WO2024172179A1 - Procédé et serveur destinés à fournir des données de jeu par l'intermédiaire d'une plateforme de discussion en ligne, et support d'enregistrement lisible par ordinateur - Google Patents
Procédé et serveur destinés à fournir des données de jeu par l'intermédiaire d'une plateforme de discussion en ligne, et support d'enregistrement lisible par ordinateur Download PDFInfo
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- WO2024172179A1 WO2024172179A1 PCT/KR2023/002162 KR2023002162W WO2024172179A1 WO 2024172179 A1 WO2024172179 A1 WO 2024172179A1 KR 2023002162 W KR2023002162 W KR 2023002162W WO 2024172179 A1 WO2024172179 A1 WO 2024172179A1
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- Prior art keywords
- game
- event
- chat
- chat room
- server
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/537—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS
Definitions
- the present invention relates to a method for providing in-game data through a chat platform, a server, and a computer-readable recording medium.
- MMORPG Massively Multi-player Online Role Playing Game
- the background technology described above is technical information that the inventor possessed for deriving the present invention or acquired in the process of deriving the present invention, and cannot necessarily be considered as publicly known technology disclosed to the general public prior to the application for the present invention.
- Some embodiments according to the present disclosure are intended to provide a method, a server, and a computer-readable recording medium for providing in-game data through a chat platform.
- the problems to be solved by the present invention are not limited to the problems mentioned above, and other problems and advantages of the present invention that are not mentioned can be understood by the following description, and will be more clearly understood by the embodiments of the present invention.
- the problems and advantages to be solved by the present invention can be realized by the means and combinations thereof indicated in the claims.
- a first aspect of the present disclosure can provide a method for providing in-game data through a chat platform, the method including: an operation of generating a list of chat rooms related to a plurality of events occurring during the course of a game; an operation of approving a game user's entry into a chat room based on the game user's selection of one of the chat rooms included in the list; and an operation of monitoring a game progress status of an event matching the chat room and providing the game user with in-game data related to the event collected after the occurrence time of the event.
- a second aspect of the present disclosure provides a server for providing in-game data through a chat platform, wherein the server includes at least one memory; and at least one processor; wherein the processor generates a list of chat rooms related to a plurality of events occurring during the course of a game, approves the game user's entry into the chat room based on the game user's selection of any one of the chat rooms included in the list, monitors the game progress of an event matching the chat room, and determines to provide the game user with in-game data related to the event collected after the occurrence of the event.
- a third aspect of the present disclosure can provide a computer-readable recording medium having recorded thereon a program for executing the method according to the first aspect on a computer.
- in-game data can be efficiently recorded and managed for each individual event within the game.
- FIG. 1 is a diagram illustrating an example of a system that provides in-game data through a chat platform according to one embodiment.
- FIG. 2 is a diagram illustrating an example of the internal configuration of a server that provides in-game data through a chat platform according to one embodiment.
- FIG. 3 is a flowchart illustrating an example of a method for providing in-game data through a chat platform according to one embodiment.
- FIG. 4 is a flowchart illustrating an example of a method for generating a list of chat rooms associated with a plurality of events according to one embodiment.
- FIG. 5 is a diagram illustrating a list of chat rooms related to multiple events according to one embodiment.
- FIGS. 6A to 6C are diagrams illustrating examples of in-game data related to an event according to one embodiment.
- FIGS. 7A and 7B are diagrams for explaining the collection point of in-game data provided to a game user according to one embodiment.
- a method for providing in-game data through a chat platform comprises: generating a list of chat rooms related to a plurality of events occurring during the course of a game, approving a game user's entry into a chat room based on the game user's selection of one of the chat rooms included in the list, and monitoring the game progress of an event matching the chat room, thereby providing the game user with in-game data related to an event collected after the occurrence of the event.
- Some embodiments of the present disclosure may be represented by functional block configurations and various processing steps. Some or all of these functional blocks may be implemented by various numbers of hardware and/or software configurations that execute specific functions.
- the functional blocks of the present disclosure may be implemented by one or more microprocessors, or may be implemented by circuit configurations for a given function.
- the functional blocks of the present disclosure may be implemented by various programming or scripting languages.
- the functional blocks may be implemented by algorithms that execute on one or more processors.
- the present disclosure may employ conventional techniques for electronic environment settings, signal processing, and/or data processing, etc. Terms such as “mechanism,” “element,” “means,” and “configuration” may be used broadly and are not limited to mechanical and physical configurations.
