WO2014109435A1 - Online challenge game method, online challenge game system and method for calculating advertisement costs - Google Patents

Online challenge game method, online challenge game system and method for calculating advertisement costs Download PDF

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Publication number
WO2014109435A1
WO2014109435A1 PCT/KR2013/003305 KR2013003305W WO2014109435A1 WO 2014109435 A1 WO2014109435 A1 WO 2014109435A1 KR 2013003305 W KR2013003305 W KR 2013003305W WO 2014109435 A1 WO2014109435 A1 WO 2014109435A1
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game
challenge
online
advertisement
online challenge
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PCT/KR2013/003305
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French (fr)
Korean (ko)
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김형석
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엠-비즈 글로벌 솔루션 게엠베하
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Publication of WO2014109435A1 publication Critical patent/WO2014109435A1/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Definitions

  • the present invention relates to an online challenge game method and system and an advertisement cost calculation method, and more particularly, to an online challenge game method and system for determining a win or loss by comparing a single game score obtained from a wireless terminal online and an advertisement cost. It is about a calculation method.
  • game developers or game distributors use advertising revenue based on the number of game users and ad revenue through advertisement exposure on the game screen.
  • the advertisement form exposed on the game screen is a banner advertisement or a pop-up advertisement type, it is displayed in a part of the main screen displayed on the small display, so that the effective advertisement effect is expected unless the users show an active action to recognize the advertisement. Can't.
  • most of the advertising content is distributed randomly to an unspecified number of users, which may cause a feeling of rejection to a user and may cause a negative advertising effect.
  • An object of the present invention for solving the above problems is to provide an online challenge game method and system that can double interest with competition and rewards in conjunction with a single game.
  • Another object of the present invention is to enable the game users to acquire additional scores through the advertising game to the online challenge game score, online game users can surely induce advertisement exposure during the game by downloading the advertisement posting voluntarily It is to provide a game method and system.
  • Another object of the present invention is an online challenge game method that can not only obtain an additional score through the advertising game to the online challenge game score, but also can be induced to competitively download the advertising game by linking with the acquisition of a gift certificate that can be traded. And to provide a system.
  • Another object of the present invention is to provide an online challenge game method and system that can increase the cost of advertising by ensuring a clear advertising exposure through the advertising game.
  • Still another object of the present invention is to provide a method for calculating an advertisement exposure time linked advertisement cost by counting an advertisement game play time.
  • the online challenge game method of the present invention for achieving the above object is a total of challengers that combines the single game score (SGS1) obtained through the terminal of the challenger and the advertising game score (AGS1) obtained by playing the given advertising game during the online challenge.
  • the winner of the online challenge game may be given a victory point related to the advertising game.
  • the acquired Victory Points Once the acquired Victory Points reach a certain point, they can be replaced with the actual price voucher associated with the advertising game.
  • the gift certificate is a term representing a reward, and may be given in a printed output or a mobile display form as a gift voucher, a cultural gift certificate, or a discount coupon.
  • it is preferable that a banner advertisement-related banner advertisement is exposed on the terminal display during the single game play process and the online challenge process.
  • the pioneer may be any one of friends registered at the challenger's terminal, friends invited, or players randomly selected from the game.
  • the randomly selected ones of the players of the single game may be selected by the challenger matching algorithm.
  • At least one advertisement game given in the present invention may be presented in response to the challenger's profile information and selected by the challenger.
  • the challenger profile information may include at least one of a challenger's name, age, geographical location, interests, email address, social network in use, number of registered friends or single game ranking information.
  • the advertisement game given in the present invention may be composed of an HTML5 game.
  • the online challenge game system of the present invention manages a challenge request and a challenge acceptance of each terminal by communicating with a plurality of terminals and a plurality of terminals for obtaining a single game score and an advertisement game score, and a challenge game is completed. Online challenge game by comparing the total game scores calculated by summing up each single game score uploaded from both terminals and the advertising game scores respectively obtained from each terminal. Characterized in that the online challenge game server for determining the winner.
  • Each terminal of the present invention includes a display, an input unit, a communication module, a storage unit for storing a single game score, an advertisement game score, and a total game score, respectively, and a processor for executing a single game and an online challenge game program.
  • the online challenge game program executed in the processor stores the single game score acquired when playing a single game through a display and a command input unit in a storage unit, uploads a challenge request to the online challenge game server through a communication module, and responds thereto. Download and install the advertising game from the online challenge game server, upload the advertising game score obtained when playing the advertising game through the communication module to the online challenge game server, and download the total game score and the challenge game result from the online challenge game server. And storing the challenge game result on the display.
  • the online challenge game terminal may be any one of a smart phone, a tablet personal computer, a notebook computer, or a portable terminal having wired or wireless Internet access.
  • the processor may display a banner advertisement related to the advertisement game on the display during the single game play process and the online challenge process.
  • the processor may select the pioneer in one of a friend selection mode for selecting the pioneer from the registered friend list and a random selection mode for randomly selecting the pioneer.
  • the processor may display a game list including at least one advertisement game on the display, and download the advertisement game selected from the game list from the server.
  • the games displayed on the game list may be games having attributes matching the terminal user profile information.
  • the terminal user profile information may include at least one of a photo, a name, a birth year, an address, an interest, an e-mail address, a social network in use, the number of registered friends, a challenge game, and ranking information.
  • the online challenge game server of the present invention executes an online challenge game management program, a database for storing registration information and challenge game information of online challenge game users, a communication module for communicating with a plurality of online challenge game terminals, and an online challenge game management program. It has a processor.
  • the online challenge game management program receives the challenge request uploaded from each terminal through the communication module, notifies the challenge request to the challenged counterpart terminal, and downloads the advertising game to both terminals upon accepting the challenge, Comparing the total number of game scores uploaded by both parties to determine the winner of the challenge game, download the determined game results and victory points to the winner terminal, and if the cumulative victory points of the winner reaches a certain point by referring to the database cumulative victory points It can be exchanged for a voucher at the actual price.
  • the processor of the server may download a banner advertisement containing the target victory point and the actual price of the gift certificate information when connecting a plurality of terminals to each terminal.
  • the processor may upload the counterpart selection information upon the challenge request from the terminal.
  • the processor may select a challenger among the waiting game waiters by a matching algorithm.
  • the advertisement games downloaded to the terminal are preferably advertisement games having attributes matching the profile information of the terminal user who requested the challenge.
  • the method of calculating the advertising cost of the present invention is characterized by counting the advertising game play time, and calculating the advertising cost in proportion to the counted advertising game play time.
  • the calculating of the advertising cost it is preferable to calculate the advertising cost in proportion to the average value obtained by calculating the average value of the play time of the advertising game.
  • the online challenge game method is a challenge game by providing an opportunity to obtain an additional game score through an advertisement game when the online challenge game is doubled because the online challenge game is made in conjunction with a single game.
  • By encouraging the increase of the winning rate it is possible to actively insulate the downloading game of advertising games, thereby maximizing the advertising effect.
  • the advertising fee can be calculated in conjunction with the advertising game play time, the advertising cost can be calculated in proportion to the advertising exposure time.
  • gift certificates can be obtained according to the points of the online challenge game, it is possible to increase the advertising revenue since it can guarantee the high advertisement exposure probability by inducing the download of the advertising games competitively.
  • FIG. 1 is a conceptual diagram illustrating an online challenge game system according to the present invention.
  • FIG. 2 is a flowchart illustrating an online challenge game method according to the present invention.
  • Figure 3 is a block diagram of a preferred embodiment of an online challenge game system according to the present invention.
  • FIG. 4 is a flowchart illustrating an online challenge game main program executed in a processor of the server of FIG. 3.
  • 5A and 5B are a flow chart for explaining the online challenge game management subroutine of FIG.
  • 6A to 6C are flowcharts illustrating an online challenge game terminal program executed in the terminal 200 of FIG. 3.
  • 7 to 15 are screen state diagrams displayed on the display according to the operation of the terminal.
  • first and second may be used to describe various components, but the components should not be limited by the terms. The terms are used only for the purpose of distinguishing one component from another.
  • the first component may be referred to as the second component, and similarly, the second component may also be referred to as the first component.
  • a function or operation specified in a specific block may occur out of the order specified in the flowchart. For example, two consecutive blocks may actually be performed substantially simultaneously, and the blocks may be performed upside down depending on the function or operation involved.
  • FIG. 1 is a conceptual diagram illustrating an online challenge game system according to the present invention
  • FIG. 2 is a flowchart illustrating an online challenge game method according to the present invention.
  • an online challenge game service provider 10 provides a single game developed by a single game developer 20 to users, that is, a challenger 30 and a challenger through an online game store. 32) Free distribution or paid sales.
  • the service provider 10 also attracts advertising sponsors 40 and 42 for a single game.
  • the service provider 10 registers the advertisement games 1 and 2 of the attracted advertisement sponsors 40 and 42 in the advertisement game database.
  • the service provider 10 receives an online challenge game request from the challenger 30, the service provider 10 transmits the challenge request to the challenger 32.
  • the challenge acceptance of the challenged 32 is received, both the challenger 30 and the challenged 32 are presented with the advertisement games 1 and 2, and the selected advertisement game (assuming that the advertisement game 1 is selected here) is provided to both parties. to provide.
  • the challenger 30 and the challenger 32 play the advertisement game scores AGS1 and AGS2 obtained by playing the provided advertisement game 1 and the single game score SGS1. , SGS2) to the service provider 10.
  • the service provider 10 calculates the total game score TGS1 by adding the single game score SGS1 and the advertisement game score AGS1 of the challenger 30 (S104).
  • the service provider 10 calculates the total game score TGS2 by adding the single game score SGS2 and the advertisement game score AGS2 of the pilot 32.
  • the service provider 10 determines the winner of the online challenge game by comparing the calculated total game scores of both parties (S108). Assuming that the challenger is the winner, the challenger is given a winner point related to the advertisement game 1 (S110).
  • the service provider 10 counts that the advertisement game 1 is downloaded and installed to the challenger 30 and the challenger 32, respectively.
  • the cumulative victory point (AP) is replaced with a gift certificate (S114).
  • the service provider 10 may count the number of times the advertisement game 1 is installed 40 times.
  • the service provider 10 bills the advertiser 40 for the advertising cost of the advertising game 1, and some of the billed advertising costs (a) are paid to the single game developer as the development costs (c), and some are for the gift certificate issuance cost (a1). ) And the rest as service revenue (x) from the service provider.
  • the advertiser spends an advertising fee corresponding to the number of times of the downloaded and installed advertising game, so that a certain advertising exposure can be guaranteed, so that the advertiser can pay a high cost of advertising.
  • the advertisement game score upload time can be counted as the advertisement game exposure time from the advertisement game download time
  • Figure 3 shows a block diagram of a preferred embodiment of the online challenge game system according to the present invention.
  • the online challenge game system includes a service provider server 100 and a plurality of terminals 200.
  • the server 100 is connected to the wired / wireless communication network 300 through the communication module 110 to communicate with the plurality of terminals 200.
  • the server 100 includes a processor 120, a member database 130, a single game database 140, an advertisement game database 150, and a gift certificate database 160.
  • the processor 120 of the server 100 operates a game store and freely distributes or pays for a single game through the game store.
  • the single game may be embedded in the terminal itself, not in a download manner.
  • the processor 120 executes the online challenge game program, calculates the total challenge by completing the challenge by accepting the challenge request and accepting the challenge, and calculating the total game score by adding the single game score and the advertisement game score of both challenge.
  • the module 120a may include an advertisement cost calculation module 120b, a challenger matching random selection module 120c, and an advertisement game matching selection module 120d for calculating an advertisement cost according to the number of downloads of the advertisement game.
  • the member database 130 stores and manages member information of online game users.
  • the member information may include ID, password, phone number, name, date of birth, address, email account, SNS information, interest keyword, challenge game count, win count, victory point, friend count, ranking information, and the like.
  • the single game database 140 stores and manages a single game developed by game developers and may include a single game program, developer information, registration date, download count, user information, ranking information, and the like.
  • the advertisement game database 150 may store and manage an advertisement game, and may include an advertisement game program, advertiser information, developer information, download count, user information, and total play time of the advertisement game.
  • the gift certificate database 160 stores and manages the issued gift certificate information and may include a gift certificate ID, advertiser information, issue price, number of issues, user information, usage history information, and the like.
  • the server 100 is represented as a representative server and may include a web server, a database server, a communication server, an advertisement cost calculation server, an advertisement game operation server, a sponsor management server, a game developer management server, and an administrator server.
  • FIGS. 5A and 5B are flowcharts illustrating the online challenge game management subroutine of FIG. 4.
  • the single game management routine S20 manages a single game distributed or paid for sale in the game store.
  • the online challenge game management routine S30 manages the progress and the result of the online challenge game.
  • Ad game management routine (S40) manages the upload / download of advertising games associated with each advertiser.
  • the advertising cost calculation and management routine (S50) calculates the advertising cost (CPI: Cost Per Install) according to the number of installations of the advertising game, the advertising cost (CPP: Cost Per Play) according to the play time of the advertising game, and advertises the advertisement to the advertiser. Charge or deposit.
  • the advertisement game start time X and the advertisement game end time Y may be transmitted together from the terminal when the user captures the advertisement game play start time and the end time and uploads the advertisement game score to the server.
  • Ad revenue distribution and management routine manages the distribution with the single game developer in accordance with the advertising costs paid from each advertiser.
  • Gift certificate issuance and management routine (S70) manages the ticketing number management, period of use, use place, user, etc. of the issued gift certificate.
  • the general management routine S80 manages the system operation and security of the service provider.
  • an online challenge game management routine is performed when a terminal requests a challenge request. That is, the processor 120 checks the connection of the terminal 200 through the communication network 300 (S120). If the terminal access is checked in step S120 to check the membership by checking the ID and password (S122). If the member is a registered member, the processor 120 performs a member access process (S124) or performs a member registration process (S126).
