WO2003044709A1 - Method for managing the advertising impression inducing type game - Google Patents

Method for managing the advertising impression inducing type game Download PDF

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Publication number
WO2003044709A1
WO2003044709A1 PCT/KR2001/002073 KR0102073W WO03044709A1 WO 2003044709 A1 WO2003044709 A1 WO 2003044709A1 KR 0102073 W KR0102073 W KR 0102073W WO 03044709 A1 WO03044709 A1 WO 03044709A1
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WIPO (PCT)
Prior art keywords
game
information
procedure
event
occurred
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Application number
PCT/KR2001/002073
Other languages
French (fr)
Inventor
Seung-Woong Jang
Original Assignee
Dns Co. Ltd.
Priority date (The priority date 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 date listed.)
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Publication date
Application filed by Dns Co. Ltd. filed Critical Dns Co. Ltd.
Priority to AU2002221174A priority Critical patent/AU2002221174A1/en
Publication of WO2003044709A1 publication Critical patent/WO2003044709A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • 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
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/51Server architecture
    • A63F2300/513Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5506Details of game data or player data management using advertisements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/57Features 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 game services offered to the player
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/57Features 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 game services offered to the player
    • A63F2300/575Features 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 game services offered to the player for trading virtual items
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8058Virtual breeding, e.g. tamagotchi

Definitions

  • GIF graphics interchange format
  • the main purpose for intentional advertisement process system is to make game players to approach commercials more closely on cyber world by constructing some kind of scenario in a cyber game, say, a virtual character can be created and re-generated under some sort of infrastructure which storied, designed, and programmed by a commercial promotion purpose. Based on the fact, a game player has to approach the commercials to build his (her) virtual character in a cyber game.
  • Another fundamental theory to use intentional advertisement process system as a commercial promotion in a game is to set a virtual character to use commercial items as one of game process system, so that commercial effects will be increased.
  • the procedure that indicates whether there is any game performance event has been occurred from operation system in information management or not the procedure to ask a on-line connection to the operation system when a game performance event has been occurred from operation system, the procedure to send a cyber world performance information forwarding demand message to game operation server while the previous operation system is connected with game operation server, the procedure whether a cyber world performance information corresponding to cyber world performance information forwarding demand message has been sent or not, the procedure to send a game platform window, which contains game images corresponding to a cyber world performance information, to operation system after the cyber world performance information is sent by game performance server, the procedure to recognize whether a commercial item is approaching from information management or not, the procedure to send a advertisement agencies' demand message to game operation server when a commercial approaching event is occurred, the procedure whether a advertisement items selection event which is corresponding to the previous commercial message has been occurred or not, the procedure to send a advertisement information forwarding demand message to game management server after a advertisement items selection event has been occurred, the procedure whether commercial information that can be corresponding to advertisement information forwarding demand message
  • Figure 1 illustrates fundamental units on game process and game control system.
  • Figure 2a and 3 illustrates procedures on intentional advertisement process system.
  • Figure 4 and 9b illustrates procedures that how commercials will be displayed on monitor by intentional advertisement system.
  • game control main system unit(lOO) which can be a mainframe on intentional advertisement process system consist of virtual character controllable controller (10) and virtual character operant data storage module (20) and so on. While Game control main system unit (100) is installed to information controller system (1) such as a desktop, laptop computer, affordable communicator, PDA, and equipment for game (Play-station from Sony Electronic), then information controller system (1) will have some kind of communication signals relationship with main control unit(2).
  • information controller system (1) such as a desktop, laptop computer, affordable communicator, PDA, and equipment for game (Play-station from Sony Electronic
  • virtual character controllable controller (10) in Game control main system unit (100) will have actually communication relationship with main control unit (2) by using of interface module (50).
  • Virtual character controllable controller (10) will be able to store or take out information through virtual character operant data storage module (20) depend on signals on main control unit (2) as well.
  • main control unit(2) by input devices (7) like a keyboard or mouse to process system or event such as some sort of virtual performance event, virtual character relocation event, approach advertisement event, join chatting network event, virtual character management event, and so forth
  • virtual character controllable controller (10) will communicate and interchange the information and data with other essential units in Game control main system unit (100) as well as send a information data to game operation server (210) in order to produce virtual character manageable platform window output process, virtual character renewal location process, advertisement information output process, chatting message display process, virtual character renewal operating information process and so on as game players wish for.
  • virtual character implementation storage module (20) will store and manage information needed to process virtual character manageable platform window output process, virtual character renewal location process, advertisement information output process, chatting message display process, virtual character renewal operating information process and so on under virtual character controllable controller (10).
  • Virtual character controllable controller (10) will have communication relationship not only with interface module (50) and virtual character implementation storage module (20) but with game processing sound information storage mode(40), game processing graphic information storage mode(30), graphic rendering mode(60), and sound output mode(70) as it is shown on Fig 1.
  • game processing sound information storage module (40) and game processing graphic information storage module (30) will be used to store a variety of data safely needed to process game as a backup purpose (it is called Backup Data) ,for instance, a graphic data will be stored in game processing graphic information storage mode (30) safely and will transfer to virtual character controllable controller or other units along with virtual character controllable controller (10)'s requirements.
  • Graphic rendering module (60) and sound output module (70) will be used to filter a graphic and sound data from virtual character controllable controller (10) to send signals to a monitor(4) and speaker(5), so that a game player will be able to re-generate game graphics and sounds.
  • the information controller system unit (1) includes game control main system unit (100) and other units can make some sort of communication relationship with game operation system (200) by internet network system (300) (see Fig 1, 2a).
  • game operation system (200) will consist of combinations of game control server (210), virtual environment control server (220), and chatting operation server (230).
  • Game control server (210) will have communication relationship with advertisement information D/B (251) and control information D/B (261)
  • virtual environment control server (220) will have communication relationship with virtual environment operating information D/B (222)
  • chatting operation server (230) will have communication relationship with chatting information D/B (231) respectively.
  • Advertisement information D/B (251) will be used to store and maintain a variety of information from advertisement agencies and control information D/B (261) will be used to store and maintain a variety of information to support game control server (210).
  • virtual environment operating information D/B (222) will be used to store and maintain a variety of information to support virtual environment control server (220) and chatting information D/B (231) will be used to store and maintain a variety of information to support chatting operation server (230) respectively.
  • Game control server (210) will control and maintain manageable advertisement module (250) and manageable operation module (260) to store or send out a commercial and operation information.
  • Game control server (210) will be used to contribute to have communication relationship with information controller system (1) by interface module (211).
  • manageable advertisement module (250) and manageable operation module (260) will be used to store, maintain and manage an information regarding as an advertisement and operation information by using of advertisement information D/B (251) and control information D/B (261).
  • game control main system unit (100) will ask to send a information to virtual environment control server (220) and virtual environment control server
  • chatting operation server (230) sends a data to game control main system unit (100) by using of chatting information D/B (231). This operation is also possible when game control main system unit (100) has some kind of communication relationship with Chatting operation server (230) (see Fig 1,2a).
  • an interface module (211) function it will communicate with a game player by internet network system (300), game control server (210), virtual environment control server (220), and chatting operation server (230). It also has a function to send a data to game players from game control server (210) and virtual environment control server (220). At the same time, game control server (210) will have communication relationship with manageable advertisement module (250), manageable operation module (260), and communication module (240) (see Fig 2a).
  • communication module (240) will provide it to game control server (210) and send the information to information controller system unit (1).
  • communication module (240) can be used to download commercials form advertisement agencies by having communication relationship with advertisement agency server (400) (see Fig 2a). The more detailed implementations on intentional advertisement process system will be followings;
  • the intentional advertisement process system has a combination with clients game control process (si 00 levels) which is based on communication system and server game control process (s200 levels) which is based on server system (see Fig 2a, 2b, 3).