- connecting lines or connecting members between components depicted in the drawings are only illustrative of functional connections and/or physical or circuit connections. In an actual device, connections between components may be represented by various functional connections, physical connections, or circuit connections that may be replaced or added.
- FIG. 1 is a diagram illustrating an example of a system that provides in-game data through a chat platform according to one embodiment.
- the system (100) may include a game server (110), a chat server (120), and a game device (130).
- the game server (110), the chat server (120), and the game device (130) may be connected in a wired or wireless communication manner to transmit and receive data between each other.
- the system (100) of FIG. 1 is illustrated as including a game server (110), a chat server (120), and a game device (130), but is not limited thereto.
- the system (100) may include at least one external device.
- the operation of the server to be described in FIG. 2 and below may be implemented by a single device (e.g., a game server (110) or a chat server (120)) or multiple devices (e.g., a game server (110) and a chat server (120)).
- a single device e.g., a game server (110) or a chat server (120)
- multiple devices e.g., a game server (110) and a chat server (120)
- game may refer to software that can be enjoyed by at least one game user using an input/output device equipped or connected to a game device.
- games are played by game users directly manipulating in-game characters or manipulating the movement of in-game objects, and can be categorized into genres such as role-playing, adventure, and arcade.
- a game may include an online game that must pass through a network in order to progress through the game.
- an online game may mean a game in which two or more remote game devices are connected to each other through a network or are synchronized through a server.
- online games may include massively multiplayer online role-playing games (MMORPGs) in which a large number of game users participate simultaneously and perform various tasks (quests) on an in-game map implemented in a virtual space.
- MMORPGs massively multiplayer online role-playing games
- the term “game device” in this specification may mean hardware that executes game software, performs calculations according to inputs from a game user via an input device, and outputs results via an output device.
- the game device (130) may be in the form of a personal computer, a laptop computer, a game console, a smart phone, a tablet PC, a wearable device such as a smart band or a smart watch.
- any hardware that satisfies the above definition may be included in the game device (130).
- the game server (110) can provide a game service to a game user (140) through a game device (130) connected to the game server (110), and can collect in-game data generated as a result of the game user (140) playing the game.
- events may occur during the process in which a game user (140) plays a game.
- events may include events related to one game user, such as hunting monsters, obtaining items, and leveling up a character, and events related to multiple game users, such as hunting boss monsters through party play and wars between guilds.
- a chat service may be provided to the game users (140) to ensure smooth progress of the event and communication between multiple game users participating in the event.
- the game server (110) may provide a chat service to the game user (140) through an in-game chat platform.
- the chat server (120) may provide a chat service to the game user (140) through a separate chat platform.
- the chat server (120) can monitor the progress of the game being played through the game server (110) and create a chat room related to an event occurring during the game to approve the entry of the game user (140).
- the chat server (120) can collect in-game data related to an event from the game server (110) and provide it to a game user (140) through a chat room, thereby providing a method for providing in-game data that allows easy access to and efficient management of in-game data for each event.
- FIG. 2 is a diagram illustrating an example of the internal configuration of a server that provides in-game data through a chat platform according to one embodiment.
- the server (200) may include a communication unit (210), a processor (230), and a memory (250). Only components related to the embodiment are illustrated in the server (200) of FIG. 2. Therefore, a person skilled in the art will understand that other general components may be included in addition to the components illustrated in FIG. 2.
- the method of providing in-game data through a chat platform throughout the specification below has been described on the premise that it is performed by one server, it is not limited thereto.
- at least some of the operations of the method of providing in-game data through a chat platform may be performed separately by the game server (110) and the chat server (120), and may be performed by one server (the game server (110) or the chat server (120)).
- the communication unit (210) may include one or more components that enable wired/wireless communication with an external server or external device.
- the communication unit (210) may include at least one of a short-range communication unit (not shown), a mobile communication unit (not shown), and a broadcast receiving unit (not shown).
- the communication unit (210) is connected to the game device (130) via wired or wireless communication to transmit and receive data related to game progress between the two.
- the communication unit (210) can transmit a list of chat rooms related to multiple events occurring during the game to the game device (130).
- the communication unit (210) can receive a game user's selection of one of the chat rooms included in the list from the game device (130).
- the communication unit (210) can transmit a signal approving the game user's entry into the chat room to the game device (130).
- Memory (250) is a hardware that stores various data processed within the server (200) and can store a program for processing and controlling the processor (230).
