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WO2014077455A1 - Method for generating game event, game event generation server for performing the method, and recording medium for saving same - Google Patents

Method for generating game event, game event generation server for performing the method, and recording medium for saving same Download PDF

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Publication number
WO2014077455A1
WO2014077455A1 PCT/KR2012/011513 KR2012011513W WO2014077455A1 WO 2014077455 A1 WO2014077455 A1 WO 2014077455A1 KR 2012011513 W KR2012011513 W KR 2012011513W WO 2014077455 A1 WO2014077455 A1 WO 2014077455A1
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WO
WIPO (PCT)
Prior art keywords
game event
game
reward
event generation
attribute
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/KR2012/011513
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French (fr)
Korean (ko)
Inventor
κΉ€μš°ν˜„
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Intellectual Discovery Co Ltd
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Intellectual Discovery Co Ltd
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Publication date
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Publication of WO2014077455A1 publication Critical patent/WO2014077455A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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 SUPERVISORYΒ PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Definitions

  • the present invention relates to a game event generation technology, and more particularly, to a game event generation method that can provide event participation benefits to more game users, a game event generation server for performing the same and a recording medium storing the same will be.
  • Game events are provided to game users, and may induce game users to participate in games and improve user satisfaction.
  • game events may be associated with providing special rewards to game users.
  • Korean Patent Application Publication No. 10-2007-0109706 provides advertisements to users by providing advertisement rewards according to the time of advertisement viewing, selecting a specific user to provide a probability game, and providing a prize when the user wins a prize.
  • an internet advertisement system that allows a user to continuously watch advertisements.
  • Korean Patent Publication No. 10-2007-0043560 provides a lottery event by matching high-level item content with one of a plurality of capsules in an online game, extracting capsules according to a user's selection, and determining whether or not to win the online capsule lottery. Start the system.
  • the present invention provides a game event generation method capable of receiving a plurality of game event generation conditions and automatically determining a reward item, a game event generation server for performing the same, and a recording medium storing the same.
  • the present invention is to provide a game event generation method that can evaluate the game event generation conditions and automatically provide a reward accordingly to the user terminal, a game event generation server for performing the same and a recording medium storing the same.
  • the present invention provides a game event generation method for determining a game event generation condition in consideration of at least one of a play mode property, a number of simultaneous player properties, a game operating time property, and an event occurrence probability property in a game such as a sports game, and a game for performing the same.
  • An event generating server and a recording medium storing the same are provided.
  • An object of the present invention is to provide a game event generation method capable of receiving a plurality of game event generation conditions so that a game operator can consider a game operating profit, a game event generation server for performing the same, and a recording medium storing the same.
  • the game event generation method is performed in a game event generation server that can be connected to the user terminal, receiving a plurality of game event generation conditions, evaluating each of the received plurality of game event generation conditions reward Automatically determining an item and providing a reward corresponding to the reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied.
  • the attribute of each game event generation condition may include at least one of a play mode attribute, a number of concurrent player attributes, a game operating time zone attribute, and an event occurrence probability attribute.
  • automatically determining a reward item by evaluating each of the received plurality of game event generation conditions comprises determining a reward weight of a game event condition attribute in each of the plurality of game event generation conditions. It may further include.
  • the determining of the reward weight of the game event condition attribute in each of the plurality of game event creation conditions may include determining the reward weight by calculating a game operating profit expected through participation of a game user. It may further include.
  • the step of automatically determining each reward item by evaluating each of the plurality of received game event generation conditions may further include determining an achievement difficulty for the game event condition attribute.
  • the step of automatically determining a reward item by evaluating each of the received plurality of game event generation conditions further includes sorting a reward item list including at least one reward item according to a specific criterion. can do.
  • automatically determining a reward item by evaluating each of the received plurality of game event generation conditions may include determining the reward item in the sorted reward item list based on the determined achievement difficulty. It may further include.
  • receiving the plurality of game event generation conditions may further include receiving a sub-condition corresponding to each attribute of the plurality of game event generation conditions.
  • the step of automatically determining each reward item by evaluating each of the plurality of received game event generation conditions may include a sub for a game event condition attribute that may vary in a game currently being played through the user terminal. -Detecting the condition further.
