Share to: share facebook share twitter share wa share telegram print page

Social network game

A social network game (sometimes simply referred to as 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.[1][2][3][4] 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.[5] 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 was developed in 2011 by a Finnish company Star Arcade.[6][7] Social network games are amongst the most popular games played in the world, with several products with tens of millions of players.[8] (Lil) Green Patch, Happy Farm, and Mob Wars were some of the first successful games of this genre.[9] FarmVille, Mafia Wars, Kantai Collection, and The Sims Social are more recent examples of popular social network game.[10][11][12]

Major companies that made or published social network games include Zynga, Wooga and Bigpoint Games.

Demographics

As of 2010, it 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 a short period of time, does not involve as much violence as traditional video games, and is easier to grasp.[13]

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.[14]

Technology and platforms

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 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.

Distinct features

The following table outlines common characteristics of social games, mentioned by Björk at the 2010 GCO Games Convention Online:[15]

Characteristic Potential enablers Consequences Examples
Public player statistics

Information regarding players' game instances are publicly available

  • Static relations
  • Ephemeral events
  • Global high score lists
  • Friend lists
  • Social status
Persistent game worlds

Game state is independent from individual players' game and play sessions

  • Static relations
  • Spontaneity
  • Fiction
  • Tick-based games
Tick-based games

Game time progresses according to real time, but in discrete steps

  • Persistent game worlds
  • Asynchronicity
  • Asynchronous games
  • Downtime
  • Encouraged return
Events timed to real world

Game play events initiated by specific real time events occurring

  • Tick-based games
  • Ephemeral events
  • Evolving game play design
  • Encouraged return visits
  • Mafia Wars
  • LifeSocialGame
Evolving gameplay design

Rules of a game instance change as gameplay takes place

  • Events timed to real world
  • Ephemeral events
  • Encouraged return visits
  • Exploration
  • Red queen dilemma
  • Mafia Wars
  • FarmVille
  • Parking Wars
  • Normic
Encouraged return visits

Players are encouraged to return frequently to a certain part of game space

  • Catching ephemeral events
  • Continuous goals
  • Risk/reward
  • Tick-based games
  • Grinding
  • Parking Wars
  • LifeSocialGame
Grinding

The need to perform a certain task considered easy repeatedly

  • Difficulty and punishments
  • Encouraged return visits
  • Pottering
Drop-in/drop-out

Designed support to handle players entering and leaving ongoing game sessions

  • Asynchronicity
  • Persistent game worlds
  • Spontaneity
  • Ephemeral events
Private game spaces

Parts of the game space that only a single player can manipulate directly

  • Difficulty and punishments
  • Narrativity
  • Persistent Game Worlds
  • Drop-In/Drop-Out
  • Construction
  • Visits
  • Massively single-player games
Massively single-player online games

Games making use of other players' game instances to provide input to the game state

  • Asynchronicity
  • Private game spaces
Construction

Changing or rearranging game elements to form more complex structures

  • Fiction
  • Narrativity
  • Private game spaces
  • Pottering
  • Mafia Wars
  • FarmVille
  • LifeSocialGame
Pottering

The management of game resources for its own sake

  • Difficulty and punishment
  • Grinding
  • Construction
  • Static relations
  • Juiciness
Visits

Temporary access to other players' private game spaces

  • Inherent sociability
  • Private game spaces
  • Ephemeral events
  • Massively single-player games
  • FarmVille
  • Puerto Rico
  • LifeSocialGame
Altruistic actions

Actions that have only explicit benefits for somebody else than is performing the action

  • Inherent sociability
  • Free gift inventories
  • Visits
  • Non-player help
  • Collaboration
  • Expected reciprocity
  • FarmVille
  • D&D Tiny Adventures
Non-player help

Players can receive help in games by actions from those not playing

  • Broadcasting ephemeral events
  • Altruistic actions
  • Symbolic physicality
  • Extra-game event broadcasting
Invites

The use of inviting new players to a game as game actions

  • Inherent sociability
  • Static relations
  • Drop-in/drop-out
  • Non-player help
  • Extra-game event broadcasting
  • Mafia Wars
  • FarmVille
  • LifeSocialGame
Extra-game event broadcasting

Game events are broadcast in a medium where others can perceive them

  • Achievements
  • Invites
  • Non-player help
  • Broadcasting ephemeral events
  • Mafia Wars
Collaborative actions

