literature Review
2.1 Introduction
Following my investigation into the subject of social network gaming, I discovered
how popular game based applications have become amongst users. My resources
indicated that these services have greatly influenced the way users operate on
their respective networks. The initial demands for these gaming services have
significantly increased since their introduction, making them more commonly
associated with social networks. In conjunction to their success, there has been
speculation that social-based games have contributed to the general image of
social networks. By accommodating for a multitude of entertainment-based
applications, most social networks have seen their user base rise significantly.
What enticed me to engage this specific topic derived from my own personal
experiences with social network gaming. Although it was in a moderate capacity, I
have sampled a variety of social-based games in the past. Each game has a unique
style based upon the concepts of their genre, as some players can be subject to a
range of circumstances. This can involve a specific condition that needs to be
meet or satisfied. While I managed to gain a fair understanding the conceptual
mechanics, social network gaming is rather vast subject.
Due to that reason, I decided to accommodate for a range of resources to gather
the most reliable and accurate data available.
During my research, I notice that the data for my chosen topic was rather limited.
Fortunately, I managed to come across a number of articles that covered a range
of issues with statistical and subjective reasoning. As a result, I began to
categorise my findings under their related themes with specific titles. This allowed
me to apply my information more efficiently, while outlining the key issues that
required elaborating. Once my research was complete, I simply had to prepare
the data for the second stage of my development. To clarify the points I had put
across in my aims, I will be carrying out an analysis of my findings.
Therefore in this chapter, I will be examining the data I have recovered in order to
help me outline the key issues of social network gaming.
2.2 Initial concepts of Social Network Gaming
During my investigation, I discovered evidence that claimed social games are
definable through a series of distinct concepts. As each platform may differ from
one another in terms of genre, they all still share the same initial factors. These
12. Social Network Gaming 2012
12 | P a g e
elements play a very important part in user interaction, as they outline the games
base principles. This is justified by how crucial these concepts have become to the
success of social games, acting as theoretical templates to be built upon.
To lead on in this section, I will be analysing each of these points to justify their
roles as structural guidelines for social games. So to understand what separates
social games from traditional console games, we asses them according to the
following concepts:
Turn-Based
The concept of a turned based game is rather straight forward. It refers to the
notion of players having to take turns in order to progress with the game. In fact,
it is quite rare to come across a social based game that doesn’t integrate the turn-
based concept as social games aren’t social games unless you are playing with
another person. Although it isn’t considered to be the latest fashion of game
design, turn-based games have adapted a new identity among social gaming
players. It should also be noted that the turn-based concept isn’t compulsory, it is
just a very common element found in most social games today.
Awareness of others actions within the game
There has been much speculation on how social games have utilized the
progression made by their user base. By taking advantage of network tools to
share game related data, social games can entice their user base by keeping them
up to date with the progression made by their fellow users. For example if a user
achieves a new high score in the game, it will instantly be published on the
network news feed to notify all other user who are associated with that player of
his/her achievement. Potentially this will motivate users to involve themselves by
attempting to set a standard of their own.
This feature has often been considered as the driving force behind the
advancement of social gaming, as it draws on the competitive resolve of users to
excel their peers and set bench marks for their own achievements. The social
context gives way to users becoming more interactive with the game, while at the
same time keeping them up to date with the current standings.
Casual gaming
Social games can be considered as a very distinct variety of entertainment in
comparison to standard gaming platforms. They are distinguished through the
13. Social Network Gaming 2012
13 | P a g e
idea of maintaining a casual level of distraction for users. The basis on which they
are fashioned caters for moderate activity, where as mainstream games are more
demanding of attention and interest. This idea derives from the fact that social
games are for the average user and not intended for someone who is expected to
play for a vast amount of hours.
Multiplayer
Naturally if a game isn’t multiplayer, then it cannot be considered to contain
social elements. Whether a game is designed for two to two hundred players,
there must be some degree of multiplayer content available.
Based on Social Platforms
The basis of a social game is another factor that needs to be addressed. It is a
component that adds to the identity of social games. The most common
platforms that are best recognised with users are social networks. The initial
framework for social gaming is defined through the use of social networks. While
providing users with an identity that can be applied to the games they engage,
social networks also accommodate for the promotion of social games. Other
implications would involve the processing and registration of social games, since
social networks such as Facebook have an integrated system to allow developers
to upload their applications independently.
Social platforms also provide opportunity for users to share and distribute their
favourite games to people within their network, building a strong sense of
communication through features such as news feeds and notifications.
2.3 Origins of Social gaming
The idea of social games is not a notion that was first recognised with the
introduction of social networks such as Facebook. The actual expression social
game derives from the concept of communication, which has been the core
purpose of games since ancient times. Generally speaking, a social game
comprises of a playing condition that integrates socialization within its structure
to accommodate for range of individuals. This includes traditional games such as
card games, board games, dice games, video games and more.
However in this day and age, the term social game is most commonly associated
with the games situated on social and digital platforms such as Facebook, Xbox
live, the Playstation Network and Stream in addition to various other virtual
14. Social Network Gaming 2012
14 | P a g e
systems. This concept has become even more generalised since the integration of
social network gaming. The applications incorporated are stereotypically
identified as social as playing mechanics typically involve users having to interact
simultaneously over the network.
2.3.1 Birth of the Modern Social game
It is believed that the foundation of modern social gaming was established by a
specific genre of traditional games. According to the author Jon Randoff, it was
the fantasy role-playing game dungeons and dragons that first invoked the idea of
conceptual role-play while “integrating idea of abstracting tactical combat along
with storytelling and a unique social aspect in which individual players used their
imagination and creativity to contribute to the ongoing game”[Jon Randoff 2010].
It was during the 70’s and 80’s that dungeons and dragons became significantly
popular amongst gamers, coincidently around the same time that the very first
video and computer games were introduced to the general public. The idea of
merging the two gaming trends sparked interest in a number of developers, and
so “the mechanics of D&D combined with the digital worlds and online
connectivity of computers and game consoles to form MUDs (multi-user
dungeons), as well as famous role-playing (RPG) series such as King’s Quest and
Ultima”[Nadia Oxford 2011].
This endeavour was further expanded by the Japanese gaming industry by
innovating social games that boasted more effective GUIs. These ventures lead to
the launch of many prestigious franchises, such as DragonQuest and Final Fantasy.
Although contributing to the advancement of MMORPGs (massively –multiplayer
online role playing games), MUDs didn’t necessary gain the popularity that is now
associated with them. Essentially it was the more graphical based MMORPGs that
introduced the initial concept of modern social gaming into mainstream media.