  • the processor 120 processes the connected challenger as the challenge game waiter (S128) and checks whether there is a challenge request (S130). In step S130, when the challenge request is received, the processor 120 transmits the challenge request message to the designated pilot device when the challenged user is designated (S132). The processor 120 randomly selects and assigns a match game waiter when there is no designation of a challenger, and performs step S134. In operation S136, the processor 120 may list and present the candidates that match the profile of the challenger through the challenger matching random selection module 120c.
  • the processor 120 checks whether a challenge is accepted from the lead terminal (S138).
  • the processor 120 repeatedly performs steps S132, S136, and S134 for randomly selecting and presenting other to-be-conductors when the conduction of the to-be-conductor is rejected during random selection.
  • the processor 120 processes the 1: 1 challenge game of both parties and downloads the advertisement game list selected from the advertisement game database 150 to both terminals (S140).
  • the advertisement game list of S140 may be created by the advertisement game matching selection module 120d in consideration of the profile information of the challenger and the challenger.
  • the processor 120 checks whether or not the advertisement game is selected from both terminals (S142), retrieves the selected advertisement game program from the advertisement game database (S150), and downloads it to each terminal (S144).
  • the processor 120 calculates the total game score by calculating the total game scores (TGS1, TGS2) of the challenger and the challenger when the single game scores (SGS1, SGS2) and the advertisement game scores (AGS1, AGS2) are uploaded from each terminal (S146). It calculates through the module 120a (S150). If the result of the calculation is TGS1 > TGS2, the challenger is determined as the winner (S152). If the result is the opposite, the conduction electron is determined as the winner (S154).
  • the processor 120 increases the winner point by one point in the terminal determined as the winner and stores the result in the database (S156).
  • the processor 120 checks whether the winner's cumulative victory point AP is equal to the gift certificate exchange point C (S158). That is, if the winner's cumulative victory point (AP) is equal to the exchange point (C), the gift certificate (S160) associated with the advertising game is issued to the winner and the exchanged gift certificate information is downloaded to the winner terminal (S160).
  • the processor 120 stores the gift certificate issuance information in the gift certificate database 160.
  • the processor 120 returns to the challenge game waiting step S128 through node A when the terminal connection is maintained after the victory point processing in steps S158 and S160, and ends the operation when the connection is disconnected (S162).
  • the terminal 100 is a phone terminal capable of accessing the Internet, such as a smartphone or a feature phone, such as a commercially available iPhone or Android phone, or a tablet computer capable of internet or mobile communication, such as an iPad or Galaxy Tab. Based on the structure.
  • the terminal 200 includes an input unit 210, a display 220, a communication module 230, a storage unit 240, and a processor 250.
  • the input unit 210 generates a key input or a touch input such as a game play, a challenge request, or a challenge accept in a user interface configuration such as a keypad or a touch pad.
  • the display 220 displays a screen for a user graphic interface on a flat panel display such as a liquid crystal panel or an OLED panel.
  • the communication module 230 is a 2G, 3G, 4G mobile communication transmission / reception module for wireless communication with the communication network 300 or a data transmission / reception module such as Wi-Fi.
  • the storage unit 240 is composed of a nonvolatile memory such as a flash memory having a storage capacity of 2GB to 32GB.
  • the storage unit 240 includes a single game score (SGS1), an advertisement game score (AGS1), an ad game play start time (X), an ad game play end time (Z), a total game score (TGS1), a cumulative victory point, and a gift certificate. And other information is stored.
  • the processor 250 is a mobile operating system such as Symbian OS, Google's Android OS, Apple's IOS, Rim's BlackBerry OS, Microsoft's Windows, Linux OS, HP's WebOS, Samsung's Sea, Nokia's Meego, Qualcomm. Run operating system programs such as BREW, application applications, and data.
  • Symbian OS such as Google's Android OS, Apple's IOS, Rim's BlackBerry OS, Microsoft's Windows, Linux OS, HP's WebOS, Samsung's Sea, Nokia's Meego, Qualcomm.
  • Run operating system programs such as BREW, application applications, and data.
  • 6A through 6C are flowcharts illustrating an online challenge game terminal program executed in the terminal 200 of FIG. 3.
  • 7 to 15 are screen state diagrams displayed on the terminal display.
  • the terminal 200 displays an initial screen for single game play (S202).
  • S202 single game play
  • a single game desktop called "Super Pill” is displayed
  • a play touch key 262c is displayed at the center of the middle
  • an online challenge game icons 262a and 262b are displayed at the top. It is.
  • an online challenge game menu screen 264 is displayed as shown on the right side of FIG.
  • the menu screen 264 includes challenge applicant information 264a, friend view 264b, privacy setting 264c, help 264d, and logout 264e.
  • the processor 250 queries the single game score view (S206) or executes a single game (S208).
  • the processor 250 displays the score view screen 266 on the display 220 as shown in FIG. 8 (S210).
  • the game end screen 268 is displayed on the display 220 as shown in FIG.
  • the screen 266 displays a single game final score "2500”, a banner advertisement 266a is displayed at the center, and an online challenge game access key 266b and a return key are displayed at the bottom.
  • the screen 268 displays a single game final score "2500”, a banner advertisement 268a is displayed at the center, and an online challenge game access key 268b and a return key at the bottom.
  • the banner advertisements 266a and 268a include information that, for example, collecting 35 victory point points can obtain an advertiser's $ 5 gift card.
  • the banner advertisements 266a and 268a are clicked on, the detailed description screen 270 of the banner advertisement displayed at the center is displayed on the display.
  • the processor 250 displays the challenge mode selection screen 272 for selecting the friend challenge mode or the random challenge mode on the display as shown in FIG. 9 (S214).
  • the challenge mode selection screen 272 includes a friend mode selection key 272a and a random mode selection key 272b.
  • the friend list screen 274 is displayed on the display (S218).
  • the friend list screen 274 when "justin leo" is selected (S220), the selection information is uploaded to the server 100 (S224).
  • the sponsor list that is, the advertising game list is downloaded from the server 100 to the terminal 200 (S226).
  • the processor 250 displays the sponsor list screen 276 on the display 220 as shown in FIG. 10 (S228).
  • the HTML5 advertisement game initial screen 278 is displayed on the display.
  • the play key of the initial screen 278 is clicked to play the advertisement game (S230).
  • the game start start time (X) is stored in the memory.
  • the advertisement game end screen 280 shown in FIG. 11 is displayed on the display.
  • the advertisement game play end time (Y) is stored in the memory.
  • the game score "250" and the single game score "2500” obtained through the ad game are added together, displaying the total game score "2750", and prompting the user to wait until the challenger "justin leo” accepts the challenge.
  • the challenger may request to accept the challenge by notifying the challenger of his challenge through an email displayed at the bottom of the screen 280 or a social network such as Twitter or Facebook.
  • the acquired advertising game score "250” and the single game score “2500” are uploaded to the server 100 (S234, S236).
  • the advertisement game play start time (X) and end time (Y) information are uploaded along with the score information.
  • the summation is described as being calculated in the server 100 for fairness. However, the summation may be calculated in the terminal 200 and the total game score may be uploaded to the server 100.
  • the processor 250 checks whether the challenge game result is downloaded from the server 100 (S238).
  • the game result screen 282 is displayed on the display (S240).
  • the banner advertisement 282a indicates that there are 17 remaining victory point points that the challenger must acquire in order to obtain a $ 5 gift card. Therefore, the challenger is encouraged to continue to challenge the game in order to win the $ 5 gift card.
  • the winner screen 284 of FIG. 12 will be shown on the display.
  • the victory point "1" is displayed. Accordingly, it can be seen that the banner advertisement 284a indicates 16 remaining victory point points that the challenger must acquire in order to obtain a $ 5 gift card.
  • step S240 if the game is terminated (S242), the challenge game ends, and the flow returns to the step S202.
  • the profile screen 288 of FIG. 13 is displayed on the display.
  • the profile screen 288 displays personally identifiable information such as a photo, a name, a birth year, an address, an interest, and a social network to be used.
  • the number of challenge games, multipliers, and victory point points may be displayed, and the number of friends, ranking information between friends, and local top ranking information may be displayed.
  • the friend list screen 290 is displayed. Clicking on the ranking information display field between friends displays the friend ranking screen 292 and clicking on the local tower ranking information display column displays the top ranking screen 294.
  • Clicking the "achievment" key at the bottom of the profile screen 288 may display a list of the challenge game history and the reward vouchers or gift vouchers obtained.
  • the personal image information of the profile screen 288 can be corrected through the edit screen 298 as shown in FIG.
  • the challenge acceptance request screen 263 of FIG. 15 is displayed on the display.
  • the challenge acceptance request screen 263 has a challenge view and announcement view selection keys displayed at the top.
  • a friend's challenge request display field 263a, a random request display field 263b, and a challenge request display field 263c thereof may be displayed. Clicking the friend's challenge request display field (263a) uploads the challenge acceptance information to the server, the challenge game is completed.
  • the random request display field 263b and one's challenge request display field 263c if the other party waits for the acceptance of the challenge, a " pending "
  • the Announcement Screen 265 of FIG. 15 is displayed on the display.
  • the announcement screen 265 displays announcements such as challenge results, events, campaign news, and profile updates.

Abstract

An online challenge game method determines a winner by comparing a challenger's total game score (TGS1=SGS1+AGS1) which is the sum of a single game score (SGS1) obtained through a terminal of the challenger and an advertisement game score (AGS1) obtained by playing an advertisement game provided during an online challenge with a total game score (TGS2=SGS2+AGS2) which is the sum of a single game score (SGS2) obtained through a terminal of a non-challenger and an advertisement game score (AGS2) obtained by playing an advertisement game provided when the online challenge is accepted.

Description

온라인 도전게임 방법과 온라인 도전게임 시스템 및 광고비용 산출방법Online challenge game method, online challenge game system and advertising cost calculation method
본 발명은 온라인 도전게임 방법 및 시스템과 광고비용 산출방법에 관한 것으로서, 더욱 상세하게는 무선 단말기에서 획득한 싱글게임점수를 온라인 상에서 상호 비교하여 승패를 결정하기 위한 온라인 도전게임 방법 및 시스템과 광고비용 산출방법에 관한 것이다.The present invention relates to an online challenge game method and system and an advertisement cost calculation method, and more particularly, to an online challenge game method and system for determining a win or loss by comparing a single game score obtained from a wireless terminal online and an advertisement cost. It is about a calculation method.
초고속 무선 네트워크 기술 발달로 스마트 폰과 같은 무선 단말기에서 즐길 수 있는 모바일 게임들이 개발되고 있다. 모바일 게임은 PC 게임과 달리 화면 사이즈 및 하드웨어 사양 때문에 대작게임 보다는 단순한 싱글게임 위주로 개발되고 있다. 게임 서버에서는 싱글게임을 통해 획득한 사용자들의 게임랭킹을 온라인 상에 발표함으로써 게임 이용자들 사이의 경쟁을 유도하고 있다.With the development of high-speed wireless network technology, mobile games that can be enjoyed in wireless terminals such as smart phones are being developed. Unlike PC games, mobile games are being developed based on simple single games rather than master games because of screen size and hardware specifications. In the game server, the game rankings of users acquired through the single game are published online to induce competition among game users.
통상적으로 게임 개발자 또는 게임 배포자는 게임 이용자 수를 근거로 광고를 유치하고 게임화면 상의 광고 노출을 통한 광고수입을 주 수입모델로 하고 있다.In general, game developers or game distributors use advertising revenue based on the number of game users and ad revenue through advertisement exposure on the game screen.
그러나 게임 화면 상에 노출된 광고 형태는 배너광고이거나 팝업광고형태이므로 소형 디스플레이 상에 표시되는 메인 화면 내에 일부영역에 표시되기 때문에 사용자들이 광고를 인지하고자 하는 적극적 행동을 보이지 않는 한 효율적인 광고효과를 기대할 수 없다. 특히 광고 내용물이 대부분 불특정 다수에게 무작위로 배포되어 사용자에게 거부감을 주며, 오히려 부정적인 광고효과를 유발할 수도 있다.However, since the advertisement form exposed on the game screen is a banner advertisement or a pop-up advertisement type, it is displayed in a part of the main screen displayed on the small display, so that the effective advertisement effect is expected unless the users show an active action to recognize the advertisement. Can't. In particular, most of the advertising content is distributed randomly to an unspecified number of users, which may cause a feeling of rejection to a user and may cause a negative advertising effect.
따라서 이와 같은 이유로 광고효과가 낮아짐에 따라 광고주들의 외면으로 페이지뷰 단가 또는 게임 다운로딩 인스톨 단가 등이 급속히 다운되고 있어서 게임 개발자 또는 게임 배포자의 수익구조가 어려워지고 있다.Therefore, as the advertising effect is lowered for this reason, the page view unit price or the game downloading installation unit price is rapidly down to the outside of advertisers, making it difficult for a game developer or a game distributor to make a profit.
상기 문제점을 해결하기 위한 본 발명의 목적은 싱글게임과 연동되어 경쟁과 보상으로 흥미를 배가시킬 수 있는 온라인 도전게임 방법 및 시스템을 제공하는 데 있다.An object of the present invention for solving the above problems is to provide an online challenge game method and system that can double interest with competition and rewards in conjunction with a single game.
본 발명의 다른 목적은 온라인 도전게임점수에 광고게임을 통한 추가점수를 획득할 수 있도록 함으로써 게임 이용자들이 자발적으로 광고게시물을 다운로드하여 광고게임을 함으로써 게임동안 광고노출을 확실하게 유도할 수 있는 온라인 도전게임 방법 및 시스템을 제공하는 데 있다.Another object of the present invention is to enable the game users to acquire additional scores through the advertising game to the online challenge game score, online game users can surely induce advertisement exposure during the game by downloading the advertisement posting voluntarily It is to provide a game method and system.
본 발명의 또 다른 목적은 온라인 도전게임점수에 광고게임을 통한 추가점수를 획득할 수 있을 뿐만 아니라 실거래가 가능한 상품권 획득과 연동시킴으로써 광고게임을 경쟁적으로 다운로드할 수 있도록 유도할 수 있는 온라인 도전게임 방법 및 시스템을 제공하는 데 있다.Another object of the present invention is an online challenge game method that can not only obtain an additional score through the advertising game to the online challenge game score, but also can be induced to competitively download the advertising game by linking with the acquisition of a gift certificate that can be traded. And to provide a system.