  • the clients game control process (si 00 levels) which is based on communication system relates to game control main system unit (100) and server game control process (s200 levels) which is based on server system relates to game control server (210).
  • a cyber character (402) will be displayed on background (401), and the cyber character will provide inputs like a "I am hungry” or “I am sick” or “I am bored” to game players to process game (see Fig 4).
  • a cyber character (402) will have communication relationship with game control server (210) without any browser, so that any input like "I am hungry” or “I am sick” or “I am bored” can be sent to a cyber character (402) by game control server (210).
  • a cyber character (402) will be always displayed on screen and also possible relocated by a game player's choice on screen.
  • virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any event has been occurred in main control unit (2) or not (SI 01 procedure). If there is no event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure SI 02 which is a waiting module. If a game player clicks a cyber character (402) who is displayed on background (401) by input devices (7) such as mouse or keyboard, virtual character controllable controller (10) will consider there is some sort of game event has been occurred in main control unit (2), so that virtual character controllable controller (10) will ask game control server (210) to connect.
  • main control unit (2) receive some sort of on-line connection request from virtual character controllable controller (10), then main control unit (2) will try to contact with game control server (210) by connection module (3).
  • game control server (210) After the on-line connection has been completed between main control unit (2) and game control server (210), then virtual character controllable controller (10) will download a character information from virtual character operant data storage module (20) to send a data to a virtual character controllable controller (10)'s performance area. Such a data will be sent to main control unit (2) by interface module (50) if there is any request is occurred (procedure SI 03, SI 04).
  • main control unit (2) As soon as main control unit (2) receive some sort of virtual space performance information forwarding message from virtual character controllable controller (10), then main control unit (2) will send a virtual space performance information forwarding message event to game control server (210).
  • game control server (210) will keep checking interface module (210) to make sure there is virtual space performance information forwarding message event has been occurred in information controller system unit
  • game control server (210) will perform procedure SI 02 which is a waiting module. However, If there is a virtual space performance information forwarding message event has been occurred in information controller system unit (1), game control server (210) will send a message that indicates a renewal virtual space performance information message to virtual environment confrol server (220). As soon as virtual environment control server (220) receive the message from game control server (210), it will produce a virtual space performance information by using of virtual environment operating information D/B (222) and virtual space management secondary module (221) and send back a completed virtual space performance information message to game control server (210) (procedure S202).
  • Game control server (210) will send the completed virtual performance message to information controller system unit (1) after game control server (210) receive a message from virtual environment control server (220) by interface module (211) (procedure S203).
  • Main control unit (2) will send the completed virtual performance message which is received by game control server (210) to virtual character controllable controller (10).
  • virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any event has been occurred in main control unit (2) or not (SI 05 procedure). If there is no event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure SI 06 which is a waiting module.
  • virtual character controllable controller (10) will create some sort of virtual character manageable platform window by using of a game operation graphic information and virtual space performance information from virtual character implementation storage module (20), game processing sound information storage module (40), and interface module (50).
  • Virtual character controllable controller (10) will send the created virtual character manageable platform window to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure SI 07).
  • Main control unit (2) will send the created virtual character management platform window data, which is temperately stored in graphic rendering module (22) and sound output module (23) to a monitor (5), therefore a virtual character manageable platform window will be displayed on screen (see Fig5a, 5b). Of course, sounds corresponding to images on virtual character manageable platform window will come out from a speaker (6).
  • a virtual character management platform window (403) will be displayed with small size (see Fig5a) on monitor (5); however it can be adjustable as a game player wishes for (see Fig 5b).
  • a game performance area (11) of virtual character controllable controller (10) will have information interchange system with virtual environment control server (220). This information interchange system between a game performance area (11) of virtual character controllable controller (10) and virtual environment control server (220) will be operated without virtual environment control server (220).
  • Game control main system unit (100) will randomly display book stores, fast food restaurants and other stores which already had contracts with advertisement agencies on virtual character management platform window (403).
  • virtual characters from game players will be displayed on virtual character management platform window (403) randomly as well by Game control main system unit (100).
  • Those virtual characters are so flexible, therefore it is possible them to be relocated or have new images as game players wish for on virtual character management platform window (403) by game control main system unit (100).
  • Virtual character controllable controller (10) can send some sort of help messages such as "I am hungry,” or “want to read books,” or “give me a money to spend please” to a monitor (5) and speaker (6) by main control unit (2).
  • help messages will be sent only when cyber character (402) has a low power and maintain level.
  • Those help messages will relate to a situation that a cyber character (402) face on in a game. For instance, if a virtual character knowledge level is low, a help message will be like a "I want to read books", or If a virtual character financial level is low, then a help message will be "could you give me a money please", or If a virtual character power level is low, a help message will be "I am hungry” and so forth.
  • a help messages will be also very flexible relate to a situation that a cyber character (402) face on in a game. Based on such help messages, intentional advertisement process system will process next procedures that game players see commercial items to gain cyber money, so that game players will be able to buy any items that a cyber character needed by cyber money (procedures SI 15 to S120).
  • virtual character controllable controller (10) While virtual character management platform window (403) is still displayed on monitor (5), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any virtual character relocation event has been occurred in main control unit (2) or not (SI 08 procedure). If there is no virtual character relocation event has been occurred in main confrol unit (2), virtual character controllable controller (10) will perform procedure SI 13 which is a waiting module. However, if there is a virtual character relocation event has been occurred in main control unit (2) after a game player operates virtual character (402) on virtual character management platform window (403) by inputs (7) like mouse and keyboard, then virtual character controllable controller (10) will create some sort of virtual character relocation information which will be used for an output from a game performance area (11) of virtual character controllable controller.
  • Virtual environment control server (220) will keep checking interface module (211) to make sure there is any virtual character relocation event has been occurred (S204 procedure) (see Fig3). If there is no virtual character relocation event has been occurred in information controller system (1), virtual environment confrol server (220) will perfo ⁇ n procedure S207.
  • virtual environment confrol server (220) will produce some sort of virtual character relocation information by using of virtual environment operating information D/B (222) and virtual space management secondary module (221) and send the virtual character relocation information to information controller system unit (1) by interface module (211) (procedure S205, S206).
  • the virtual character relocation information will be sent to a virtual character controllable controller (10) communication session by interface module (50).
  • virtual character controllable controller (10) will keep checking a communication session in order to make sure there is any renewal virtual space performance information event has been occurred in main confrol unit (2) or not (SI 10 procedure).
  • virtual character controllable controller (10) will perform procedure Sill which is a waiting module. However, if there is a renewal virtual space performance information event has been occurred in main control unit (2) after procedure S202 and S203 is completed, virtual character controllable controller (10) will create some sort of renewal virtual character information by using of game processing sound information and game processing graphic information from game processing sound information storage module (40) and game processing graphic information storage module (30). Virtual character controllable controller (10) will send the created virtual space performance information to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure SI 12).
  • Main control unit (2) will send created virtual space performance information, which is temperately stored in graphic rendering module (22) and sound output module (23) to a monitor (5), therefore a renewed virtual character management platform window (403) will be displayed (See Fig6).
  • a renewed virtual character management platform window (403) will be displayed (See Fig6).
  • sounds corresponding to images on renewed virtual character management platform window (403) will come out from a speaker (6).
  • virtual character controllable controller (10) While renewed virtual character management platform window (403) is displayed on monitor (5), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any commercial items approach event has been occurred in main control unit (2) or not (SI 13 procedure). If there is no commercial items approach event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure S121.
  • virtual character controllable controller (10) will recognize that there is some sort of commercial items approaching event has been occurred in main control unit (2).
  • Virtual character controllable controller (10) will create some sort of commercial message for which advertisement agencies ask.
  • Virtual character controllable controller (10) will send the created commercial message to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure SI 14).
