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    • 1. 发明授权
    • 온라인 스포츠 게임의 국가 대항전 모드 제공 방법 및 서버
    • 在线体育游戏提供国家比赛模式的方法和服务器
    • KR101432482B1
    • 2014-08-25
    • KR1020110145217
    • 2011-12-28
    • 주식회사 네오위즈
    • 김정훈김민성
    • G06Q50/10
    • A63F13/795A63F13/46A63F13/85A63F2300/5566A63F2300/5573
    • 온라인 스포츠 게임의 새로운 멀티 플레이 모드를 제공하여 사용자의 이용률을 높이는 기술을 제공한다. 본 발명의 일 실시예에 따른 온라인 스포츠 게임의 국가 대항전 모드 제공 방법은, 온라인 스포츠 게임을 제공하는 서버가, 게임 종목에 대응하는 실제 스포츠 경기 중, 최근의 국가 대항전에 포함되어 있고, 국가 대항전에 포함된 기설정된 그룹마다 속한 적어도 하나의 국가 대표 팀 중 어느 하나를 선택한 사용자와, 사용자와 같은 그룹에 속한 다른 국가 대표 팀을 선택한 다른 사용자 사이에서, 선택한 국가 대표 팀을 이용한 대전 플레이를 제공하는 게임 모드인 제1 플레이 모드를 사용자들에게 제공하는 단계; 사용자 단말로부터 플레이 모드의 전환 요청을 입력할 수 있는 메뉴로서, 플레이 모드 변환 메뉴에 대한 선택 입력을 수신 시 사용자 단말에 대응하는 사용자의 플레이 모드를 상기 제1 플레이 모드로부터 변경하는 단계; 플레이 모드가 변경된 기설정된 제1 개수의 사용자들이 운용하는 팀과, 기설정된 제2 개수의 서버의 인공지능이 운용하는 팀 사이에, 토너먼트 방식의 게임 플레이를 제공하는 게임 모드인 제2 플레이 모드를 제공하는 단계; 및 제2 플레이 모드의 실행 결과, 토너먼트의 결승전에서 우승한 것으로 판단된 사용자에게 게임에서 이용 가능한 기설정된 보상 혜택을 제공하는 단계;를 포함하는 것을 특징으로 한다.
    • 2. 发明公开
    • 온라인 스포츠 게임의 경기 평가 방법 및 장치
    • 相关评估方法和在线运动游戏的设备
    • KR1020130139400A
    • 2013-12-23
    • KR1020110131321
    • 2011-12-08
    • 주식회사 네오위즈
    • 김정훈최선화
    • G06Q50/10
    • G07F17/32
    • Provided is a technology capable of increasing interest of users, by enabling the users to check score of a user through relative evaluation method with other users. The game evaluation method of an online sport game of the present invention comprises: a step in which a game server senses that at least one user terminal accesses to the game server providing game service by driving a game client; a step of performing a game included in the game client if a command of a user transmitted through the game client is received; a step of generating analysis data obtained by analyzing game execution content per pre-established item when the game execution is completed; a step of acquiring relative evaluation data corresponding to the relative evaluation item which is for comparing game execution data with other users among the analysis data, and updating statistical data by including the relative evaluation data to the statistical data generated by statistical processing of the relative evaluation data collected from the game execution content of