본 발명의 또 다른 목적은 광고게임을 통한 확실한 광고노출을 보장함으로써 광고단가를 높일 수 있는 온라인 도전게임 방법 및 시스템을 제공하는 데 있다.Another object of the present invention is to provide an online challenge game method and system that can increase the cost of advertising by ensuring a clear advertising exposure through the advertising game.
본 발명의 또 다른 목적은 광고게임 플레이 시간을 카운트하여 광고노출시간 연동 광고비용 산출 방법을 제공하는 데 있다.Still another object of the present invention is to provide a method for calculating an advertisement exposure time linked advertisement cost by counting an advertisement game play time.
상기 목적을 달성하기 위한 본 발명의 온라인 도전게임 방법은 도전자의 단말기를 통해 획득한 싱글게임점수(SGS1)와 온라인 도전시 주어진 광고게임을 플레이하여 획득한 광고게임점수(AGS1)를 합한 도전자의 총 게임점수(TGS1 = SGS1 + AGS1)와, 피도전자의 단말기를 통해 획득한 싱글게임점수(SGS2)와 온라인 도전 수락 시 주어진 광고게임을 플레이하여 획득한 광고게임점수(AGS2)를 합한 총 게임점수(TGS2 = SGS2 + AGS2)를 서로 비교하여 승자를 결정하는 것을 특징으로 한다.The online challenge game method of the present invention for achieving the above object is a total of challengers that combines the single game score (SGS1) obtained through the terminal of the challenger and the advertising game score (AGS1) obtained by playing the given advertising game during the online challenge. Total game score including the game score (TGS1 = SGS1 + AGS1), the single game score (SGS2) acquired through the terminal of the pilot, and the advertisement game score (AGS2) obtained by playing the given ad game when accepting the online challenge. (TGS2 = SGS2 + AGS2) is compared with each other to determine the winner.
여기서 온라인 도전게임의 승자는 광고게임 관련 승점 포인트가 부여될수 있다. 획득한 승점 포인트가 일정 포인트에 도달하면 광고게임과 관련된 실제가격의 상품권으로 교체될 수 있다. 여기서 상품권은 보상을 대표하는 용어로 선물 교환권, 문화상품권, 할인 쿠폰으로 인쇄 출력물이거나 모바일 표시물 형태로 주어질 수 있다. 또한 본 발명에서 싱글게임 플레이 과정 및 온라인 도전 과정에서 단말기 디스플레이 상에 상품권 관련 배너광고가 노출되는 것이 바람직하다.Here, the winner of the online challenge game may be given a victory point related to the advertising game. Once the acquired Victory Points reach a certain point, they can be replaced with the actual price voucher associated with the advertising game. Here, the gift certificate is a term representing a reward, and may be given in a printed output or a mobile display form as a gift voucher, a cultural gift certificate, or a discount coupon. In addition, in the present invention, it is preferable that a banner advertisement-related banner advertisement is exposed on the terminal display during the single game play process and the online challenge process.
본 발명에서 피도전자는 도전자의 단말기에 등록된 친구들, 초청된 친구들 또는 싱글게임의 게임자들 중 랜덤하게 선택된 자들 중 어느 하나일 수 있다. 여기서 싱글게임의 게임자들 중 랜덤하게 선택된 자는 도전자 매칭 알고리즘에 의해 선택될 수 있다.In the present invention, the pioneer may be any one of friends registered at the challenger's terminal, friends invited, or players randomly selected from the game. The randomly selected ones of the players of the single game may be selected by the challenger matching algorithm.
본 발명에서 주어진 광고게임은 도전자의 프로파일 정보에 응답하여 적어도 하나 이상 제시되고 이들 중 도전자에 의해 선택될 수 있다.At least one advertisement game given in the present invention may be presented in response to the challenger's profile information and selected by the challenger.
여기서 도전자 프로파일 정보는 도전자 이름, 나이, 지리적 위치, 관심분야, 이메일주소, 사용 중인 소셜 네트워크, 등록친구 수 또는 싱글게임 랭킹정보들 중 적어도 하나 이상 포함할 수 있다.The challenger profile information may include at least one of a challenger's name, age, geographical location, interests, email address, social network in use, number of registered friends or single game ranking information.
본 발명에서 주어진 광고게임은 HTML5 게임으로 구성될 수 있다.The advertisement game given in the present invention may be composed of an HTML5 game.
본 발명의 온라인 도전게임 시스템은 싱글게임점수 및 광고게임점수를 획득하기 위한 복수의 단말기들과, 복수의 단말기들과 통신하여 각 단말기들의 도전요청 및 도전수락을 관리하고, 도전게임이 성사된 쌍방의 단말기들에 광고게임을 각각 제공하고, 쌍방의 단말기들로부터 각각 업로드 된 쌍방의 각 싱글게임점수와 각자 획득한 광고게임점수를 각각 합산하여 산출한 쌍방의 총 게임점수들을 서로 비교하여 온라인 도전게임 승자를 결정하는 온라인 도전게임서버를 구비한 것을 특징으로 한다.The online challenge game system of the present invention manages a challenge request and a challenge acceptance of each terminal by communicating with a plurality of terminals and a plurality of terminals for obtaining a single game score and an advertisement game score, and a challenge game is completed. Online challenge game by comparing the total game scores calculated by summing up each single game score uploaded from both terminals and the advertising game scores respectively obtained from each terminal. Characterized in that the online challenge game server for determining the winner.
본 발명의 단말기들 각각은 디스플레이와, 입력부와, 통신모듈과, 싱글게임점수, 광고게임점수 및 총 게임점수를 각각 저장하기 위한 저장부와, 싱글게임 및 온라인 도전게임 프로그램을 실행하는 프로세서를 구비한다. 여기서 프로세서에서 실행되는 온라인 도전게임 프로그램은 디스플레이와 명령 입력부를 통해 싱글게임 플레이시 획득한 싱글게임점수를 저장부에 저장하고, 통신모듈을 통해 온라인 도전게임서버로 도전요청을 업로드 하고, 이에 응답하여 온라인 도전게임서버로부터 광고게임을 다운로드 하여 설치하고, 통신모듈을 통해 광고게임 플레이시 획득한 광고게임점수를 온라인 도전게임서버로 업로드 하고, 온라인 도전게임서버로부터 총 게임점수와 도전게임결과를 다운로드 하여 저장부에 저장하고 디스플레이에 도전게임결과를 표시하는 과정을 포함할 수 있다. 여기서 온라인 도전게임 단말기는 스마트 폰, 태블릿 퍼스널 컴퓨터, 노트 북 컴퓨터 또는 유무선 인터넷 접속이 가능한 휴대용 단말기들 중 어느 하나일 수 있다.Each terminal of the present invention includes a display, an input unit, a communication module, a storage unit for storing a single game score, an advertisement game score, and a total game score, respectively, and a processor for executing a single game and an online challenge game program. do. Here, the online challenge game program executed in the processor stores the single game score acquired when playing a single game through a display and a command input unit in a storage unit, uploads a challenge request to the online challenge game server through a communication module, and responds thereto. Download and install the advertising game from the online challenge game server, upload the advertising game score obtained when playing the advertising game through the communication module to the online challenge game server, and download the total game score and the challenge game result from the online challenge game server. And storing the challenge game result on the display. Here, the online challenge game terminal may be any one of a smart phone, a tablet personal computer, a notebook computer, or a portable terminal having wired or wireless Internet access.
본 발명에서 프로세서는 싱글게임 플레이 과정 및 온라인 도전 과정에서 디스플레이 상에 광고게임과 관련된 배너광고를 표시할 수 있다.In the present invention, the processor may display a banner advertisement related to the advertisement game on the display during the single game play process and the online challenge process.
또한 프로세서는 도전요청 시 등록된 친구 리스트에서 피도전자를 선택하는 친구선택모드와 피도전자를 랜덤으로 선택하는 랜덤선택모드 중 어느 하나로 피도전자를 선택할 수 있다.In addition, the processor may select the pioneer in one of a friend selection mode for selecting the pioneer from the registered friend list and a random selection mode for randomly selecting the pioneer.
또한 프로세서는 적어도 하나 이상의 광고 게임을 포함하는 게임 리스트를 디스플레이 상에 표시하고, 게임 리스트에서 선택한 광고게임을 서버로부터 다운로드 할 수 있다. 그리고 게임 리스트 상에 표시된 게임들은 단말기 사용자 프로파일 정보에 매칭된 속성을 가진 게임들일 수 있다.In addition, the processor may display a game list including at least one advertisement game on the display, and download the advertisement game selected from the game list from the server. The games displayed on the game list may be games having attributes matching the terminal user profile information.
여기서 단말기 사용자 프로파일 정보는 사진, 이름, 출생년도, 주소, 관심분야, 이메일주소, 사용 중인 소셜 네트워크, 등록친구 수 또는 도전게임 및 랭킹정보를 적어도 하나 이상 포함할 수 있다.The terminal user profile information may include at least one of a photo, a name, a birth year, an address, an interest, an e-mail address, a social network in use, the number of registered friends, a challenge game, and ranking information.
본 발명의 온라인 도전게임 서버는 온라인 도전 게임 유저들의 회원가입정보 및 도전게임정보를 저장하기 위한 데이터베이스와, 복수의 온라인 도전게임 단말기들과 통신하기 위한 통신모듈과, 온라인 도전게임 관리 프로그램을 실행하는 프로세서를 구비한다. 여기서 온라인 도전게임 관리 프로그램은 통신모듈을 통하여 각 단말기들로부터 업로드 된 도전요청을 접수하고, 도전 요청된 상대방 단말기에 도전요청을 통지하고, 도전 수락 시에 쌍방 단말기들에 각각 광고게임을 다운로드 하고, 업로드 된 쌍방의 총 게임점수들을 비교하여 도전 게임 승자를 결정하고, 승자 단말기에는 결정된 게임결과 및 승점 포인트를 다운로드 하고, 데이터베이스를 참조하여 승자의 누적된 승점 포인트가 일정 포인트에 도달하면 누적 승점 포인트를 실제가격의 상품권으로 교환 처리할 수 있다.The online challenge game server of the present invention executes an online challenge game management program, a database for storing registration information and challenge game information of online challenge game users, a communication module for communicating with a plurality of online challenge game terminals, and an online challenge game management program. It has a processor. Here, the online challenge game management program receives the challenge request uploaded from each terminal through the communication module, notifies the challenge request to the challenged counterpart terminal, and downloads the advertising game to both terminals upon accepting the challenge, Comparing the total number of game scores uploaded by both parties to determine the winner of the challenge game, download the determined game results and victory points to the winner terminal, and if the cumulative victory points of the winner reaches a certain point by referring to the database cumulative victory points It can be exchanged for a voucher at the actual price.
본 발명에서 서버의 프로세서는 복수의 단말기들의 접속시 목표 승점 포인트와 실제가격의 상품권 정보가 실린 배너광고를 각 단말기들에 다운로드 할 수 있다. 그리고 프로세서는 단말기로부터 도전요청 시 상대방 선택정보를 업로드 받을 수 있다. 또한 프로세서는 랜덤모드 도전요청 시에서는 매칭 알고리즘에 의해 도전게임 대기자들 중 피도전자를 선택할 수 있다.In the present invention, the processor of the server may download a banner advertisement containing the target victory point and the actual price of the gift certificate information when connecting a plurality of terminals to each terminal. The processor may upload the counterpart selection information upon the challenge request from the terminal. In addition, when the random mode challenge request is made, the processor may select a challenger among the waiting game waiters by a matching algorithm.
본 발명에서 단말기에 다운로드 되는 광고게임들은 도전 요청한 단말기 사용자의 프로파일 정보에 매칭된 속성을 가진 광고게임들인 것이 바람직하다.In the present invention, the advertisement games downloaded to the terminal are preferably advertisement games having attributes matching the profile information of the terminal user who requested the challenge.
또한 본 발명의 광고비용 산출방법은 광고게임 플레이 시간을 카운트하고, 카운트된 광고게임 플레이 시간에 비례하여 광고비를 산출하는 것을 특징으로 한다. 여기서 광고비를 산출하는 단계는 광고게임 플레이 시간의 평균치를 구하고 구해진 평균치에 비례하여 광고비를 산출하는 것이 바람직하다.In addition, the method of calculating the advertising cost of the present invention is characterized by counting the advertising game play time, and calculating the advertising cost in proportion to the counted advertising game play time. Here, in the calculating of the advertising cost, it is preferable to calculate the advertising cost in proportion to the average value obtained by calculating the average value of the play time of the advertising game.
본 발명의 일 실시예에 따른 온라인 도전 게임 방법은 싱글게임과 연동되어 온라인 도전 게임이 이루어지므로 흥미가 배가되고 온라인 도전시에 광고게임을 통해 추가 게임점수를 획득할 수 있는 기회를 제공함으로써 도전게임 승률을 높일 수 있도록 유도함으로써 광고게임의 다운로딩 인소톨을 적극적으로 꾀할 수 있으므로 광고효과를 극대화 시킬 수 있다. 또한 광고게임 플레이 시간에 연동하여 광고료를 산출할 수 있으므로 광고비용이 광고노출시간에 비례하여 산출될 수 있다. 또한 온라인 도전게임의 승점에 따라 상품권을 획득할 수 있으므로 경쟁적으로 광고게임의 다운로딩을 유도하여 높은 광고노출 확률을 보장할 수 있으므로 광고수익을 증대시킬 수 있다.The online challenge game method according to an embodiment of the present invention is a challenge game by providing an opportunity to obtain an additional game score through an advertisement game when the online challenge game is doubled because the online challenge game is made in conjunction with a single game. By encouraging the increase of the winning rate, it is possible to actively insulate the downloading game of advertising games, thereby maximizing the advertising effect. In addition, since the advertising fee can be calculated in conjunction with the advertising game play time, the advertising cost can be calculated in proportion to the advertising exposure time. In addition, since gift certificates can be obtained according to the points of the online challenge game, it is possible to increase the advertising revenue since it can guarantee the high advertisement exposure probability by inducing the download of the advertising games competitively.