Compound actions that require several players to perform actions

  • Inherent sociability
  • Altruistic actions
  • Construction
  • Symbolic physicality
  • Cooperation
  • Delayed reciprocity
  • Purchasable game advantages
  • FarmVille
  • Pandemic
  • LifeSocialGame
Delayed reciprocity

Players perform actions to help others under the assumption that they later will be helped in return

  • Inherent sociability
  • Altruistic actions
  • Collaborative actions
  • Guilting
  • FrontierVille
  • LifeSocialGame
Guilting

Trying to influence another placer's actions based upon moral grounds

  • Ephemeral events
  • Inherent sociability
  • Delayed reciprocity
  • FrontierVille
  • Intrigue
Purchasable game advantages

Players can pay real currency to gain some in-game advantage

  • Difficulty and punishment
  • Collaborative actions
  • Social status
Extra–game consequences

Some actions within a game has pre-defined effects outside the game system

  • Inherent sociability
  • Altruistic actions
  • Purchasable game advantages
  • Static relations
  • Social status
  • Lil' Green Patch
  • FarmVille

A social network game may employ any of the following features:[16]

  • asynchronous gameplay, which allows rules to be resolved without needing players to play at the same time.
  • gamification, which video game mechanics such as achievements and points are applied to those experienced when playing games in order to motivate and engage users.
  • community, as one of the most distinct features of social video games is in leveraging the player's social network. Quests or game goals may only be possible if a player "shares" with friends connected by the social network hosting the game or gets them to play, as well as "neighbors" or "allies".
  • a lack of victory conditions: there are generally no victory conditions since most developers count on users playing their games often. The game never ends and no one is ever declared winner. Instead, many casual games have "quests" or "missions" for players to complete. This is not true for board game-like social games, such as Scrabble.
  • a virtual currency which players usually must purchase with real-world money. With the in-game currency, players can buy upgrades that would otherwise take much longer to earn through in-game achievements. In many cases, some upgrades are only available with the virtual currency.

Engagement strategies

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.[citation needed]

Continuous goals: The games assign specific goals for users to achieve. As they advance in 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.[citation needed]

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 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 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.[citation needed]

Motivation for collecting gaming capitals:

1. Legitimization: refers to society's willingness to approve or condone certain behavior. Collecting is about channeling one's materialistic desires into more meaningful pursuits. Game achievements serve a similar purpose, allowing players to justify the hours spent playing the game.[citation needed]
2. Self-extension: Gathering and controlling meaningful objects or experiences can work to gain one an improved sense of self. The collector's goal to complete a collection is symbolically about completing the self too.[17]

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.[citation needed]

Monetization

Social network games frequently monetize based on virtual good transactions, but other games are emerging that utilize newer economic models. An example of 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.[18][19]

Virtual goods

Gamers will be able to purchase in game items like power-ups, avatar accessories, or decorative items users purchase within 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.

Advertising

The following are common ways of advertising in social network games:[20]

As banner ads within social networks tend to be where ad response 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.

Video ads

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 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.

Product placement

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 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 the type of placement and the popularity of the game.

Lead generation offers

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.[21]

Sponsorship

Applications that are built once, then individualized and licensed again and again. Developer can create 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.[22]

Social gaming as corporate promotion

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 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.[23]

Some large established video games developers are acquiring small operators to capitalize on 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.[24][25]

Criticism

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 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.[26]

In a study by Bitdefender, it was shown that social games increase spam and phishing by 50 percent in social media platforms. This is made possible through hackers creating fake profiles and relying on bots to send spam messages to other users via social gaming applications. Many of these users who receive the messages willingly add the spammers' fake profiles into their circle of friends to depend on them for additional gaming support. In doing so, several users have become more prone to being victims of data, identity theft, account hijacking, and other issues. The spammer's action here, however, does not constitute as abuse since it is typically the user who adds the spammer on their end. As such, the spammer's account cannot be suspended by a social network.[27]

Social networking gamers are also susceptible to unwanted charges. For instance, some of these games offer virtual currency if the player fills out a survey. After completing the survey, users are asked to type down their phone number, then wait for a text message that will give them a PIN to enter into a site and will finally give them their results. By entering the PIN into the site, they are subscribed to some service—such as ones that provide horoscope forecasts—are charged for it, and may not be aware of it unless they have carefully read the fine print.[28]