- Memory (250) may include random access memory (RAM) such as dynamic random access memory (DRAM), static random access memory (SRAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), CD-ROM, Blu-ray or other optical disk storage, hard disk drive (HDD), solid state drive (SSD), or flash memory.
- RAM random access memory
- DRAM dynamic random access memory
- SRAM static random access memory
- ROM read-only memory
- EEPROM electrically erasable programmable read-only memory
- CD-ROM compact disc-read-only memory
- Blu-ray or other optical disk storage hard disk drive (HDD), solid state drive (SSD), or flash memory.
- the memory (250) may store in-game data related to an event.
- the memory (250) may store in-game data collected after the occurrence time of a preset event as in-game data matching a chat room.
- the processor (230) controls the overall operation of the server (200).
- the processor (230) can control the input unit (not shown), the display (not shown), the communication unit (210), the memory (250), etc., by executing programs stored in the memory (250).
- the processor (230) may be implemented using at least one of application specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field programmable gate arrays (FPGAs), controllers, micro-controllers, microprocessors, and other electrical units for performing functions.
- ASICs application specific integrated circuits
- DSPs digital signal processors
- DSPDs digital signal processing devices
- PLDs programmable logic devices
- FPGAs field programmable gate arrays
- controllers micro-controllers, microprocessors, and other electrical units for performing functions.
- the processor (230) can control the operation of the server (200) by executing programs stored in the memory (250). As an example, the processor (230) can perform at least a part of the method of providing in-game data through the chat platform described with reference to FIGS. 3 to 7b.
- the processor (230) may generate a list of chat rooms associated with a plurality of events that occur during the course of the game.
- an event included in multiple events occurs within a game that progresses in continuous time, and may include an event in which multiple game users participate for the progress of the event.
- chat rooms included in the list of chat rooms may include chat rooms in which game users forming a team among the game users participating in the event participate.
- the processor (230) monitors the progress of the game to determine whether a preset event has occurred, and whenever a preset event occurs during the progress of the game, one or more chat rooms can be opened based on the time of occurrence of the preset event, and a list of one or more chat rooms can be generated.
- the processor (230) may open a chat room through one of the following methods: a first method of automatically opening a chat room in response to a preset event occurring, or a second method of opening a chat room by receiving a chat room opening request from a game user who participated in a preset event when the preset event occurs.
- the processor (230) may approve a game user's entry into a chat room based on the game user's selection of one of the chat rooms included in the list of chat rooms.
- the processor (230) may monitor the game progress of an event that matches a chat room entered by a game user among a plurality of events, and determine to provide the game user with in-game data related to the event collected after the occurrence of the event.
- the processor (230) may determine to provide the game user with in-game data collected after the first time point among the first time point, which is the time point when the preset event occurs, and the second time point when the chat room is opened.
- the processor (230) may determine to provide the game user with in-game data collected after the first time point among the first time point, the second time point, and the third time point at which the game user entered the chat room, if the game user enters the chat room after the second time point.
- the in-game data may include at least one of first data regarding the outcome of the event, second data regarding one or more game users who participated in the event, and third data regarding the contribution of the game users to the event.
- the processor (230) may select in-game data of an event that matches a chat room selected by a game user from among in-game data related to a plurality of events and stored in a memory, and may determine to store the in-game data collected after the occurrence of the event and selected according to the above as in-game data that matches one or more chat rooms.
- the processor (230) can execute a game action selected by a game user within the game in response to in-game data.
- FIG. 3 is a flowchart illustrating an example of a method for providing in-game data through a chat platform according to one embodiment.
- a method for providing in-game data via a chat platform may include operations 310 to 350.
- the present invention is not limited thereto, and other general operations may be further included in the method for providing in-game data via a chat platform in addition to the operations illustrated in FIG. 3.
- the processor (230) can generate a list of chat rooms related to multiple events that occur during the course of the game.
- the game may include an online game that requires a network to progress through the game, as described above.
- the game may include a massively multiplayer online role-playing game (MMORPG).
- MMORPG massively multiplayer online role-playing game
- An event can refer to a type of content that occurs during the course of a game.
- an event can include events related to a single game user, such as hunting monsters, obtaining items, and leveling up a character, as well as events related to multiple game users, such as hunting boss monsters through party play and wars between guilds.
- the event occurs within a game that progresses over time, and may include an event in which multiple game users participate to progress the event.
- first event involving 10 game users may occur at a first point in time and end at a second point in time
- second event involving 5 game users may occur at a third point in time that is a predetermined time interval later than the second point in time.