다만, 본 발명의 효과는 상기에서 언급된 효과로 제한되는 것은 아니며, 상기에서 언급되지 않은 다른 효과들은 본 발명의 사상 및 영역으로부터 벗어나지 않는 범위 내에서 당업자에게 명확하게 이해될 수 있을 것이다.However, the effects of the present invention are not limited to the above-mentioned effects, and other effects not mentioned above may be clearly understood by those skilled in the art without departing from the spirit and scope of the present invention.
도 1은 본 발명에 의한 온라인 도전게임 시스템을 설명하기 위한 개념도.1 is a conceptual diagram illustrating an online challenge game system according to the present invention.
도 2는 본 발명에 의한 온라인 도전 게임 방법을 설명하기 위한 흐름도. 2 is a flowchart illustrating an online challenge game method according to the present invention.
도 3은 본 발명에 의한 온라인 도전게임 시스템의 바람직한 일 실시예의 블록도.Figure 3 is a block diagram of a preferred embodiment of an online challenge game system according to the present invention.
도 4는 도 3의 서버의 프로세서에서 실행되는 온라인 도전게임 메인 프로그램을 설명하기 위한 흐름도.4 is a flowchart illustrating an online challenge game main program executed in a processor of the server of FIG. 3.
도 5a 및 도 5b는 도 4의 온라인 도전게임 관리 서브루틴을 설명하기 위한 흐름도.5A and 5B are a flow chart for explaining the online challenge game management subroutine of FIG.
도 6a 내지 도 6c는 도 3의 단말기(200)에서 실행되는 온라인 도전게임 단말 프로그램을 설명하기 위한 흐름도. 6A to 6C are flowcharts illustrating an online challenge game terminal program executed in the terminal 200 of FIG. 3.
도 7 내지 도 15는 단말기 동작에 따른 디스플레이에 표시되는 화면 상태도.7 to 15 are screen state diagrams displayed on the display according to the operation of the terminal.
본문에 개시되어 있는 본 발명의 실시예들에 대해서, 특정한 구조적 내지 기능적 설명들은 단지 본 발명의 실시예를 설명하기 위한 목적으로 예시된 것으로, 본 발명의 실시예들은 다양한 형태로 실시될 수 있으며 본문에 설명된 실시예들에 한정되는 것으로 해석되어서는 아니 된다.With respect to the embodiments of the present invention disclosed in the text, specific structural to functional descriptions are merely illustrated for the purpose of describing embodiments of the present invention, embodiments of the present invention may be implemented in various forms and It should not be construed as limited to the embodiments described in.
본 발명은 다양한 변경을 가할 수 있고 여러 가지 형태를 가질 수 있는 바, 특정 실시예들을 도면에 예시하고 본문에 설명하고자 한다. 그러나 이는 본 발명을 특정한 개시 형태에 대해 한정하려는 것이 아니며, 본 발명의 사상 및 기술 범위에 포함되는 모든 변경, 균등물 내지 대체물을 포함하는 것으로 이해되어야 한다. 각 도면을 설명하면서 유사한 참조부호를 구성요소에 대해 사용하였다.As the present invention allows for various changes and numerous embodiments, particular embodiments will be illustrated in the drawings and described in the text. However, this is not intended to limit the present invention to a specific disclosed form, it should be understood to include all modifications, equivalents, and substitutes included in the spirit and scope of the present invention. In describing the drawings, similar reference numerals are used for the components.
제1, 제2 등의 용어는 다양한 구성요소들을 설명하는데 사용될 수 있지만, 상기 구성요소들은 상기 용어들에 의해 한정되어서는 안 된다. 상기 용어들은 하나의 구성요소를 다른 구성요소로부터 구별하는 목적으로만 사용된다. 예를 들어, 본 발명의 권리 범위로부터 이탈되지 않은 채 제1 구성요소는 제2 구성요소로 명명될 수 있고, 유사하게 제2 구성요소도 제1 구성요소로 명명될 수 있다.Terms such as first and second may be used to describe various components, but the components should not be limited by the terms. The terms are used only for the purpose of distinguishing one component from another. For example, without departing from the scope of the present invention, the first component may be referred to as the second component, and similarly, the second component may also be referred to as the first component.
어떤 구성요소가 다른 구성요소에 "연결되어" 있다거나 "접속되어" 있다고 언급된 때에는, 그 다른 구성요소에 직접적으로 연결되어 있거나 또는 접속되어 있을 수도 있지만, 중간에 다른 구성요소가 존재할 수도 있다고 이해되어야 할 것이다. 반면에, 어떤 구성요소가 다른 구성요소에 "직접 연결되어" 있다거나 "직접 접속되어" 있다고 언급된 때에는, 중간에 다른 구성요소가 존재하지 않는 것으로 이해되어야 할 것이다.When a component is referred to as being "connected" or "connected" to another component, it may be directly connected to or connected to that other component, but it may be understood that other components may be present in between. Should be. On the other hand, when a component is said to be "directly connected" or "directly connected" to another component, it should be understood that there is no other component in between.
본 출원에서 사용한 용어는 단지 특정한 실시예를 설명하기 위해 사용된 것으로, 본 발명을 한정하려는 의도가 아니다. 단수의 표현은 문맥상 명백하게 다르게 뜻하지 않는 한, 복수의 표현을 포함한다. 본 출원에서, "포함하다" 또는 "가지다" 등의 용어는 설시(設示)된 특징, 숫자, 단계, 동작, 구성요소, 부분품 또는 이들을 조합한 것이 존재함을 지정하려는 것이지, 하나 또는 그 이상의 다른 특징들이나 숫자, 단계, 동작, 구성요소, 부분품 또는 이들을 조합한 것들의 존재 또는 부가 가능성을 미리 배제하지 않는 것으로 이해되어야 한다.The terminology used herein is for the purpose of describing particular example embodiments only and is not intended to be limiting of the present invention. Singular expressions include plural expressions unless the context clearly indicates otherwise. In this application, the terms "comprise" or "have" are intended to indicate that there is a feature, number, step, operation, component, part, or combination thereof that has been described, and that one or more of them is present. It is to be understood that it does not exclude in advance the possibility of the presence or addition of other features or numbers, steps, actions, components, parts or combinations thereof.
다르게 정의되지 않는 한, 기술적이거나 과학적인 용어를 포함해서 여기서 사용되는 모든 용어들은 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자에 의해 일반적으로 이해되는 것과 동일한 의미를 가지고 있다. 일반적으로 사용되는 사전에 정의되어 있는 것과 같은 용어들은 관련 기술의 문맥 상 가지는 의미와 일치하는 의미를 가지는 것으로 해석되어야 하며, 본 출원에서 명백하게 정의하지 않는 한, 이상적이거나 과도하게 형식적인 의미로 해석되지 않는다.Unless defined otherwise, all terms used herein, including technical or scientific terms, have the same meaning as commonly understood by one of ordinary skill in the art. Terms such as those defined in the commonly used dictionaries should be construed as having meanings consistent with the meanings in the context of the related art and shall not be construed in ideal or excessively formal meanings unless expressly defined in this application. Do not.
한편, 어떤 실시예가 달리 구현 가능한 경우에 특정 블록 내에 명기된 기능 또는 동작이 순서도에 명기된 순서와 다르게 일어날 수도 있다. 예를 들어, 연속하는 두 블록이 실제로는 실질적으로 동시에 수행될 수도 있고, 관련된 기능 또는 동작에 따라서는 상기 블록들이 거꾸로 수행될 수도 있다.On the other hand, when an embodiment is otherwise implemented, a function or operation specified in a specific block may occur out of the order specified in the flowchart. For example, two consecutive blocks may actually be performed substantially simultaneously, and the blocks may be performed upside down depending on the function or operation involved.
도 1은 본 발명에 의한 온라인 도전게임 시스템을 설명하기 위한 개념도를 나타내고 도 2는 본 발명에 의한 온라인 도전 게임 방법을 설명하기 위한 흐름도이다.1 is a conceptual diagram illustrating an online challenge game system according to the present invention, and FIG. 2 is a flowchart illustrating an online challenge game method according to the present invention.
도 1을 참조하면, 온라인 도전게임 시스템은 온라인 도전게임 서비스 공급자(10)는 싱글게임 개발자(20)가 개발한 싱글게임을 온라인 게임 스토어를 통해 사용자들, 즉 도전자(30)와 피도전자(32)들에게 무료 배포하거나 유료 판매한다. 또한 서비스 공급자(10)는 싱글게임에 대한 광고 스폰서들(40, 42)을 유치한다. 서비스 공급자(10)는 유치된 광고 스폰서들(40, 42) 각자의 광고게임1, 2들을 광고게임 데이터베이스에 등록한다. 서비스 공급자(10)는 도전자(30)로부터 온라인 도전게임 요청이 접수되면 피도전자(32)에게 도전요청을 전달한다. 피도전자(32)의 도전수락이 접수되면 도전자(30) 및 피도전자(32) 쌍방에게 광고게임1, 2를 제시하고 선택된 광고게임(여기서는 광고게임1이 선택된 것으로 가정한다)을 쌍방에게 제공한다.Referring to FIG. 1, in the online challenge game system, an online challenge game service provider 10 provides a single game developed by a single game developer 20 to users, that is, a challenger 30 and a challenger through an online game store. 32) Free distribution or paid sales. The service provider 10 also attracts advertising sponsors 40 and 42 for a single game. The service provider 10 registers the advertisement games 1 and 2 of the attracted advertisement sponsors 40 and 42 in the advertisement game database. When the service provider 10 receives an online challenge game request from the challenger 30, the service provider 10 transmits the challenge request to the challenger 32. When the challenge acceptance of the challenged 32 is received, both the challenger 30 and the challenged 32 are presented with the advertisement games 1 and 2, and the selected advertisement game (assuming that the advertisement game 1 is selected here) is provided to both parties. to provide.
도 2를 참조하면, 온라인 도전게임이 성사되면(S102) 도전자(30) 및 피도전자(32)는 제공된 광고게임1을 플레이하여 획득한 광고게임점수(AGS1, AGS2)와 싱글게임점수(SGS1, SGS2)를 서비스 공급자(10)에게 업로드 한다. 서비스 공급자(10)는 도전자(30)의 싱글게임점수(SGS1)와 광고게임점수(AGS1)를 합산하여 총 게임점수(TGS1)를 산출한다(S104). 마찬가지로 서비스 공급자(10)는 피도전자(32)의 싱글게임점수(SGS2)와 광고게임점수(AGS2)를 합산하여 총 게임점수(TGS2)를 산출한다. 서비스 공급자(10)는 산출된 쌍방의 총 게임점수를 비교하여(S108) 큰 점수를 가진 자를 온라인 도전게임의 승자로 결정한다. 도전자가 승자라고 가정하면 도전자에게 광고게임1과 관련된 승자 포인트가 주어진다(S110). 서비스 공급자(10)는 광고게임1이 도전자(30)와 피도전자(32)에게 각각 다운로드 되어 설치된 것으로 카운트한다.Referring to FIG. 2, when an online challenge game is made (S102), the challenger 30 and the challenger 32 play the advertisement game scores AGS1 and AGS2 obtained by playing the provided advertisement game 1 and the single game score SGS1. , SGS2) to the service provider 10. The service provider 10 calculates the total game score TGS1 by adding the single game score SGS1 and the advertisement game score AGS1 of the challenger 30 (S104). Similarly, the service provider 10 calculates the total game score TGS2 by adding the single game score SGS2 and the advertisement game score AGS2 of the pilot 32. The service provider 10 determines the winner of the online challenge game by comparing the calculated total game scores of both parties (S108). Assuming that the challenger is the winner, the challenger is given a winner point related to the advertisement game 1 (S110). The service provider 10 counts that the advertisement game 1 is downloaded and installed to the challenger 30 and the challenger 32, respectively.
이와 같은 방식으로 온라인 도전게임을 서비스하여 도전자의 승자 포인트 획득 수(AP)가 일정 수(C) 이상, 예컨대 20개 이상이면(S112) 누적 승점 포인트(AP)를 상품권으로 교체한다(S114).In this way, if the number of winner points obtained by the challenger (AP) is more than a predetermined number (C), for example, 20 or more (S112), the cumulative victory point (AP) is replaced with a gift certificate (S114).
다시 도 1을 참조하면, 서비스 공급자(10)는 광고게임1이 40회 설치 횟수로 카운트될 것이다. 서비스 공급자(10)는 광고게임1의 40회 광고비용을 광고주(40)에게 청구하고 결재된 광고비(a) 중 일부는 싱글게임 개발자에게 개발비용(c)으로 지급하고 일부는 상품권 발행비용(a1)으로 처리하고 나머지는 서비스 공급자의 서비스 매출(x)로 처리한다.Referring back to FIG. 1, the service provider 10 may count the number of times the advertisement game 1 is installed 40 times. The service provider 10 bills the advertiser 40 for the advertising cost of the advertising game 1, and some of the billed advertising costs (a) are paid to the single game developer as the development costs (c), and some are for the gift certificate issuance cost (a1). ) And the rest as service revenue (x) from the service provider.
그러므로 광고주는 다운로드 되어 플레이된 광고게임 설치 횟수에 대응하여 광고비를 지출하므로 확실한 광고노출을 보장받을 수 있으므로 고가의 광고비 지불을 감수할 수 있다.Therefore, the advertiser spends an advertising fee corresponding to the number of times of the downloaded and installed advertising game, so that a certain advertising exposure can be guaranteed, so that the advertiser can pay a high cost of advertising.
