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METHOD AND SYSTEM FOR PROVIDING RESOURCE-INTEGRATED GAME SERVICE

机译:提供资源整合游戏服务的方法和系统

摘要

The present invention relates to a method and a system for providing a resource-integrated game service wherein, more specifically, purchased game resources such as a character, an item, and cash can be transferred to another game and used, and fitness data, measured by an external device such as a fitness device (fitness tracker), can be also changed into cash and used. The present invention comprises following steps: a game being selected in a user′s device; receiving a resource purchase request from the selected game, from the user′s device; searching for available resources used in other games that can be transferred to the selected game (current game); if such resources exist, transferring the resources from other games to the current game upon request from the user′s device; processing purchases if there are requests for purchases of new resources from the user′s device; and running a requested game. According to the present invention, correlation between games is increased by enabling the game resource such as a character, an item, and cash purchased in a certain game to be transferred to another game and used. Accordingly, a mania user class for a series of games in a certain category can be formed to activate a game market even more. In addition, a user can enjoy a game based on a level of achievement by using a device for health promotion as the fitness data, measured by the external device such as the fitness device (fitness tracker), can be changed into cash and used. The system for providing a resource-integrated game service induces the user to participate in exercise for promoting health in a more enjoyable and self-promoted manner.;COPYRIGHT KIPO 2017
机译:本发明涉及一种用于提供资源整合的游戏服务的方法和系统,其中,更具体地说,可以将购买的游戏资源(例如角色,物品和现金)转移到另一游戏并使用,并且测量健身数据。也可以通过健身设备(健身追踪器)之类的外部设备将其转换为现金并使用。本发明包括以下步骤:在用户设备中选择游戏;从用户的设备接收来自所选游戏的资源购买请求;搜索其他游戏中可以转移到所选游戏(当前游戏)中的可用资源;如果存在这样的资源,则根据用户设备的请求将资源从其他游戏转移到当前游戏;如果有从用户设备购买新资源的请求,则处理购买;并运行请求的游戏。根据本发明,通过使得在某个游戏中购买的诸如角色,物品和现金之类的游戏资源能够被转移到另一游戏并使用,来增加游戏之间的相关性。因此,可以形成用于某个类别的一系列游戏的躁狂用户类别,以甚至更多地激活游戏市场。另外,用户可以通过使用用于健康促进的设备来享受基于成就水平的游戏,因为由诸如健身设备(健身追踪器)之类的外部设备测量的健身数据可以被兑换成现金并被使用。提供资源整合游戏服务的系统诱使用户参与锻炼,以更愉快和自我促进的方式促进健康。; COPYRIGHT KIPO 2017

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