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CN1867939A - 当使用被连接到移动无线电网络的游戏终端时用于玩游戏的方法和系统 - Google Patents

当使用被连接到移动无线电网络的游戏终端时用于玩游戏的方法和系统 Download PDF

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CN1867939A
CN1867939A CNA2004800301323A CN200480030132A CN1867939A CN 1867939 A CN1867939 A CN 1867939A CN A2004800301323 A CNA2004800301323 A CN A2004800301323A CN 200480030132 A CN200480030132 A CN 200480030132A CN 1867939 A CN1867939 A CN 1867939A
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player
game application
mobile radio
assembly
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E·洛佩
F·拉亚尼
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Swisscom Mobile AG
Swisscom AG
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Abstract

一种针对游戏的系统包括下述特征:移动无线电网络;具有针对移动无线电网络的接口和具有至少一个游戏应用程序的至少一个游戏终端,由此,所述游戏终端包括便携式个人识别模块;以及广告内容服务器系统,以便通过所述移动无线电网络向所述游戏终端发送独立于游戏应用程序的广告内容,由此,所述游戏应用程序以这样的方式来编程,即在游戏期间将所述广告内容再现给玩游戏者。所述游戏应用程序以这样的方式来编程,即在游戏期间做广告的产品或组件可以通过所述移动无线电网络来定购。