Since being established, MMORPGs have caught the attention of numerous users
through the use of their social traits, such as in-game IM (Instant messaging) and
voice communication. These elements assist users in coordinating with fellow
players to accomplish various tasks and requirements, offering a more
satisfactory gaming experience. The popularity of these features have been
heavily invested by game development giants Blizzard entertainment. Their
franchise World of Warcraft has since become recognised as the most successful
MMORPG to date “with 10.2 million subscribers as of December 2011”
[Wikipedia, 2012].
15. Social Network Gaming 2012
15 | P a g e
Figure 2: World of Warcraft Party Feature, Source:
[World of Warcraft: Cataclysm, 2012]
However the definition of the MMORPG genre comes under question when
discussing their classification on social networks. In terms of categorisation, the
user perspective of MMORPGs based on social networks differs significantly to
MMORPGs that are not based around social platforms.
2.4 Rise in Popularity among Social Networks users
Since their introduction to social networks, social games have generally been
received with good response. They provide services that target a wide range of
age groups, making them very versatile forms of entertainment. Certain factors
such as accessibility play an important part to their success, as users will be more
drawn towards games that are openly exclusive. The processing of social games is
another of their beneficial, as they are typically implemented using Flash. This
implies that they use very little processing memory to function, an important
detail as they are typically accessed through web browsers. Another benefit
would include the ability to correspond with other players over the networks.
Being able to communicate with friends and family is the universal purpose a
social network. By applying that concept to a game situated on the same network,
users can promote a good sense of communication between one another while
also engaging in a mutually beneficial process. In addition, users will be
encouraging a positive atmosphere for the network, whilst also providing
entertainment for themselves and fellow players.
16. Social Network Gaming 2012
16 | P a g e
Updating and maintenance is another cause for popularity, as users can expect to
be subjected to the latest and most popular games available on the network. In
order to keep their players satisfied, development companies such as Zynga take
user feedback as a top priority. As a result, they modify their product design
where reasonable, while also trying to conserve their games popularity amongst
the network.
2.5 Advantages and Disadvantages of Social Gaming
Users will often come across social games that they will either favour or dislike, in
reference to their own preferences. However that does not dismiss the fact that
there are certain elements that define whether or not a social game is likely to be
favourable to its target audience. For these reason, I will be conducting an
analysis on the various benefits and drawbacks that are associated with most
common social networking games. In accordance to the results I intend to outline
and identify the most general points, whilst achieving some justification for my
own theories on the subject.
Advantages
There is an element of convenience, for instance if a user’s job retrains
them to being stationed at a desk with a PC while they have nothing to do
then engaging in a social game would be serve as a reasonable distraction
for them.
A social network presents a vast system of individuals at the touch of a
button. This invites the opportunity for users to make new and interesting
friends that share the same gaming interests as they do.
Users have the option of inviting people from their own social circles to
playing a variety of gaming genres.
Social networks provide a fertile environment for the development and
promotion of social gaming.
Statistics show that social games tend to receive a high volume of users in a
very short period of time. This is due to their exclusiveness to social
network users.
17. Social Network Gaming 2012
17 | P a g e
Statistics show that Facebook users who are invited to social games happen
to stay occupied for longer on a particular application rather than users
who tend to them independently
The social referral mechanism is a major feature of social applications and
has demonstrated significant importance in market strategy.
Disadvantages
Social games have a tendency to occupy users for long periods of time. This
can prove to be a very unhealthy routine on a number of levels if
performed on a regular basis.
With the possibility of meeting new people through the means of social
gaming, there is always the possibility that users will come across an
individual that will potentially be anti-social and offensive.
There are a huge variety of virus driven websites that support social games,
for that very reason it is rather problematic for users who recklessly expose
their computer to a potential hacker.
Social games can cause a serious degree of passive aggression if a user gets
completely affiliated inside a game. There are known cases where this form
of behaviour has led to depression, violence and even death. This anti-
social behaviour also causes problems for people who are both familiars to
and strangers to that individual
Absence from a game may cause distress and agitation for some users,
since it can induce the mentality that a user is missing out on obtaining
specific resources that would otherwise allow them to progress further into
the game.
Competition amongst users can be consideration another drawback,
considering that it will invoke a sense of insecurity within them if they
cannot best or outmatch another player within the game.
There is the issue of a user falling behind with their real life priorities, such
as work, education and their obligation to friends and family.
18. Social Network Gaming 2012
18 | P a g e
2.5.1 Contrasts between sharing and general selection
Although it is difficult to differentiate the causes behind users becoming inclined
to playing certain social games, there are potential motives that are adopted in
the process of validating their preferences. This concept incorporates a variety of
psychological factors that can influence a user’s decision in choosing a specific
genre of games. This procedure is distinguished by two very explicit forms of
referral, formally known as sharing and general selection. In this segment I will be
examining the contrast between the two procedures, in order to identify which is
the most preferred form of referral.
Following the hierarchal structure of social networks, we discover that social
games reside primarily high within the systems design. This delegates social
gaming as a very valued component for network marketing as they are vastly
employed by user on a daily basis. One feature in particular that many social
networking games integrate, involves allowing users to invite others to join them
in the game. Sharing and issuing invitations are very effective forms of referral, as
users may passively influence people within their social circles to employ these
applications.
Invitations to a game are usually extended through a users news feed or inbox,
usually a message contain a briefly explaining of the game and who issued the
invitation. Notifications such as progression reviews and game changes are
displayed through a users news feed every time the game is updated.
Figure 3: Referrer Network in Social Game Adoption, Source:
[Diffusion Dynamics of Games on Social Networks, 2008]
In a sense, the potential user base of social games is partially dependant on
whether active players are inclined to use the games referral features.
19. Social Network Gaming 2012
19 | P a g e
As previously mentioned, it is very unlikely to differentiate between which forms
of referral are most effective to attracting users to a social game. However, user
invitations have been proven to attract a substantial degree of players.
Statistics show that “out of all players who downloaded the two games analyzed
here, more than 37% (for YL) and 25% (for DL) received invitations from their
friends before starting to play the game. Even though, invitations are not the
main channel by which users land in a game, we find that the users’ engagement
to the game is substantially higher for those who join through an invitation”
[Lada A. Adamic, 2008].
Figure 4: Users who received invitations have stayed longer in game, Source:
[Diffusion Dynamics of Games on Social Networks, 2008]
In figure 3, we analyse the probability of time that invited and none invited users
would spend on the previously mentioned games. As displayed within the
diagram, users who are issued invitations tend to occupy a game for longer in
comparison to users who choose by general selection. These results suggest
several implications. The first would consider invitation referrals as a guideline for
filtering games users may be interested in. While another essential case would be
to draw on the preferences of the user, so they place more faith within a specific
game.