other users; a step of setting relative evaluation level of the user by comparing the extracted relative evaluation data with the updated statistical data; and a step in which the game server transmits the established relative evaluation level to the game client, if the game client requests the evaluation check. [Reference numerals] (AA) NO;(BB) YES;(S171) Evaluation item extraction;(S172) Relative evaluation data acquisition;(S173) Relative evaluation statistical processing;(S174) Level setting per item based on statistical data;(S175) Evaluation score setting per level;(S176) Checking level per item of user;(S177) Total level calculation;(S178) Change level ?;(S179) Displaying changed level
    • 提供了一种能够增加用户兴趣的技术,通过使用户能够通过与其他用户的相对评估方法来检查用户的分数。 本发明的在线体育游戏的游戏评价方法包括:游戏服务器感测至少一个用户终端通过驾驶游戏客户端来访问提供游戏服务的游戏服务器的步骤; 如果接收到通过游戏客户端发送的用户的命令,则执行包括在游戏客户端中的游戏的步骤; 通过在游戏执行完成时分析每个预先建立的项目的游戏执行内容而获得的分析数据的步骤; 在分析数据中获取与用于比较游戏执行数据的相对评价项目相对应的相对评价数据的步骤,并且通过将相对评价数据包含在通过相对评价的统计处理生成的统计数据来更新统计数据 从其他用户的游戏执行内容收集的数据; 通过将所提取的相对评估数据与更新的统计数据进行比较来设定用户的相对评价水平的步骤; 以及如果游戏客户端请求评估检查,则游戏服务器将建立的相对评估级别发送给游戏客户端的步骤。 (AA)NO;(BB)YES;(S171)评价项目提取;(S172)相对评价数据获取;(S173)相对评价统计处理;(S174)基于统计数据的每个项目的级别设置; S175)每级评价分数设定;(S176)每个用户的检查水平;(S177)总计计算;(S178)变更级别;(S179)显示变更级别
    • 3. 发明授权
    • 온라인 게임의 팀 운용 방법 및 장치
    • 在线游戏团队理性管理的方法与设备
    • KR101328086B1
    • 2013-11-20
    • KR1020110132279
    • 2011-12-09
    • 주식회사 네오위즈
    • 김정훈장기철
    • A63F13/537A63F13/58A63F13/795G06Q50/10
    • A63F13/79A63F13/53A63F13/69A63F13/828
    • 복수개의 캐릭터를 구비하는 팀을 운용하는 온라인 게임에 있어서, 기준 캐릭터 수 이상의 기설정된 레벨인 캐릭터들에 대해서는 프리미엄 비용이 증가되지 않도록 하여 사용자들이 합리적으로 팀을 운용할 수 있도록 하는 기술을 제공한다. 본 발명의 일 실시예에 따른 온라인 게임의 팀 운용 방법은, 팀 운용 장치가, 속한 사용자 정보에 매칭되는 팀 정보와, 계약 가능한 적어도 하나의 캐릭터 각각에 대한 캐릭터 정보를 획득하여 사용자 단말로 전송하는 단계; 사용자 단말로부터 계약 가능한 적어도 하나의 캐릭터 중 어느 한 캐릭터에 대한 선택 신호인 계약 요청 신호를 수신 시, 수신한 캐릭터 선택 신호에 대응하는 캐릭터의 레벨이 기설정된 레벨인지 판별하고, 판별된 캐릭터가 기설정된 레벨이면, 팀 정보에 포함된 기설정된 레벨인 캐릭터의 수와 선택된 캐릭터를 합산한 수를 계산하여 기설정된 레벨인 캐릭터 수를 계산하는 단계; 기설정된 레벨인 캐릭터 수가 기준 캐릭터 수 이상이면, 기준 캐릭터 수에 대응하여 설정된 프리미엄 비용을 계산하는 단계; 기설정된 레벨인 캐릭터 수가 기준 캐릭터 수 미만이면, 기설정된 레벨인 캐릭터 수에 대응하여 설정된 프리미엄 비용을 계산하는 단계; 선택된 캐릭터의 레벨에 따른 이용 비용과 계산된 프리미엄 비용을 조합하여 선택된 캐릭터에 대한 이용 비용을 계산하는 단계; 및 선택된 캐릭터에 대한 이용 비용을 팀 정보에 매칭된 게임 포인트에서 차감하고, 선택된 캐릭터에 대한 캐릭터 정보를 상기 팀 정보에 매칭하여 계약을 수행하는 단계;를 포함하는 것을 특징으로 한다.