  • Main control unit (2) will send created commercial message that is something like a "this is the best hamburger chain store in Korea” or "xxx hamburger,” which is temperately stored in graphic rendering module (22) and sound output module (23) to a monitor (5) and speaker (6). While renewed commercial message is displayed on monitor (5), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any commercial items selection event has been occurred in main control unit (2) or not (SI 15 procedure). If there is no commercial items choice event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure S121.
  • virtual character controllable controller (10) will recognize that there is some sort of commercial items choice event has been occurred in main control unit (2).
  • Virtual character confroUable controller (10) will create some sort of commercial forwarding demand message.
  • Virtual character controllable controller (10) will send the created commercial forwarding demand message to main control unit (2) by interface module (procedure S 116).
  • main control unit (2) As soon as main control unit (2) receives the created commercial forwarding demand message from virtual character controllable controller (10), main control unit (2) will send the created commercial forwarding demand message to game operation server (210) by network connection module (3). Game operation server (210) will keep checking interface module (211) in order to make sure there is any commercial forwarding demand message event has been occurred in information controller system(l) or not (S207 procedure). If there is no commercial forwarding demand message event has been occurred in information controller system (1), virtual character implementation storage module (20) will perform procedure S210.
  • game operation server (210) will create some sort of renewal commercial information and the renewal commercial information will be sent to information controller system (1) (procedure S208, S209).
  • the ways to create and send commercial information will vary depend on systems. For instance, game operation server (210) can get commercial information from advertisement information D/B (251) by manageable advertisement module (250) and send commercial information to information controller system (1).
  • game operation server (210) can get commercial information from advertisement information D/B (251) by manageable advertisement module (250) and send commercial information to information controller system (1).
  • advertisement information D/B 251
  • manageable advertisement module 250
  • game operation server (210) can get commercial information from advertisement information D/B (251) by manageable advertisement module (250) and send commercial information to information controller system (1).
  • advertisement information D/B 251
  • manageable advertisement module 250
  • virtual environment control server (220) can send a "commercial virtual space performance information” to information controller system (1).
  • advertisement agency server (400) can send a "commercial information” to information controller system (1).
  • main confrol unit (2) can send commercial information to virtual character controllable controller (10) by interface module (50).
  • virtual character controllable controller (10) will keep checking interface module in order to make sure there is a commercial information forwarding event has been occurred in main confrol unit (2) or not (SI 17 procedure).
  • virtual character controllable controller 10 will perform procedure SI 18 which is a waiting module.
  • main control unit (2) will send commercial information to main control unit (2) (procedure SI 19).
  • Main control unit (2) sends commercial information to a monitor to produce images (see 7a, 7b). It will be displayed on screen as either "a form of virtual commercial window (407)” or "a form of virtual commercial website (409)".
  • intentional advertisement process system also can be used other purpose to contribute commercials.
  • a virtual character can move one screen to another, so that he can reactivate to other events such as a lottery event, coupon event, and free ticket event and can even buy commercial items which are displayed from advertisement agencies.
  • advertisement agencies can have contacts with game players outside a cyber world, for instance, if a random game player wins a prize in a cyber game then an advertisement agency can deliver this item outside a cyber world.
  • advertisement agencies give some sort of serial numbers to a game player outside a cyber world and give him (her) permission to use those numbers to become one of candidates to win a prize in a cyber game as a marketing promotion purpose.
  • advertisement agencies give cyber money (fake money) to game players whenever they join its events in a game, therefore it will give game players motivation to join as a intention advertisement process system member.
  • a game performance area (11) of virtual character controllable controller (10) will perform to store and save a renewal information such as how much money a virtual character has, what level he has in a game and so on, so that a virtual character can be upgraded whenever he joins in a commercial event (procedure If those events are occurred, virtual character implementation storage module (20) will be used to store renewal cyber character information, new amount of cyber money, and will have communication interchange system with game control server (210). Therefore new amount of cyber money information will be able to be stored in manageable operation module (260) as well. Those cyber money will be allowed to use buying items that cyber character needed in a game, therefore a game player will be able to level up his(hers) character in a game.
  • a game player can buy books in a game to upgrade his (hers) virtual character knowledge level or foods to upgrade a power level and so forth. It is also possible to have a service in a game as well as outside game by using of cyber money from game operation system (200). For instance, a game player will be allowed to buy real items from advertisement agencies by cyber money. A game player will be allowed to buy commercial items mentioned above as well as items displayed virtual character management platform window (403).
  • a game player will be allowed to buy real items from shopping mall which is operated by advertisement agencies (game operation system (200)) by cyber money.
  • a game player will be allowed to buy items mentioned above as well as items from other shopping malls that have some sort of confract relationship with advertisement agencies (game operation system (200)). Only if a game player wants to, it is also possible that he can exchange his fake money with real money by asking to game control main system unit (100). There will be so many possibilities for marketing feasibilities and promotions by using of cyber money. There will be tendencies that indicate a game player's purchasing trend, tastes of items purchase, what he like to buy at most and so on.
  • Game operation system (200) will gain such a information and stored it in advertisement information D/B (251), confrol information D/B (261), virtual environment operating information D/B (222), and chatting information D/B (231) and send the information to advertisement agency server (400), therefore advertisement agencies will be able to make and manage CRM (customer relationship management). If advertisement agencies can manage CRM well, it will be their benefit since they can use the information for a promotion and research purpose to improve their items for customer tastes. While lots of cyber characters (402) are displayed on virtual character management platform window (403), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is a chatting join event has been occurred in main control unit (2) or not (S121 procedure) (see Fig6).
  • main control unit (2) virtual character controllable controller (10) will send the chatting join information to main control unit (2) using a game performance area (11) of virtual character controllable controller (10) (procedure SI 22).
  • main control unit (2) will send the chatting join information to game operation server (210) using connection module (3).
  • Game operation server (210) will keep checking interface module (211) in order to make sure there is a chatting join transmission event has been occurred in main confrol unit (2) or not (S210 procedure) (see Fig6). If there is no chatting join transmission event has been occurred, game operation server (210) will perform procedure S215. However, if there is the chatting join transmission event has been occurred in main confrol unit (2) after procedure S 121 to SI 22 is completed, game operation server (210) will ask to create chatting performance information to chatting operation server (230).
  • chat operation server (230) As soon as chatting operation server (230) get such a information from game operation server (210) and chatting operation server (230), it will create some sort of chatting performance information using chatting information D/B (231), then the created chatting performance information will be sent to game operation server (210) by chatting operation server (230) (procedure S211 ).
  • game operation server (210) will send the created chatting performance information to information controller system(l) (procedure S212).
  • main control unit (2) will send the created chatting performance information which is sent by connection module (3) to virtual character controllable controller (10) using interface module (50).
  • Virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is a chatting performance information transmission event has been occurred in main confrol unit (2) or not (SI 23 procedure) (see Fig2b).
  • virtual character controllable controller (10) will perform procedure SI 06 which is a waiting module. However, if there is a chatting performance information transmission event has been occurred from main control unit (2) after procedure S211 and S212 is completed, virtual character controllable controller (10) will create some sort of chatting messages from virtual character performance information which is stored in a game performance area (11) of virtual character controllable controller (10), game processing sound information which is stored in game processing sound information storage module (40), and game processing graphic information which is stored game processing graphic information storage module (30).
  • Virtual character controllable controller (10) will send the created chatting messages to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure S125).
  • main confrol unit (2) can send chatting messages from graphic rendering module (22) and sound output module (23) to a monitor (5) , therefore the chatting messages can be displayed (see Fig8).
  • virtual character controllable controller (10) will operate a communication area, where the previous chatting performance information is stored, in a game performance area (11) of virtual character controllable controller (10) and build some sort of network interchange system with chatting information D/B (231).
  • virtual character controllable controller (10) will have network interchange system with chatting operation server (230) in order for a game player to have a smooth chatting process.