  • automatically determining a reward item by evaluating each of the received plurality of game event creation conditions may be based on another game event condition attribute if the detected sub-condition is fulfilled in the currently playing game.
  • the method may further include increasing a generation probability of the corresponding reward item by raising a sub-condition for the corresponding sub-condition.
  • the providing of the reward corresponding to the corresponding reward item to the user terminal may further include canceling the provision if the event cancellation requirement due to the abusing of the user terminal is satisfied. .
  • the game event generating server may include a game event condition receiving unit which receives a plurality of game event generating conditions, a reward item determining unit which automatically determines a reward item by evaluating each of the received plurality of game event generating conditions; And a reward providing unit configured to provide a reward corresponding to a corresponding reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied.
  • the attribute of each game event generation condition may include at least one of a play mode attribute, a number of concurrent player attributes, a game operation time zone attribute, and an event occurrence probability attribute.
  • the reward item determiner may determine a reward weight of a game event condition attribute in each of the plurality of game event generation conditions.
  • the reward item determiner may determine the reward weight by calculating a game operating profit expected through participation of a game user.
  • the reward item determiner may determine the achievement difficulty of the game event condition attribute.
  • the reward item determiner may sort a reward item list including at least one reward item according to a specific criterion.
  • the reward item determiner may determine the reward item from the sorted reward item list based on the determined achievement difficulty.
  • the game event condition receiving unit may receive a sub-condition corresponding to each of the attributes of the plurality of game event generating conditions.
  • the reward item determiner may detect a sub-condition for a game event condition attribute that may vary in a game currently being progressed through a user terminal.
  • the reward item determiner may increase the generation probability of the reward item by raising the sub-condition for another game event condition attribute when the detected sub-condition is achieved in the current game. You can do
  • the reward provider may cancel the provision if the event cancellation requirement due to the abusing of the user terminal is satisfied.
  • the recording medium recording a computer program for providing a game event generation performed in the game event generation server that can be connected to the user terminal has a function of receiving a plurality of game event generation conditions, the received plurality of game event generation A function of automatically determining a reward item by evaluating each of the conditions, and providing a reward corresponding to the reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied. It includes.
  • the game event generation method and related technologies may automatically provide a corresponding reward to a user terminal according to a game event generation condition to increase a user's participation in a game.
  • Game event generation method and related technologies can increase the game participation in a particular mode by providing a corresponding reward according to the reward weight.
  • the game event generation method and related technologies may calculate a game operating profit to determine a reward weight to generate a profit improvement according to game operation.
  • Game event generation method and related technologies can increase the flexibility of game operation by canceling the provision of the reward when the event cancellation requirement is satisfied.
  • FIG. 1 is a diagram illustrating a game event generation system according to an embodiment of the present invention.
  • FIG. 2 is a block diagram illustrating a game event generation server in FIG. 1.
  • FIG. 3 is a flowchart illustrating a game event generation process performed in the game event generation server of FIG. 2.
  • FIG. 4 is a diagram illustrating specific contents of a game event condition attribute.
  • FIG. 5 is a diagram illustrating a compensation weight determining process according to the first embodiment of the compensation item determiner.
  • FIG. 6 is a diagram illustrating a process of determining a corresponding reward item based on an achievement difficulty according to the second embodiment of the reward item determiner.
  • FIG. 7 is a diagram illustrating a sub-condition up process for a game event condition attribute according to a third embodiment of the reward item determiner.
  • FIG. 8 is a flowchart illustrating an event canceling process performed by the game event generating server of FIG. 2.
  • first and second are intended to distinguish one component from another component, and the scope of rights should not be limited by these terms.
  • first component may be named a second component, and similarly, the second component may also be named a first component.
  • an identification code (e.g., a, b, c, etc.) is used for convenience of description, and the identification code does not describe the order of the steps, and each step clearly indicates a specific order in context. Unless stated otherwise, they may occur out of the order noted. That is, each step may occur in the same order as specified, may be performed substantially simultaneously, or may be performed in the reverse order.
  • the present invention can be embodied as computer readable code on a computer readable recording medium
  • the computer readable recording medium includes all kinds of recording devices in which data can be read by a computer system.
  • Examples of computer-readable recording media include ROM, RAM, CD-ROM, magnetic tape, floppy disk, optical data storage device, and the like, and are also implemented in the form of a carrier wave (for example, transmission over the Internet). It also includes.
  • the computer readable recording medium can also be distributed over network coupled computer systems so that the computer readable code is stored and executed in a distributed fashion.
  • FIG. 1 is a diagram illustrating a game event generation system according to an embodiment of the present invention.
  • the game event generation system 100 includes a user terminal 110 and a game event generation server 120.