Figure 5: Facebook Friend Invitation GUI, Source:
[Facebook, 2011]
20. Social Network Gaming 2012
20 | P a g e
2.5.2 Importance of user psychology
Psychology can play a very significant part in how users view social games. There
may be certain users, who will find a game too violent and unappealing for them.
There may also be situations where players will consider a game lacking in
entertaining. The point however, relies on the mentality that social games project
onto users over the period they are played. One example would be the
development of an unwary addiction, as users may find themselves dedicating
countless hours of playing for personal fulfilment.
Figure 6: Purchasing In-Game resources with real life payment,
Source: [Facebook, 2011]
However the use of the term “addiction” in reference to games is typically
frowned upon by psychological experts. This is due to the expression being more
commonly associated with concept of drug and alcohol disorders. Yet the reality
of issue gives cause for alarm, since “When you sneak a peek into Facebook while
at work to grab virtual golds for St. Patrick’s Day or set alarms and wake up at 2
a.m. to harvest your crops so they don’t wither, or when you eat your lunch right
in front of your PC so you can attack other Mafia Wars players in between bites,
what else do you call that?”[Leonora Albino, 2010].
Essentially the psychological factors that depict a user’s outlook on social gaming
derive heavily on their rationality and reasoning.
21. Social Network Gaming 2012
21 | P a g e
2.5.3 Competitive elements
The competitive elements within a social game can consist of a vast range of
incentives. Although victory and defeat are regarded as the universal conditions,
every game is likely to have its own unique class of competitive elements.
The need to progress compels every player into flaunting their competitive
nature, as a result prompting them to initiate whatever conditions required of
them to succeed. It is important to consider the prime standards, which need to
be established for these competitive elements to exist.
This includes:
An animated game, its ability to prompt individuals to invite others for the
competition [Avenirtech, 2012].
Individuals who are highly intentional to play against each other for fun.
[Avenirtech, 2012].
A platform which allows both the games as well as individuals to
accomplish their desired tasks [Avenirtech, 2012].
Figure 7: Typical FarmVille GUI, Source: [Facebook, 2011]
Further requisites may include the method in which social games choose to
distributed particular motives. One example would be issuing unique periods of
time where players gain additional benefit from game resources and tasks. The
22. Social Network Gaming 2012
22 | P a g e
fundamentals of competition can apply to various areas of social gaming, whether
it is a modest or demanding task. As long as it holds some form of progressive
value, it will most likely entice players to obliging.
2.6 Social Networks as an Investment Platform
Over the years there have been many additions to the expansion of social
networking. It is no surprise that the developers of social platforms such as
Facebook or Twitter will continue to make substantial profit from what their
products have to offer the general public. As far as listing dates go, there are
bound to be countless statistics and figures detailing the net work of these
development companies.
According to resources “Facebook’s user base could top a billion by the end of this
year. Other networks are also seeing a massive uptake. LinkedIn has 150 million
members. Indonesia hit a million members only two months after LinkedIn added
support for its official language” [Brian Borzykowski, 2012]. It is quite evident
that social networks are now more or less part of modern society. Due to this,
there has been speculation on whether social networks can serve as a promising
investment platform for potential shareholders.
Figure 8: FarmVille Gaming Promotions,
Source: [Facebook, 2011]
23. Social Network Gaming 2012
23 | P a g e
Ian Ainsworth, who is the senior vice president of the Mackenzie Financial
Corporation stated otherwise. He claims that while social networking may seem
like a wise investment, it invokes time and patience to show any real signs of
profit. This implies that any individual is welcome to invest in social platforms,
considering they can afford to. However it would be a more practical venture for
those planning for a long term investment.
2.6.1 Why Social Networks?
It is no surprise that social networking platforms have become so increasingly
popular over the past few years. Their progression has incited individuals to ask,
why are they so successful? For most social networking users, this question is
rather relative. The fact that these platforms can initiate such influence,
demonstrates how society is accustomed to following the latest social trends.
Another point would be the variety of social platforms available to the general
public. Initially they are created to contain a large selection of features, each
promoting a unique service that contributes to their popularity.
One element in particular that users most commonly recognise is the simplicity of
social platform GUIs (Graphical User Interface). For these reasons, they are
viewed as very lucrative foundations by potential investors. By embracing this
concept, social networks become versatile environments where users can benefit
from the vast collection of their services.
2.6.2 Who develops the games?
Following its induction of various gaming services, social networks have provided
development companies with the tools they require to effectively advertise their
own products. Subsequently, a number of these companies became well
established mainstreams names after string of positive marketing reviews.
They’re development into the industrial side of social network gaming saw the
rise to many favoured social games, these include FarmVille, CityVille, Mob Wars,
Farm Town, The Sims Social and many more. In this section I will be briefly
discussing a couple development brands, their expansion platforms in addition to
some of the most notable games they have produced.
Zynga
Zynga is a games development company based in San Francisco, United States.
The company is known to for producing a line of both stand-alone and application
widgets that are typically used on social platforms. The company has been
24. Social Network Gaming 2012
24 | P a g e
recognised as one of the most popular games manufacturers based on social
platforms such as Facebook, MySpace, Orkut and Google+. After gaining a
considerable reputation through Facebook, Zynga began to expand its assets and
“as of February 2012, Zynga's games on Facebook had over 240 million monthly
active users” [Wikipedia, 2011].
Some of the most popular Zynga games include: CityVille, CastleVille, Zynga
Poker, FarmVille and Empire & Allies.
Playfish
Playfish is a games development company that offers a variety of free social
networking games on the social platform Facebook. The company is based in
London England and was founded by a team of four associates named Kristian
Segerstrale, Sebastien de Halleux, Sami Lababidi and Shukri Shammas. They where
first discovered after developing very successful Facebook application called
Who’s got the biggest brain? The game was recorded as being the first Facebook
game to attract a user base of over one million players on a daily basis. The
proceedings where used to kick start the company on the road to producing many
more favoured originals. Since their implementation, studies also show that
“Playfish games currently attract roughly 55 million users a month, with over 37
million users solely coming from Facebook members” [Wikipedia, 2011].
Playfish has been the centre of many prestigious games since its launch, however
over the course of time some became discontinued in pursuit of new and more
promising investments. Their most recent games include: Pet Society, Resturant
City, EA Sports FIFA superstars, Madden NFL Superstars, The Sims Social, Risk:
Factions and Secret Island.