  • Virtual character controllable controller (10) will keep checking interface module (50) in order to make sure whether a game player perform a chatting system logout event or not and based on the result, it will reactivate properly (SI 26 procedure).
  • Virtual character controllable controller (10) will create some sort of virtual character management menu from a virtual character performance information which is stored in a game performance area (11) of virtual character controllable controller (10), game processing sound information which is stored in game processing sound information storage module (40), and game processing graphic information which is stored game processing graphic information storage module (30).
  • Virtual character controllable controller (10) will send the created virtual character management menu to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure S128).
  • main confrol unit (2) can send a virtual character management menu (410) from graphic rendering module (22) and sound output module (23) to a monitor (5), therefore a virtual character management menu (410) can be displayed (see Fig9a, 9b).
  • Virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any other virtual character management information alteration event corresponding to a virtual character management menu (410) has been occurred in main control unit (2) or not (SI 29 procedure). If there is no virtual character management information alteration event has been occurred, virtual character controllable controller (10) will perform procedure S130 which is a waiting module.
  • virtual character controllable controller (10) will keep checking of interface module (50) in order to make sure there is a game completion event has been occurred in main control unit (2) or not (SI 32 procedure). If there is no game completion event has been occurred, virtual character controllable controller (10) will make a return command to SI 08 procedures in order to perform some sort of cyber character build up game again. However, if there is a the game completion event has been occurred, and then virtual character controllable controller (10) would think that some sort of game completion event has been occurred from main confrol unit (2).
  • Virtual character controllable controller (10) will create some sort of session removal demand message, and the created session removal demand message will be sent to main confrol unit (2) as an output by interface module (50) (procedure S133). As soon as virtual character controllable controller (10) receives a session removal demand message, then main control unit (2) will send the session removal demand message to game control server (210) by connection module (3).
  • Game control server (210) will keep checking interface module (211) in order to make sure whether there is a session removal demand message fransmission event has been occurred in information controller system(l) or not (S213 procedure).
  • game control server (210) will perform procedure S204 to repeat a cyber character build up process game. However, if there is a session removal demand message transmission event has been occurred from information controller system(l) after procedure S132 and SI 33 is completed, game control server (210) will demand session removal to game control server (210), virtual environment control server (220), chatting operation server (230) and other essential servers.
  • virtual character controllable controller (10) will connect virtual character operant data storage module (20), game processing sound information storage module (40), game processing graphic information storage module (30), graphic rendering module (60), and sound output module (70) closely whenever some sort of cyber character operation demand event is occurred from information controller system(l).
  • virtual character controllable controller (10) will process some sort of cyber character build up game properly, therefore a game player will be able to enjoy more exciting game on line.
  • Some sort of game infrastructure will be designed and built for a commercial purpose that game players must start surfing and choose commercial items in a cyber game to process game scenarios from a game platform window. Based on such an infrastructure, this invention is focused on to make game players to be involved commercials more deeply by approaching items(commercials items) in a game along with playing a game which enhances overall advertisement outcomes.
  • This invention is designed for game players to approach commercial items in a game in order game players to build their cyber character successfully; therefore commercial agencies can expect higher commercial results.

Abstract

The present invention relates to method for managing the advertising impression inducing type game. The present invention builds a set of game structures in which a game player must select certain advertisement items displayed in the game platform window in order to unfold a particular scenario, for example, to grow a virtual character successfully. Based upon such game structures, a game player is induced to voluntarily access advertisements as requested by advertisers with high frequency, without any conventional independent images inducing people to choose to view advertisements. According to a preferred implementation of the present invention, a game player must frequently access certain advertisements as commended by the game operator system for the purpose of successfully growing a virtual character, for example. As a result, advertisers may achieve the overall effect of increasing the exposure rate of the advertisements to the public.

Description

METHOD FOR MANAGING THE ADVERTISING IMPRESSION INDUCING TYPE GAME
TECHNICAL FIELD The proposal for the present invention relates to inducing commercial
(cyber) game which is operated by intentional advertisement process system. Commercials have been shown automatically on computer screen with or without game players' options by its agencies as marketing purposes, however this invention will make game players to choose commercial items by their willingness. In more details, random game players must start surfing and choose commercial items in a cyber game to process game scenarios from a window game screen (game platform window), which is structured and designed for a commercial purpose. A milestone on intentional advertisement system is to make game players to be involved commercials more deeply. Based on such an infrastructure, random game players who log in and join in those game scenarios will approach commercials along with playing a game which enhances overall advertisement outcomes.
BACKGROUND ART
Recently, as internet users are getting grown, the way to advertisement methods on cyber world (internet and website) is widely used and invented.
For instance, it is indicated and illustrated how to advertise in a cyber world on Republic of Korea Patent Public Bulletin. It stated "webpage maintain, management, and a gift payout for a commercial purpose" on article 2000 item 12690, "rules to use instant messenger for a commercial purpose" on article 2000 item 12487, "allowable advertisement strategy by using of services and gifts as a marketing tool" on article 2000 item 6995, and "rules to display commercial items" on article 2000 line 6946.
So far, it has been customary ways that advertisement agencies display commercial items which are made for commercial and marketing purposes on cyber world in order game players to see it. However, it will produce lots of limited marketing feasibility since game players will be the ones who decide to see displayed advertising items by clicking a mouse and keyboard to unfold it.
Recently, GIF (graphics interchange format) files are invented to get more attentions from customers as a commercial purpose. The GIF files have a better characteristic image than JPEG, and BMP files, which is better image quality on screen, therefore there is no doubt that to use GIF files will have a higher attention from game players.
However, it is still not satisfied by commercial agencies only to use the GIF files since to have a little better image quality than JPEG and BMP files is only advantage they have and there is too little motion variation. Some of suggestions to overcome GIF files' disadvantages and other files problems are to use image files, however they also contain lots of potential possibilities to produce other problems such as a larger file storage space requirement and longer time requirement for downloading.
Therefore lots of commercial agencies are also very skeptical about this new suggestion since not many game players are willing to wait to see one commercial item only. If to download image file takes too much time, it will be so obvious that lots of game players will start surfing other sites.
Such a problem prevent willingness of advertisement agencies from displaying their products on cyber world even though they know there are lots of potential possibilities to advertise and appeal their items to customers on a cyber world.
DISCLOSURE OF INVENTION
The main purpose for intentional advertisement process system is to make game players to approach commercials more closely on cyber world by constructing some kind of scenario in a cyber game, say, a virtual character can be created and re-generated under some sort of infrastructure which storied, designed, and programmed by a commercial promotion purpose. Based on the fact, a game player has to approach the commercials to build his (her) virtual character in a cyber game. Another fundamental theory to use intentional advertisement process system as a commercial promotion in a game is to set a virtual character to use commercial items as one of game process system, so that commercial effects will be increased.
A list of typical opportunity and other benefit associated with intentional advertisement process system will be illustrated followings.
In order my (inventor's) proposal to successfully be performed and accomplished, I suggest following procedures which will be necessary needed for intentional advertisement process system;
The procedure that indicates whether there is any game performance event has been occurred from operation system in information management or not, the procedure to ask a on-line connection to the operation system when a game performance event has been occurred from operation system, the procedure to send a cyber world performance information forwarding demand message to game operation server while the previous operation system is connected with game operation server, the procedure whether a cyber world performance information corresponding to cyber world performance information forwarding demand message has been sent or not, the procedure to send a game platform window, which contains game images corresponding to a cyber world performance information, to operation system after the cyber world performance information is sent by game performance server, the procedure to recognize whether a commercial item is approaching from information management or not, the procedure to send a advertisement agencies' demand message to game operation server when a commercial approaching event is occurred, the procedure whether a advertisement items selection event which is corresponding to the previous commercial message has been occurred or not, the procedure to send a advertisement information forwarding demand message to game management server after a advertisement items selection event has been occurred, the procedure whether commercial information that can be corresponding to advertisement information forwarding demand message has been received or not from game operation server, and the procedure to send commercial information to game players and re-generate a cyber character and the amount of money he has.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 illustrates fundamental units on game process and game control system. Figure 2a and 3 illustrates procedures on intentional advertisement process system.