  • the user terminal 110 may be connected to the game event generation server 120 through a network (particularly, the Internet).
  • the user terminal 110 may correspond to a computing device that can be manipulated by an online game user. More specifically, the user terminal 110 may correspond to a computing device capable of executing a computer game by executing a game program. For example, the user terminal 110 may correspond to a desktop, a laptop, a smart phone, or a tablet personal computer.
  • the game event generation server 120 may correspond to a computing device that may be connected to the user terminal 110 through a network, and may be managed by a game service company. The game event generation server 120 will be described with reference to FIG. 2.
  • FIG. 2 is a block diagram illustrating a game event generation server in FIG. 1.
  • the game event generation server 120 includes a game event information receiver 210, a reward item determiner 220, a reward provider 230, a communicator 240, and a controller 250.
  • the game event information receiver 210 receives a plurality of game event generation conditions.
  • game event generation conditions are associated with the requirement to generate a constant event on the game and can be set by the game operator.
  • the game event generation condition may include properties of a plurality of game event generation conditions (hereinafter, game event condition properties), and the game event condition property may include a play mode property, a number of concurrent player properties, a game operating time property, or an event occurrence probability property. It may correspond to.
  • the game event information receiving unit 210 may have 10,000 or more simultaneous players (simultaneous number of players) and 14:00 o'clock for the Georgia mode (play mode property). It is possible to receive a game event generation condition that defines a probability of 30% (event occurrence probability attribute) between 16:00 hours (game operation time attribute). The detailed operation of the game event information receiver 210 will be described with reference to FIGS. 3 and 4.
  • the reward item determiner 220 automatically evaluates each of a plurality of game event generation conditions to automatically determine a reward item.
  • the reward item is a content describing the prizes provided to the user terminal 110, and when exemplifying a sports game such as a soccer game, it may include game money, new player cards, trades, market use rights, and the like.
  • the detailed operation of the compensation item determiner 220 will be described with reference to FIGS. 3 and 5 to 7.
  • the reward providing unit 230 provides the user terminal 110 with a reward corresponding to the corresponding reward item when one of the plurality of game event generation conditions is satisfied by the user terminal 110.
  • the reward provider 230 may provide the reward item to the user terminal 110 to be used by the game user.
  • the reward provider 230 may cancel the provision if the event cancellation requirement due to the abusing of the user terminal 110 is satisfied.
  • the detailed operation of the compensation provider 230 will be described with reference to FIGS. 3 and 8.
  • the communication unit 240 provides a physical or logical interface for communicating with the user terminal 110, and in one embodiment, may be implemented as TCP / IP or UDP / IP.
  • the controller 250 controls the operation and data flow of the game event information receiver 210, the reward item determiner 220, the reward provider 230, and the communicator 240.
  • the game event generation server 120 may execute a computer program linked with the game performance terminal 110, and the computer program may be implemented as a computer-readable recording medium.
  • FIG. 3 is a flowchart illustrating a game event generation process performed in the game event generation server of FIG. 2.
  • the game event condition receiving unit 210 receives a plurality of game event generating conditions (step S310).
  • game event generation conditions are associated with the requirement to generate a constant event on the game and can be set by the game operator.
  • the game event generation condition may include a plurality of game event condition attributes.
  • the game event condition attribute refers to a sub-item constituting a game event generation condition, and in one embodiment, includes at least one of a play mode attribute, a number of concurrent player attributes, a game operation time zone attribute, and an event occurrence probability attribute. can do.
  • the game event condition attribute may correspond to a game play mode
  • the game play mode may correspond to a regular league mode, a post season mode, or a world baseball classic mode.
  • FIG. 4 is a diagram illustrating specific contents of a game event condition attribute.
  • the game event condition attribute may include at least one of a play mode attribute 410, a concurrent player count attribute 420, and an event occurrence probability attribute 430.
  • the game event condition receiving unit 210 may receive a 20% probability to generate an event. If all of these game event condition attributes are satisfied, the game event generation condition is satisfied, so that the user terminal 110 may be provided with a reward according to the game event generation condition.
  • the reward item determiner 220 evaluates each of the plurality of game event generation conditions to automatically determine the reward item (step S320).
  • the reward item is a content describing the prizes provided to the user terminal 110, and when exemplifying a sports game such as a soccer game, it may include game money, new player cards, trades, market use rights, and the like.
  • the reward item determiner 220 may randomly determine the reward item regardless of the game event generation condition. In one embodiment, the reward item determiner 220 may generate an unexpected event during game play to the game user, and in particular, may generate such an event through the Random function. In addition, the compensation item determiner 220 may determine a compensation item for this event. Game users can get unexpected rewards in advance, allowing them to play the game longer for accidental item acquisition. Other embodiments of the compensation item determiner 220 will be described with reference to FIGS. 5 to 7.
  • FIG. 5 is a diagram illustrating a compensation weight determining process according to the first embodiment of the compensation item determiner.