Playdom
Playdom is a games development company that was established in San Fransisco
by University graduates John Pleasants, Dan Yue, Chris Wang and Ling Xiao. The
company first rose to popularity on social networks Facebook, Google+ and
MySpace. The company is known to be subordinately owned by the Walt Disney
Company as a part of their Disney Interactive Media Group. Playdom has since
flourished following the release of many favoured hits. A study has concluded
that “it is currently the largest social game developer on MySpace and number 15
by MAU on Facebook” [Wikipedia, 2011].
In contrast to the Playfish, Playdom has also had many discontinued projects.
25. Social Network Gaming 2012
25 | P a g e
Their most current line of gaming includes: Gardens of Time, Mobsters: MySpace,
Mobsters 2: Vendetta, Sorority Life, City of Might, Marvel: Avengers Alliance, My
Vineyard and other prominent titles.
RockYou
RockYou is a social games development company that also employs advertising
solutions for various types of social media. The company was founded in 2005 by
partners Lance Tokuda and Jia Shen. Their headquarters is based in Redwood City
California, where they developed their first successful product consisting of a slide
show service. RockYou has since set its focus on producing social gaming
applications specifically for the Facebook plaform. The company also experience a
degree of success with their advertisement venture as their “products allow
brands to interact with players in-game, adding value-per-engagement for both
brands and users” [Wikipedia, 2011].
RockYou has since been known for releasing numerous titles that shared some
extent of popularity among Facebook users. However their prime focus in their
latest line of production has been the source of three explicit games, namely: Zoo
World, Zoo World 2 and Cloudforest Expedition.
2.6.3 Who are the Market Leaders?
With the advancements of social network gaming, a lot of competition has
escalated among development companies to gain the interest of users.
In the process of advertising their products, a select number of companies have
achieved considerable favour amongst their consumers. In response to their
success, a select few have become acknowledged as the market leaders for their
class of applications. The question is however, who are the key players and which
products gained them their success among the market? To answer this question, I
began to investigate the current standings and discovered the two following
studies:
Inside Social Games Review
According to a statistics study by insidesocialgames.com, Zynga’s Slingo
application was recorded to having the most rapid amount of MAU (monthly
active users) placing them at the top of their ladder. The application managed to
raise its percentage figures by 210 percent with an “increase from 3 million to 5.6
million MAU” [insidesocialgames.com, 2012]. In second place came Rovio’s
Angry Birds application with “1.9 million new MAU for an 11 percent gain,
26. Social Network Gaming 2012
26 | P a g e
ending its three-week reign as the top game on the list” [insidesocialgames.com,
2012]. The other top 10 contenders followed up with figures between 300,000 to
800,000 MAU gains.
Figure 9: Inside Social Games Review Ladder,
Source: [insidesocialgames.com, 2012]
iSuppli Review
While examining the records for social networking gaming activity, iSuppli.com
revealed that during 2010 the development company Zynga managed to surpass
all its potential competitors. This success was accumulated through the popularity
of Zynga hits CityVille and FarmVille. Following the review, it was revealed that
“Consumer spend on Zynga’s PC social networking games and its revenue from
lead generation and advertising activities amounted to $544 million in 2010,
giving it 39.1 percent share of the global market, a 4.2 percentage point increase
over 2009”[Piers Harding Rolls, 2011].
The data demonstrates how Zynga managed to easily overshadow its competitors
with the largest recorded percentage rise among the top 5 contenders. In second
place was EA’s Playfish with a market share percentage of 6.5%. The top 5
contenders followed in with market share percentages ranging between 2.6 to
5.5%.
27. Social Network Gaming 2012
27 | P a g e
Figure 10: iSuppli Review Ladder,
Source: [iSuppli.com, 2011]
Thus in reference to the reviewed data, it would appear that Zynga is currently
recognised as the commercial market leader for social network gaming.
2.6.4 What makes for a successful social game?
Ever since the introduction of social network gaming, one question has been
heavily stressed among its investors – What makes for a successful social game?
When asking such a question, one must consider the relative elements that define
a social game. The actual concept for success is a very dependent factor, bearing
in mind that not all consumers will be satisfied with only one flat class of social
games. For these reasons, it is imperative that development companies carefully
analyse the preferences of their target audience.
Typically each social game would include its own set of marketing principles,
although the initial development process follows a compulsory list of criteria.
Subsequently, there are a collection of key elements that directly benefit every
social networking game.
So what exactly are the key elements to the success of social network gaming?
1. Any individual who has internet access is considered as a potential
consumer.
2. Applications are typically free of charge
3. Social networking platforms provide a very versatile environment for the
commercial advertising of products.
4. Encourages users to express their competitive nature.
5. Advantages of an interactive system.
6. Accumulates user co-operation.
7. Promotional events and competitions to maintain the attention of users
8. Presents the opportunity for consumers to earn rewards.
28. Social Network Gaming 2012
28 | P a g e
2.7 Conclusion - Thoughts and Opinions linking to project
In respect to my findings, I set out to distinguish the importance of the social
element within modern games. My research justified the relationship between
integrating games within social platforms. In the process of my investigation, I
discovered various details that linked back to the initial aims of my project.
The notion of an interactive system is strongly implicated within my projects
design, a concept that I adopted from the key elements of social network gaming.
Another point that links to my purposed system involves the concept of user
demand. Implementing a system that offers an exclusive service is a difficult task,
seeing as how the preferences of consumers can be very distinct. Therefore my
design was proposed around offering a unique service that would present a
degree of long term requirement.
29. Social Network Gaming 2012
29 | P a g e
Chapter 3: Requirements Analysis
3.1 Introduction
In order to build and develop my system, I must firstly initialise the resources that
are required. In this section I will be discussing the type of system I plan to
construct, in addition to which platforms will serve as my systems foundation. I
will also be discussing the techniques I’ve chosen for structuring my design, while
addressing the target requirements. Other elements include whether or not my
systems proposal exhibits feasible evidence to implement. I will also be obligated
to demonstrate the ethical factors that relate to my systems implementation.
3.2 The System Proposal
The system I plan to implement incorporates two specific ideals that relate to
social network gaming. The first concept assesses the utilization of interactive
social network characteristics, by regarding the importance of user
communication. Subsequently my project is focused around a modern social
game that is completely independent to social networking platforms. Due to this, I
have chosen to integrate a registry system based around the popular MMORPG
World of Warcraft. The purpose of my application is to record any willingly given
data about a user’s social credentials and Word of Warcraft gaming profile.
By incorporating this information, my system will enable registered clients to
generate user enquires by providing a character name. The system will return any
results that relative to the search in the form of a summary list. Once a user has
found a desired profile, they can employ the provided information to seek out the
enquired user. Additional services will include users being able to register existing
guilds and their guild masters into the system. The initial aim of my services is to
create a social environment where users are granted access to an open source of
information.