Figure 4 and 9b illustrates procedures that how commercials will be displayed on monitor by intentional advertisement system. BEST MODE FOR CARRYING OUT THE INBENTION
Followings will explain in details on intentional advertisement process system with figures and charts.
As it is shown on figure 1, game control main system unit(lOO) which can be a mainframe on intentional advertisement process system consist of virtual character controllable controller (10) and virtual character operant data storage module (20) and so on. While Game control main system unit (100) is installed to information controller system (1) such as a desktop, laptop computer, affordable communicator, PDA, and equipment for game (Play-station from Sony Electronic), then information controller system (1) will have some kind of communication signals relationship with main control unit(2).
Especially, virtual character controllable controller (10) in Game control main system unit (100) will have actually communication relationship with main control unit (2) by using of interface module (50). Virtual character controllable controller (10) will be able to store or take out information through virtual character operant data storage module (20) depend on signals on main control unit (2) as well.
If a game player sends a input to main control unit(2) by input devices (7) like a keyboard or mouse to process system or event such as some sort of virtual performance event, virtual character relocation event, approach advertisement event, join chatting network event, virtual character management event, and so forth, then virtual character controllable controller (10) will communicate and interchange the information and data with other essential units in Game control main system unit (100) as well as send a information data to game operation server (210) in order to produce virtual character manageable platform window output process, virtual character renewal location process, advertisement information output process, chatting message display process, virtual character renewal operating information process and so on as game players wish for.
At this time, virtual character implementation storage module (20) will store and manage information needed to process virtual character manageable platform window output process, virtual character renewal location process, advertisement information output process, chatting message display process, virtual character renewal operating information process and so on under virtual character controllable controller (10).
There will be always module change flexibility, for instance, if a game scenario change to a arcade game, simulation game, and adventure game then virtual character implementation storage module (20) will change to arcade game implementation storage module, simulation game implementation storage module, and adventure game implementation storage module respectively.
Virtual character controllable controller (10) will have communication relationship not only with interface module (50) and virtual character implementation storage module (20) but with game processing sound information storage mode(40), game processing graphic information storage mode(30), graphic rendering mode(60), and sound output mode(70) as it is shown on Fig 1.
At this time, game processing sound information storage module (40) and game processing graphic information storage module (30) will be used to store a variety of data safely needed to process game as a backup purpose (it is called Backup Data) ,for instance, a graphic data will be stored in game processing graphic information storage mode (30) safely and will transfer to virtual character controllable controller or other units along with virtual character controllable controller (10)'s requirements. Graphic rendering module (60) and sound output module (70) will be used to filter a graphic and sound data from virtual character controllable controller (10) to send signals to a monitor(4) and speaker(5), so that a game player will be able to re-generate game graphics and sounds. The information controller system unit (1) includes game control main system unit (100) and other units can make some sort of communication relationship with game operation system (200) by internet network system (300) (see Fig 1, 2a).
As it is shown on Fig 2, as another fundamental supporting unit for this invention, game operation system (200) will consist of combinations of game control server (210), virtual environment control server (220), and chatting operation server (230). Game control server (210) will have communication relationship with advertisement information D/B (251) and control information D/B (261), virtual environment control server (220) will have communication relationship with virtual environment operating information D/B (222), and chatting operation server (230) will have communication relationship with chatting information D/B (231) respectively.
Advertisement information D/B (251) will be used to store and maintain a variety of information from advertisement agencies and control information D/B (261) will be used to store and maintain a variety of information to support game control server (210).
As a same theory, virtual environment operating information D/B (222) will be used to store and maintain a variety of information to support virtual environment control server (220) and chatting information D/B (231) will be used to store and maintain a variety of information to support chatting operation server (230) respectively. Game control server (210) will control and maintain manageable advertisement module (250) and manageable operation module (260) to store or send out a commercial and operation information.
In addition to a function mentioned above, Game control server (210) will be used to contribute to have communication relationship with information controller system (1) by interface module (211).
For instance, if "a performance information forwarding event in a cyber space" or "a virtual character relocation information event" or "a commercial information forwarding event" or "a chatting join information forwarding event" is occurred in information controller system unit (1) then "a game player identification verification procedure" or "a virtual performance request to virtual space server in cyber world procedure" or "a advertisement output and management procedure" or "a chatting requirement to chatting server procedure" will be proceeded in game control server (210). At this time, manageable advertisement module (250) and manageable operation module (260) will be used to store, maintain and manage an information regarding as an advertisement and operation information by using of advertisement information D/B (251) and control information D/B (261).
If some sort of a game event is occurred in information controller system unit (1), then game control main system unit (100) will ask to send a information to virtual environment control server (220) and virtual environment control server
(220) will send a data to game control main system unit (100) by using of virtual environment operating information D/B (222); this operation can be only possible when game control main system unit (100) has some kind of communication relationship with virtual environment control server (220). At the same time, virtual environment control server (220) must have information interchange system with virtual environment operating information D/B (222) and virtual space management secondary module (221) to succeed this operation successfully (see Fig 1,2a). Chatting operation server (230) sends a data to game control main system unit (100) by using of chatting information D/B (231). This operation is also possible when game control main system unit (100) has some kind of communication relationship with Chatting operation server (230) (see Fig
1,2a).
As an interface module (211) function, it will communicate with a game player by internet network system (300), game control server (210), virtual environment control server (220), and chatting operation server (230). It also has a function to send a data to game players from game control server (210) and virtual environment control server (220). At the same time, game control server (210) will have communication relationship with manageable advertisement module (250), manageable operation module (260), and communication module (240) (see Fig 2a).
If some sort of advertisement order has been sent by information controller system unit (1), then communication module (240) will provide it to game control server (210) and send the information to information controller system unit (1). At the same time, communication module (240) can be used to download commercials form advertisement agencies by having communication relationship with advertisement agency server (400) (see Fig 2a). The more detailed implementations on intentional advertisement process system will be followings;
The intentional advertisement process system has a combination with clients game control process (si 00 levels) which is based on communication system and server game control process (s200 levels) which is based on server system (see Fig 2a, 2b, 3).
The clients game control process (si 00 levels) which is based on communication system relates to game control main system unit (100) and server game control process (s200 levels) which is based on server system relates to game control server (210).
Some sort of system preparation procedures has to be done in order to process intentional advertisement process system, for instance, a random game player has to download and install game control main system unit (100) in his information controller system (1) to process intentional advertisement process system further in future. Once such a environment has been set (after software installation), a cyber character (402) will be displayed on background (401), and the cyber character will provide inputs like a "I am hungry" or "I am sick" or "I am bored" to game players to process game (see Fig 4). At this time a cyber character (402) will have communication relationship with game control server (210) without any browser, so that any input like "I am hungry" or "I am sick" or "I am bored" can be sent to a cyber character (402) by game control server (210). A cyber character (402) will be always displayed on screen and also possible relocated by a game player's choice on screen.
Based on such a circumstance, virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any event has been occurred in main control unit (2) or not (SI 01 procedure). If there is no event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure SI 02 which is a waiting module. If a game player clicks a cyber character (402) who is displayed on background (401) by input devices (7) such as mouse or keyboard, virtual character controllable controller (10) will consider there is some sort of game event has been occurred in main control unit (2), so that virtual character controllable controller (10) will ask game control server (210) to connect.