  • the reward item determiner 220 may determine a reward weight of a game event condition attribute in each of the plurality of game event generation conditions.
  • the reward weight may be set by the game operator in consideration of internal operating criteria (for example, estimated revenue per play mode, etc.), and the higher the reward weight, the more the game user needs to induce the game mode. It can mean high.
  • the reward item determiner 220 may determine a reward weight by calculating a game operating profit expected through participation of a game user.
  • the compensation weight corresponding to the cup play mode 510 may correspond to a certain compensation weight value 530.
  • This reward weight may be preset by the game operator.
  • the reward item determiner 220 may determine a reward weight value 530 of the cup play mode 510 by calculating a game operating profit expected through participation of a game user. That is, the reward weight corresponding to the cup play mode 510 may be determined as the reward weight value 530 of 20% by reflecting the estimated profit value 520 per user of KRW 200,000. When the reward weight value 530 is determined, the reward item determiner 220 may determine the reward item value 540 of the game money 20 million won.
  • FIG. 6 is a diagram illustrating a process of determining a corresponding reward item based on an achievement difficulty according to the second embodiment of the reward item determiner.
  • the reward item determiner 220 may determine the achievement difficulty 610 for the game event condition attribute.
  • the achievement difficulty 610 represents the degree of achievement of the game event condition attribute in the game, and in one embodiment, may be determined according to the achievement probability of the condition. For example, the achievement difficulty 610 of ⁇ 10,000 simultaneous players> may correspond to 10, and the achievement difficulty 610 of ⁇ 30,000 simultaneous players> may correspond to 30.
  • the reward item determiner 220 may sort the reward item list 620 including at least one reward item according to a specific criterion.
  • the reward item list 620 is arranged according to a specific criterion for the reward item, wherein the specific criterion may be generated by combining at least one of the price of the reward item, the availability of the reward item, and the usefulness of the reward item.
  • the compensation item determiner 220 may determine the compensation item 630 corresponding to the achievement difficulty 610 in the compensation item list 620 arranged in a predetermined order to reflect the determined achievement difficulty 610.
  • the achievement difficulty is determined in the reward item list 620 arranged in a predetermined order to reflect the determined achievement difficulty 610.
  • the compensation item 630 corresponding to 610 may be determined.
  • condition attribute 2 may be determined as achievement difficulty 30, and a reward item corresponding to achievement difficulty 30 may be determined as item 3.
  • FIG. 7 is a diagram illustrating a sub-condition up process for a game event condition attribute according to a third embodiment of the reward item determiner.
  • the game event condition receiving unit 210 may receive sub-conditions corresponding to each of the attributes of the plurality of game event generating conditions, and the reward item determining unit 220 may be configured to perform a game currently in progress through the user terminal 110. It is possible to detect sub-conditions for game event condition attributes that may vary.
  • the reward item determiner 220 increases the sub-condition for another game event condition attribute to increase the probability of generating the corresponding reward item.
  • the game event information receiver 210 may receive a game event condition attribute as a simultaneous player count attribute and an event occurrence probability attribute.
  • the number of simultaneous players 710 may be set to ⁇ 10,000 simultaneous players, and the event occurrence probability 720 may be set to 10%.
  • the reward item determiner 220 may have an event occurrence probability property 720. Can be set to 20%.
  • the reward provider 230 provides the user terminal 110 with a reward corresponding to the corresponding reward item (step S330).
  • the compensation provider 230 may replace the previously provided compensation item with another type of compensation item. This is an example of a case in which a game user receives a reward item that he / she does not want or already owns during a game play process, and the reward provider 230 receives such a reward replacement request from the user terminal 110 and replaces it with a new reward item. You can replace the reward item. However, the compensation provider 230 may reject the request for compensation replacement based on the timing or criteria of replacing the compensation item. Here, the criteria may be determined by combining at least one of the price of the reward item, the availability of the reward item, and the usefulness of the reward item.
  • the reward provider 230 when the reward provider 230 automatically provides a ⁇ new character card> as a reward item determined automatically, but the game user requests a replacement, the reward provider 230 ⁇ game money 10 million won> It can be provided as a replacement.
  • FIG. 8 is a flowchart illustrating an event canceling process performed by the game event generating server of FIG. 2.
  • the reward provider 230 may cancel the provision of the reward item when the event cancellation requirement due to the abusing of the user terminal 110 is satisfied.
  • the abusing of the user terminal 110 refers to actions in which the user terminal 110 receives a reward by illegally satisfying a game event generation condition or generating an unscheduled condition.
  • the abusing may include a case in which the user terminal 110 generates a plurality of ghost users and accesses the game event generation server 120 to satisfy the condition of ⁇ number of simultaneous players>.
  • the reward providing unit 230 may determine whether the user terminal 110 is abusing (step S820).
  • the reward providing unit 230 may cancel the compensation according to the game event generation condition is satisfied when the abusing of the user terminal 110 occurs (step S830), otherwise, the reward according to the game event generation condition is provided. It may be (step S840).