This concept is very reminiscent of typical social networks, yet it focuses on
individuals who are active World of Warcraft subscribers. Once the system is
complete, I plan to situate it as an open service exclusively for Facebook users.
30. Social Network Gaming 2012
30 | P a g e
3.3 What are the System Requirements?
The primary requirements of the system are identified through a series of distinct
guidelines. These factors test a system’s integrity through seven fundamental
concepts. As my application involves the interests of a consumer, my
requirements must be fit to satisfy the following criteria:
Operational distribution or deployment: Where will the system be used?
Mission profile or scenario: How will the system accomplish its mission
objective?
Performance and related parameters: What are the critical system
parameters to accomplish the mission?
Utilization environments: How are the various system components to be
used?
Effectiveness requirements: How effective or efficient must the system be
in performing its mission?
Operational life cycle: How long will the system be in use by the user?
Environment: What environments will the system be expected to operate
in an effective manner? [Wikipedia, 2012]
3.3.1 Operational Distribution
The platform I decide to choose as my system’s foundation will hold significant
influence to its credibility. Since my system is designed for operating within social
environments, it would be most practical to establish it within a social network.
After reviewing a variety of social platforms, it became apparent that the most
suitable platform for my system would be Facebook. My decision was justified
after figuring my application had much to gain from Facebook’s thriving social
gaming environment.
Facebook is known for providing a compelling array of services to its user base.
This includes an exclusive developer’s society that trains and encourages potential
developers by providing them with an archive of resources. Their forums offered
much valued insight into the process of developing and publishing my own social
applications. As part of its service, the society provides an integrated system that
where registered users can manually upload and advertise their own products
independently.
31. Social Network Gaming 2012
31 | P a g e
3.3.2 Mission Profile
The system’s purpose derives from the activity it’s received from potential users
in need of its services. The more users that are register on my application,
provides for a more accurate service. In order for my system to satisfy it purpose,
it would require time to collect the data necessary. Only then would it reach its
full potential as a registry system.
3.3.3 System Performance Parameters
The performance parameters for my system concerns a set of object classes that
will define the order in which operations are to take place. These objects make up
the instances that will be integrated into my systems infrastructure. Each instance
will be subject to its own string of operations, while the overall design will include
connections between each of these procedures. My parameters include the
following object classes:
Users
Characters
Guild
Guild Master
Server
Last Login
Every object will be introduced into the system as a class table containing a set of
attributes and relationships. Each table will consist of a unique primary key, in
addition to a range of local attributes and potential foreign keys.
3.3.4 Utilization Environments
The correct utilization of my components is an essential concept that every user
must understand while operating the system. There is a regimented procedure of
tasks that needs to be considered as my service follows a certain principle of
connected processes. When a user first logs into the system, they’re offered a
number of features that contain a degree of dependency on the order their
employed. The primary goals of my components are to carry out two specific
forms of processes. As my system involves the registration and enquiring of data,
each component will be utilized for the retrieval or recording of information.
Additional components will concentrate on system navigation and page status.
32. Social Network Gaming 2012
32 | P a g e
3.3.5 Effectiveness Requirements
My system is capable of performing a standard level of operations without
encountering much error. However the system may encounter several issues
concerning the authentication of specific data. Another concern would be the
possibility of broken links, since users must supply a form of online identification.
Essentially the system is required to offer users with a valid and consistent
service, although the margin for its efficiency is a matter of perspective. While
users can still employ the service with regards to potential shortcomings, its
ability to performing system tasks is justified.
3.3.6 Operational Life Cycle
The target life cycle for my application is focused around providing users with a
long term service. However its estimated period of active use will depend on how
long it stays in favour amongst users. The length to which the system remains
operational can also be subject to a range of factors. One possibility may include
the introduction of a similar application with more appealing services.
Additionally the system may experience a string of technical issues, making it
inaccessible for an unknown period of time.
3.3.7 System Environment
A social network provides a very active and dynamic environment, one that’s
compulsory for an application such as mine to succeed. In order for my system to
achieve its fullest potential, it must be placed within a network that offers the
appropriate audience for my application’s services.
3.4 What are the Ethical Implications?
When implanting a system, there are a degree of ethical implications that need to
be considered. To ensure the authenticity of my systems purposes, I must
conduct a clear analysis of any possible causes for concern. Since my application
records and stores personal information, it would be necessary to address any
implications that would arise regarding the privacy and employment of user data.
The integrity of system information is another issue that needs to be discussed,
33. Social Network Gaming 2012
33 | P a g e
seeing as how the application is open to anyone who wishes to register. As my
service has only a limited level of data authentication, won’t be able to tell if
registered data is reliable. The overall security of the system is another concept
that concerns not only its users but also the system administrator. What
precautions I am taking to prevent compromise? How will my processes integrate
a secure service? The issue of security has many implications.
3.4.1 Privacy of User data
My application is open to any user who wishes to freely submit their personal
information, although like any system that stores user data it is important to
consider the issue of data privacy. The ability to control user information places
vast responsibility onto a system, as its allocated records will require a good level
of security. It’s no surprise that the majority of users are reluctant to giving out
personal information over the internet, naturally they deserve the assurance that
their personal information is safe and secure. In accordance with the Data
protection act 1998 and other relevant data privacy laws, my application will
strive to promote the privacy of interactive computer service users by frequent
regulations of my service.
3.4.2 Reliability of Information
A successful system will strive to provide its users with only the most reliable data
it can gather, however the consistency of a service can wane through being
supplied with unreliable information. As my service runs an independent system,
it lacks the ability to validate whether a certain user is the legitimate owner of an
existing World of Warcraft character. This presents quite a problem considering
the possibility that anyone can claim ownership for character through my
registration service. Alternatively I could request access to the official World of
Warcraft player archives, yet that would be a breach of customer confidentiality
on the behalf of Blizzard entertainment.
Essentially these factors demonstrate that the integrity of my system data is open
to comprise, however as I have access to the records I can correct any misleading
information that becomes an issue at a later stage.
34. Social Network Gaming 2012
34 | P a g e
3.4.3 System Security
Every system requires a distinct level of security to be considered a viable
interactive service. In regards to a registry system, there are several aspects
where the safety of user information can be discussed. Since my application
involves the use of SQL queries, its process of managing data is under risk of
compromise. Various developers are unaware to the issues that can arise from
the tampering of SQL queries. It is a common misconception that an SQL query
holds no immediate threat to data security, yet that is not the case. This only
implies that SQL queries avoid admission controls, thus circumventing any
authenticating or verifications.
In these situations it is very typical for hackers to employ direct SQL command
injection to manipulate existing SQL operations to access concealed information.