- first event and the second event may occur at the same first point in time and end at the second and third points in time, respectively.
- a third event involving eight game users may occur at a fourth time point, which is a predetermined time interval later than the first time point, and end at a fifth time point, which is a predetermined time interval before the second time point.
- the server (200) can provide a chat service to game users through a chat platform.
- the chat platform may include a chat platform provided within the game or a chat platform provided separately outside the game.
- Multiple game users participating in a given event can communicate with each other through a chat room provided on a chat platform.
- multiple game users can chat using text or voice in a chat room.
- the server (200) may open a chat room related to an event in which multiple game users participate.
- the chat room may include a chat room in which game users related to the event can enter.
- the chat room may include a chat room in which users forming a team among game users participating in the event participate.
- the server (200) can open a chat room in response to an event occurring during the game.
- the server (200) can open a plurality of chat rooms in response to a plurality of events occurring and create a list of chat rooms.
- FIG. 4 an example of a method for generating a list of chat rooms is described, and referring to FIG. 5, an example of a list of chat rooms provided to game users through a game device is described.
- FIG. 4 is a flowchart illustrating an example of a method for generating a list of chat rooms associated with a plurality of events according to one embodiment.
- the processor (230) can monitor the progress of the game to determine whether a preset event has occurred.
- a preset event may mean an event that occurs within a game that progresses over time as described above.
- a preset event may include an event in which multiple game users participate to carry out the event.
- a preset event may include an event in which multiple game users participate with a common goal, such as hunting boss monsters or cooperative missions.
- the preset event may include an event related to a given game user group consisting of multiple game users.
- the preset event may include an event in which game users included in the game user group form a team and participate, such as a battle, war, or competition between game user associations.
- the processor (230) may open one or more chat rooms based on the occurrence time of a preset event whenever a preset event occurs during the game.
- the processor (230) can match chat rooms to events occurring during the game by opening a first chat room in response to the occurrence of a first event and opening a second chat room in response to the occurrence of a second event.
- the processor (230) may open a chat room by automatically opening the chat room in response to the occurrence of a preset event.
- the processor (230) may open a chat room by receiving a request to open a chat room from a game user who participated in a preset event when a preset event occurs and opening the chat room.
- the time at which the preset event occurs and the time at which the chat room is opened may be different.
- the processor (230) may generate a list of one or more opened chat rooms.
- the processor (230) may generate a list of chat rooms that a game user can enter among one or more opened chat rooms.
- an event in which the game user participated can be determined from among preset events, and a list of chat rooms related to the events in which the game user participated can be generated.
- FIG. 5 is a diagram illustrating a list of chat rooms related to multiple events according to one embodiment.
- the server (200) can create a list (510) of chat rooms related to multiple events and provide it to game users.
- the server (200) may display an interface on the game device that displays a list of chat rooms (510).
- the list of chat rooms (510) may display chat rooms sorted by date.
- the list of chat rooms (510) may display the type of event matching each chat room, the start and end times of the event, and the number of game users participating in the chat room.
- the interface described above may include an area capable of receiving a selection from a game user.
- the server (200) may receive a selection (520) from a game user for one of the chat rooms included in the list (510) of chat rooms through the interface.
- the processor (230) may approve the game user's entry into a chat room based on the game user's selection of one of the chat rooms included in the list of chat rooms.
- the processor (230) can determine whether the game user is allowed to enter a chat room selected by the game user by checking whether the game user is related to a chat room selected by the game user. That is, the processor (230) can approve the game user's entry into a chat room selected by the game user by checking whether the game user is related to an event matching a chat room.
- the processor (230) may determine whether the game user is a participant in an event that matches a chat room selected by the game user. That is, the event being related to the game user may include the game user being a participant in the event.
- the processor (230) may determine, for an event matching a chat room selected by the game user, whether the game user is a member of a game user group associated with the event.
- the server (200) may separately store in-game data matching the chat room selected by the game user before approving the game user's entry.
- the server (200) may be related to a plurality of events and may select in-game data of an event that matches a chat room selected by a game user from among the in-game data stored in the memory.
- the server (200) may store in-game data collected after the occurrence of the event and selected according to the above as in-game data that matches a chat room selected by the game user.
- the server (200) can open a chat room matching an event and store in-game data related to the event by matching it with the chat room.
- the processor (230) may monitor the game progress of an event that matches a chat room entered by a game user among a plurality of events, and provide the game user with in-game data related to the event collected after the occurrence of the event.