Base on such procedures illustrated above, if main control unit (2) receive some sort of on-line connection request from virtual character controllable controller (10), then main control unit (2) will try to contact with game control server (210) by connection module (3). After the on-line connection has been completed between main control unit (2) and game control server (210), then virtual character controllable controller (10) will download a character information from virtual character operant data storage module (20) to send a data to a virtual character controllable controller (10)'s performance area. Such a data will be sent to main control unit (2) by interface module (50) if there is any request is occurred (procedure SI 03, SI 04).
As soon as main control unit (2) receive some sort of virtual space performance information forwarding message from virtual character controllable controller (10), then main control unit (2) will send a virtual space performance information forwarding message event to game control server (210).
At the same time, game control server (210) will keep checking interface module (210) to make sure there is virtual space performance information forwarding message event has been occurred in information controller system unit
(1) or not (procedure S201) (see Fig 3). If there is no virtual space performance information forwarding message event has been occurred in information controller system unit (1), game control server (210) will perform procedure SI 02 which is a waiting module. However, If there is a virtual space performance information forwarding message event has been occurred in information controller system unit (1), game control server (210) will send a message that indicates a renewal virtual space performance information message to virtual environment confrol server (220). As soon as virtual environment control server (220) receive the message from game control server (210), it will produce a virtual space performance information by using of virtual environment operating information D/B (222) and virtual space management secondary module (221) and send back a completed virtual space performance information message to game control server (210) (procedure S202). Game control server (210) will send the completed virtual performance message to information controller system unit (1) after game control server (210) receive a message from virtual environment control server (220) by interface module (211) (procedure S203). Main control unit (2) will send the completed virtual performance message which is received by game control server (210) to virtual character controllable controller (10).
At the same time, virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any event has been occurred in main control unit (2) or not (SI 05 procedure). If there is no event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure SI 06 which is a waiting module.
However, if there is a virtual space performance information forwarding message event has been occurred in main control unit (2) after procedure S202 and S203 is completed, virtual character controllable controller (10) will create some sort of virtual character manageable platform window by using of a game operation graphic information and virtual space performance information from virtual character implementation storage module (20), game processing sound information storage module (40), and interface module (50).Virtual character controllable controller (10) will send the created virtual character manageable platform window to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure SI 07).
Main control unit (2) will send the created virtual character management platform window data, which is temperately stored in graphic rendering module (22) and sound output module (23) to a monitor (5), therefore a virtual character manageable platform window will be displayed on screen (see Fig5a, 5b). Of course, sounds corresponding to images on virtual character manageable platform window will come out from a speaker (6). A virtual character management platform window (403) will be displayed with small size (see Fig5a) on monitor (5); however it can be adjustable as a game player wishes for (see Fig 5b). As soon as a virtual character management platform window (403) is displayed on monitor (5), a game performance area (11) of virtual character controllable controller (10) will have information interchange system with virtual environment control server (220). This information interchange system between a game performance area (11) of virtual character controllable controller (10) and virtual environment control server (220) will be operated without virtual environment control server (220).
As it is shown on Fig7, Game control main system unit (100) will randomly display book stores, fast food restaurants and other stores which already had contracts with advertisement agencies on virtual character management platform window (403).
Also virtual characters from game players will be displayed on virtual character management platform window (403) randomly as well by Game control main system unit (100). Those virtual characters are so flexible, therefore it is possible them to be relocated or have new images as game players wish for on virtual character management platform window (403) by game control main system unit (100).
Virtual character controllable controller (10) can send some sort of help messages such as "I am hungry," or "want to read books," or "give me a money to spend please" to a monitor (5) and speaker (6) by main control unit (2).
However those help messages will be sent only when cyber character (402) has a low power and maintain level. Those help messages will relate to a situation that a cyber character (402) face on in a game. For instance, if a virtual character knowledge level is low, a help message will be like a "I want to read books", or If a virtual character financial level is low, then a help message will be "could you give me a money please", or If a virtual character power level is low, a help message will be "I am hungry" and so forth. A help messages will be also very flexible relate to a situation that a cyber character (402) face on in a game. Based on such help messages, intentional advertisement process system will process next procedures that game players see commercial items to gain cyber money, so that game players will be able to buy any items that a cyber character needed by cyber money (procedures SI 15 to S120).
Whether to see commercials or not in a cyber game will depend on individual game player, however if a random game player refuses to see commercials, then he(she) will not gain cyber money ,so that he couldn't but any item to upgrade his cyber character (402).
While virtual character management platform window (403) is still displayed on monitor (5), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any virtual character relocation event has been occurred in main control unit (2) or not (SI 08 procedure). If there is no virtual character relocation event has been occurred in main confrol unit (2), virtual character controllable controller (10) will perform procedure SI 13 which is a waiting module. However, if there is a virtual character relocation event has been occurred in main control unit (2) after a game player operates virtual character (402) on virtual character management platform window (403) by inputs (7) like mouse and keyboard, then virtual character controllable controller (10) will create some sort of virtual character relocation information which will be used for an output from a game performance area (11) of virtual character controllable controller.
Virtual environment control server (220) will keep checking interface module (211) to make sure there is any virtual character relocation event has been occurred (S204 procedure) (see Fig3). If there is no virtual character relocation event has been occurred in information controller system (1), virtual environment confrol server (220) will perfoπn procedure S207.
However, If there is a virtual character relocation event has been occurred in information controller system unit (1), virtual environment confrol server (220) will produce some sort of virtual character relocation information by using of virtual environment operating information D/B (222) and virtual space management secondary module (221) and send the virtual character relocation information to information controller system unit (1) by interface module (211) (procedure S205, S206).
The virtual character relocation information will be sent to a virtual character controllable controller (10) communication session by interface module (50). At the same time, virtual character controllable controller (10) will keep checking a communication session in order to make sure there is any renewal virtual space performance information event has been occurred in main confrol unit (2) or not (SI 10 procedure).
If there is no renewal virtual space performance information event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure Sill which is a waiting module. However, if there is a renewal virtual space performance information event has been occurred in main control unit (2) after procedure S202 and S203 is completed, virtual character controllable controller (10) will create some sort of renewal virtual character information by using of game processing sound information and game processing graphic information from game processing sound information storage module (40) and game processing graphic information storage module (30). Virtual character controllable controller (10) will send the created virtual space performance information to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure SI 12).
Main control unit (2) will send created virtual space performance information, which is temperately stored in graphic rendering module (22) and sound output module (23) to a monitor (5), therefore a renewed virtual character management platform window (403) will be displayed (See Fig6). Of course, sounds corresponding to images on renewed virtual character management platform window (403) will come out from a speaker (6).
While renewed virtual character management platform window (403) is displayed on monitor (5), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any commercial items approach event has been occurred in main control unit (2) or not (SI 13 procedure). If there is no commercial items approach event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure S121.
However, if a game player relocates his virtual character (402) on renewed virtual character management platform window (403) to approach commercial items, virtual character controllable controller (10) will recognize that there is some sort of commercial items approaching event has been occurred in main control unit (2). Virtual character controllable controller (10) will create some sort of commercial message for which advertisement agencies ask. Virtual character controllable controller (10) will send the created commercial message to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure SI 14).
Main control unit (2) will send created commercial message that is something like a "this is the best hamburger chain store in Korea" or "xxx hamburger," which is temperately stored in graphic rendering module (22) and sound output module (23) to a monitor (5) and speaker (6). While renewed commercial message is displayed on monitor (5), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any commercial items selection event has been occurred in main control unit (2) or not (SI 15 procedure). If there is no commercial items choice event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure S121.
However, if a game player relocates commercial item by his virtual character (402) on renewed virtual character management platform window (403), virtual character controllable controller (10) will recognize that there is some sort of commercial items choice event has been occurred in main control unit (2). Virtual character confroUable controller (10) will create some sort of commercial forwarding demand message. Virtual character controllable controller (10) will send the created commercial forwarding demand message to main control unit (2) by interface module (procedure S 116).