    • 4. 发明公开
    • 축구게임에서 태클시 조절가능한 부상관련확률 서비스를 제공하는 방법, 서버 및 기록매체
    • 方法,服务器和记录媒体,用于在足球游戏之后提供可调节的与伤害相关的可靠性服务
    • KR1020130089786A
    • 2013-08-13
    • KR1020110147747
    • 2011-12-30
    • 주식회사 네오위즈
    • 김정훈
    • G06Q50/10
    • G07F17/32G07F17/3288
    • PURPOSE: A method, a server thereof, and a recording medium thereof allow a developer to create a table for each constant; to easily change an injury probability constant and a slight injury probability constant in a debugging process; to decide that a character has sustained a slight injury by an opponent's tackle and the severity and scope of the injury are set according to a preset probability when a random number generated by a random number generator is larger than the slight injury probability. CONSTITUTION: During a debug mode, a game server sets up a first injury probability constant at which a character sustains an injury in an online soccer game and a second injury probability constant at which the character sustains a relatively slight injury. The server generates a random number to have a probability at which the character sustains an injury when he gets tackled. The character will sustain an injury if a generated random number is larger than the first injury probability constant and the severity of the injury is decided to be slight if another random number is larger than the second injury probability constant. [Reference numerals] (AA) Start; (BB) NO = no injury taken; (CC) YES = injury; (DD) YES = minor injury; (EE) NO = serious injury; (FF) NO = change; (GG) YES = no change; (HH) End; (S10) Debug mode?; (S11) Injury probability constant with a tackle = A; (S13) Minor injury probability constant = B; (S20) Injury probability constant generation by a random number generator R1, R2; (S50) Injury position determination considering an upper part (α) > lower part (β)ratio; (S60) Injury intensity determination considering a minor (x) > intermediate (y) > severe (z) ratio; (S70) No change in an injury probability constant?; (S80) Change the values of A and B
    • 目的:一种方法,其服务器及其记录介质允许开发者为每个常数创建一个表; 在调试过程中容易地改变伤害概率常数和轻微的伤害概率常数; 决定一个角色受到对手的攻击轻伤,当随机数发生器产生的随机数大于轻微伤害概率时,根据预设概率设置伤害的严重程度和范围。 规定:在调试模式期间,游戏服务器设置第一伤害概率常数,在该伤害概率常数中,角色在线足球游戏中受到伤害,并且第二伤害概率常数在角色维持相对轻微的伤害的情况下。 服务器产生一个随机数,以使角色受到伤害的概率。 如果生成的随机数大于第一伤害概率常数,则该角色将维持伤害,并且如果另一个随机数大于第二伤害概率常数,则伤害的严重程度被确定为轻微的。 (附图标记)(AA)开始; (BB)NO =无受伤; (CC)YES =伤害; (DD)YES =轻伤; (EE)否=严重伤害; (FF)NO =变化; (GG)YES =无变化; (HH)结束; (S10)调试模式? (S11)滑车伤害概率常数= A; (S13)次要伤害概率常数= B; (S20)随机数发生器R1,R2的伤害概率常数生成; (S50)考虑上部(α)>下部(β)比的伤害位置判定; (S60)考虑到次要(x)>中间(y)>严重(z)比的伤害强度确定; (S70)伤害概率常数不变; (S80)更改A和B的值
    • 5. 发明公开
    • 온라인 게임에서의 아이템 인터페이스 제공 방법 및 서버
    • 在线游戏中提供项目界面的方法和服务器
    • KR1020130083084A
    • 2013-07-22
    • KR1020110145296
    • 2011-12-28
    • 주식회사 네오위즈
    • 김정훈
    • A63F13/58G06Q50/10G06Q30/02
    • A63F13/58G06Q30/0209G06Q50/10
    • PURPOSE: An item interface providing method and a server thereof are provided to provide an experience point increase item interface for increasing an experience point to be more than a default experience point at a predetermined rate in order to raise a level of a user. CONSTITUTION: An experience point is given to raise a level of a user after the user finishes a game. An experience increase item increases the experience point to be more than a default experience point predetermined by a game operation server at a predetermined rate. Whether the experience increase item is applied or not is determined (S11). A server determines whether valid use time of the experience increase item is ended or not (S12). In case the experience increase item is applicable, application time of the experience increase item and the valid use time of the experience increase item are compared. According to a compared result, activation of an interface is controlled (S13). The