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Abstract

A method for generating a game event is performed by a game event generation service, which can be connected to a game-performing terminal. The method for generating the game event comprises the steps of: receiving a plurality of game event generation conditions; automatically determining compensation items by evaluating each of the plurality of game event generation conditions; and providing to the user terminal compensation for a relevant compensation item when one of the plurality of game event generation conditions is received by the user terminal.

Description

κ²Œμž„ 이벀트 생성 방법, 이λ₯Ό μˆ˜ν–‰ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„ 및 이λ₯Ό μ €μž₯ν•œ 기둝 맀체Game event generation method, game event generation server performing the same, and a recording medium storing the same

λ³Έ 발λͺ…은 κ²Œμž„ 이벀트 생성 κΈ°μˆ μ— κ΄€ν•œ κ²ƒμœΌλ‘œ, 보닀 μƒμ„Έν•˜κ²ŒλŠ”, 보닀 λ§Žμ€ κ²Œμž„ μ‚¬μš©μžλ“€μ—κ²Œ 이벀트 μ°Έμ—¬ ν˜œνƒμ„ μ œκ³΅ν•  수 μžˆλŠ” κ²Œμž„ 이벀트 생성 방법, 이λ₯Ό μˆ˜ν–‰ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„ 및 이λ₯Ό μ €μž₯ν•œ 기둝 맀체에 κ΄€ν•œ 것이닀.The present invention relates to a game event generation technology, and more particularly, to a game event generation method that can provide event participation benefits to more game users, a game event generation server for performing the same and a recording medium storing the same will be.

κ²Œμž„ μ΄λ²€νŠΈλŠ” κ²Œμž„ μ‚¬μš©μžμ—κ²Œ μ œκ³΅λ˜λŠ” κ²ƒμœΌλ‘œ, κ²Œμž„ μ‚¬μš©μžμ˜ κ²Œμž„ μ°Έμ—¬λ₯Ό μœ λ„ν•˜κ³  μ‚¬μš©μžμ˜ κ²Œμž„ λ§Œμ‘±λ„λ₯Ό ν–₯상 μ‹œν‚¬ 수 μžˆλ‹€. 특히, κ²Œμž„ μ΄λ²€νŠΈλŠ” κ²Œμž„ μ‚¬μš©μžμ—κ²Œ νŠΉλ³„ν•œ 보상을 μ œκ³΅ν•˜λŠ” 것과 연관될 수 μžˆλ‹€.Game events are provided to game users, and may induce game users to participate in games and improve user satisfaction. In particular, game events may be associated with providing special rewards to game users.