- the server (200) may store in-game data related to a plurality of events.
- the processor (230) may select in-game data related to an event that matches a chat room entered by the game user among the plurality of events.
- an event refers to an event that matches the chat room that the game user entered.
- the server (200) can monitor game progress related to an event and provide in-game data related to the event to game users in real time.
- the server (200) may monitor game progress related to an event, separately store in-game data related to the event collected after the occurrence of the event, and provide the stored in-game data to game users through a chat room.
- in-game data related to an event may refer to data generated as a result of the event.
- in-game data may include data regarding the outcome of an event, such as whether a boss monster was killed, the loot obtained by killing the boss monster, the outcome of a war between alliances, or the territory acquired.
- the in-game data may include data about one or more game users who participated in the event, such as a list of event participants including the nicknames of the characters who participated in the event, and the status of the characters who participated in the event.
- in-game data may include data regarding a game user's contribution to an event, such as the number of monsters killed by the game user's character while progressing through the event, the length of time the game user participated in the event, etc.
- a server (200) provides in-game data related to an event is described.
- the server (200) can provide in-game data collected after the occurrence of an event to the game user. Referring to FIGS. 7a and 7b below, an example of the collection time of in-game data provided by the server (200) will be described.
- FIGS. 6A to 6C are diagrams illustrating examples of in-game data related to an event according to one embodiment.
- the server (200) can provide game users with in-game data related to an event collected after the occurrence of the event.
- the server (200) may provide an interface in which in-game data is displayed through a chat room entered by a game user.
- the server (200) may provide in-game data (610) regarding one or more game users who participated in an event to the game users through a chat room interface.
- the server (200) can display a list containing the game user's character nickname and in-game data about the character's status on the interface.
- the server (200) can provide in-game data (620) regarding the game user's contribution to an event to the game user through the chat room interface.
- the server (200) may display the number of monsters killed (630) by each game user who participated in the event through the interface, or may display the user's contribution ranking (640) among all game users who participated in the event.
- the server (200) can provide in-game data (650) regarding the outcome of an event to game users through the chat room interface.
- the server (200) can display loot acquired by a game user association as a result of clearing an event through an interface.
- the server (200) can receive a game action selected by a game user in response to in-game data. Then, the server (200) can execute the game action selected by the game user within the game.
- the server (200) may receive a game action of distributing loot acquired by a game user association to members or distributing the sales proceeds acquired by selling loot, and may execute the game action described above within the game.
- the server (200) can efficiently manage in-game data related to an event through a chat room matching the event, and the game user can link game actions corresponding to in-game data checked in the chat room with the game progress.
- FIGS. 7A and 7B are diagrams for explaining the collection point of in-game data provided to a game user according to one embodiment.
- the server (200) can monitor the game progress of an event and provide game users with in-game data related to the event collected after the occurrence of the event.
- the server (200) can open a chat room by receiving a request to open a chat room from a game user who participated in the preset event and opening a chat room.
- the server (200) can provide the game user with in-game data (740) collected after the first time point (710), which is the time point when a preset event occurs, and the second time point (720) when the chat room is opened.
- the server (200) performs a separate selection process and storage process for in-game data from a first point in time (710) to a second point in time (720) and provides the data to game users when a chat room is opened, and provides in-game data (730) collected after the second point in time (720) to game users in real time, thereby providing in-game data (740) collected after the first point in time (710) to game users.
- the server (200) can determine whether the game user is related to a chat room selected by the game user and decide whether the game user can enter.
- the server (200) can provide the game user with in-game data (783) collected after the first time point among the first time point (750) when the event occurs, the second time point (760) when the chat room is opened, and the third time point (770) when the game user enters the chat room.
- the server (200) performs a separate selection process and storage process for in-game data (781) from the first time point (750) to the third time point (770) and provides the data to the game user when a chat room is opened, and provides the in-game data (782) collected after the third time point (770) to the game user in real time, thereby providing the in-game data (783) collected after the first time point (750) to the game user.
- An embodiment of the present invention may be implemented in the form of a computer program that can be executed through various components on a computer, and such a computer program may be recorded on a computer-readable medium.
- the medium may include a magnetic medium such as a hard disk, a floppy disk, and a magnetic tape, an optical recording medium such as a CD-ROM and a DVD, a magneto-optical medium such as a floptical disk, and a hardware device specifically configured to store and execute program instructions, such as a ROM, a RAM, a flash memory, and the like.