Description

当使用被连接到移动无线电网络 的游戏终端时用于玩游戏的方法和系统
本发明涉及一种用于移动无线电网络中的电子游戏的系统和方法。
可以利用移动无线电终端玩的游戏应用程序本身已经公知。除了当购买终端时已经安装的游戏之外,也可以在之后购买和/或从远程服务器下载其它游戏。也公知可以由通过移动无线电网络连接的多个玩游戏者来玩的在线游戏。
EP1087312进一步描述了通过GPRS网络从远程服务器动态下载广告内容并在游戏期间将这些广告内容再现给玩游戏者的方法。所述广告内容或者在屏幕的边缘和/或被集成在游戏画面中。
本发明的目标是提供一种用于在线游戏的改进的系统和方法。
特别地,本发明的目标是提供一种系统和方法,该系统和方法使针对显示者和新游戏的广告宣传活动能更有效并使玩游戏者能够进行定购。
根据本发明,这些目标特别地通过独立权利要求的特征部分的元素来实现。进一步有利的实施例由从属权利要求和说明书进一步产生。
特别地,这些目标通过下面的游戏系统来实现,该游戏系统具有移动无线电网络、作为游戏终端的至少一个移动电话,所述至少一个移动电话具有针对移动无线电网络的接口和至少一个游戏应用程序,所述游戏终端具有便携式个人识别模块。设置一广告内容服务器系统,以便通过所述移动无线电网络向所述游戏终端播送独立于游戏应用程序的广告内容。所述游戏应用程序以这样的方式来编程,即在游戏期间将所述广告内容再现给玩游戏者并且可以通过所述移动无线电网络定购在游戏期间所做广告的产品或组件。
这具有以下优点,即在游戏期间所做广告的产品可被定购以及甚至以电子形式来递送。这样,可以特别地规划更有效的广告宣传活动,并且消费者可以立即对这些广告宣传活动作出反应。
例如,所述方法很好地适用于在游戏期间安装和购买游戏组件(例如新游戏角色、其它配件或其它场景)而不必中断游戏,特别是对于多个用户参加的游戏不希望中断游戏。
借助通过实例给出的和通过附图图解说明的描述将更好地理解本发明:
图1示出了根据本发明的系统的框图;
图2示出了具有针对可以被下载的组件的广告的在线游戏的场景;
图3示出了定购组件过程期间的该在线游戏的另一屏幕图;
图1示出了具有主要参与者或者系统组件的框图。在所描绘的例子中,系统包括多个各具有移动装置1的用户(移动用户、玩游戏者)。“移动装置”在本上下文中表示便携式装置以及被连接至固定网络但是通过识别模块识别而不是通过至网络的连接来识别的装置。
在下面的描述和权利要求中,除非进行清楚地区分,参考标记1指用户或者移动装置1。移动装置包括识别模块10,用于识别移动无线电网络中的用户。识别模块10优选的是个人的、便携式的并且可以与移动装置分离;该识别模块10优选的是芯片卡。移动装置1可以例如是数字蜂窝移动电话(例如GSM、HSCSD、GPRS、EDGE、CDMA)或者是UMTS移动电话、或者是计算机(例如PDA)或者是具有非接触式接口(例如具有GSMJ、HSCSD、GPRS、EDGE、CDMA、UMTS或者WLAN扩展卡)的膝上型电脑。在变型的实施例中,移动装置1也可以是在自组织(ad-hoc)网络中建立连接的自组织装置。在又一实施例中,移动装置包括用于电视的机顶盒、游戏控制台或者被连接至有线电视系统的装置。识别模块10例如是SIM卡。
用户移动装置1可被连接至移动网络3,以与其它装置建立语音和数据连接。网络具有基础结构(infrastructure),本说明书和权利要求中的基础结构是指由网络运营商管理和控制的网络的部分,其包括基站、交换机、路由器、归属数据寄存器(home data register)、计费和支付平台3、由运营商所提供的用于增值业务的服务器等。
被连接至移动无线电网络3的还有广告内容服务器系统4,该广告内容服务器系统4用于通过移动无线电网络3向游戏终端1播送广告内容。广告内容可以包括固定的或者动画的图像文件、声音文件、多媒体文件、程序、小应用程序(applet)、CORBA或者SOAP组件、URL链接等,并且由多个广告提供商实体6来确定。广告提供商实体可以利用交互式语音识别系统(IVR,交互式语音应答系统)通过未示出的安全入口(例如WEB入口、WAP入口、SMS入口、USSD处理器或者语音入口)及通过电信网络5(例如通过因特网5或者通过移动无线电网络3)在服务器系统4中存储要被播送的所期望的广告内容。
被存储在服务器4中的广告内容独立于游戏应用程序通过移动无线电网络3被传送到游戏终端1,并且在游戏过程中被再现给玩游戏者。图2示出了一游戏场景(这里是汽车比赛),该游戏利用游戏终端1、例如利用移动无线电电话或者利用被连接到移动无线电网络的计算机系统来设置。所述场景包括由玩游戏者控制并且正行驶在广告牌11、12之间的街道上的虚拟汽车17。显示在广告牌11、12上的广告源自于服务器4并且在发布游戏应用程序之后被更新。当接通游戏装置时,当启动游戏应用程序或在来自服务器4的游戏期间,这些广告可以例如以拉模式来检索,或者在任何时候以推模式从服务器4发送到游戏终端。除了游戏场景中的广告牌之外,游戏角色(例如汽车、衣服等)所使用的配件可以携带广告。广告内容也可以被再现在图像的边缘,如游戏期间的声音文件,如游戏中的超链接,如动画等。