ν•œκ΅­κ³΅κ°œνŠΉν—ˆ 제10-2007-0109706ν˜ΈλŠ” μ‚¬μš©μžμ—κ²Œ κ΄‘κ³ λ₯Ό μ œκ³΅ν•˜μ—¬ κ΄‘κ³  μ‹œμ²­ μ‹œκ°„μ— λ”°λ₯Έ κ΄‘κ³  μ‚¬λ‘€κΈˆμ„ μ œκ³΅ν•˜κ³ , νŠΉμ • μ‚¬μš©μžλ₯Ό μ„ μ •ν•˜μ—¬ ν™•λ₯  κ²Œμž„μ„ μ œκ³΅ν•˜κ³  μ‚¬μš©μžκ°€ κ²½ν’ˆμ— λ‹Ήμ²¨λ˜λŠ” 경우 ν•΄λ‹Ή κ²½ν’ˆμ„ μ œκ³΅ν•˜μ—¬ μ‚¬μš©μžκ°€ μ§€μ†μ μœΌλ‘œ κ΄‘κ³  μ‹œμ²­μ„ ν•  수 μžˆλ„λ‘ ν•˜λŠ” 인터넷 κ΄‘κ³  μ‹œμŠ€ν…œμ„ κ°œμ‹œν•œλ‹€.Korean Patent Application Publication No. 10-2007-0109706 provides advertisements to users by providing advertisement rewards according to the time of advertisement viewing, selecting a specific user to provide a probability game, and providing a prize when the user wins a prize. Disclosed is an internet advertisement system that allows a user to continuously watch advertisements.

ν•œκ΅­κ³΅κ°œνŠΉν—ˆ 제10-2007-0043560ν˜ΈλŠ” 온라인 κ²Œμž„ λ‚΄μ—μ„œ κ³ κΈ‰ μ•„μ΄ν…œ 컨텐츠λ₯Ό λ‹€μˆ˜μ˜ 캑슐 쀑 ν•˜λ‚˜μ™€ λ§€μΉ­ν•˜μ—¬ μΆ”μ²¨μ΄λ²€νŠΈλ₯Ό μ œκ³΅ν•˜κ³ , μ‚¬μš©μžμ˜ 선택에 따라 μΊ‘μŠμ„ μΆ”μΆœν•œ ν›„ 당첨여뢀λ₯Ό κ²°μ •ν•˜λŠ” 온라인 캑슐 좔첨 μ‹œμŠ€ν…œμ„ κ°œμ‹œν•œλ‹€. Korean Patent Publication No. 10-2007-0043560 provides a lottery event by matching high-level item content with one of a plurality of capsules in an online game, extracting capsules according to a user's selection, and determining whether or not to win the online capsule lottery. Start the system.

μ΄λŸ¬ν•œ μ„ ν–‰ κΈ°μˆ λ“€μ€ 사전에 μ •μ˜λœ νŠΉμ • 쑰건을 κΈ°μ€€μœΌλ‘œ 이벀트λ₯Ό μ§„ν–‰ν•˜μ—¬ 보상을 μˆ˜ν–‰ν•  λΏμ΄λ―€λ‘œ 비둝 쒋은 ν˜œνƒμ˜ μ΄λ²€νŠΈλΌλ„ μ œλŒ€λ‘œ λ™μž‘ν•˜μ§€ μ•Šμ„ 수 μžˆλ‹€.Since these prior arts only perform rewards by proceeding with events based on predefined conditions, even events with good benefits may not work properly.

λ³Έ 발λͺ…은 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜μ—¬ 그에 따라 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•  수 μžˆλŠ” κ²Œμž„ 이벀트 생성 방법, 이λ₯Ό μˆ˜ν–‰ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„ 및 이λ₯Ό μ €μž₯ν•œ 기둝맀체λ₯Ό μ œκ³΅ν•˜κ³ μž ν•œλ‹€. The present invention provides a game event generation method capable of receiving a plurality of game event generation conditions and automatically determining a reward item, a game event generation server for performing the same, and a recording medium storing the same.

λ³Έ 발λͺ…은 κ²Œμž„ 이벀트 생성 쑰건을 ν‰κ°€ν•˜μ—¬ μžλ™μœΌλ‘œ 그에 λ”°λ₯Έ 보상을 μ‚¬μš©μž 단말에 μ œκ³΅ν•  수 μžˆλŠ” κ²Œμž„ 이벀트 생성 방법, 이λ₯Ό μˆ˜ν–‰ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„ 및 이λ₯Ό μ €μž₯ν•œ 기둝맀체λ₯Ό μ œκ³΅ν•˜κ³ μž ν•œλ‹€.The present invention is to provide a game event generation method that can evaluate the game event generation conditions and automatically provide a reward accordingly to the user terminal, a game event generation server for performing the same and a recording medium storing the same.