interface displays the applicability of the experience increase item in a part of a screen displaying a game play result. [Reference numerals] (AA) Start; (BB) No; (CC) Yes; (DD) Finish; (S11) Determine whether the experience increase item-which is given to raise a level of a user after the user finishes a game and which increases the experience point to be more than a default experience point predetermined by a game operation server at a predetermined rate-is applied or not; (S12) Is the valid use time of the experience increase item is ended?; (S13) Control activation of an interface which displays the applicability of the experience increase item in a part of a screen displaying a game play result
    • 目的:提供一种项目界面提供方法及其服务器,以提供体验点增加项目界面,用于将体验点以预定速率增加到超过默认体验点,以提高用户的级别。 构成:在用户完成游戏之后,提供一个经验值来提高用户的级别。 体验增加项目将体验点增加到超过游戏操作服务器以预定速率预定的默认体验点。 确定是否应用经验增加项目(S11)。 服务器确定体验增加项目的有效使用时间是否结束(S12)。 如果经验增加项目适用,经验增加项目的申请时间和经验增加项目的有效使用时间进行比较。 根据比较结果,对接口的激活进行控制(S13)。 界面显示体验增加项目在显示游戏结果的屏幕的一部分中的适用性。 (附图标记)(AA)开始; (BB)否; (CC)是; (DD)完成; (S11)确定体验是否增加项目,其在用户完成游戏之后被提供以提高用户的级别,并且将体验点增加到超过由游戏操作服务器预定的预定速率预定的默认体验点 - 不适用 (S12)体验增加项目的有效使用时间是否结束? (S13)控制在显示游戏结果的屏幕的一部分中显示体验增加项目的适用性的界面的激活
    • 6. 发明公开
    • 포인트 소모 리그 모드의 리그포인트 관리 방법 및 포인트 소모 리그 모드 제공 서버
    • 点消费联盟模式的联盟点管理方法和提供点消费联盟模式的服务器
    • KR1020130083079A
    • 2013-07-22
    • KR1020110145284
    • 2011-12-28
    • 주식회사 네오위즈
    • 김정훈김민성
    • G06Q50/10G06Q30/02A63F13/48
    • A63F13/46A63F13/828G06Q50/10A63F13/48G06Q30/0209
    • PURPOSE: A league point management method of a point consumption league mode is provided to offer a point consumption league mode and to prevent excess use of a corresponding league by a user by consuming a league point of the user every time finishing a game play. CONSTITUTION: A point consumption league mode is provided to a user terminal by assigning a predetermined league point during a predetermined period and limiting procedure of the game when all the league point are consumed (S110). A game character information selection interface, that is, an interface selecting a game character for proceeding a game of the point consumption league mode in the more than one game characters by the accessed user terminal is outputted to the user terminal (S120). When the user terminal completes the game play of the point consumption league mode through the game character selected by the user, the predetermined league point of the user is consumed (S130). Whether the league point of the user joining the point consumption league mode is consumed or not is judged (S140). When the league point of the user joining the point consumption league mode is completely consumed, information informing that the user cannot play the game in the point consumption league mode any more is outputted to the user terminal (S150). [Reference numerals] (AA) Start; (BB) End; (S110) Provide a user with predetermined league points during a predetermined period and provide a point consumption league which is a mode that a game cannot progress if all the league points are consumed; (S120) Output a game character information selection interface, which selects a game character for proceeding a game of the point consumption league mode from one or more game characters, onto the user terminal; (S130) Consume the preset league points of the user when completing the game play of the point consumption league through the game character selected by the user; (S140) Does all league points of the user are consumed?; (S150) Output the notification that inform that the game cannot progress in the point consumption league