广告提供商6可以在存储区41中存储用于发布其广告内容的播送计划。播送计划针对服务器4中的每个广告内容可以包含一个或多个播送标准。播送标准使得广告项目中的每项取决于不同事件,例如取决于玩游戏者1的身份、他的形象描述(profile)(包括所登记的兴趣形象描述)、类型、终端1的显示器分辨率和特征、时间、星期、日期、移动装置1的位置、先前所发送的广告(以便相同的广告不会第二次被听到或看到)、游戏进展(例如所取得的分数)或者玩游戏者或者广告提供商的明确的命令。如果满足这些标准,那么就发送与播送标准相连接的广告。服务器系统4的运营商可以向广告提供商收取播送费用。
这样,受地理和时间限制的或者取决于消费者形象描述的广告宣传活动可以被计划,这些广告宣传活动仅仅针对玩游戏者的目标观众。这些广告宣传活动由支付和计费平台31(例如通过已知的因特网或者惯用的支付方法)来向广告提供商收费。
作为广告提供商6的例子,可以提及游戏应用程序的销售商,这些销售商期望以这种方式来给玩游戏者提供游戏组件、配件、游戏扩展或者新的游戏版本。由于广告宣传活动受地理和时间的限制或者取决于消费者形象描述,所以产品可以在正确的时刻、以玩游戏者的语言和货币并且适合于其终端地来做广告。
具有可以由广告提供商5来做广告的组件的数据库41也被存储在服务器系统4中或者与这个服务器系统连接。数据库中的至少某些组件可以通过移动无线电网络3被传送到进行定购的玩游戏者。这些组件例如包括文件(例如游戏组件、图像文件、声音文件和多媒体文件、软件程序)和其它对象,该其它对象在游戏期间可由玩游戏者定购并且作为文件或者在流过程中通过网络3被传送到终端1。
图3示出了在组件的定购过程期间的在线游戏的屏幕的另一个图像。玩游戏者可以例如通过利用光标13点击或者否则选择所看见的广告区之一来从图3的屏幕到达这个屏幕。定购组件的可能性也可以在某些游戏阶段期间、例如在游戏结束时被提供,以提供进一步的情节。
游戏被暂停并且玩游戏者具有选择所期望的产品或者组件的可能性。在所描述的例子中,玩游戏者可能为他的玩具汽车购买CHF 0.20的(虚拟)汽油/燃气,他利用该(虚拟)汽油/燃气使汽车行驶更长和/或更快。玩游戏者也可以在区域141中决定,是否将这些金额计入他的预付现金帐户或者计入信用卡帐户中。定购简单地通过选择“OK(确认)”键给出;交易的整个消费者身份验证和安全基于识别模块10来执行。在定购之后,虚拟汽油被下载,被安装到游戏应用程序中,并且游戏可以继续进行。
其中,为了定购和下载影响游戏进程的组件,所述定购程序是有利的。例如,利用这个方法可以购买并安装虚拟游戏组件(例如虚拟角色、虚拟武器、虚拟配件等),而不必中断该游戏。
要利用这个方法来定购和递送的电子组件优选地由服务器系统4来进行电子签名。在终端1中自动验证该签名,以致,只有当签名被接受时,所下载的组件才被安装。
利用本发明的方法和系统,不仅能从数据库40中定购组件,还可以通过其它电子的(例如通过因特网)或者物理的(例如邮寄)递送渠道为进行定购的玩游戏者递送其它的产品和业务,并且不会延期或推迟。例如,在游戏期间也可能定购书籍、T恤、游戏角色等。
所传送的产品或组件能优选地自动适合于玩游戏者。例如,以这种方式所定购的新程序的版本能自动地适合于玩游戏者的语言及适合于他的终端1的规格。类似地,所计费的价格和计费类型能自动地适合于玩游戏者的当前位置、通常的位置、形象描述和喜好。
在本发明的范围中,金额也可被记入被链接至识别卡10的现金帐户上(例如另一个玩游戏者或游戏提供商6支付给的游戏获胜者)。因此,游戏终端1中的至少一个现金帐户上的金额取决于该终端以及其他玩游戏者的终端中的游戏应用程序的游戏结果。当多个玩游戏者通过移动无线电网络3一起玩(彼此相互对抗)多个游戏时,这是特别有利的。如果游戏应用程序对应于多个玩游戏者之间的竞争,则金额因此可以取决于玩游戏者在这个竞争中的等级。
终端中的游戏应用程序优选地以这样的形式来编程,即玩游戏者可以预先或在汇款之前不久根据游戏结果确定要被记入借方或者要充值的现金帐户。例如,能使用识别模块10在其中已经登记的移动无线电网络3的预付或后付现金帐户、和/或者借方帐户、信用帐户和其它金融业务提供商的超值帐户(valueaccount)。然而,现金帐户优选地被链接到识别模块10。在GSM网络中,现金帐户因此可以利用SIM卡10的IMSI(国际移动用户身份)和/或MSISDN(移动系统ISDN)来识别。如果多个现金帐户被链接到单个识别模块,那么额外的区域可识别用于交易的现金帐户。
有利地,玩游戏者和/或第三方可以进一步预先设置每场游戏或每个时间周期的花费限制。此外,作为进一步的安全措施,根据位置锁定至少某些所述现金帐户,使得付费游戏仅中某一地理区域内可能进行。
根据本发明,也可以动态地(例如根据玩游戏者的位置)形成玩游戏者的队伍。为此目的,当前在一地理区域中的所有移动玩游戏者自动由服务器系统组合成一队,该队能够相对其它队玩在线游戏。在本发明的范围中,也易于想到用于将玩游戏者组成队的其它标准。用具(例如比赛中的汽车或者足球游戏中的T恤)可以由广告提供商实体6来赞助。
对于多个玩游戏者,游戏的开始和/或结束可以由单个玩游戏者或者由服务器4自动地远程确定。