Some critics have also claimed that social networking games have caused the numbers of fake profiles to rise. Creating a fake profile can be advantageous if the game, for example, offers rewards whenever a user introduces the game to their friends. By inviting the fake profile to play the game, the user can trick the games' point-based system into thinking that they are actually helping the game gain popularity and in return, they may receive rewards from the game. Social networking sites such as Facebook eliminates fake profiles if and only if these profiles are reported by other users.[29]

One of the more popular genres to social games are those that imitate gambling activities which are free to play and easily accessible through a social network. However, the similarity these games have with gambling has also created a debate about whether or not social games need to be regulated. Several policymakers from various countries—Australia, Belgium, Spain, and the United Kingdom—have shown concern about the potential and negative impact these games could cause.[30]

References

  1. ^ Chen, Sande (April 29, 2009). "The Social Network Game Boom". Gamasutra. Archived from the original on June 23, 2014. Retrieved May 26, 2010.
  2. ^ "Scale of Impact-Social Games Online". January 20, 2016. Archived from the original on January 22, 2016. Retrieved January 22, 2016.
  3. ^ Lev Grossman. "The Odd Popularity of Mafia Wars". TIME. Archived from the original on November 10, 2009.
  4. ^ Workshop: Game Design for Social Networks, Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era by Aki Järvinen from TIME (2009).
  5. ^ Kim, Ryan (October 12, 2010). "The Future of Social Games is Mobile". Gigaom. Archived from the original on October 5, 2011. Retrieved October 11, 2011.
  6. ^ "Star Arcade launches world's first Facebook-to-Mobile multi player game". WirelessDuniya. Archived from the original on July 9, 2014. Retrieved March 24, 2014.
  7. ^ "First Multi-player Game On Facebook". Consumer Lab / McCann Worldgroup. Archived from the original on March 24, 2014. Retrieved March 24, 2014.
  8. ^ Zoe Kleinman (November 2009). "Social network games catch the eye of computer giants". BBC News. Archived from the original on October 27, 2014. Retrieved May 26, 2010..
  9. ^ Kohler, Chris (December 24, 2009). "14. Happy Farm (2008)". The 15 Most Influential Games of the Decade. Wired. p. 2. Archived from the original on October 2, 2011. Retrieved September 10, 2011.
  10. ^ "提督100万人突破、そして島田フミカネ氏による航空母艦も実装決定! ─ 『艦これ』秋のイベントも実施準備中". インサイド. October 10, 2013. Archived from the original on July 1, 2014. Retrieved November 15, 2013.
  11. ^ "艦これをパズドラと並べないでください". ASCII.jp. November 14, 2013. Archived from the original on November 23, 2013. Retrieved November 15, 2013.
  12. ^ "Facebook Games". June 21, 2018. Archived from the original on June 29, 2018. Retrieved June 29, 2018.
  13. ^ Ingram, Matthew. "Average Social Gamer Is a 43-Year-Old Woman". Gigaom. Archived from the original on May 31, 2014. Retrieved June 10, 2014.
  14. ^ Benedetti, Wendy (2011). "Dude, 'Pot Farm' is totally 'FarmVille' for stoners". NBC News. Archived from the original on January 28, 2013.
  15. ^ Björk, S. (2010). "Principles and patterns of social games: Where's the difference compared to other games?". Leipzig: GCO Games Convention Online. Archived from the original on July 30, 2012. Retrieved April 1, 2012.
  16. ^ Radoff, Jon (2011). Game On: Energize Your Business with Social Media Games. Wiley. pp. 27–29, 39–40. ISBN 978-0-470-93626-9.
  17. ^ "TamPub". TamPub. Archived from the original on November 15, 2012. Retrieved September 17, 2012.
  18. ^ "Empire Avenue, the stockmarket where YOU'RE for sale". July 26, 2010. Archived from the original on April 29, 2011. Retrieved March 22, 2011.
  19. ^ "Empire Avenue creates a stock market to measure your social influence". February 24, 2010. Archived from the original on September 18, 2010. Retrieved March 22, 2011.
  20. ^ "How Zynga Makes Money". Archived from the original on June 25, 2012. Retrieved March 31, 2012.
  21. ^ Arrington, Michael (October 26, 2009). "Social Games: How The Big Three Make Millions". TechCrunch. Archived from the original on June 17, 2014. Retrieved June 10, 2014.
  22. ^ Lori Taylor (August 12, 2010). "Why Social Media Gaming Is Big Business for Your Business". Social Media Examiner. Archived from the original on June 26, 2012. Retrieved September 17, 2012.
  23. ^ Gaudiosi, John (March 26, 2012). "Disney Social Games Creates First Facebook Game With Theme Park Tie-In". The Hollywood Reporter. Archived from the original on March 29, 2012. Retrieved April 1, 2012.
  24. ^ "Disney Buys Playdom For Up To $763.2 Million — paidContent". Paidcontent.org. July 28, 2010. Archived from the original on January 6, 2013. Retrieved September 17, 2012.
  25. ^ "Electronic Arts to Buy PopCap Games". The New York Times. July 12, 2011. Archived from the original on October 18, 2017. Retrieved March 5, 2017.
  26. ^ Mattise, Nathan. "Storyboard Podcast: The Curse of Cow Clicker". Wired. Archived from the original on December 22, 2016. Retrieved September 30, 2021.
  27. ^ George, Lucian Petre. "Facebook – Another breach in the wall" (PDF). Bitdefender. Archived (PDF) from the original on December 5, 2010. Retrieved June 11, 2014.
  28. ^ Shin, Dong-Hee; Shin, Youn-Joo (March 2011). "Why do people play social network games?". Computers in Human Behavior. 27 (2): 852–861. doi:10.1016/j.chb.2010.11.010.
  29. ^ Nazir, Atif; Raza, Saqib; Chuah, Chen-Nee; Burkhard, Schipper. "Ghostbusting Facebook: Detecting and Characterizing Phantom Profiles in Online Social Gaming Applications" (PDF). Archived from the original (PDF) on April 1, 2011. Retrieved June 11, 2014.
  30. ^ Gainsbury, Sally; Hing, Nerilee; Delfabbro, Paul; King, Daniel (2014). "A taxonomy of gambling and casino games via social media and online technologies". International Gambling Studies. 14 (2): 196–213. doi:10.1080/14459795.2014.890634. S2CID 143563308.