    • 目的:提供点消费联赛模式的联盟点管理方法,以提供点消费联赛模式,并且通过在每次完成游戏时消耗用户的联盟点来防止用户过度使用相应的联赛。 构成:通过在预定时段内分配预定的联赛点并且消除所有联盟点时游戏的限制过程,向用户终端提供点消费联赛模式(S110)。 向用户终端输出游戏角色信息选择界面,即,通过所访问的用户终端,在多个游戏角色中选择用于进行点消费联赛模式的游戏的游戏角色的界面(S120)。 当用户终端通过用户选择的游戏角色完成点消费联赛模式的游戏时,消耗用户的预定联赛点(S130)。 判断用户加入点消费联盟模式的联盟点是否被消费(S140)。 当加入点消费联盟模式的用户的联赛点被完全消耗时,通知用户不能在点消费联盟模式中玩游戏的信息被输出到用户终端(S150)。 (附图标记)(AA)开始; (BB)结束; (S110)在预定时段期间为用户提供预定的联赛点,并提供点消费联赛,其是如果所有联盟点被消耗,则游戏不能进展的模式; (S120)输出游戏角色信息选择界面,其从一个或多个游戏角色选择用于进行点消费联赛模式的游戏的游戏角色到用户终端; (S130)在通过用户选择的游戏角色完成点消费联赛的游戏时,消耗用户的预设联赛点; (S140)用户的所有联赛点是否消耗? (S150)输出通知,指出游戏在点消费联盟中无法进展
    • 7. 发明公开
    • 온라인 게임에서의 아이템 인터페이스 표시 방법 및 서버
    • 在线游戏显示项目界面的方法和服务器
    • KR1020130083077A
    • 2013-07-22
    • KR1020110145282
    • 2011-12-28
    • 주식회사 네오위즈
    • 김정훈
    • G06Q30/02G06Q50/10A63F13/5372
    • G06Q30/0209A63F13/5372G06Q50/10
    • PURPOSE: Item interface display method and server in an online game are provided to display a game point increment item interface incrementing a predetermined rate than a default acquisition game point on a result screen. CONSTITUTION: Application of a game point increment item increasing and providing to a predetermined rate than a default acquisition game point capable of purchasing one of at least one item and service to be used in a game is judged (S11). The server judges whether expiration of the game point increment item remains or not (S12). If it is judged as the game point increment item is applied, according to whether the period of application of the game point increment item is more than the predetermined available period, interface activation displaying the application of the game point increment item is controlled in a part of the screen displaying a game play result (S13). [Reference numerals] (AA) Start; (BB) No; (CC) Yes; (DD) End; (S11) Judge the application of a game point increment item increasing and providing game point with a predetermined rate than a default acquisition game point capable of purchasing one of at least one item and service to be used in a game; (S12) Does the expiration of the game point increment item remain?; (S13) Control an interface activation displaying the application of the game point increment item on a screen which displays the result of a game play
    • 目的:提供在线游戏中的项目界面显示方法和服务器,以显示在结果屏幕上增加比默认采集游戏点预定速率的游戏点增量项目界面。 判定:判断游戏点增量项目的应用程度增加并提供到能够购买游戏中要使用的至少一个项目和服务中的一个的默认采集游戏点的预定速率(S11)。 服务器判断游戏点增加项目的到期是否保留(S12)。 如果判断为应用了游戏点增加项目,则根据游戏点增加项目的应用周期是否超过预定可用时间段,显示游戏点增量项目的应用的界面激活被控制在部分 显示游戏结果的画面(S13)。 (附图标记)(AA)开始; (BB)否; (CC)是; (DD)结束; (S11)判断游戏点增量项目的应用程度的增加,并提供比能够购买要在游戏中使用的至少一个项目和服务中的一个的默认获取游戏点的预定速率的游戏点; (S12)游戏点增量项目的到期是否保持? (S13)控制在显示游戏结果的画面上显示游戏点增量项的应用的界面激活
    • 8. 发明公开
    • 온라인 게임의 순위에 따른 게임 제공 방법 및 서버
    • 在线游戏中显示游戏列表的方法和服务器
    • KR1020130083071A
    • 2013-07-22
    • KR1020110145238
    • 2011-12-28
    • 주식회사 네오위즈
    • 김정훈
    • G06Q50/10
    • G07F17/32
    • PURPOSE: Game providing method and server according to a rank of an online game are provided to improve game performance of a user by matching with a user belongs to a predetermined rank and to increase a game access use rate of a user. CONSTITUTION: In a user terminal, in a multi-play mode being a game mode matching between users, a game list which the user is capable of joining is extracted (S11). As a result by aligning users using a multi-play mode by obtainable point when winning a game in the multi-play mode in the extracted game list, a game list including at least one user belongs to the predetermined rank is selected (S12). In the game lists that a user is capable of joining, a game list which at least one user within a predetermined rank is included is aligned to be an upper level and is transmitted to a terminal of the user (S13). [Reference numerals] (AA) Start; (BB) End; (S11) In a user terminal, in a multi-play mode being a game mode matching between users, a game list which the user is capable of joining is extracted; (S12) As a result by aligning users using a multi-play mode by obtainable point when winning a game in the multi-play mode in the extracted game list, a game list including at least one user belongs to the predetermined rank is selected; (S13) In the game lists that a user is capable of joining, a game list which at least one user within a predetermined rank is included is aligned to be an upper level and is transmitted to a terminal of the user