This process can also be used for overriding current records or even issuing
unauthorised system commands through the host server. One possible solution
for preventing the risk of SQL injection is to implement Escaping. This technique
involves escaping characters that hold any special meaning within your SQL script.
In effect every system must undertake a range of security checks before it is
deemed secure. However with new forms of spyware being introduced on a daily
basis, it is a working process to keep interactive systems updated.
3.5 Analysis Conclusion
I realise that at this point my products capabilities for success seem rather
ambitious, yet it’s primarily focus has been to investigate and document what I
have learned about social network gaming. It is quite obvious that my system
requires a great deal of development to be criticised on a professional level.
However I do believe that my product presents a considerable degree of
marketable value, with only the promise of future opportunity to continue its
expansion.
35. Social Network Gaming 2012
35 | P a g e
Chapter 4: System Design
4.1 Introduction
In accordance to my requirements analysis, I will be documenting the steps I took
to design my systems infrastructure. The process of designing an interactive
system involves a series of connected phases. Each phase will discuss the unique
array of techniques I have integrated to design my system components. To begin
this section I will be reviewing the elements which form the basis of my
application. This includes designing the object classes, defining their operations
and identifying any relationships or dependencies. I will also be demonstrating
various modelling techniques I have incorporated, to provide a well mapped
visual represented of how my system operates.
My first model consists of an entity relationship diagram which displays entity
associations, in addition to a use case diagram that defines interactions between
a potential actor and the system. I have also included a sequence diagram to
illustrate the order in which my system operations take place. Another aspect to
my design examines the possible conditions for validation. To present a standard
level of service, my application must contain a consistent degree of integrity
within its processes. By integrating these validation procedures, users will gain a
list of guidelines that will initialise the correct order of submission for required
data.
The final section of my design will dispute the structure of my character search
reports, detailing how I plan to arrange regard the components that will be
display along with any queried data. Visual factors and general aesthetics will also
be covered, as the appearance of an application can invoke a great deal of
influence.
4.2 Application Structure
Like any registry system, there are allocated spaces of memory where records are
usually stored. When considering a database we must understand that each table
may store a unique variant of data depending on its content. In order to define
the contents of a table, we must refer to attributes to initialise the purpose of
36. Social Network Gaming 2012
36 | P a g e
that data in addition to its format. Given that my application will be recording
user data, it will require a set of object classes that will store records under the
appropriate data types. Since these classes contain their own string of operations,
the methods they will encompass throughout each stage of the system will
require defining. Taking into consideration that my system will revolve around an
object-oriented database, it would also be necessary to identify any potential
associations between my object classes.
4.2.1 Designing the Object Classes
In section 3.3.3 of my requirements analysis, I briefly reviewed the system
performance parameters for my application with reference to the five object
classes that make up my system. In this section I plan to describe my classes in
more depth, illustrating the stages I’ve taken to normalize unstructured data
types into uniquely ordered objects.
Object Class Normalisation
The first step to designing my applications structure involves process of
normalising attributes into defined classes. Each object class must include a range
of attributes to accommodate the essential data required for the system to fulfil
its purpose. The most practical approach to initialising attributes would be to
declare the most relevant class identifiers. However since the system will deal
with queries that may refer to different tables, it is vital that my object classes
include primary and foreign keys to maintain data integrity. Below I demonstrate
the procedure of normalisation for my object classes.
Table Legend:
Primary Key: Underlined, Foreign Key: Asterix, Candidate Key: Bold
1NF
Users Characters
User ID
Username
Forename
Surname
Password
Character ID
Username*
Character Name
Server Name
Class
37. Social Network Gaming 2012
37 | P a g e
Gender
Email
Date of Birth
Facebook
Last Login ID
Last Login
Current Login
Race
Level
Primary Talents
Secondary Talents
Faction
Primary Profession
Secondary Profession
Armoury
Guild ID
Guild Name
Guild Level
Guild Type
GM ID
Server ID
Server Type
Region
Table 1: 1NF (First Normal Form)
2NF
Users Character Guild Guild Master
User ID
Username
Forename
Surname
Password
Gender
Email
Date of Birth
Facebook
Last Login ID
Last Login
Current Login
Character ID
Username*
Character Name
Server Name
Guild ID*
Class
Race
Level
Primary Talents
Secondary Talents
Faction
Primary Profession
Secondary Profession
Armoury
GM ID*
Server ID
Server Type
Region
Guild ID
Guild Name
Guild Level
Guild Type
Server Name
Server ID
GM ID*
GM ID
Character ID*
Character Name
Guild ID*
Server Name
Server ID
Table 2: 2NF (Second Normal Form)
38. Social Network Gaming 2012
38 | P a g e
3NF
Users Character Guild Guild Master Server Last Login
User ID
Username
Forename
Surname
Password
Gender
Email
Date of
Birth
Facebook
Character ID
Username*
Character Name
Server Name
Guild Name
Class
Race
Level
Primary Talents
Secondary Talents
Faction
Primary Profession
Secondary
Profession
Armoury
Guild ID
Guild Name
Guild Level
Guild Type
GM ID
Server Name
Server ID*
GM ID
Character ID*
Character Name
Guild ID
Server Name
Server ID*
Server ID
Server Name
Server Type
Region
Last Login ID
User ID*
Last Login
Current Login
Table 3: 3NF (Third Normal Form)
4.2.2 Defining Object Methods
Like any application my service provides its users with the ability to perform a
variety of tasks. However an operation must be called for a specific process
depending on what action is taking place. To define my operations, I must create
object methods that will extract all the essential data required by my system. This
will include the initialisation of what processes are to take place, in addition to
how they will be defined. To establish which object methods are necessary, I must
classify to what information needs to be recorded within the database.
First and foremost each user must register to gain access to the application’s
primary interface. Users also have the option of providing data regarding their
game characters, guilds and guild masters. A static object method that records
and updates the last logins for user accounts will also be included. This
accumulates a total of seven operations, each recording a specific set of
information for their relative object tables. Provided below is a listing of each
object method with a summary of their respective parameters.
39. Social Network Gaming 2012
39 | P a g e
Register User (Username, Forename, Surname, Password, Confirm
Password, Email Address, Confirm Email Address, Facebook Link).
Register Character (Character Name, Faction, Race, Class, Level, Region,
Primary Talents, Secondary Talents, Primary Professions, Secondary
Professions, Armoury).
Register Guild (Guild Name, Guild Type, Guild Level, Region, Server).
Assign Guild Master (Character Name, Guild Name, Region, Server).
Search Character (Character Name).
Record Login (Last Login ID, User ID, Current Login).
