Schoolgirl Strikers: Radio Channel
41-447: Schoolgirl Strikers ( スクールガールストライカーズ , Sukūrugāru Sutoraikāzu ) is a Japanese social network game developed and published by Square Enix . The newly established private high school for girls, Goryoukan Academy, has a hidden face that people on the outside don't know about. The world you know is under threat by aliens, named "Oburi" (apparitions). These enemies are too strong for normal humans, and are especially threatening due to
82-650: A social media game , social gaming , or online social game ) is a type of online game that is played through social networks or social media . They typically feature gamification systems with multiplayer gameplay mechanics. Social network games were originally implemented as browser games . As mobile gaming took off, the games moved to mobile as well. While they share many aspects of traditional video games , social network games often employ additional ones that make them distinct. Traditionally they are oriented to be social games and casual games . The first cross-platform "Facebook-to-Mobile" social network game
123-429: A web browser or messaging app, and that usually monetize by showing advertisements to the player. Journalist Chris Kohler wrote in 2010 that Namco 's arcade game Pac-Man (1980), which debuted during the golden age of video arcade games , may be the first casual video game, due to its "cute cast of characters and a design sensibility that appealed to wider audiences than the shoot-em-up Space Invaders ." It
164-512: A battle deck. The main Memocas also affect the girls' appearances in battle. An original anime television adaption has been announced, Hiroshi Nishikiori directed the series at J.C.Staff with scripts written by Takao Yoshioka and Mizuto Suzuki and Kengo Tokusashi produced the music at Square Enix. The anime aired between January 7 to April 1, 2017, on Tokyo MX with further broadcasting on BS11 , AT-X , KBS , and Sun TV ; Crunchyroll streamed
205-416: A boom in web-based games, encouraging designers to create simple games that could be hosted on many different websites and which could be played to completion in one short sitting. One of the most prominent casual games, Bejeweled , started out as a Flash game that could be downloaded for a fee, or purchased at retail. As late as 2009, there was still a market for US$ 20 casual games purchased at retail or as
246-685: A download. In 2008 and 2009, casual social network games rapidly attained mainstream popularity following the release of Mafia Wars for Facebook, and Happy Farm in China. Happy Farm inspired many clones, including the most popular social network game, FarmVille (2009), which peaked at 83.76 million monthly active users in March 2010. These games innovated in viral marketing by rewarding players for sending invites to friends and posting game updates on their Facebook Wall . Casual games became popular on mobile phones , devices that turned ubiquitous among
287-414: A game has pre-defined effects outside the game system A social network game may employ any of the following features: Since social network games are often less challenging than console games and they have relatively shorter game play, they use different techniques to stretch game play and tools to retain users. Continuous goals: The games assign specific goals for users to achieve. As they advance in
328-436: A good return on investment for advertisers. Video ads are shown either in in-game interstitials (e.g. when the game is loading a new screen) or through incentive-based advertising, i.e. you will get either an in-game reward or Facebook credits for watching an advertisement. A brand or product will be injected in a game in some way. Due to the variety of ways in which product placement can be accomplished in any media, and because
369-491: A quality app focused on fun while leaving the edges of the game open for branding. This allows developers to market their game to companies that can find new and interesting ways to bond with, expand, or sell to their audience. Large established corporations are using social gaming to build brand awareness and engagement. The Walt Disney Company's Disney Animal Kingdom Explorers was developed to create awareness of Disney's theme parks and also promote conservation. The gameplay
410-636: A short period of time, does not involve as much violence as traditional video games, and is easier to grasp. Other games target certain demographics that use social media, such as Pot Farm creating a community by involving elements of cannabis subculture in its gameplay. A social network video game is a client-server application. The client in the web era was implemented with a mix of web technologies like Flash , HTML5 , PHP and JavaScript . When mobile games moved to mobile, social game front ends were developed using mobile platform technologies like Java , Objective-C , Swift and C++ . The back-end