또한 본 발명에서는 광고게임 다운로드 시간부터 광고게임 점수 업로드 시간을 광고게임 노출시간으로 카운트할 수 있으므로 광고게임 설치 횟수뿐만 아니라 광고게임 플레이 시간을 카운트하고 카운트된 플레이 시간에 비례하여 광고비를 산출하는 것도 가능하다. 예컨대 설치 횟수는 많으나 평균 광고게임 플레이 시간이 짧은 경우에는 동일 설치횟수이면서 광고게임 플레이 시간이 긴 경우 보다 산출된 광고비가 작을 수 있다. 즉 광고게임 플레이 시간, 즉 광고게임 시청시간에 비례하여 광고비를 산출함으로써 광고료 산출의 신뢰성을 높일 수 있다.In addition, in the present invention, since the advertisement game score upload time can be counted as the advertisement game exposure time from the advertisement game download time, it is also possible to count the advertisement game play time as well as the number of advertisement game installations and calculate the advertisement cost in proportion to the counted play time. Do. For example, if the number of installations is large, but the average advertising game play time is short, the calculated advertising cost may be smaller than the same number of installations and the advertising game play time is long. In other words, by calculating the advertising cost in proportion to the advertising game play time, that is, the advertising game viewing time, it is possible to increase the reliability of the advertising fee calculation.
사용자들은 싱글게임 뿐만 아니라 온라인 도전게임이 가능하므로 단순한 싱글게임점수랭킹만 표시하는 방식에 비해 흥미가 배가되며 원하는 광고게임을 취사선택하여 도전게임의 점수를 추가할 수 있으므로 도전게임의 승률을 높일 수 있을 뿐만 아니라 승점 포인트가 쌓이면 원하는 광고기업의 상품권을 획득할 수 있다. 그러므로 기존의 단순한 당첨식 경품 이벤트 광고에 비해 자신의 노력에 의해 얻어지는 결과가 기대되므로 자발적으로 온라인 도전게임을 즐기게 된다.Users can play online games as well as single games, so the interest is doubled compared to the method of displaying only single game score rankings, and it is possible to increase the odds of the challenge game by adding the score of the challenge game by selecting the desired advertising game. Not only that, but if you accumulate points, you can get the gift certificate of the advertising company you want. Therefore, it is expected that the result obtained by one's effort is expected compared to the existing simple prize-winning prize event advertisement, so that the user voluntarily enjoys the online challenge game.
싱글게임 개발자는 안정되고 높은 게임개발수익이 보장되므로 보다 흥미있는 싱글게임 개발에 적극적으로 참여하게 될 것이다.Single game developers will be able to actively participate in the development of more interesting single games because stable and high game development revenue is guaranteed.
도 3은 본 발명에 의한 온라인 도전게임 시스템의 바람직한 일 실시예의 블록도를 나타낸다.Figure 3 shows a block diagram of a preferred embodiment of the online challenge game system according to the present invention.
도 3을 참조하면, 온라인 도전게임 시스템은 서비스 공급자 서버(100)와 복수의 단말기들(200)을 포함한다.Referring to FIG. 3, the online challenge game system includes a service provider server 100 and a plurality of terminals 200.
서버(100)는 통신모듈(110)을 통해 유무선 통신망(300)에 접속되어 복수의 단말기들(200)과 통신한다. 서버(100)는 프로세서(120), 회원 데이터베이스(130), 싱글게임 데이터베이스(140), 광고게임 데이터베이스(150), 상품권 데이터베이스(160)를 포함한다.The server 100 is connected to the wired / wireless communication network 300 through the communication module 110 to communicate with the plurality of terminals 200. The server 100 includes a processor 120, a member database 130, a single game database 140, an advertisement game database 150, and a gift certificate database 160.
서버(100)의 프로세서(120)는 게임 스토어를 운영하고 게임 스토어를 통해 싱글게임을 무료 배포하거나 또는 유료 판매한다. 여기서 싱글게임은 다운로드 방식이 아니라 단말기 자체에 임베디드 될 수도 있다. 프로세서(120)는 온라인 도전게임 프로그램을 수행하고 도전요청접수와 도전수락접수를 통해 쌍방 도전을 성사시키고 도전 쌍방의 싱글게임점수와 광고게임점수를 합산하여 총 게임점수를 산출하기 위한 총 게임점수 산출모듈(120a)과 광고게임 다운로드 횟수에 따른 광고비를 산출하기 위한 광고비용 산출모듈(120b), 도전자 매칭 랜덤선택모듈(120c), 광고게임 매칭 선택모듈(120d)을 포함할 수 있다.The processor 120 of the server 100 operates a game store and freely distributes or pays for a single game through the game store. Here, the single game may be embedded in the terminal itself, not in a download manner. The processor 120 executes the online challenge game program, calculates the total challenge by completing the challenge by accepting the challenge request and accepting the challenge, and calculating the total game score by adding the single game score and the advertisement game score of both challenge. The module 120a may include an advertisement cost calculation module 120b, a challenger matching random selection module 120c, and an advertisement game matching selection module 120d for calculating an advertisement cost according to the number of downloads of the advertisement game.
회원 데이터베이스(130)는 온라인 도전게임 이용자들의 회원정보를 저장 관리한다. 회원정보로는 ID, 패스워드, 전화번호, 이름, 생년월일, 주소, 이메일 계정, SNS 정보, 관심분야 키워드, 도전게임 수, 승리횟수, 승점 포인트, 친구 수, 랭킹정보 등을 포함할 수 있다.The member database 130 stores and manages member information of online game users. The member information may include ID, password, phone number, name, date of birth, address, email account, SNS information, interest keyword, challenge game count, win count, victory point, friend count, ranking information, and the like.
싱글게임 데이터베이스(140)는 게임 개발자들이 개발한 싱글게임을 저장 관리하고 싱글게임 프로그램, 개발자정보, 등록일자, 다운로드 횟수, 이용자 정보, 랭킹정보 등을 포함할 수 있다.The single game database 140 stores and manages a single game developed by game developers and may include a single game program, developer information, registration date, download count, user information, ranking information, and the like.
광고게임 데이터베이스(150)는 광고게임을 저장 관리하고 광고게임 프로그램, 광고주 정보, 개발자 정보, 다운로드 횟수, 이용자 정보 및 광고게임 총 플레이 시간 등을 포함할 수 있다.The advertisement game database 150 may store and manage an advertisement game, and may include an advertisement game program, advertiser information, developer information, download count, user information, and total play time of the advertisement game.
상품권 데이터베이스(160)는 발행된 상품권 정보를 저장 관리하고, 상품권 ID, 광고주 정보, 발행단가, 발행수, 이용자 정보, 사용이력정보 등을 포함할 수 있다.The gift certificate database 160 stores and manages the issued gift certificate information and may include a gift certificate ID, advertiser information, issue price, number of issues, user information, usage history information, and the like.
여기서 서버(100)는 대표적인 서버로서 표현된 것이고 웹 서버, 데이터베이스 서버, 통신서버, 광고비용 산출서버, 광고게임 운영서버, 스폰서 관리서버, 게임개발자 관리서버, 관리자 서버 등을 포함할 수 있다.Here, the server 100 is represented as a representative server and may include a web server, a database server, a communication server, an advertisement cost calculation server, an advertisement game operation server, a sponsor management server, a game developer management server, and an administrator server.
도 4는 도 3의 서버의 프로세서에서 실행되는 온라인 도전게임 메인 프로그램을 설명하기 위한 흐름도이고, 도 5a 및 도 5b는 도 4의 온라인 도전게임 관리 서브루틴을 설명하기 위한 흐름도이다.4 is a flowchart illustrating an online challenge game main program executed in the processor of the server of FIG. 3, and FIGS. 5A and 5B are flowcharts illustrating the online challenge game management subroutine of FIG. 4.
도 4를 참조하면, 메인 프로그램은 시스템 초기화(S10) 이후에 싱글게임 관리 루틴(S20), 온라인 도전게임 관리 루틴(S30), 광고게임 관리 루틴(S40), 광고비용 산출 및 관리 루틴(S50), 광고수익 분배 및 관리루틴(S60), 상품권 발행 및 관리루틴(S70), 일반 관리 루틴(S80) 등을 수행한다.Referring to Figure 4, the main program after the system initialization (S10) single game management routine (S20), online challenge game management routine (S30), advertising game management routine (S40), advertising cost calculation and management routine (S50) , Advertisement revenue distribution and management routine (S60), gift certificate issuance and management routine (S70), general management routines (S80) and the like.
싱글게임 관리 루틴(S20)은 게임 스토어에서 배포되거나 유료 판매되는 싱글게임을 관리한다. 온라인 도전게임 관리 루틴(S30)은 온라인 도전게임의 진행 및 결과를 관리한다. 광고게임 관리 루틴(S40)은 각 광고주들과 관련된 광고게임의 업/다운로드를 관리한다. 광고비용 산출 및 관리 루틴(S50)은 광고게임의 인스톨 횟수에 따른 광고비용(CPI : Cost Per Install), 광고게임의 플레이 시간에 따른 광고비용(CPP : Cost Per Play)을 산출하고 해당 광고주에게 광고비용을 청구하거나 입금 관리를 한다.The single game management routine S20 manages a single game distributed or paid for sale in the game store. The online challenge game management routine S30 manages the progress and the result of the online challenge game. Ad game management routine (S40) manages the upload / download of advertising games associated with each advertiser. The advertising cost calculation and management routine (S50) calculates the advertising cost (CPI: Cost Per Install) according to the number of installations of the advertising game, the advertising cost (CPP: Cost Per Play) according to the play time of the advertising game, and advertises the advertisement to the advertiser. Charge or deposit.
초당 광고 단가를 CPS(Cost Per Second)라고 광고게임 시작시간 X, 광고게임 종료시간 Y라 하면 광고게임 플레이 시간 Z = Y-X 이다. 그러므로 광고비용 CPP는 다음 수학식으로 산출할 수 있다.The ad unit price per second is CPS (Cost Per Second), and the ad game start time X and the ad game end time Y are ad game play time Z = Y-X. Therefore, the advertising cost CPP can be calculated by the following equation.
〔수학식〕[Mathematical formula]
CPP = Z × CPSCPP = Z × CPS
여기서 광고게임 시작시간 X, 광고게임 종료시간 Y은 단말기로부터 사용자가 광고게임 플레이 시작시간과 종료시간을 캡쳐하고 광고게임 점수를 서버에 업 로딩할 때 함께 전송될 수 있다.Here, the advertisement game start time X and the advertisement game end time Y may be transmitted together from the terminal when the user captures the advertisement game play start time and the end time and uploads the advertisement game score to the server.
광고수익 분배 및 관리루틴(S60)은 각 광고주들로부터 결재된 광고비용을 약정에 따라 싱글게임 개발자와 분배를 관리한다. 상품권 발행 및 관리루틴(S70)은 발행된 상품권의 발권매수관리, 사용기간, 사용 장소, 사용자 등을 관리한다. 일반 관리 루틴(S80)은 서비스 공급자의 시스템 운영 및 보안을 관리한다.Ad revenue distribution and management routine (S60) manages the distribution with the single game developer in accordance with the advertising costs paid from each advertiser. Gift certificate issuance and management routine (S70) manages the ticketing number management, period of use, use place, user, etc. of the issued gift certificate. The general management routine S80 manages the system operation and security of the service provider.
도 5a 및 도 5b를 참조하면, 온라인 도전게임 관리 루틴은 단말기의 도전요청 접속시 수행된다. 즉 프로세서(120)는 통신망(300)을 통하여 단말기(200)의 접속을 체크한다(S120). S120단계에서 단말접속이 체크되면 아이디와 패스워드를 체크하여 회원여부를 확인한다(S122). 프로세서(120)는 등록된 회원이면 회원접속처리하고(S124) 아니면 회원가입처리를 수행한다(S126).5A and 5B, an online challenge game management routine is performed when a terminal requests a challenge request. That is, the processor 120 checks the connection of the terminal 200 through the communication network 300 (S120). If the terminal access is checked in step S120 to check the membership by checking the ID and password (S122). If the member is a registered member, the processor 120 performs a member access process (S124) or performs a member registration process (S126).
프로세서(120)는 접속된 도전자를 도전게임 대기자로 처리하고(S128) 도전요청이 있는가를 체크한다(S130). S130단계에서 프로세서(120)는 도전요청이 접수되면 피도전자가 지정된 경우(S132)에는 지정된 피도전자 단말로 도전요청 메시지를 전송한다(S134). 프로세서(120)는 피도전자 지정이 없을 경우에는 대전게임 대기자 중에서 랜덤으로 선택하여 지정하고 S134단계를 수행한다. S136단계에서 랜덤 지정시 프로세서(120)는 도전자 매칭 랜덤선택모듈(120c)을 통하여 도전자의 프로파일에 매칭되는 피도전자들 후보를 리스트업해서 제시할 수 있다.The processor 120 processes the connected challenger as the challenge game waiter (S128) and checks whether there is a challenge request (S130). In step S130, when the challenge request is received, the processor 120 transmits the challenge request message to the designated pilot device when the challenged user is designated (S132). The processor 120 randomly selects and assigns a match game waiter when there is no designation of a challenger, and performs step S134. In operation S136, the processor 120 may list and present the candidates that match the profile of the challenger through the challenger matching random selection module 120c.
프로세서(120)는 피도전자 단말로부터 도전수락이 접수되는지를 확인한다(S138). 프로세서(120)는 랜덤 선택시 피도전자의 도전수락이 거부되면 다른 피도전자를 랜덤으로 선택하여 제시하는 S132, S136, S134 단계를 반복 수행한다.The processor 120 checks whether a challenge is accepted from the lead terminal (S138). The processor 120 repeatedly performs steps S132, S136, and S134 for randomly selecting and presenting other to-be-conductors when the conduction of the to-be-conductor is rejected during random selection.
프로세서(120)는 S138단계에서 도전수락이 접수되면 쌍방의 1:1 도전게임이 성사된 것으로 처리하고 광고게임 데이터베이스(150)에서 선택된 광고게임 리스트를 쌍방 단말기로 다운로딩 한다(S140). S140의 광고게임 리스트는 도전자 및 피도전자의 프로파일 정보를 참작하여 광고게임 매칭 선택모듈(120d)에서 작성될 수 있다.When the challenge is accepted in step S138, the processor 120 processes the 1: 1 challenge game of both parties and downloads the advertisement game list selected from the advertisement game database 150 to both terminals (S140). The advertisement game list of S140 may be created by the advertisement game matching selection module 120d in consideration of the profile information of the challenger and the challenger.