- the computer program may be one that is specifically designed and constructed for the present invention or one that is known and available to those skilled in the art of computer software.
- Examples of computer programs may include not only machine language codes created by a compiler, but also high-level language codes that can be executed by a computer using an interpreter, etc.
- the method according to various embodiments of the present disclosure may be provided as included in a computer program product.
- the computer program product may be traded between sellers and buyers as a commodity.
- the computer program product may be distributed in the form of a machine-readable storage medium (e.g., compact disc read only memory (CD-ROM)), or may be distributed online (e.g., downloaded or uploaded) via an application store (e.g., Play StoreTM) or directly between two user devices.
- an application store e.g., Play StoreTM
- at least a part of the computer program product may be at least temporarily stored or temporarily generated in a machine-readable storage medium, such as a memory of a manufacturer's server, a server of an application store, or an intermediary server.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Theoretical Computer Science (AREA)
- Information Transfer Between Computers (AREA)
Abstract
Priority Applications (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| KR1020257008300A KR20250048346A (ko) | 2023-02-14 | 2023-02-14 | 채팅 플랫폼을 통해 인게임 데이터를 제공하는 방법, 서버 및 컴퓨터-판독가능 기록매체 |
| PCT/KR2023/002162 WO2024172179A1 (fr) | 2023-02-14 | 2023-02-14 | Procédé et serveur destinés à fournir des données de jeu par l'intermédiaire d'une plateforme de discussion en ligne, et support d'enregistrement lisible par ordinateur |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/KR2023/002162 WO2024172179A1 (fr) | 2023-02-14 | 2023-02-14 | Procédé et serveur destinés à fournir des données de jeu par l'intermédiaire d'une plateforme de discussion en ligne, et support d'enregistrement lisible par ordinateur |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2024172179A1 true WO2024172179A1 (fr) | 2024-08-22 |
Family
ID=92420067
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/KR2023/002162 Ceased WO2024172179A1 (fr) | 2023-02-14 | 2023-02-14 | Procédé et serveur destinés à fournir des données de jeu par l'intermédiaire d'une plateforme de discussion en ligne, et support d'enregistrement lisible par ordinateur |
Country Status (2)
| Country | Link |
|---|---|
| KR (1) | KR20250048346A (fr) |
| WO (1) | WO2024172179A1 (fr) |
Citations (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| KR20200010009A (ko) * | 2019-03-22 | 2020-01-30 | 넷마블 주식회사 | 게임 서비스 운영 방법 및 서버 |
| KR102295551B1 (ko) * | 2020-08-18 | 2021-08-27 | 이경현 | 서로 다른 등급의 게임 유저들 사이에 게임 서비스를 제공하는 방법 및 이를 수행하는 장치 |
| US20210291060A1 (en) * | 2005-05-17 | 2021-09-23 | Electronic Arts Inc. | Collaborative online gaming system and method |
| KR20210132937A (ko) * | 2020-04-28 | 2021-11-05 | 엔에이치엔픽셀큐브 주식회사 | 메신저 서비스를 제공하는 온라인 게임 서버 및 그 방법 |
| KR20230006429A (ko) * | 2020-11-06 | 2023-01-10 | 주식회사 엔씨소프트 | 게임 제어 방법 및 장치 |
-
2023
- 2023-02-14 WO PCT/KR2023/002162 patent/WO2024172179A1/fr not_active Ceased
- 2023-02-14 KR KR1020257008300A patent/KR20250048346A/ko active Pending
Patent Citations (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20210291060A1 (en) * | 2005-05-17 | 2021-09-23 | Electronic Arts Inc. | Collaborative online gaming system and method |
| KR20200010009A (ko) * | 2019-03-22 | 2020-01-30 | 넷마블 주식회사 | 게임 서비스 운영 방법 및 서버 |
| KR20210132937A (ko) * | 2020-04-28 | 2021-11-05 | 엔에이치엔픽셀큐브 주식회사 | 메신저 서비스를 제공하는 온라인 게임 서버 및 그 방법 |
| KR102295551B1 (ko) * | 2020-08-18 | 2021-08-27 | 이경현 | 서로 다른 등급의 게임 유저들 사이에 게임 서비스를 제공하는 방법 및 이를 수행하는 장치 |
| KR20230006429A (ko) * | 2020-11-06 | 2023-01-10 | 주식회사 엔씨소프트 | 게임 제어 방법 및 장치 |
Also Published As
| Publication number | Publication date |
|---|---|
| KR20250048346A (ko) | 2025-04-08 |
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