Read other articles:

この項目では、プロレスラーについて説明しています。その他の「鈴木実」については「鈴木実」をご覧ください。 この存命人物の記事には検証可能な出典が不足しています。信頼できる情報源の提供に協力をお願いします。存命人物に関する出典の無い、もしくは不完全な情報に基づいた論争の材料、特に潜在的に中傷・誹謗・名誉毀損あるいは有害となるものはすぐ

PesyitaNaskah dari abad ke-9Nama lengkapܡܦܩܬܐ ܦܫܝܛܬܐ mapaqtâ pšîṭâNama lainPesyito, Psyito, FsyitoTerbitanlengkapAbad ke-2 MJenis penerjemahanBahasa SuryaniAfiliasi agamaKristen SuryaniKejadian 1:1–3 ܒܪܵܫܝܼܬܼ ܒܪ݂ܵܐ ܐܲܠܵܗܵܐ ܝܵܬܼ ܫܡܲܝܵܐ ܘܝܵܬܼ ܐܲܪܥܵܐ ܘܐܲܪܥܵܐ ܗܘ̣ܵܬܼ ܬܘܿܗ ܘܒ݂ܘܿܗ ܘܚܸܫܘܿܟ݂ܵܐ ܥܲܠ ܐܲܦܲܝ̈ ܬܗܘܿܡܵܐ ܘܪܘܼܚܹܗ ܕܐܲܠܵܗܵܐ ܡܪܲܚܦܵܐ ܥܲܠ ܐܲܦܲܝ̈ ܡܲܝ̈ܵܐ ܘ...

Ospedale Misericordia di GrossetoStato Italia LocalitàGrosseto IndirizzoViale Senese Fondazione1974 Dir. generaleAntonio D'Urso Dir. sanitarioSimona Dei Sito webwww.usl9.grosseto.it/ Mappa di localizzazione Modifica dati su Wikidata · ManualeCoordinate: 42°46′37.41″N 11°07′31.15″E / 42.777058°N 11.125319°E42.777058; 11.125319 L'ospedale Misericordia di Grosseto è la struttura ospedaliera della città di Grosseto, capoluogo dell'omonima provincia in Tos...

List of film with no parts surviving Lon Chaney appeared in numerous films that are now lost. This still is from The Miracle Man (1919), a mostly lost film. At one time a popular player at Fox, all of Valeska Suratt's Fox films are lost. For this list of lost films, a lost film is defined as one of which no part of a print is known to have survived. For films in which any portion of the footage remains (including trailers), see List of incomplete or partially lost films. Reasons for loss Film...