프로세서(120)는 쌍방 단말기들로부터 광고게임 선택여부를 체크하고(S142) 선택된 광고게임 프로그램을 광고게임 데이터베이스(S150)로부터 검색하여 각 단말기로 다운로딩 한다(S144).The processor 120 checks whether or not the advertisement game is selected from both terminals (S142), retrieves the selected advertisement game program from the advertisement game database (S150), and downloads it to each terminal (S144).
프로세서(120)는 각 단말기로부터 싱글게임점수(SGS1, SGS2)와 광고게임점수(AGS1, AGS2)가 업로드 되면(S146) 도전자와 피도전자의 총 게임점수(TGS1, TGS2)를 총 게임점수 산출모듈(120a)을 통해 산출한다(S150). 산출결과 TGS1 > TGS2 이면 도전자를 승자로 결정하고(S152) 반대이면 피도전자를 승자로 결정한다(S154).The processor 120 calculates the total game score by calculating the total game scores (TGS1, TGS2) of the challenger and the challenger when the single game scores (SGS1, SGS2) and the advertisement game scores (AGS1, AGS2) are uploaded from each terminal (S146). It calculates through the module 120a (S150). If the result of the calculation is TGS1 > TGS2, the challenger is determined as the winner (S152). If the result is the opposite, the conduction electron is determined as the winner (S154).
프로세서(120)는 승자로 결정된 단말기에 승자 포인트를 1점 업시키고 그 결과를 데이터베이스에 저장한다(S156). 프로세서(120)는 승자의 누적 승점 포인트(AP)가 상품권 교환 포인트(C)와 동일한지를 체크한다(S158). 즉 승자의 누적 승점 포인트(AP)가 교환 포인트(C)와 동일하면 광고게임과 관련된 상품권(S160)이 승자에게 발급되어 교환된 상품권 정보가 승자 단말기로 다운로드 된다(S160). 프로세서(120)는 상품권 발급정보를 상품권 데이터베이스(160)에 저장한다.The processor 120 increases the winner point by one point in the terminal determined as the winner and stores the result in the database (S156). The processor 120 checks whether the winner's cumulative victory point AP is equal to the gift certificate exchange point C (S158). That is, if the winner's cumulative victory point (AP) is equal to the exchange point (C), the gift certificate (S160) associated with the advertising game is issued to the winner and the exchanged gift certificate information is downloaded to the winner terminal (S160). The processor 120 stores the gift certificate issuance information in the gift certificate database 160.
프로세서(120)는 S158단계 및 S160단계에서 승점 처리 후 단말기 접속이 유지된 상태이면 노드 A를 거쳐서 도전게임 대기자 단계(S128)로 복귀하고 접속이 끊어진 상태이면 동작을 종료한다(S162).The processor 120 returns to the challenge game waiting step S128 through node A when the terminal connection is maintained after the victory point processing in steps S158 and S160, and ends the operation when the connection is disconnected (S162).
다시 도 3을 참조하면 단말기(100)는 상용되는 아이 폰이나 안드로이드 폰 등의 스마트 폰 또는 피쳐 폰과 같이 인터넷 접속이 가능한 폰 단말이거나 아이패드 또는 갤럭시 탭과 같이 인터넷 또는 이동통신이 가능한 태블릿 컴퓨터의 구조를 기본으로 한다. Referring back to FIG. 3, the terminal 100 is a phone terminal capable of accessing the Internet, such as a smartphone or a feature phone, such as a commercially available iPhone or Android phone, or a tablet computer capable of internet or mobile communication, such as an iPad or Galaxy Tab. Based on the structure.
단말기(200)는 입력부(210), 디스플레이(220), 통신모듈(230), 저장부(240), 프로세서(250)를 포함한다.The terminal 200 includes an input unit 210, a display 220, a communication module 230, a storage unit 240, and a processor 250.
입력부(210)는 키패드 또는 터치패드와 같은 사용자 인터페이스 구성으로 게임 플레이, 도전 요청 또는 도전수락과 같은 키입력 또는 터치입력을 발생한다.The input unit 210 generates a key input or a touch input such as a game play, a challenge request, or a challenge accept in a user interface configuration such as a keypad or a touch pad.
디스플레이(220)는 액정패널 또는 OLED 패널과 같은 평판 디스플레이로 유저 그래픽 인터페이스를 위한 화면을 표시한다.The display 220 displays a screen for a user graphic interface on a flat panel display such as a liquid crystal panel or an OLED panel.
통신모듈(230)은 통신망(300)과 무선통신을 위한 2G, 3G, 4G 이동통신 송수신 모듈이거나 와이파이와 같은 데이터 송수신 모듈로 구성된다.The communication module 230 is a 2G, 3G, 4G mobile communication transmission / reception module for wireless communication with the communication network 300 or a data transmission / reception module such as Wi-Fi.
저장부(240)는 2GB 내지 32GB 저장용량을 가진 플래시 메모리와 같은 불휘발성 메모리로 구성된다. 저장부(240)에는 싱글게임점수(SGS1), 광고게임점수(AGS1), 광고게임 플레이 시작시간(X), 광고게임 플레이 종료시간(Z), 총 게임점수(TGS1), 누적 승점 포인트, 상품권 등의 정보가 저장된다.The storage unit 240 is composed of a nonvolatile memory such as a flash memory having a storage capacity of 2GB to 32GB. The storage unit 240 includes a single game score (SGS1), an advertisement game score (AGS1), an ad game play start time (X), an ad game play end time (Z), a total game score (TGS1), a cumulative victory point, and a gift certificate. And other information is stored.
프로세서(250)는 모바일 운영체제, 예컨대 심비안 OS, 구글의 안드로이드 OS, 애플의 IOS, 림의 블랙베리 OS, 마이크로소프트사의 윈도, 리눅스 OS, HP의 웹OS, 삼성전자의 바다, 노키아의 미고, 퀄컴의 BREW 등의 운영체계 프로그램과 응용 어플리케이션 및 데이터 등을 실행한다.The processor 250 is a mobile operating system such as Symbian OS, Google's Android OS, Apple's IOS, Rim's BlackBerry OS, Microsoft's Windows, Linux OS, HP's WebOS, Samsung's Sea, Nokia's Meego, Qualcomm. Run operating system programs such as BREW, application applications, and data.
도 6a 내지 도 6c는 도 3의 단말기(200)에서 실행되는 온라인 도전게임 단말 프로그램을 설명하기 위한 흐름도를 나타낸다. 도 7 내지 도 15는 단말기 디스플레이에 표시되는 화면 상태도들이다.6A through 6C are flowcharts illustrating an online challenge game terminal program executed in the terminal 200 of FIG. 3. 7 to 15 are screen state diagrams displayed on the terminal display.
도 6a 내지 도 6c를 참조하면, 단말기(200)는 싱글게임 플레이를 위한 초기화면을 표시한다(S202). 도 7에 도시한 초기화면(262)에는 예컨대 "Super Pill"이라는 싱글게임 바탕화면으로 표시되고 중하단 중앙에는 플레이 터치 키(262c)가 표시되고 상단에는 온라인 도전게임 아이콘(262a, 262b)이 표시되어 있다. 온라인 도전게임 아이콘(262a)을 클릭하면 도 7의 우측에 도시한 바와 같이 온라인 도전게임(Pocket Arena) 메뉴화면(264)이 디스플레이 된다. 메뉴화면(264)에는 도전 신청자 정보(264a), 친구보기(264b), 프라이버시 세팅(264c), 도움말(264d), 로그아웃(264e)을 포함한다.6A to 6C, the terminal 200 displays an initial screen for single game play (S202). On the initial screen 262 illustrated in FIG. 7, for example, a single game desktop called "Super Pill" is displayed, a play touch key 262c is displayed at the center of the middle, and an online challenge game icons 262a and 262b are displayed at the top. It is. When the online challenge game icon 262a is clicked, an online challenge game menu screen 264 is displayed as shown on the right side of FIG. The menu screen 264 includes challenge applicant information 264a, friend view 264b, privacy setting 264c, help 264d, and logout 264e.
플레이 터치 키(262c)를 클릭하면(S204) 프로세서(250)는 싱글게임점수보기를 질의하고(S206) 아니면 싱글게임을 실행한다(S208). S206단계에서 싱글게임 점수보기가 선택되면 프로세서(250)는 도 8에 도시된 바와 같이 점수보기화면(266)을 디스플레이(220)에 표시한다(S210). 싱글게임이 종료되면 플레이 결과에 따라 최종 획득한 싱글게임점수를 도 8에 도시한 바와 같이 게임종료화면(268)을 디스플레이(220)에 표시한다(S210). 화면(266)에서는 싱글게임 최종점수 "2500"을 표시하고 중앙에는 배너광고(266a)가 표시되고 하단에는 온라인 도전게임 접속 키(266b) 및 리턴 키가 표시된다. 마찬가지로 화면(268)에서는 싱글게임 최종점수 "2500"을 표시하고 중앙에는 배너광고(268a)가 표시되고 하단에는 온라인 도전게임 접속 키(268b) 및 리턴 키가 표시된다.When the play touch key 262c is clicked (S204), the processor 250 queries the single game score view (S206) or executes a single game (S208). When the single game score view is selected in step S206, the processor 250 displays the score view screen 266 on the display 220 as shown in FIG. 8 (S210). When the single game ends, the game end screen 268 is displayed on the display 220 as shown in FIG. The screen 266 displays a single game final score "2500", a banner advertisement 266a is displayed at the center, and an online challenge game access key 266b and a return key are displayed at the bottom. Similarly, the screen 268 displays a single game final score "2500", a banner advertisement 268a is displayed at the center, and an online challenge game access key 268b and a return key at the bottom.
배너광고(266a, 268a)에는 예컨대 승점 포인트 35개를 모으면 광고주의 5$ 상품권을 획득할 수 있다는 정보를 포함한다. 배너광고(266a, 268a)를 클릭하면 중앙에 표시된 배너광고의 상세설명화면(270)이 디스플레이 상에 표시된다.The banner advertisements 266a and 268a include information that, for example, collecting 35 victory point points can obtain an advertiser's $ 5 gift card. When the banner advertisements 266a and 268a are clicked on, the detailed description screen 270 of the banner advertisement displayed at the center is displayed on the display.
화면(266, 268)에서 온라인 도전게임 접속 키(266b, 268b)를 클릭하면(S212) 온라인 도전게임 시스템의 서버(100)에 접속된다.When the online challenge game access keys 266b and 268b are clicked on the screens 266 and 268 (S212), the server 100 of the online challenge game system is connected.
온라인 접속된 상태에서 프로세서(250)는 친구도전모드 또는 랜덤도전모드를 선택하기 위한 도전모드 선택화면(272)을 도 9에 도시한 바와 같이 디스플레이 상에 표시한다(S214). 도전모드 선택화면(272)에는 친구모드 선택 키(272a)와 랜덤모드 선택 키(272b)를 포함한다. 친구모드 선택 키(272a)를 클릭하면 친구 리스트 화면(274)이 디스플레이 상에 표시된다(S218). 친구 리스트 화면(274) 상에서 도시한 바와 같이 "justin leo"를 선택하면(S220) 서버(100)로 선택정보가 업 로드된다(S224). 이에 서버(100)로부터 스폰서 리스트, 즉 광고게임 리스트가 단말기(200)로 다운로드 된다(S226). 프로세서(250)는 다운로드 된 스폰서 리스트를 도 10에 도시한 바와 같이 디스플레이(220) 상에 스폰서 리스트 화면(276)을 표시한다(S228). 화면(276)에서 원하는 스폰서의 광고게임을 선택하면 HTML5 광고게임 초기화면(278)이 디스플레이 상에 표시된다. 초기화면(278)의 플레이 키를 클릭하여 광고게임을 플레이 한다(S230). 이 때 광고게임 플레이 시작시간(X)을 메모리에 저장한다. 광고게임이 종료되면 도 11에 도시한 광고게임 종료화면(280)이 디스플레이 상에 표시된다. 마찬가지로 광고게임 플레이 종료시간(Y)을 메모리에 저장한다. 광고게임을 통해 획득한 광고게임점수 "250"과 싱글게임점수 "2500"가 합산되어 총 게임점수 "2750"이 표시되고 피도전자 "justin leo"가 도전 수락할 때까지 대기하라는 메시지를 표시한다. 여기서 도전자는 화면(280)의 하단에 표시된 이메일이나 트위터 또는 페이스 북과 같은 소셜 네트워크를 통하여 피도전자에게 자신의 도전을 알려서 도전수락에 응할 것을 요청할 수도 있다.In the online connection state, the processor 250 displays the challenge mode selection screen 272 for selecting the friend challenge mode or the random challenge mode on the display as shown in FIG. 9 (S214). The challenge mode selection screen 272 includes a friend mode selection key 272a and a random mode selection key 272b. When the friend mode selection key 272a is clicked on, the friend list screen 274 is displayed on the display (S218). As shown on the friend list screen 274, when "justin leo" is selected (S220), the selection information is uploaded to the server 100 (S224). The sponsor list, that is, the advertising game list is downloaded from the server 100 to the terminal 200 (S226). The processor 250 displays the sponsor list screen 276 on the display 220 as shown in FIG. 10 (S228). When the advertisement game of the desired sponsor is selected on the screen 276, the HTML5 advertisement game initial screen 278 is displayed on the display. The play key of the initial screen 278 is clicked to play the advertisement game (S230). At this time, the game start start time (X) is stored in the memory. When the advertisement game ends, the advertisement game end screen 280 shown in FIG. 11 is displayed on the display. Similarly, the advertisement game play end time (Y) is stored in the memory. The game score "250" and the single game score "2500" obtained through the ad game are added together, displaying the total game score "2750", and prompting the user to wait until the challenger "justin leo" accepts the challenge. . Here, the challenger may request to accept the challenge by notifying the challenger of his challenge through an email displayed at the bottom of the screen 280 or a social network such as Twitter or Facebook.