    • 目的:提供根据在线游戏等级的游戏提供方法和服务器,以通过与属于预定等级的用户匹配来提高用户的游戏性能并增加用户的游戏访问使用率。 构成:在用户终端中,作为用户之间的游戏模式匹配的多播模式,提取出能够加入的游戏列表(S11)。 作为通过在提取的游戏列表中以多重播放模式获得游戏时通过可获得点利用多播模式对准用户的结果,选择包括属于预定等级的至少一个用户的游戏列表(S12)。 在用户能够加入的游戏列表中,将包含预定等级的至少一个用户的游戏列表对齐为上位,并发送给用户的终端(S13)。 (附图标记)(AA)开始; (BB)结束; (S11)在用户终端中,作为用户之间的游戏模式匹配的多播模式,提取出能够加入的游戏列表; (S12)作为通过在提取的游戏列表中以多重播放模式获得游戏时通过获取点利用多播模式对齐用户的结果,选择包括属于预定等级的至少一个用户的游戏列表; (S13)在用户能够加入的游戏列表中,将包含预定等级的至少一个用户的游戏列表对齐为上位,并发送给用户的终端
    • 9. 发明授权
    • 온라인 게임의 그룹 플레이 제어 방법 및 서버
    • 用于控制在线游戏中的组播模式的方法和服务器
    • KR101273318B1
    • 2013-06-20
    • KR1020110145219
    • 2011-12-28
    • 주식회사 네오위즈
    • 김정훈최재현
    • G06Q50/10G06Q30/02
    • G06Q50/10G06Q30/0209
    • PURPOSE: A group play control method of an online game and a server thereof are provided to induce competition between the groups by providing the interest of users for group play in real. CONSTITUTION: A server controlling group play calculates a group point of a group by calculating points provided to each user based on the result of the game play. The server selects a leader group which has the highest group points in the groups by setting the ranking of the groups according to the calculated group point(S10). The server calculates contribution points when the game play is terminated(S20). The server provides one or more items or one or more services to each user through the game points(S30). [Reference numerals] (AA) Start; (BB) End; (S10) Select a group with the highest group point as a leader group according to a group point which is obtained by adding the contribution point of users belonged to a group when the season of a group play mode is terminated; (S20) Calculate the number of users belonged to the leader group and the contribution point of each user when the season is terminated; (S30) Differentially provide a game point according to the number of users and the contribution point of each user
    • 目的:提供一种在线游戏及其服务器的组播控制方法,通过提供实际用户群的兴趣来引起组之间的竞争。 构成:服务器控制组播放通过基于游戏结果的计算来计算提供给每个用户的点来计算组的组点。 服务器通过根据计算的组点设置组的排名来选择组中具有最高组点的领导组(S10)。 当游戏结束时,服务器计算贡献点(S20)。 服务器通过游戏点向每个用户提供一个或多个项目或一个或多个服务(S30)。 (附图标记)(AA)开始; (BB)结束; (S10)根据通过在组播模式的季节终止时添加属于组的用户的贡献点获得的组点来选择具有最高组点的组作为组长的组; (S20)计算当季节终止时属于领导组的用户数和每个用户的贡献点数; (S30)根据用户的数量和每个用户的贡献点差分地提供游戏点
    • 10. 发明公开
    • 퀘스트를 제공할 수 있는 온라인 스포츠 게임 제공 방법 및 그 시스템
    • 提供在线运动游戏的方法支持问题和系统
    • KR1020130065501A
    • 2013-06-19
    • KR1020110132386
    • 2011-12-09
    • 주식회사 네오위즈
    • 김정훈
    • G06Q50/10
    • G07F17/3223G07F17/3239G07F17/3286
    • PURPOSE: A method for providing an online sports game which supplies a quest and a system thereof are provided to confirm whether or not the quest succeeds based on a game performed by a user, thereby controlling growth of a player character. CONSTITUTION: A quest database(130) stores requirements and compensation information for one or more quests which are provided in an online sports game. When an online game is completed, a game providing control unit(150) generates game execution information for each user. A quest achievement determination unit(140) searches the quest database based on the game execution information for each user and searches a quest which satisfies a part of the requirements. [Reference numerals] (110) Communication unit; (120) Game engine; (130) Quest DB; (140) Quest achievement determination unit; (150) Game providing control unit
    • 目的:提供提供任务及其系统的在线体育游戏的方法,以基于用户执行的游戏来确认任务是否成功,从而控制玩家角色的增长。 规定:任务数据库(130)存储在线运动游戏中提供的一个或多个任务的要求和补偿信息。 当在线游戏完成时,游戏提供控制单元(150)为每个用户生成游戏执行信息。 任务成就确定单元(140)基于每个用户的游戏执行信息搜索任务数据库,并搜索满足一部分要求的任务。 (附图标记)(110)通信单元; (120)游戏引擎; (130)任务DB; (140)任务成就决定单位; (150)游戏提供控制单元