451-826: A standard set of mechanics, controls, and tropes . Countless casual games have been developed and published, alongside hardcore games, across the history of video games . A concerted effort to capitalize on casual games grew in the 1990s and 2000s, as many developers and publishers branded themselves as casual game companies, publishing games especially for PCs, web browsers, and smartphones. Most casual games have: Casual games generally cost less than hardcore games, as part of their strategy to acquire as many players as possible. Any game monetization method can be used, from retail distribution to free-to-play to ad-supported. The term " hyper-casual game " or "instant game" arose in 2017 to describe extremely easy-to-learn games that require no download, being played in an existing app like
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#1732875780874492-408: A wide variety of people during the 2000s, and these phones often had preloaded clones of classic puzzle video games like Tetris , Qix , or tabletop-based games. The phones gave all-day availability to the phone owner and helped popularize casual games for many. Newer smartphones , with large color displays and intuitive tapping-and-dragging user interfaces, gave way to a rising industry during
533-608: Is Empire Avenue , a virtual stock exchange where players buy and sell shares of each other's social network worth. In Empire Avenue , a player's worth is linked to his or her social media influence and activity, as well as that of the other players he or she has invested virtual currency in. This game design promotes social media interaction as a means to attaining higher value in Empire Avenue market rankings. Gamers will be able to purchase in game items like power-ups, avatar accessories, or decorative items users purchase within
574-561: Is a rhythm game focused on a new team named Apricot Regulus, who want to be a Japanese idol group due to their abilities for singing. Characters from the original Schoolgirl Strikers appears in Twinkle Melodies, with the exception of Chocolate Mira and Almond Fomalhaut groups as the Others as well. The game features an anime opening and a new character design. Social network game A social network game (sometimes simply referred to as
615-493: Is actually an organization that seeks out girls who are more than meets the eye and trains them up for the "Fifth Force", a combat force created to subjugate the Oburi. There are endless amounts of parallel universes, all of which are similar but run in their own way. The Strikers are able to fight the Oburi by searching these alternate worlds for alternative " memory cards " (Memoca) costumes that are usable by them and effective against
656-474: Is divided evenly between two main elements, finding hidden object and large assortment of animals, and also includes simulation for players to build their own nature preserve. Players are expected to work with friends to collect the necessary materials to grow their habitat, while the hidden object element set players to compete for the highest score in their social setting. Some large established video games developers are acquiring small operators to capitalize on
697-443: Is estimated to have been played more than ten billion times during the 20th century, making it the highest-grossing video game of all time. In 1989, Nintendo 's Game Boy was released with Tetris as a free pack-in game. It was quickly learned and immensely popular, and is credited with making Nintendo's fledgling portable gaming system a success. Microsoft 's Solitaire (1990), which came free with Microsoft Windows ,
738-490: Is independent from individual players' game and play sessions Game time progresses according to real time, but in discrete steps Game play events initiated by specific real time events occurring Rules of a game instance change as gameplay takes place Players are encouraged to return frequently to a certain part of game space The need to perform a certain task considered easy repeatedly Designed support to handle players entering and leaving ongoing game sessions Parts of
779-441: Is low, they tend to be priced at bottom-of-the-barrel CPMs of around $ 2. However, because social games generate so many page views, they are the biggest part of advertising revenue for the social gaming industry. Videos are the ad format with the most revenue per view. They tend to be higher-priced, either by CPMs ($ 35+ CPM in social games) or cost-per-completed-view. According to studies, video ads result in highest brand recall thus
820-399: Is widely considered the first hit "casual game" on a computer, with more than 400 million people having played the game as of 2007 . Subsequent versions of Windows included casual games Minesweeper , FreeCell , and Spider Solitaire . The company published four Microsoft Entertainment Packs for casual gaming on office computers from 1990 to 1992. Casual games started to flourish online in