획득한 광고게임점수 "250"과 싱글게임점수 "2500"은 서버(100)로 업로드 된다(S234, S236). 이 때 점수 정보와 함께 광고게임 플레이 시작시간(X) 및 종료시간(Y) 정보도 업로드 된다. 여기서 합산은 공정성을 꾀하기 위하여 서버(100)에 산출하는 것으로 설명하고 있으나 단말기(200)에서 합산을 산출하고 총 게임점수를 서버(100)로 업로드 하는 것도 가능하다.The acquired advertising game score "250" and the single game score "2500" are uploaded to the server 100 (S234, S236). At this time, the advertisement game play start time (X) and end time (Y) information are uploaded along with the score information. Here, the summation is described as being calculated in the server 100 for fairness. However, the summation may be calculated in the terminal 200 and the total game score may be uploaded to the server 100.
프로세서(250)에서는 서버(100)로부터 도전게임 결과가 다운로드 되는지를 체크한다(S238). S238단계에서 도전게임 결과가 다운로드 되면 게임결과화면(282)을 디스플레이 상에 표시한다(S240). 게임결과화면(282)에 도시한 바와 같이 피도전자(justin leo)의 총 게임점수는 "2800 = 300 + 2500"로 표시되어 도전자(me)의 총 게임점수 "2750 = 250 + 2500"보다 높은 점수를 획득한 상태이므로 도전자가 패자로 결정되었음을 나타낸다. 그리고 배너광고(282a)에는 $5 상품권을 획득하기 위하여 앞으로 도전자가 획득하여야 할 남아 있는 승점 포인트가 17임을 표시하고 있다. 따라서 도전자가 $5 상품권을 획득을 위하여 도전게임을 계속적으로 도전하기를 유도한다.The processor 250 checks whether the challenge game result is downloaded from the server 100 (S238). When the result of the challenge game is downloaded in step S238, the game result screen 282 is displayed on the display (S240). As shown in the game result screen 282, the total game score of the justin leo is displayed as "2800 = 300 + 2500" so that the total game score of the challenger (me) is higher than "2750 = 250 + 2500". Since the score is obtained, the challenger is determined to be a loser. The banner advertisement 282a indicates that there are 17 remaining victory point points that the challenger must acquire in order to obtain a $ 5 gift card. Therefore, the challenger is encouraged to continue to challenge the game in order to win the $ 5 gift card.
반대로 도전자가 승자로 결정되었다고 가정하면 도 12의 승자 화면(284)이 디스플레이 상에 표시될 것이다. 예컨대 승자화면(284)에서는 도전자 총 게임점수가 "2800 = 300 + 2500"이고 피도전자 총 게임점수가 "2550 =150 + 2400"으로 표시되고 승점 포인트 "1"을 획득하였음이 표시된다. 따라서 배너광고(284a)에는 $5 상품권을 획득하기 위하여 앞으로 도전자가 획득하여야 할 남아 있는 승점 포인트가 16으로 표시되어 있음을 알 수 있다.Conversely, assuming that the challenger has been determined to be the winner, the winner screen 284 of FIG. 12 will be shown on the display. For example, in the winner screen 284, the challenger total game score is displayed as "2800 = 300 + 2500", the challenger total game score is displayed as "2550 = 150 + 2400", and the victory point "1" is displayed. Accordingly, it can be seen that the banner advertisement 284a indicates 16 remaining victory point points that the challenger must acquire in order to obtain a $ 5 gift card.
무승부일 때에는 도 12의 무승부 화면(286)이 디스플레이 상에 표시될 것이다. 따라서 배너광고(286a)의 승점 포인트의 추가획득에 실패하였으므로 "17" 상태를 그대로 유지한다.In the case of a draw, the draw screen 286 of FIG. 12 will be shown on the display. Therefore, since the additional acquisition of the victory point of the banner ad (286a) failed to maintain the "17" state.
상술한 바와 같이 도전게임결과를 표시한 S240단계를 수행한 다음에 게임 종료이면(S242) 도전게임을 종료하고 아니면 S202 단계로 복귀한다.As described above, after performing the step S240 displaying the result of the challenge game, if the game is terminated (S242), the challenge game ends, and the flow returns to the step S202.
도 6b의 S216단계에서 도 9의 화면(272)의 랜덤모드 선택 키(272b)를 클릭하면(S222) 프로세서(250)는 랜덤모드 선택정보를 서버(100)로 업 로드한다(S224). 따라서 서버(100)에서는 랜덤모드 선택시에는 상술한 바와 같이 도전자 매칭 랜덤선택모듈(120c)을 통해 피도전자를 랜덤하게 선택하여 도전요청을 전달한다.In operation S216 of FIG. 6B, when the random mode selection key 272b of the screen 272 of FIG. 9 is clicked (S222), the processor 250 uploads the random mode selection information to the server 100 (S224). Therefore, in the random mode selection, the server 100 transmits the challenge request by randomly selecting the conductors through the conductor matching random selection module 120c as described above.
도 7의 메뉴화면(264)에서 도전 신청자 정보(264a)를 클릭하면 도 13의 프로파일 화면(288)이 디스플레이 상에 표시된다. 프로파일 화면(288)에는 사진, 이름, 출생년도, 주소, 관심분야, 사용하는 소셜 네트워크 등의 개인 신상정보가 표시된다. 또한 도전게임 내용으로 도전게임횟수, 승수, 승점 포인트 등이 표시되고 친구 수, 친구들 사이의 랭킹정보, 지역 탑 랭킹정보 등이 표시될 수 있다. 친구 수 표시 칸을 클릭하면 친구 리스트 화면(290)이 표시된다. 친구들 사이의 랭킹정보 표시 칸을 클릭하면 친구 랭킹 화면(292)이 표시되고 지역 탑 랭킹정보 표시 칸을 클릭하면 탑 랭킹 화면(294)이 표시된다. 프로파일 화면(288)의 하단 "achievment" 키를 클릭하면 도전게임 전적과 획득한 보상 상품권 또는 선물교환권 리스트가 표시될 수도 있다. 프로파일 화면(288)의 개인신상정보는 도 14에 표시한 바와 같이 편집화면(298)을 통해 수정할 수 있다.When the challenge applicant information 264a is clicked on the menu screen 264 of FIG. 7, the profile screen 288 of FIG. 13 is displayed on the display. The profile screen 288 displays personally identifiable information such as a photo, a name, a birth year, an address, an interest, and a social network to be used. In addition, as the content of the challenge game, the number of challenge games, multipliers, and victory point points may be displayed, and the number of friends, ranking information between friends, and local top ranking information may be displayed. When the friend number display column is clicked, the friend list screen 290 is displayed. Clicking on the ranking information display field between friends displays the friend ranking screen 292 and clicking on the local tower ranking information display column displays the top ranking screen 294. Clicking the "achievment" key at the bottom of the profile screen 288 may display a list of the challenge game history and the reward vouchers or gift vouchers obtained. The personal image information of the profile screen 288 can be corrected through the edit screen 298 as shown in FIG.
도 7의 온라인 도전게임 아이콘(262b)을 클릭하면 도 15의 도전수락요청화면(263)이 디스플레이 상에 표시된다. 도전수락 요청화면(263)에는 도전내용보기와 공지사항보기 선택키들이 상단에 표시되어 있다. 도전내용보기 선택키를 선택하면 친구의 도전신청 표시란(263a), 랜덤 신청 표시란(263b), 자신의 도전신청 표시란(263c) 등을 표시될 수 있다. 친구의 도전신청 표시란(263a)을 클릭하면 서버로 도전수락정보가 업로드 되어 도전게임이 성사된다. 랜덤 신청 표시란(263b), 자신의 도전신청 표시란(263c)에는 상대방의 도전수락을 대기하는 중이면 "pending" 표시가 된다.When the online challenge game icon 262b of FIG. 7 is clicked, the challenge acceptance request screen 263 of FIG. 15 is displayed on the display. The challenge acceptance request screen 263 has a challenge view and announcement view selection keys displayed at the top. When the challenge content view selection key is selected, a friend's challenge request display field 263a, a random request display field 263b, and a challenge request display field 263c thereof may be displayed. Clicking the friend's challenge request display field (263a) uploads the challenge acceptance information to the server, the challenge game is completed. In the random request display field 263b and one's challenge request display field 263c, if the other party waits for the acceptance of the challenge, a " pending "
공지사항보기 선택키를 선택하면 도 15의 공지사항화면(265)이 디스플레이 상에 표시된다. 공지사항화면(265)에는 도전결과, 이벤트, 캠페인 뉴스, 프로파일 업데이트 등의 공지사항들이 표시된다.If the Select Notice View selection key is selected, the Announcement Screen 265 of FIG. 15 is displayed on the display. The announcement screen 265 displays announcements such as challenge results, events, campaign news, and profile updates.
이상, 본 발명의 실시예들에 따른 온라인 도전 게임 방법 및 시스템에 대하여 도면을 참조하여 설명하였지만, 상기 도면 및 그에 대한 설명은 예시적인 것으로서 본 발명의 기술적 사상을 벗어나지 않는 범위에서 해당 기술 분야에서 통상의 지식을 가진 자에 의하여 수정 및 변경될 수 있을 것이다. 그러므로 본 발명의 기술적 사상이 본 발명의 실시예들로 한정되어서는 아니 될 것이다.As mentioned above, although the online challenge game method and system according to the embodiments of the present invention have been described with reference to the drawings, the drawings and the description thereof are exemplary and generally in the art without departing from the technical spirit of the present invention. It may be amended and changed by those of skill in the art. Therefore, the technical idea of the present invention should not be limited to the embodiments of the present invention.

Claims (28)

  1. 온라인 도전게임 방법에 있어서,In the online challenge game method,
    도전자의 단말기를 통해 획득한 싱글게임점수(SGS1)와 온라인 도전시 주어진 광고게임을 플레이하여 획득한 광고게임점수(AGS1)를 합한 도전자의 총 게임점수(TGS1 = SGS1 + AGS1)와, 피도전자의 단말기를 통해 획득한 싱글게임점수(SGS2)와 온라인 도전 수락시 주어진 광고게임을 플레이하여 획득한 광고게임점수(AGS2)를 합한 총 게임점수(TGS2 = SGS2 + AGS2)를 서로 비교하여 승자를 결정하는 것을 특징으로 하는 온라인 도전게임 방법.The total game score of the challenger (TGS1 = SGS1 + AGS1), which is the sum of the single game score (SGS1) acquired through the challenger's terminal and the advertisement game score (AGS1) obtained by playing the given advertising game during the online challenge, and the pilot. The winner is determined by comparing the total game score (TGS2 = SGS2 + AGS2), which is the sum of the single game score (SGS2) acquired through the terminal of the terminal and the advertising game score (AGS2) obtained by playing the given advertising game when accepting the online challenge. Online challenge game method characterized in that.
  2. 제1항에 있어서, 상기 온라인 도전게임의 승자는 상기 광고게임 관련 승점 포인트를 획득하는 것을 특징으로 하는 온라인 도전게임 방법.The method of claim 1, wherein the winner of the online challenge game obtains victory point points related to the advertisement game.
  3. 제2항에 있어서, 상기 획득한 승점 포인트가 일정 포인트에 도달하면 상기 광고게임과 관련된 실제가격의 상품권으로 교체되는 것을 특징으로 하는 온라인 도전게임 방법.The online challenge game method of claim 2, wherein when the acquired victory point points reach a predetermined point, the acquired victory point point is replaced with a gift certificate of an actual price associated with the advertisement game.
  4. 제3항에 있어서, 상기 싱글게임 플레이 과정 및 온라인 도전 과정에서 상기 단말기 디스플레이 상에 상기 상품권 관련 배너광고가 노출되는 것을 특징으로 하는 온라인 도전게임 방법.The online challenge game method of claim 3, wherein the gift certificate related banner advertisement is exposed on the terminal display in the single game play process and the online challenge process.
  5. 제1항에 있어서, 상기 피도전자는 도전자의 단말기에 등록된 친구들, 초청된 친구들 또는 상기 싱글게임의 게임자들 중 랜덤하게 선택된 자들 중 어느 하나인 것을 특징으로 하는 온라인 도전게임 방법.The online challenge game method according to claim 1, wherein the victim is any one of friends registered with a challenger's terminal, invited friends, or randomly selected players of the single game.
  6. 제5항에 있어서, 상기 싱글게임의 게임자들 중 랜덤하게 선택된 자는 도전자 매칭 알고리즘에 의해 선택된 것을 특징으로 하는 온라인 도전게임 방법. 6. The method of claim 5, wherein a randomly selected one of the gamers of the single game is selected by a challenger matching algorithm.
  7. 제1항에 있어서, 상기 주어진 광고게임은 상기 도전자의 프로파일 정보에 응답하여 적어도 하나 이상 제시된 것들 중 상기 도전자에 의해 선택된 것임을 특징으로 하는 온라인 도전게임 방법.The online challenge game method according to claim 1, wherein the given advertising game is selected by the challenger from among at least one presented in response to profile information of the challenger.
  8. 제7항에 있어서, 상기 도전자 프로파일 정보는 도전자 이름, 나이, 지리적 위치, 관심분야, 이메일주소, 사용 중인 소셜 네트워크, 등록친구 수 또는 싱글게임 랭킹정보들 중 적어도 하나 이상 포함하는 것을 특징으로 하는 온라인 도전게임 방법.The method of claim 7, wherein the challenger profile information includes at least one of a challenger's name, age, geographical location, interests, email address, social network in use, number of registered friends or single game ranking information. How to play a challenge.
  9. 제1항에 있어서, 상기 주어진 광고게임은 HTML5 게임인 것을 특징으로 하는 온라인 도전게임 방법.The method of claim 1, wherein the given advertising game is an HTML5 game.