As soon as main control unit (2) receives the created commercial forwarding demand message from virtual character controllable controller (10), main control unit (2) will send the created commercial forwarding demand message to game operation server (210) by network connection module (3). Game operation server (210) will keep checking interface module (211) in order to make sure there is any commercial forwarding demand message event has been occurred in information controller system(l) or not (S207 procedure). If there is no commercial forwarding demand message event has been occurred in information controller system (1), virtual character implementation storage module (20) will perform procedure S210.
However, if there is a commercial forwarding demand message event has been occurred in information controller system (1) after procedure S113 to S116 is completed, game operation server (210) will create some sort of renewal commercial information and the renewal commercial information will be sent to information controller system (1) (procedure S208, S209). The ways to create and send commercial information will vary depend on systems. For instance, game operation server (210) can get commercial information from advertisement information D/B (251) by manageable advertisement module (250) and send commercial information to information controller system (1). As one of other examples, if a "commercial virtual space performance information" is asked to be sent by virtual environment control server (220), then virtual environment control server (220) can send a "commercial virtual space performance information" to information controller system (1). Another example is a "commercial information" can be asked to be sent by advertisement agency server (400), and then advertisement agency server (400) can send a "commercial information" to information controller system (1).
As it is illustrated above, if commercial information is asked to be sent from game operation server (210) or virtual environment confrol server (220) or advertisement agency server (400) then main confrol unit (2) can send commercial information to virtual character controllable controller (10) by interface module (50).
At the same time, virtual character controllable controller (10) will keep checking interface module in order to make sure there is a commercial information forwarding event has been occurred in main confrol unit (2) or not (SI 17 procedure).
If there is no advertisement information forwarding event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure SI 18 which is a waiting module.
However, if there is a advertisement information forwarding event has been occurred in main control unit (2) after procedure S208 and S209 is completed, virtual character controllable controller (10) will send commercial information to main control unit (2) (procedure SI 19). Main control unit (2) sends commercial information to a monitor to produce images (see 7a, 7b). It will be displayed on screen as either "a form of virtual commercial window (407)" or "a form of virtual commercial website (409)".
If commercial information is displayed as a form of virtual commercial website (409), a browser will be allowed to use on screen (409). It is also obvious that the way to display commercial information on screen is very flexible.
In addition to a virtual character level up event in a cyber game which mentioned above, intentional advertisement process system also can be used other purpose to contribute commercials. For instance, a virtual character can move one screen to another, so that he can reactivate to other events such as a lottery event, coupon event, and free ticket event and can even buy commercial items which are displayed from advertisement agencies. It is also possible that advertisement agencies can have contacts with game players outside a cyber world, for instance, if a random game player wins a prize in a cyber game then an advertisement agency can deliver this item outside a cyber world. Or if an advertisement agency give some sort of serial numbers to a game player outside a cyber world and give him (her) permission to use those numbers to become one of candidates to win a prize in a cyber game as a marketing promotion purpose. Another possible to use intention advertisement process system as a marketing tool, advertisement agencies give cyber money (fake money) to game players whenever they join its events in a game, therefore it will give game players motivation to join as a intention advertisement process system member.
There are too many possibilities to connect between game players and advertisement agencies inside or outside a cyber world if intentional advertisement process system comes true.
A game performance area (11) of virtual character controllable controller (10) will perform to store and save a renewal information such as how much money a virtual character has, what level he has in a game and so on, so that a virtual character can be upgraded whenever he joins in a commercial event (procedure If those events are occurred, virtual character implementation storage module (20) will be used to store renewal cyber character information, new amount of cyber money, and will have communication interchange system with game control server (210). Therefore new amount of cyber money information will be able to be stored in manageable operation module (260) as well. Those cyber money will be allowed to use buying items that cyber character needed in a game, therefore a game player will be able to level up his(hers) character in a game. For instance, a game player can buy books in a game to upgrade his (hers) virtual character knowledge level or foods to upgrade a power level and so forth. It is also possible to have a service in a game as well as outside game by using of cyber money from game operation system (200). For instance, a game player will be allowed to buy real items from advertisement agencies by cyber money. A game player will be allowed to buy commercial items mentioned above as well as items displayed virtual character management platform window (403).
A game player will be allowed to buy real items from shopping mall which is operated by advertisement agencies (game operation system (200)) by cyber money.
A game player will be allowed to buy items mentioned above as well as items from other shopping malls that have some sort of confract relationship with advertisement agencies (game operation system (200)). Only if a game player wants to, it is also possible that he can exchange his fake money with real money by asking to game control main system unit (100). There will be so many possibilities for marketing feasibilities and promotions by using of cyber money. There will be tendencies that indicate a game player's purchasing trend, tastes of items purchase, what he like to buy at most and so on.
Game operation system (200) will gain such a information and stored it in advertisement information D/B (251), confrol information D/B (261), virtual environment operating information D/B (222), and chatting information D/B (231) and send the information to advertisement agency server (400), therefore advertisement agencies will be able to make and manage CRM (customer relationship management). If advertisement agencies can manage CRM well, it will be their benefit since they can use the information for a promotion and research purpose to improve their items for customer tastes. While lots of cyber characters (402) are displayed on virtual character management platform window (403), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is a chatting join event has been occurred in main control unit (2) or not (S121 procedure) (see Fig6).
If there is no chatting join event has been occurred in main control unit (2), virtual character controllable controller (10) will perform procedure SI 27.
However, if there is a chatting join event has been occurred in main control unit (2), virtual character controllable controller (10) will send the chatting join information to main control unit (2) using a game performance area (11) of virtual character controllable controller (10) (procedure SI 22). As soon as the chatting join information is sent to main control unit (2), main control unit (2) will send the chatting join information to game operation server (210) using connection module (3). Game operation server (210) will keep checking interface module (211) in order to make sure there is a chatting join transmission event has been occurred in main confrol unit (2) or not (S210 procedure) (see Fig6). If there is no chatting join transmission event has been occurred, game operation server (210) will perform procedure S215. However, if there is the chatting join transmission event has been occurred in main confrol unit (2) after procedure S 121 to SI 22 is completed, game operation server (210) will ask to create chatting performance information to chatting operation server (230).
As soon as chatting operation server (230) get such a information from game operation server (210) and chatting operation server (230), it will create some sort of chatting performance information using chatting information D/B (231), then the created chatting performance information will be sent to game operation server (210) by chatting operation server (230) (procedure S211 ).
As it is illustrated above, As soon as game operation server (210) get the created chatting performance information from chatting operation server (230), game operation server (210) will send the created chatting performance information to information controller system(l) (procedure S212). At this time, main control unit (2) will send the created chatting performance information which is sent by connection module (3) to virtual character controllable controller (10) using interface module (50).
Virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is a chatting performance information transmission event has been occurred in main confrol unit (2) or not (SI 23 procedure) (see Fig2b).
If there is no chatting performance information fransmission event has been occurred, virtual character controllable controller (10) will perform procedure SI 06 which is a waiting module. However, if there is a chatting performance information transmission event has been occurred from main control unit (2) after procedure S211 and S212 is completed, virtual character controllable controller (10) will create some sort of chatting messages from virtual character performance information which is stored in a game performance area (11) of virtual character controllable controller (10), game processing sound information which is stored in game processing sound information storage module (40), and game processing graphic information which is stored game processing graphic information storage module (30).
Virtual character controllable controller (10) will send the created chatting messages to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure S125). At this case, main confrol unit (2) can send chatting messages from graphic rendering module (22) and sound output module (23) to a monitor (5) , therefore the chatting messages can be displayed (see Fig8). When the chatting messages are displayed on monitor (5), virtual character controllable controller (10) will operate a communication area, where the previous chatting performance information is stored, in a game performance area (11) of virtual character controllable controller (10) and build some sort of network interchange system with chatting information D/B (231). Based on such an infrastructure, virtual character controllable controller (10) will have network interchange system with chatting operation server (230) in order for a game player to have a smooth chatting process. Virtual character controllable controller (10) will keep checking interface module (50) in order to make sure whether a game player perform a chatting system logout event or not and based on the result, it will reactivate properly (SI 26 procedure).