861-481: The "Oburi". You have been chosen by a mysterious person to lead a group of 5 girls in defeating an enemy that is threatening to destroy the world. Why you were chosen and who you are yourself is a mystery... Schoolgirl Strikers is a card collecting mobile game with RPG and visual novel influences. It was released in 2014 and is available for iOS and Android devices. Some of the things that make Schoolgirl Strikers different from your average card collecting game are
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#1732875780874902-582: The 1990s along with the rise of the World Wide Web , with card games and board games available from paid services like AOL and Prodigy , and then from web portals, like Yahoo! Games and Microsoft's Gaming Zone . In the mid-2000s, more sites specialized in game hosting and publishing, such as Gamesville and RealNetworks . Some publishers and developers branded themselves specifically as casual game companies, like Big Fish Games , PopCap Games , and MumboJumbo . The advent of Shockwave and Flash created
943-450: The 2010s with high accessibility through downloadable app marketplaces . Video game consoles ' primary audience is hardcore gamers, but there are some casual games on every game console, and Nintendo's Wii console's unique motion-sensing controller appealed to a more casual audience that was perhaps intimidated by other consoles' gamepad input devices. Wii Sports (2006), a collection of five simple sports games in which players used
984-538: The action Players can receive help in games by actions from those not playing The use of inviting new players to a game as game actions Game events are broadcast in a medium where others can perceive them Compound actions that require several players to perform actions Players perform actions to help others under the assumption that they later will be helped in return Trying to influence another placer's actions based upon moral grounds Players can pay real currency to gain some in-game advantage Some actions within
1025-473: The anime. The designs for their combat outfits as key visual were unveiled in November 2016. The series ran for 13 episodes and released across seven BD/DVD volumes. Schoolgirl Strikers: Twinkle Melodies ( スクールガールストライカーズ ~トゥインクルメロディーズ~ , Sukurugāru Sutorāikazu ~Tuinkuru Merodīzu~ ) is a spin-off game also released for iPhone and Android devices. Set in the same universe as the original game, Twinkle Melodies
1066-452: The category is nascent, this category is not standardized at all, but some examples include branded in-game goods or even in-game quests. For example, in a game where you run a restaurant, you might be asked to collect ingredients to make a Starbucks Frappuccino, and receive in-game rewards for doing so. As these product placement deals are non-standard, they are largely charged with a production fee, which can be $ 350,000 to $ 750,000 depending on
1107-399: The fact that they can travel through to the 'fourth' dimension where they can be safe. For some reason, certain young girls are able to harness the power to transverse these dimensions, and enter a 'fifth' dimension - a parallel universe . The only ones capable of fighting this enemy of mankind are girls known as "Strikers", who have the ability to sense the fifth dimension. Goryoukan Academy
1148-512: The game controller to swing a tennis racket or a baseball bat, was bundled with the Wii console in most territories and sold over 82 million copies as of 2019. Casual games can be found in many game genres . 2000s categorizations by Big Fish Games and Gamezebo , a casual game review site named seven popular genres in casual games: An industry group called the Casual Games Association
1189-473: The game itself. This is realized by monetize products that do not technically exist. Virtual goods account for over 90% of all revenue generated by the world's top social game developers. Designers optimize user experience through additional gameplay, missions, and quests, without having to worry about overhead or unused stock. The following are common ways of advertising in social network games: As banner ads within social networks tend to be where ad response
1230-412: The game space that only a single player can manipulate directly Games making use of other players' game instances to provide input to the game state Changing or rearranging game elements to form more complex structures The management of game resources for its own sake Temporary access to other players' private game spaces Actions that have only explicit benefits for somebody else than is performing
1271-451: The game while others may significantly alter the rationale behind the game and require extensive investment from players. The ways of gaining gaming capital are not limited to playing games but the games-related productive activities that are appreciated in the player's social circle too. By accumulating gaming capitals, they provide an intrinsic benefit to gamers as there is an avenue to boost their accomplishment and showcase their expertise of
Schoolgirl Strikers - Misplaced Pages Continue