  10. 온라인 도전게임 시스템에 있어서, In the online challenge game system,
    싱글게임점수 및 광고게임점수를 획득하기 위한 복수의 단말기들;A plurality of terminals for obtaining a single game score and an advertisement game score;
    상기 복수의 단말기들과 통신하여 각 단말기들의 도전요청 및 도전수락을 관리하고, 도전게임이 성사된 쌍방의 단말기들에 광고게임을 각각 제공하고, 상기 쌍방의 단말기들로부터 각각 업로드 된 쌍방의 각 싱글게임점수와 각자 획득한 광고게임점수를 각각 합산하여 산출한 쌍방의 총 게임점수들을 서로 비교하여 온라인 도전게임 승자를 결정하는 온라인 도전게임서버를 구비한 것을 특징으로 하는 온라인 도전게임 시스템.Communicate with the plurality of terminals to manage challenge requests and accept acceptance of the respective terminals, provide advertising games to each of the terminals where the challenge game is completed, and each single of each of the two uploaded from the respective terminals; An online challenge game system comprising an online challenge game server for determining a winner of an online challenge game by comparing each other's total game scores calculated by summing game scores and respective acquired game scores.
  11. 제10항에 있어서, 상기 복수의 단말기들 각각은The method of claim 10, wherein each of the plurality of terminals
    디스플레이;display;
    입력부;An input unit;
    통신모듈;Communication module;
    싱글게임점수, 광고게임점수 및 총 게임점수를 각각 저장하기 위한 저장부; 및A storage unit for storing the single game score, the advertisement game score and the total game score, respectively; And
    싱글게임 및 온라인 도전게임 프로그램을 실행하는 프로세서를 구비하고, It is equipped with a processor for executing single game and online challenge game program,
    상기 온라인 도전게임 프로그램은The online challenge game program
    상기 디스플레이와 명령 입력부를 통해 상기 싱글게임 플레이시 획득한 싱글게임점수를 상기 저장부에 저장하고, 상기 통신모듈을 통해 상기 온라인 도전게임서버로 도전요청을 업로드 하고, 이에 응답하여 상기 온라인 도전게임서버로부터 광고게임을 다운로드 하여 설치하고, 상기 통신모듈을 통해 광고게임 플레이시 획득한 광고게임점수를 상기 온라인 도전게임서버로 업로드 하고, 상기 온라인 도전게임서버로부터 총 게임점수와 도전게임결과를 다운로드 하여 상기 저장부에 저장하고 상기 디스플레이에 도전게임결과를 표시하는 과정을 포함하는 것을 특징으로 하는 온라인 도전게임 시스템.The single game score obtained when playing the single game through the display and the command input unit is stored in the storage unit, the challenge request is uploaded to the online challenge game server through the communication module, and in response, the online challenge game server Download and install the advertising game from the game, upload the advertising game score obtained when playing the advertising game through the communication module to the online challenge game server, and download the total game score and challenge game results from the online challenge game server And storing the challenge game result in a storage unit and displaying the result of the challenge game on the display.
  12. 제11항에 있어서, 상기 프로세서는 싱글게임 플레이 과정 및 온라인 도전 과정에서 상기 디스플레이 상에 상기 광고게임과 관련된 배너광고를 표시하는 것을 특징으로 하는 온라인 도전게임 시스템.The online challenge game system of claim 11, wherein the processor displays a banner advertisement related to the advertisement game on the display in a single game play process and an online challenge process.
  13. 제11항에 있어서, 상기 프로세서는 도전요청 시 등록된 친구 리스트에서 피도전자를 선택하는 친구선택모드와 피도전자를 랜덤으로 선택하는 랜덤선택모드 중 어느 하나로 피도전자를 선택하는 것을 특징으로 하는 온라인 도전게임 시스템.12. The method of claim 11, wherein the processor selects the challenged one of the friend selection mode for selecting the subject from the friend list registered in the challenge request and the random selection mode for randomly selecting the subject. Online challenge game system.
  14. 제11항에 있어서, 상기 프로세서는 적어도 하나 이상의 광고 게임을 포함하는 게임 리스트를 상기 디스플레이 상에 표시하고, 상기 게임 리스트에서 선택한 광고게임을 서버로부터 다운로드 하는 것을 특징으로 하는 온라인 도전게임 시스템.The online challenge game system of claim 11, wherein the processor displays a game list including at least one advertisement game on the display, and downloads an advertisement game selected from the game list from a server.
  15. 제14항에 있어서, 상기 게임 리스트 상에 표시된 게임들은 단말기 사용자 프로파일 정보에 매칭된 속성을 가진 게임들인 것을 특징으로 하는 온라인 도전게임 시스템.15. The online challenge game system of claim 14, wherein the games displayed on the game list are games having attributes that match terminal user profile information.
  16. 제15항에 있어서, 상기 단말기 사용자 프로파일 정보는 사진, 이름, 출생년도, 주소, 관심분야, 이메일주소, 사용 중인 소셜 네트워크, 등록친구 수 또는 도전게임 및 랭킹정보를 적어도 하나 이상 포함하는 것을 특징으로 하는 온라인 도전게임 시스템.The terminal user profile information of claim 15, wherein the terminal user profile information includes at least one of a photo, a name, a year of birth, an address, an interest, an e-mail address, a social network in use, the number of registered friends, a challenge game, and ranking information. Online challenge game system.
  17. 제11항에 있어서, 상기 다운로딩 된 광고 게임은 HTML5 게임인 것을 특징으로 하는 온라인 도전게임 시스템.12. The online challenge game system of claim 11, wherein the downloaded advertising game is an HTML5 game.
  18. 제10항에 있어서, 상기 온라인 도전게임 서버는 11. The method of claim 10, wherein the online challenge game server
    온라인 도전 게임 유저들의 회원가입정보 및 도전게임정보를 저장하기 위한 데이터베이스;A database for storing registration information and challenge game information of online challenge game users;
    복수의 온라인 도전게임 단말기들과 통신하기 위한 통신모듈; 및A communication module for communicating with a plurality of online challenge game terminals; And
    온라인 도전게임 관리 프로그램을 실행하는 프로세서를 구비하고, A processor for executing an online challenge game management program,
    상기 온라인 도전게임 관리 프로그램은 The online challenge game management program
    상기 통신모듈을 통하여 상기 각 단말기들로부터 업로드 된 도전요청을 접수하고, 도전 요청된 상대방 단말기에 도전요청을 통지하고, 도전 수락 시에 쌍방 단말기들에 각각 광고게임을 다운로드 하고, 업로드 된 쌍방의 총 게임점수들을 비교하여 도전 게임 승자를 결정하고, 승자 단말기에는 결정된 게임결과 및 승점 포인트를 다운로드 하고, 상기 데이터베이스를 참조하여 승자의 누적된 승점 포인트가 일정 포인트에 도달하면 누적 승점 포인트를 실제가격의 상품권으로 교환 처리하는 것을 특징으로 하는 온라인 도전게임 시스템.Receives the challenge request uploaded from the respective terminals through the communication module, notifies the challenge request to the other terminal requesting the challenge, and downloads the advertising game to both terminals when accepting the challenge, the total of both uploaded Compare game scores to determine the winner of the challenge game, download the determined game results and victory points to the winner's terminal, and refer to the database to accumulate victory points when the winner's accumulated victory points reach a certain point. Online challenge game system, characterized in that the exchange process.
  19. 제18항에 있어서, 상기 프로세서는 상기 복수의 단말기들의 접속시 상기 스폰서가 제공하는 승점 포인트와 실제가격의 상품권 정보가 실린 배너광고를 각 단말기들에 다운로드 하는 것을 특징으로 하는 온라인 도전게임 시스템.19. The online challenge game system of claim 18, wherein the processor downloads banner advertisements containing the points of victory points and the actual price of the gift certificate information provided by the sponsor to each terminal when the plurality of terminals are connected.
  20. 제19항에 있어서, 상기 프로세서는 단말기로부터 도전요청 시 상대방 선택정보를 업로드 받는 것을 특징으로 하는 온라인 도전게임 시스템.20. The online challenge game system according to claim 19, wherein the processor uploads the opponent selection information when the challenge request is made from the terminal.
  21. 제20항에 있어서, 상기 프로세서는 랜덤모드 도전요청 시에서는 매칭 알고리즘에 의해 도전게임 대기자들 중 피도전자를 선택하는 것을 특징으로 하는 온라인 도전게임 시스템.21. The online challenge game system of claim 20, wherein the processor selects the challenged electrons from among the challenge game waiters by a matching algorithm when the random mode challenge request is made.
  22. 제18항에 있어서, 상기 단말기에 다운로드 되는 광고게임들은 도전요청한 단말기 사용자의 프로파일 정보에 매칭된 속성을 가진 광고게임들인 것을 특징으로 하는 온라인 도전게임 시스템.19. The online challenge game system according to claim 18, wherein the advertisement games downloaded to the terminal are advertisement games having attributes matching the profile information of the terminal user who requested the challenge.
  23. 제22항에 있어서, 상기 단말기 사용자 프로파일 정보는 사용자 이름, 나이, 지리적 위치, 관심분야, 이메일주소, 사용 중인 소셜 네트워크, 등록친구 수 또는 도전게임 및 랭킹정보를 적어도 하나 이상 포함하는 것을 특징으로 하는 온라인 도전게임 시스템.23. The method of claim 22, wherein the user profile information of the terminal comprises at least one or more of a user name, age, geographic location, interests, email address, social network in use, number of registered friends or challenge game and ranking information. Online challenge game system.
  24. 온라인 도전게임 단말기에 있어서,In the online challenge game terminal,
    디스플레이;display;
    입력부;An input unit;
    통신모듈;Communication module;
    싱글게임점수, 광고게임점수 및 총 게임점수를 각각 저장하기 위한 저장부; 및A storage unit for storing the single game score, the advertisement game score and the total game score, respectively; And
    싱글게임 및 온라인 도전게임 프로그램을 실행하는 프로세서를 구비하고, It is equipped with a processor for executing single game and online challenge game program,
    상기 온라인 도전게임 프로그램은 The online challenge game program
    상기 디스플레이와 명령 입력부를 통해 상기 싱글게임 플레이시 획득한 싱글게임점수를 상기 저장부에 저장하고, 상기 통신모듈을 통해 상기 온라인 도전게임서버로 도전요청을 업로드 하고, 이에 응답하여 상기 온라인 도전게임서버로부터 광고게임을 다운로드 하여 설치하고, 상기 통신모듈을 통해 광고게임 플레이시 획득한 광고게임점수를 상기 온라인 도전게임서버로 업로드 하고, 상기 온라인 도전게임서버로부터 총 게임점수와 도전게임결과를 다운로드 하여 상기 저장부에 저장하고 상기 디스플레이에 도전게임결과를 표시하는 과정을 포함하는 것을 특징으로 하는 온라인 도전게임 단말기.The single game score obtained when playing the single game through the display and the command input unit is stored in the storage unit, the challenge request is uploaded to the online challenge game server through the communication module, and in response, the online challenge game server Download and install an advertisement game from the game, upload the advertisement game score obtained when the advertisement game is played through the communication module to the online challenge game server, and download the total game score and the challenge game result from the online challenge game server. And storing the challenge game result in a storage unit and displaying the result of the challenge game on the display.
  25. 제24항에 있어서, 상기 온라인 도전게임 단말기는 스마트 폰, 태블릿 퍼스널 컴퓨터, 노트 북 컴퓨터 또는 유무선 인터넷 접속이 가능한 휴대용 단말기들 중 어느 하나인 것을 특징으로 하는 온라인 도전게임 단말기.25. The online challenge game terminal of claim 24, wherein the online challenge game terminal is any one of a smart phone, a tablet personal computer, a notebook computer, and a portable terminal having a wired / wireless internet connection.
  26. 온라인 도전게임 서버에 있어서,In the online challenge game server,
    온라인 도전 게임 유저들의 회원가입정보 및 도전게임정보를 저장하기 위한 데이터베이스;A database for storing registration information and challenge game information of online challenge game users;
    복수의 온라인 도전게임 단말기들과 통신하기 위한 통신모듈; 및A communication module for communicating with a plurality of online challenge game terminals; And
    온라인 도전게임 관리 프로그램을 실행하는 프로세서를 구비하고, A processor for executing an online challenge game management program,
    상기 온라인 도전게임 관리 프로그램은 The online challenge game management program
    상기 통신모듈을 통하여 상기 각 단말기들로부터 업로드 된 도전요청을 접수하고, 도전 요청된 상대방 단말기에 도전요청을 통지하고, 도전 수락 시에 쌍방 단말기들에 각각 광고게임을 다운로드 하고, 업로드 된 쌍방의 총 게임점수들을 비교하여 도전 게임 승자를 결정하고, 승자 단말기에는 결정된 게임결과 및 승점 포인트를 다운로드 하고, 상기 데이터베이스를 참조하여 승자의 누적된 승점 포인트가 일정 포인트에 도달하면 누적 승점 포인트를 실제가격의 상품권으로 교환 처리하는 것을 특징으로 하는 온라인 도전게임 서버.Receives the challenge request uploaded from the respective terminals through the communication module, notifies the challenge request to the other terminal requesting the challenge, and downloads the advertising game to both terminals when accepting the challenge, the total of both uploaded Compare game scores to determine the winner of the challenge game, download the determined game results and victory points to the winner's terminal, and refer to the database to accumulate victory points when the winner's accumulated victory points reach a certain point. Online challenge game server, characterized in that the exchange process.
  27. 광고게임 플레이 시간을 카운트하는 단계; 및Counting ad game play time; And
    상기 카운트된 광고게임 플레이 시간에 비례하여 광고비를 산출하는 단계를 구비한 것을 특징으로 하는 광고비용 산출방법.And calculating an advertising cost in proportion to the counted ad game play time.
  28. 제27항에 있어서, 상기 광고비를 산출하는 단계는 광고게임 플레이 시간의 평균치를 구하고 구해진 평균치에 비례하여 광고비를 산출하는 것을 특징으로 하는 광고비용 산출방법.28. The method of claim 27, wherein the calculating of the advertising cost comprises calculating an average of advertising game play time and calculating an advertising cost in proportion to the obtained average.
PCT/KR2013/003305 2013-01-11 2013-04-18 Online challenge game method, online challenge game system and method for calculating advertisement costs WO2014109435A1 (en)

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