While cyber characters (402) are displayed on virtual character management platform window (403), virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is a virtual character management event has been occurred in main confrol unit (2) or not (S127 procedure). If there is no virtual character management event has been occurred, virtual character controllable controller (10) will perform procedure SI 32. However, if there is the virtual character management event has been occurred by a game player's input such as clicking on cyber character (402) or other items which are displayed on virtual character management platform window (403), then virtual character controllable controller (10) would think that some sort of virtual character management event has been occurred from main confrol unit (2). Virtual character controllable controller (10) will create some sort of virtual character management menu from a virtual character performance information which is stored in a game performance area (11) of virtual character controllable controller (10), game processing sound information which is stored in game processing sound information storage module (40), and game processing graphic information which is stored game processing graphic information storage module (30). Virtual character controllable controller (10) will send the created virtual character management menu to main control unit (2) by graphic rendering module (60) and sound output module (70) (procedure S128). At this case, main confrol unit (2) can send a virtual character management menu (410) from graphic rendering module (22) and sound output module (23) to a monitor (5), therefore a virtual character management menu (410) can be displayed (see Fig9a, 9b).
It is also possible to have another virtual character management menu (410) format.
Virtual character controllable controller (10) will keep checking interface module (50) in order to make sure there is any other virtual character management information alteration event corresponding to a virtual character management menu (410) has been occurred in main control unit (2) or not (SI 29 procedure). If there is no virtual character management information alteration event has been occurred, virtual character controllable controller (10) will perform procedure S130 which is a waiting module.
However, if there is a virtual character management information alteration event has been occurred in main control unit (2) after a game player puts a input to change a item on virtual character management menu (410) by input devices (7), then virtual character controllable controller (10) will renew virtual character management data in a game performance area (11) of virtual character controllable controller (10), therefore a cyber character (402) can be upgraded and renewed (procedure S131).
After procedures mentioned above is completed, virtual character controllable controller (10) will keep checking of interface module (50) in order to make sure there is a game completion event has been occurred in main control unit (2) or not (SI 32 procedure). If there is no game completion event has been occurred, virtual character controllable controller (10) will make a return command to SI 08 procedures in order to perform some sort of cyber character build up game again. However, if there is a the game completion event has been occurred, and then virtual character controllable controller (10) would think that some sort of game completion event has been occurred from main confrol unit (2). Virtual character controllable controller (10) will create some sort of session removal demand message, and the created session removal demand message will be sent to main confrol unit (2) as an output by interface module (50) (procedure S133). As soon as virtual character controllable controller (10) receives a session removal demand message, then main control unit (2) will send the session removal demand message to game control server (210) by connection module (3).
Game control server (210) will keep checking interface module (211) in order to make sure whether there is a session removal demand message fransmission event has been occurred in information controller system(l) or not (S213 procedure).
If there is no session removal demand message fransmission event has been occurred, game control server (210) will perform procedure S204 to repeat a cyber character build up process game. However, if there is a session removal demand message transmission event has been occurred from information controller system(l) after procedure S132 and SI 33 is completed, game control server (210) will demand session removal to game control server (210), virtual environment control server (220), chatting operation server (230) and other essential servers.
As soon as virtual environment confrol server (220) and chatting operation server (230) have the session removal demand message from game confrol server (210), they will break communication interchange system with information controller system(l) and intentional advertisement processing system. Therefore system will be terminated (procedure S214).
Later, virtual character controllable controller (10) will connect virtual character operant data storage module (20), game processing sound information storage module (40), game processing graphic information storage module (30), graphic rendering module (60), and sound output module (70) closely whenever some sort of cyber character operation demand event is occurred from information controller system(l).
Based on such a circumstance, virtual character controllable controller (10) will process some sort of cyber character build up game properly, therefore a game player will be able to enjoy more exciting game on line.
INDUSTRIAL APPLICABILITY
Some sort of game infrastructure will be designed and built for a commercial purpose that game players must start surfing and choose commercial items in a cyber game to process game scenarios from a game platform window. Based on such an infrastructure, this invention is focused on to make game players to be involved commercials more deeply by approaching items(commercials items) in a game along with playing a game which enhances overall advertisement outcomes.
This invention is designed for game players to approach commercial items in a game in order game players to build their cyber character successfully; therefore commercial agencies can expect higher commercial results.
There will be lots of flexibility to use such a commercial strategy in a game since commercials will be allowed to be displayed any type of games like Arcade, simulation, adventure games and so on.
I am pretty sure that there will be also lots of potential possibility to apply this type of principle to other field as a view of inventor.
I strongly believe any kind of inducing commercial games which are based on my theory and invention shouldn't consider a separate invention regarding as technical field and theory even though it might look like differently. Those inventions have to be included in patent field that I am claimed.

Claims

WHAT IS CLAIMED IS:
1. An intentional advertisement process system in a cyber world game will be primarily operated with game operation unit which attaches to a game player's information management equipment that has game management system, The procedure that indicates whether there is any game performance event has been occurred from operation system in information management or not;
The procedure to ask a on-line connection to the operation system when a game performance event has been occurred from operation system;
The procedure to send some sort of cyber world performance information forwarding demand message to game operation server while the previous operation system is connected with game operation server;
The procedure whether some sort of cyber world performance information corresponding to a cyber world performance information forwarding demand message has been sent or not; The procedure to send a game platform window ,which contains game images corresponding to a cyber world performance information, to operation system after the cyber world performance information is sent by game performance server;
The procedure to recognize whether some sort of commercial item is approaching from information management or not;
The procedure to send some sort of advertisement agencies' demand message to game operation server when a commercial approaching event is occurred;
The procedure whether some sort of advertisement items selection event which is corresponding to the previous commercial message has been occurred or not;
The procedure to send some sort of advertisement information forwarding demand message to game management server after an advertisement items selection event has been occurred; The procedure whether commercial information that can be corresponding to a advertisement information forwarding demand message has been received or not from game operation server;
The procedure to send commercial information to game players and regenerate a cyber character and the amount of money he has. Any type of inducing commercial games corresponding to above procedures may be included.
2. According to item 1, any type of inducing commercial games that have following procedures; The procedure that indicates whether there is a sort of chatting event has been occurred or not;
The procedure to send the chatting join event to chatting management server after the previous chatting event has been occurred;
The procedure whether some sort of chatting performance information corresponding to a chatting join information has been sent from chatting management server or not;
The procedure to send chatting messages which contain chatting performance information to game players and main controller unit when chatting performance information is received by chatting management server.
3. According to item 1, any type of inducing commercial games that have following procedures;
The procedure that indicates whether there is a sort of cyber character management event has been occurred or not; The procedure to produce cyber character management menus and send to main controller unit in order to guide cyber character management when a cyber character management event is occurred;
The procedure that indicates whether there is a sort of cyber character management information alteration event which is corresponding to cyber character management menus has been occurred or not;
The procedure to renew cyber character management information corresponding to a cyber character management information alteration event only if the cyber character management information alteration event has been occurred;
PCT/KR2001/002073 2001-11-22 2001-11-30 Method for managing the advertising impression inducing type game WO2003044709A1 (en)

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US8911287B2 (en) 2012-01-20 2014-12-16 Igt Gaming system, gaming device, and method providing an estimated emotional state of a player based on the occurrence of one or more designated events
US8998709B2 (en) 2012-01-20 2015-04-07 Igt Gaming system, gaming device, and method providing an estimated emotional state of a player based on the occurrence of one or more designated events

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AU2002221174A1 (en) 2003-06-10

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