1312-423: The game, the goals become more challenging and time-consuming. They also provide frequent feedback with their performance. Every action will translate towards a certain goal that will be used to attain higher gaming capitals. Gaming capitals: Players are encouraged to earn different badges, trophies, and accolades that indicate their progress and accomplishments. Some achievements are unlocked just by advancing in
1353-731: The game. The achievements are visible to their network of friends. Gaming capitals are a way for developers to increase replay value provides extended play time, and players get more value from the game. Motivation for collecting gaming capitals: Events timed to real world: Popular games such as Dragon City and Wild Ones require users to wait a certain time period before their "energy bars" replenish. Without energy, they are unable to conduct any form of action. Gamers are forced to wait and return after their energy replenishes to continue playing. Social network games frequently monetize based on virtual good transactions, but other games are emerging that utilize newer economic models. An example of
1394-549: The social gaming industry. The Walt Disney Company purchased social game developer Playdom for $ 763.0 million, and Electronic Arts purchased PopCap Games for $ 750.0 million in July 2011. Cow Clicker , created by Ian Bogost , was developed to highlight social games' most exploitative and abusive aspects. The game requires users to click on a picture of a cow every 6 hours to earn points. It also prompts users to encourage friends to join in to help them gain more points. Cow Clicker
1435-405: The special story missions and the 3D battle system; along with the ability to dress the girls up as you see fit. The way the battle system as a whole works is also quite different; you can choose any girls you want (limited to 5 at a time) to be in your team as long as you have at least one card of them. Then you add main and sub "Memocas" to them instead of just simply putting the cards themselves in
1476-484: The type of placement and the popularity of the game. Another form of advertising that is prevalent in many social games are lead generation offers. In this form of advertising, companies, usually from different industries, aim to convince players to sign up for their goods or services and in exchange, players will receive virtual gifts or advance in the game as a reward. Applications that are built once, then individualized and licensed again and again. Developer can create
1517-504: Was a mix of programming languages and systems including PHP , Ruby , C++ and go. Where social network video games diverged from traditional game development was the combination of real-time analytics, to continuously optimize game mechanics to drive growth, revenue and engagement. The following table outlines common characteristics of social games, mentioned by Björk at the 2010 GCO Games Convention Online: Information regarding players' game instances are publicly available Game state
1558-604: Was clearly designed to ridicule other social media games such as FarmVille , yet fifty-six thousand users played it at its peak. The community also evolved and spawned similar games, garnered critical reviews and even gained a strategy guide . Casual gaming A casual game is a video game targeted at a mass market audience, as opposed to a hardcore game , which is targeted at hobbyist gamers . Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessions, and require less learned skill. They do not expect familiarity with
1599-569: Was developed in 2011 by a Finnish company Star Arcade. Social network games are amongst the most popular games played in the world, with several products with tens of millions of players. (Lil) Green Patch , Happy Farm , and Mob Wars were some of the first successful games of this genre. FarmVille , Mafia Wars , Kantai Collection , and The Sims Social are more recent examples of popular social network game. Major companies that made or published social network games include Zynga , Wooga and Bigpoint Games . As of 2010, it
1640-489: Was founded in 2005 to promote casual games and to provide educational, networking, and market research resources to casual game developers and publishers. It published a print magazine and hosted annual conferences called "Casual Connect" in Seattle, Kyiv, Amsterdam and London with what it said were "upwards of 7,000 professional attendees each year". In 2018, the show was sold to media company Greenlit Content, who then rebranded
1681-527: Was reported that 55 percent of the social network gaming demographic in the United States consisted of women while in the United Kingdom, women made up nearly 60 percent of the demographic. In addition, most social gamers were around the 30 to 59 age range, with the average social gamer being 43 years old. Social gaming may appeal more to the older demographic because it is free, easier to advance through in