Claims (32)

1、一种针对游戏的系统,其具有以下特征:
移动无线电网络(3),
作为游戏终端(1)的至少一个移动电话,所述至少一个移动电话具有针对移动无线电网络的接口和至少一个游戏应用程序,
所述游戏终端具有便携式个人识别模块(10),
广告内容服务器系统(4),用于通过所述移动无线电网络向所述游戏终端(1)播送独立于游戏应用程序的广告内容,
所述游戏应用程序以这样的方式来编程,即在游戏期间所述广告内容在游戏中被再现给玩游戏者,
其特征在于,所述游戏应用程序以这样的方式来编程,即可以通过所述移动无线电网络(3)来定购在游戏期间做广告的产品或组件(40)。
2、如权利要求1所述的系统,其中,所述识别模块(10)被分配有至少一个现金帐户,
所述游戏应用程序以这样的方式来编程,即至少一个所述现金帐户上的金额取决于游戏的过程。
3、如权利要求2所述的系统,其中,所述游戏应用程序以这样的方式来编程,即,在通过移动无线电网络(3)已定购在游戏期间做广告的产品或组件(40)之后,至少一个所述现金帐户上的金额被记入借方。
4、如权利要求2至3之一所述的系统,其中,所述游戏应用程序以这样的方式来编程,即所述现金帐户随着游戏的胜利被自动充值。
5、如权利要求1至4之一所述的系统,其中,所述游戏应用程序以这样的方式来编程,即可不用离开游戏来定购在游戏期间做广告的产品或组件(40)。
6、如权利要求2至5之一所述的系统,其具有多个所述游戏终端(1),
所述游戏应用程序以这样的方式来编程,即多个玩游戏者可以通过所述移动无线电网络(3)一起或者相互对抗地玩多个游戏,
并且所述游戏应用程序以这样的方式来编程,即游戏终端之一的至少一个所述现金帐户上的金额取决于至少一个其它的游戏终端(1)中的游戏应用程序的游戏过程。
7、如权利要求6所述的系统,其中,所述游戏应用程序是多个玩游戏者之间的竞争,并且其中,所述现金帐户取决于所述竞争中的玩游戏者的等级。
8、如权利要求2至7之一所述的系统,其中,所述游戏应用程序以这样的方式来编程,即玩游戏者可以根据游戏的结果来确定要被记入借方或被充值的所述现金帐户。
9、如权利要求1至8之一所述的系统,其中,所述游戏应用程序以这样的方式来编程,即每个游戏或每个时间周期的花费限制可以进一步地每个游戏或每个时间周期地来设置。
10、如权利要求9所述的系统,其中,所述花费限制由玩游戏者预先确定。
11、如权利要求9所述的系统,其中,所述花费限制由第三方来确定。
12、如权利要求2至11之一所述的系统,其中,所述现金帐户尤其包括所述识别模块(10)在其中登记的移动无线电网络的预付或者后付的现金帐户。
13、如权利要求2至11之一所述的系统,其中,所述现金帐户包括借方帐户、信用帐户和超值帐户(value account)。
14、如权利要求2至13之一所述的系统,其中,所述游戏应用程序以这样的方式来编程,即在游戏期间从远程服务器下载的组件可以被定购并通过记入所述现金帐户来进行支付。
15、如权利要求14所述的系统,其中,所述组件(40)影响游戏过程。
16、如权利要求15所述的系统,其中,所述组件(40)包括虚拟游戏组件,例如虚拟角色、虚拟武器、虚拟配件等。
17、如权利要求14至16之一所述的系统,其中,签名所述被下载的组件(40),并且只有当电子签名被接受时,才进行安装。
18、如权利要求1至17之一所述的系统,其中,被下载到游戏终端(1)中的所述广告内容取决于游戏终端(1)的位置。
19、如权利要求1至18之一所述的系统,其中,被下载到游戏终端(1)中的所述广告内容取决于玩游戏者的形象描述或者喜好。
20、如权利要求1至19之一所述的系统,其中,被下载到游戏终端(1)中的所述广告内容取决于玩游戏者在游戏中所取得的分数。
21、如权利要求1至19之一所述的系统,其中,被下载到广告内容服务器系统(4)中和游戏终端(1)中的所述广告内容可由第三方(6)动态地更新。
22、如权利要求2至21之一所述的系统,其中,至少某些所述现金帐户根据位置被锁定。
23、如权利要求1至22之一所述的系统,其中,玩游戏者的队伍动态地来形成。
24、如权利要求23所述的系统,其中,玩游戏者的队伍根据玩游戏者的位置来动态地形成。
25、如权利要求1至24之一所述的系统,其中,对于多个玩游戏者,自动地远程确定游戏的开始和/或结束。
26、一种当使用被连接至移动无线电网络(3)的游戏终端(1)时用于进行游戏的方法,其具有以下步骤:
广告内容服务器系统(4)通过所述移动无线电网络(3)独立于游戏应用程序地将广告内容发送到所述游戏终端(1),
所述广告内容在游戏期间被再现给玩游戏者,
其特征在于,做广告的产品或组件(40)可以在游戏期间通过所述移动无线电网络(3)来定购。
27、如权利要求26所述的方法,其中,所述产品或组件在游戏期间被定购并且不必离开所述游戏应用程序。
28、如权利要求27所述的方法,其中,所述产品或组件在游戏期间通过所述移动无线电网络(3)被下载并被安装到所述游戏终端中,并且不必离开所述游戏应用程序。
29、如权利要求26至28之一所述的方法,其中,所述产品或组件(40)通过记入被链接到识别卡(10)的至少一个现金帐户来进行支付,该识别卡(10)被链接到游戏终端(1)。
30、如权利要求26至29之一所述的方法,其中,所述广告内容取决于游戏终端的位置。
31、一种服务器系统(4),其具有以下组件:
至电信网络(3)的连接,
被设计为集成到视频游戏中的广告文件的集合(41),
与计费中心(31)的连接,用于为所定购的产品或业务进行计费。
32、如权利要求31所述的服务器系统,其具有用于依据事件计划播送所述广告文件的播送计划器。
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