У Вікіпедії є статті про інших людей із прізвищем Лукашевич. Лукашевич Олексій ІвановичЗагальна інформаціяГромадянство  УкраїнаНародження 11 січня 1977(1977-01-11)[1] (46 років)Дніпропетровськ, Українська РСР, СРСРЗріст 175 смВага 72 кгСпортКраїна  УкраїнаВид спорту...

  لمعانٍ أخرى، طالع دريك (توضيح). دريك دريك في 2016 معلومات شخصية اسم الولادة أوبري دريك غراهام الميلاد 24 أكتوبر 1986 (العمر 37 سنة) كنداتورونتو  الإقامة تورونتوهيدين هيلز، لوس أنجلوس، كاليفورنيا  الجنسية كندي العرق أمريكي أفريقي [1][2]  الديانة اليهودية[3]...

EMD Baureihe GP9 EMD GP9 der Southern Pacific RailroadEMD GP9 der Southern Pacific Railroad Nummerierung: verschiedene Bahngesellschaften Hersteller: Electro-Motive Division Baujahr(e): 1954–1963 Achsformel: Bo'Bo' Spurweite: 1435 mm (Normalspur) Länge über Puffer: 15.544 mm Dienstmasse: 110 t Höchstgeschwindigkeit: 110 km/h Stundenleistung: 1.300 kW Motorentyp: EMD 567C, 2-Takt Diesel Leistungsübertragung: elektrisch Anzahl der Fahrmotoren: 4 Die EMD GP9 ist ei...

Nokia 5800 XpressMusicPembuatNokiaJaringanGSM, EGPRS, WCDMA, HSDPA, A-GPSPendahuluNonePenerusNokia X6TerkaitXpressMusicFaktor bentukCandybarDimensi111 × 51.7 × 15.5 mmBerat109gSistem OperasiSymbian OS 9.4 + S60 platform 5th Edition, Firmware versi 31.0.101CPUARM11 @ 434 Mhz setelah firmware V20 [1]Memori128 MB SDRAMKartu Externalmax. 16 GB microSDHC, termasuk kartu 8 GBBateraiBL-5J (3.7V 1320mAh)InputLayar sentuh dengan Nokia Dynamic Intelligent LayoutsLayarnHD 640 x 360 pixels,[...

This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed.Find sources: Simpang Ampat railway station – news · newspapers · books · scholar · JSTOR (July 2017) (Learn how and when to remove this template message) Simpang Ampat | Commuter rail stationGeneral informationLocation Simpang Ampat, Penang, MalaysiaCoordinates5°17′10″...

Artikel ini bukan mengenai Masaru Inoue (astronom). Dalam artikel ini, nama keluarganya adalah Inoue. Inoue MasaruLahir(1843-08-25)25 Agustus 1843Hagi, Domain Choshu, Keshogunan TokugawaMeninggal2 Agustus 1910(1910-08-02) (umur 66)London, Inggris, Kerajaan Bersatu Britania Raya dan IrlandiaNama lainNomura YakichiPekerjaanInsinyurDikenal atasBapak perkeretaapian Jepang Inoue Masaru (Kanji: 井上勝; 25 Agustus 1843 – 2 Agustus 1910) adalah Direktur Perkeretaapian per...

それいけ!アンパンマンキラキラ星の涙監督 永丘昭典脚本 翁妙子原作 やなせたかし製作総指揮 藤岡豊出演者 戸田恵子中尾隆聖増岡弘佐久間レイ山寺宏一折笠愛水島裕加藤治島本須美柳沢三千代鶴ひろみ音楽 いずみたく撮影 高橋宏固編集 鶴渕和子鶴渕允寿製作会社 日本テレビ松竹富士東京ムービー新社フレーベル館公開 1989年3月11日上映時間 約75分製作国 日本言語 日...

Artikel ini sebatang kara, artinya tidak ada artikel lain yang memiliki pranala balik ke halaman ini.Bantulah menambah pranala ke artikel ini dari artikel yang berhubungan atau coba peralatan pencari pranala.Tag ini diberikan pada Januari 2023. Artikel ini tidak memiliki referensi atau sumber tepercaya sehingga isinya tidak bisa dipastikan. Tolong bantu perbaiki artikel ini dengan menambahkan referensi yang layak. Tulisan tanpa sumber dapat dipertanyakan dan dihapus sewaktu-waktu.Cari sumber:...