Update Last Login (Last Login ID, User ID, Last Login, Current Login).
In each case, these methods act as the functional medium between a user and the
database. Any data that the methods acquire is validated and stored within the
object tables for later enquiry. It should also be noted that the functionality of
these operations can be affect by the order of their execution. Typically the first
method that the service initiates will be Register User. Without undergoing this
process, the system won’t allow users access to the rest of the service features
that integrate the object methods.
4.2.3 Object Relationships and Dependencies
When developing a relational database, a big portion of the design will involve
allocating your data elements into tables connected by a set of references. When
database becomes operational, it will be the task of my object relationships to
string together my system records in a meaningful manner. For example, the
record of a registered character is worthless without knowing the details of the
user that it belongs to. Yet it would be impractical to store these values within the
same table. The more convenient method would be to store character and user
data in two separate tables, while also establishing a relationship that will refer to
both tables through a relative attribute. Subsequently, relationships will identify
each character record with its corresponding user. Considering that normalized
tables make up the foundation of relational databases, it is only prudent to
acknowledge object relationships as their standard cornerstone. Due to these
points, my objects include a variety of relationships to support data integrity. The
following workings will illustrate the connections between the key attributes that
define my object relationships. These associations are initialised in regards to the
data that links the concerned tables together.
40. Social Network Gaming 2012
40 | P a g e
User Table relationships
(User Table) Username -> (Character Table) Username
(User Table) User ID -> (Last Login Table) User ID
Character Table relationships
(Character Table) Character ID -> (Guild Master Table) Character ID
(Character Table) Username -> (User Table) Username
(Character Table) Guild ID -> (Guild Table) Guild ID
Guild Table relationships
(Guild Table) Guild ID -> (Guild Master Table) Guild ID
(Guild Table) Guild ID -> (Character Table) Guild ID
(Guild Table) GM ID -> (Guild Master Table) GM ID
(Guild Table) Server ID -> (Server Table) Server ID
Guild Master Table relationships
(Guild Master Table) GM ID -> (Guild Table) GM ID
(Guild Master Table) Character ID -> (Character Table) Character ID
(Guild Master Table) Guild ID -> (Guild Table) Guild ID
(Guild Master Table) Server ID -> (Server Table) Server ID
Server Table relationships
(Server Table) Server ID -> (Guild Master Table) Server ID
(Server Table) Server ID -> (Guild Table) Server ID
Last Login Table relationships
(Last Login Table) User ID -> (User Table) User ID
41. Social Network Gaming 2012
41 | P a g e
These relationships show the single connections between my object tables, with each link being subject to a specific
dependency. Additionally an overall view of my relationships would comprise of the following design:
Figure 11: Object Relationship Diagram
42. Social Network Gaming 2012
42 | P a g e
4.3 System Modelling Techniques
In order to provide a conceptual demonstration of how my system is to be
structured, it would necessary to depict my components through a range of
modelling techniques. The significance of these models facilitates a variety of
design benefits, each of which provides a unique illustration for an explicit level of
planning. Other factors that encourage the use of system modelling include:
Reducing the number of potential errors within final source code.
Follows an orderly process to organising and identify your system.
Branches options in a logical manner providing early opportunity to
discover more preferable alternatives.
Provides a rational representation of the development and maintenance
process with regards to the original system requirements.
In accordance to my design plan, I will be incorporating three specific modelling
techniques to define my systems configuration. These models include ERDs, use
case and sequence diagrams.
4.3.1 Entity Relationship Diagram Representation
The purpose of an entity relationship diagram is to provide a graphical
representation of relationships between system entities. The three main aspects
of an entity relationship diagram include:
The initial entity which can count an as object, person, location or occasion
for which information is gathered.
The relationship that identifies the association between those entities. This
concept defines whether specific entities share a common reference.
Finally the cardinality involves the number of associations that an entity is
subjected to. Typically relationships provide three forms of cardinality, one
to one, one to many or many to many depending on the association.
I chose to use an ERD in order to classify the relationships between my entities
more distinctly. Since my database records information about a game with many
relative elements, I made sure to initialise any potential relationships shared
between my entities.
43. Social Network Gaming 2012
43 | P a g e
Entity Relationship Diagram
Figure 12: Entity Relationship Diagram
44. Social Network Gaming 2012
44 | P a g e
4.3.2 Use Case Diagram Representation
Use case diagrams are primarily used for the classification, explanation and
organisation of systems. The initial purpose of a use case is to identify the various
sequences of interaction that occur between a user and a system. These
interactions usually lead to a specific goal that must be satisfied in order for the
sequence to terminate. Essentially use cases should only display system activities
that contain relative significance to users. The diagram itself consist of a collection
of elements, they can be used in conjunction to create larger scales of sequences.
These elements include an actor, use case, association and text, each of which
being required to make up the primary diagram.
Certain elements that use cases integrate include:
Systematizes the operational requirements.
Exemplifies the purpose of an actor’s interaction with the system.
Documents scenarios that take place as connected processes, showing all
stages of activity until a specific goal has been reached.
Demonstrates a primary course of action, with the addition of alternate
tasks that can be performed. These are recognised as exceptional flows of
events, or secondary courses of action.
Acts on a collection of layers, where uses cases can adopt each other’s
functionality.
My reasons for applying a use case to my design derive from its vast
representational capabilities. Due to the large number of tasks that take place
within my application, I concluded that a use case diagram would offer an
exceptional illustration of my system activities. Taking into account that my
system activities contained many connected processes, I began to map out each
use case with regards to their associations. The diagram depicts two actors, a
user, and the system administrator.
In reference to my diagram, a user can undertake all the standard system
activities. Alternatively the administrator also has access to the same services,
with a greater level of authority. It is the administrator’s responsibility to perform
routine system maintenance, with the addition of applying any necessary
updates.
45. Social Network Gaming 2012
45 | P a g e
User Use Case Diagram
Figure 13: User Use Case Diagram
46. Social Network Gaming 2012
46 | P a g e
Administrator Use Case Diagram
Figure 14: Administrator Use Case Diagram
4.3.3 Sequence Diagram Representation
Sequence diagrams illustrate the process of interaction between relative objects
within a particular system or environment. Object collaboration is expressed
through the representation of time based sequences, drawing towards a specific
goal or purpose. These diagrams provide a fundamental overview of process
driven development, detailing the essential concepts for system analysis and
design. The diagram incorporates a series of role classifiers, each defining an
object within the process. Communication between objects is expressed through
a sequence of action methods, which depict the flow of interaction. Available
actions include call, return, send, create and destroy processes. The order of
interaction follows a vertical path, working from top to bottom until all operations
are completed.
