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Social Network Gaming 2012
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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
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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
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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
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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)
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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
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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
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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]
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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.
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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?
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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
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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
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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
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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
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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].
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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.
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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.
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 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.
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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.
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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]
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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.
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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
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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]
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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
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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.
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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,
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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%.
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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.
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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.
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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.
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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.
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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.
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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,
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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.
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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.
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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
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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
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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)
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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.
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 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.
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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
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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
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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.
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Entity Relationship Diagram
Figure 12: Entity Relationship Diagram
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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.
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User Use Case Diagram
Figure 13: User Use Case Diagram
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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.
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 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
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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
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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.
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Character Registration Sequence Diagram
Figure 15: Character Registration Sequence Diagram
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User Registration Sequence Diagram
Figure 16: User Registration Sequence Diagram
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Last Login Sequence Diagram
Figure 17: Last Login Sequence Diagram
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Guild Registration Sequence Diagram
Figure 18: Guild Registration Sequence Diagram
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Guild Master Registration Sequence Diagram
Figure 19: Guild Master Registration Sequence Diagram
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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:
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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 
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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 