Frederick William I dari Prusia Frederick William I (Jerman: Friedrich Wilhelm I) (14 Agustus 1688 – 31 Mei 1740) dari Dewan Hohenzollern atau Frederick Agung, adalah Raja Prusia dan Elektor Brandenburg (sebagai Frederick William II) dari tahun 1713 hingga kematiannya. Pranala luar Wikimedia Commons memiliki media mengenai Frederick William I of Prussia. Biography of Frederick William I Diarsipkan 2009-08-26 di Wayback Machine. Artikel bertopik biografi tokoh ini adalah se...

Percentage of a sum of money charged for its use Part of a series onFinance Markets Assets Bond Commodity Derivatives Foreign exchange Money Over-the-counter Private equity Real estate Spot Stock Participants Investor institutional Retail Speculator Locations Financial centres Offshore financial centres Conduit and sink OFCs Instruments Bond Cash Collateralised debt obligation Credit default swap Time deposit (certificate of deposit) Credit line Deposit Derivative Futures contract Indemnity I...

1980 film by Rob Cohen For the Germs tribute album, see A Small Circle of Friends (album). A Small Circle of FriendsTheatrical release posterDirected byRob CohenWritten byEzra SacksProduced byTim ZinnemannStarring Brad Davis Karen Allen Jameson Parker CinematographyMichael ButlerEdited byRandy RobertsMusic byJim SteinmanDistributed byUnited ArtistsRelease date March 12, 1980 (1980-03-12) Running time113 minutesCountryUnited StatesLanguageEnglishBudget$5-6 million[1]Box ...

LATAM Airlines Group S.A. (es) Juntos, más lejos(pt) Juntos, mais longe(Ensemble, plus loin)Codes IATAOACIIndicatif d'appel LA/JJ LAN/TAM LATAM Repères historiques Date de création 5 mars 2011 Dates clés 1929 : Création de LAN Airlines1976 : Création de TAM Airlines Généralités Basée à Aéroport international Arturo-Merino-BenítezAéroport international de São Paulo/Guarulhos Autres bases Aéroport international Jorge-Chávez Programme de fidélité LATAM Pass Alliance ...

日本の政治家篠原 陸朗しのはら ろくろう 篠原陸朗生年月日 (1883-03-26) 1883年3月26日出生地 東京府没年月日 (1966-09-06) 1966年9月6日(83歳没)出身校 東京帝国大学所属政党 立憲民政党日本進歩党改進党テンプレートを表示 篠原 陸朗(しのはら ろくろう、1883年〈明治16年〉3月26日[1] - 1966年〈昭和41年〉9月6日)は、日本の政治家。衆議院議員選挙に通算4回当選した。 ...

Hospital in Dublin, IrelandRotunda HospitalHealth Service Executive - RCSI HospitalsRotunda Hospital frontage on Parnell StreetShown in DublinGeographyLocationParnell Square East, Rotunda, D01 P5W9, Dublin, IrelandCoordinates53°21′09″N 6°15′45″W / 53.3526°N 6.2626°W / 53.3526; -6.2626OrganisationCare systemHSETypeSpecialistAffiliated universityRoyal College of Surgeons in IrelandDublin City UniversityPatronBartholomew MosseServicesSpecialityMaternity hospit...

この記事は英語版の対応するページを翻訳することにより充実させることができます。(2022年2月)翻訳前に重要な指示を読むには右にある[表示]をクリックしてください。 英語版記事を日本語へ機械翻訳したバージョン(Google翻訳)。 万が一翻訳の手がかりとして機械翻訳を用いた場合、翻訳者は必ず翻訳元原文を参照して機械翻訳の誤りを訂正し、正確な翻訳にし...

Human settlement in ScotlandHelmsdaleScottish Gaelic: Bun IlidhScots: HelmsdalHelmsdaleLocation within the Sutherland areaPopulation764 (2011)[1]OS grid referenceND025155• Edinburgh151 mi (243 km)• London478 mi (769 km)Council areaHighlandLieutenancy areaSutherlandCountryScotlandSovereign stateUnited KingdomPost townHELMSDALEPostcode districtKW8Dialling code01431PoliceScotlandFireScottishAmbulanceScottish UK...

Kembali kehalaman sebelumnya