Sequence diagrams present considerable benefit for process modelling, some of
its most useful features include:
Complex connections involving relative components.
Can be used as a base for elaborating use cases.
Validates the architecture and logic of system components based on a level
of scenarios.
47. Social Network Gaming 2012
47 | P a g e
Presents rational illustrations of system procedures, defining the
interactions that transpire between objects.
Due to the multitude of processes that occur within my application, I opted for a
suitable modelling scheme that would best illustrate my collaborating objects. As
each process involves a distinct order of execution, it became necessary to
express the operations through individual diagrams. This includes user
registration, character registration, character search, guild registration, guild
master registration and last login establishment. Leading onto my diagrams, I
begin by identifying the initial steps involved for each operation. The sequences
begin with a user who initiates an action towards other objects. This causes a
chain reaction where other objects begin to institute their own connections to
continue the flow of interaction.
However in order to understand how each operation is constituted, we must
firstly identify the order of each process.
Character Registration Sequence
The sequence is prompted as the user requests to register a character from the
WoW beacon home page. The application then redirects the user to the character
registration interface. The user then forwards another action by registering their
character details. Once submitted, the application transmits the data into the
system database. The information is archived while a verification check is sent
back to the application. The user is then redirected to a confirmation page,
informing them that their character was successfully registered onto the system.
From this point the user can choose to register another character, or return to the
application home page.
User Registration Sequence
The process begins when a user requests to register their details from the WoW
beacon login interface. Users are then redirected to a registration page where
they create and submit a profile. The profile data is then sent to the system
database for verification. Once the verification is complete, the profile is allocated
following a confirmation of the record. The user is then redirected to a
48. Social Network Gaming 2012
48 | P a g e
confirmation page, informing them that their profile was successfully registered
onto the system. Users can then navigate back to the login page and begin to
utilize the application with their new account.
Last Login Sequence
The first time a user logs into the system, the time and date is verified within the
database as their current login. This process is modified slightly following any
subsequent logins. Any new logins are confirmed and forwarded to the system
database, where they replace the previous current login. The preceding data is
then shifted and recorded as the user’s last login. Once a last login become
available, the application retrieves and displays the data through the WoW
beacon home page.
Character Search Sequence
This process begins with a user requesting to utilize the character search service
from the WoW beacon home page. The user is then redirected to the character
search interface, where they are required to submit the name of the character
they wish to locate. Once the search is initiated, an enquiry is made and
forwarded to the system database. At which point the system records are
examined until the requested data has been recovered. After the search is
confirmed, users are redirected to a results page where the retrieved character
information will be displayed. Since each character is associated with a registered
user, the results page provides an option to view that user’s profile.
Following this sequence, the database acquires the requested data and navigates
to that user’s profile page. Here users are provided with that individual’s account
details, in addition to all the characters they have registered onto the system.
Guild Registration Sequence
This sequence is initiated once a user chooses to register a guild from the WoW
beacon home service list. They are then redirected to the guild registration page
where they must provide and submit their guild information. The data is then
verified by the database and allocated within the guild registry. A registration
49. Social Network Gaming 2012
49 | P a g e
check is then passed back to the application, which in turn redirects users to a
confirmation page. Here users are presented with a notice of approval for their
guild registration, at which point they can choose to register another guild or
return to the home page.
Guild Master Registration Sequence
To begin this operation, a user will request to register a guild master from the
WoW beacon home service list. This action will then lead them to the guild
master registration interface where they must initialize the requested
information. The details are then dispatched to the system database for
allocation, after which a registration check will be commissioned. Once approved,
the application will forward users to a confirmation page that acknowledges the
guild master as a registered entity. Users are then presented with the option to
reutilize the service or return to the home page.
50. Social Network Gaming 2012
50 | P a g e
Character Registration Sequence Diagram
Figure 15: Character Registration Sequence Diagram
51. Social Network Gaming 2012
51 | P a g e
User Registration Sequence Diagram
Figure 16: User Registration Sequence Diagram
52. Social Network Gaming 2012
52 | P a g e
Last Login Sequence Diagram
Figure 17: Last Login Sequence Diagram
53. Social Network Gaming 2012
53 | P a g e
Guild Registration Sequence Diagram
Figure 18: Guild Registration Sequence Diagram
54. Social Network Gaming 2012
54 | P a g e
Guild Master Registration Sequence Diagram
Figure 19: Guild Master Registration Sequence Diagram
55. Social Network Gaming 2012
55 | P a g e
4.4 Defining Validation Conditions
In order to supply the correct standard of information for my database, I must
ensure that my application institutes a specific degree of data validation into its
services. The integrity of a system asserts great significance towards its ability to
function sufficiently. This includes regulating various system components to
maintain the intended format of data collection. Due these reasons, my
operations will support a set of validation conditions to warrant the proper order
for data input. In the following sections I will be discussing the validation
procedures for each phase of my application. This will include the conditioning of
each input field, with respect to any dependencies that must be satisfied
beforehand.
4.4.1 User Registration Validation
When a user first registers onto the system, they will be expected to provide a
range of personal information. As each input corresponds to a specific attribute
within the user registry table, it institutes great precedence for the proper
sequence of submission. This enlists several conditional factors that must be met
before a user is successfully registered. The nature of a condition can vary
depending on what is being verified, yet it’s possible for users to prompt more
than one form of validation at a time. User registration conditional factors
include:
Providing matching passwords.
Providing matching emails.
Selection of an unregistered username.
Completion of all input fields.
These conditions follow a specific order for execution, while also incorporating
elements for alternate outcomes. An additional point would be that three of
these factors involve local conditioning, while one requires verification from the
system database.
The following table displays all possible validation outcomes for the user
registration process:
56. Social Network Gaming 2012
56 | P a g e
Table 4: (User registration validation table)
Val1 = Fields not complete
Val2 = Passwords don’t match
Val3 = Emails don’t match
Val4 = Username is taken
Error message 1 = Please ensure you have completed all the fields before
submitting!
Error message 2 = Your passwords do not match!
Error message 3 = Your emails do not match!
Error message 4 = The username “Username Variable” is already in use, please
choose another.
4.4.2 Character Registration Validation
The character registration process exhibits a considerably large variety of input
fields, although its validation margin is particularly small. The operation follows a
similar form of conditioning as demonstrated within the user registration process.
The only significance is that the character registration conditions relate
exclusively to character data. The validation check involves two specific forms of
verification, one local and one external. The conditional factors involve:
Registering a character that hasn’t been claimed on a specific server.
Ensuring that all the input fields are fully completed.
Val1 Val2 Val3 Val4 Val2 & Val3
Error message 1
Error message 2
Error message 3
Error message 4