λ³Έ 발λͺ…은 슀포츠 κ²Œμž„κ³Ό 같은 κ²Œμž„μ—μ„œ ν”Œλ ˆμ΄ λͺ¨λ“œ 속성, λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성, κ²Œμž„ 운영 μ‹œκ°„λŒ€ 속성 및 이벀트 λ°œμƒ ν™•λ₯  속성 쀑 적어도 ν•˜λ‚˜λ₯Ό κ³ λ €ν•˜μ—¬ κ²Œμž„ 이벀트 생성 쑰건을 κ²°μ •ν•  수 μžˆλŠ” κ²Œμž„ 이벀트 생성 방법, 이λ₯Ό μˆ˜ν–‰ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„ 및 이λ₯Ό μ €μž₯ν•œ 기둝 맀체λ₯Ό μ œκ³΅ν•˜κ³ μž ν•œλ‹€.The present invention provides a game event generation method for determining a game event generation condition in consideration of at least one of a play mode property, a number of simultaneous player properties, a game operating time property, and an event occurrence probability property in a game such as a sports game, and a game for performing the same. An event generating server and a recording medium storing the same are provided.

λ³Έ 발λͺ…은 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜μ—¬ κ²Œμž„ μš΄μ˜μžκ°€ κ²Œμž„ 운영 μˆ˜μ΅μ„ κ³ λ €ν•˜λ„λ‘ ν•  수 μžˆλŠ” κ²Œμž„ 이벀트 생성 방법, 이λ₯Ό μˆ˜ν–‰ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„ 및 이λ₯Ό μ €μž₯ν•œ 기둝 맀체λ₯Ό μ œκ³΅ν•˜κ³ μž ν•œλ‹€.An object of the present invention is to provide a game event generation method capable of receiving a plurality of game event generation conditions so that a game operator can consider a game operating profit, a game event generation server for performing the same, and a recording medium storing the same.

μ‹€μ‹œμ˜ˆλ“€ μ€‘μ—μ„œ, κ²Œμž„ 이벀트 생성 방법은 μ‚¬μš©μž 단말과 연결될 수 μžˆλŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„μ—μ„œ μˆ˜ν–‰λ˜λ©°, 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜λŠ” 단계, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” 단계 및 상기 μ‚¬μš©μž 단말에 μ˜ν•΄ 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 쀑 ν•˜λ‚˜κ°€ 좩쑱되면 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 상기 μ‚¬μš©μž 단말에 μ œκ³΅ν•˜λŠ” 단계λ₯Ό ν¬ν•¨ν•œλ‹€.Among the embodiments, the game event generation method is performed in a game event generation server that can be connected to the user terminal, receiving a plurality of game event generation conditions, evaluating each of the received plurality of game event generation conditions reward Automatically determining an item and providing a reward corresponding to the reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 각 κ²Œμž„ 이벀트 생성 쑰건의 속성은 ν”Œλ ˆμ΄ λͺ¨λ“œ 속성, λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성, κ²Œμž„ 운영 μ‹œκ°„λŒ€ 속성 및 이벀트 λ°œμƒ ν™•λ₯  속성 쀑 적어도 ν•˜λ‚˜λ₯Ό ν¬ν•¨ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.In one embodiment, the attribute of each game event generation condition may include at least one of a play mode attribute, a number of concurrent player attributes, a game operating time zone attribute, and an event occurrence probability attribute.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ” 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각에 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€.In one embodiment, automatically determining a reward item by evaluating each of the received plurality of game event generation conditions comprises determining a reward weight of a game event condition attribute in each of the plurality of game event generation conditions. It may further include.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각에 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ” κ²Œμž„ μ‚¬μš©μžμ˜ μ°Έμ—¬λ₯Ό 톡해 μ˜ˆμƒλ˜λŠ” κ²Œμž„ 운영 μˆ˜μ΅μ„ κ³„μ‚°ν•˜μ—¬ 상기 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€.In an embodiment, the determining of the reward weight of the game event condition attribute in each of the plurality of game event creation conditions may include determining the reward weight by calculating a game operating profit expected through participation of a game user. It may further include.

*일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ” 상기 κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„±μ·¨ λ‚œμ΄λ„λ₯Ό κ²°μ •ν•˜λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€.In one embodiment, the step of automatically determining each reward item by evaluating each of the plurality of received game event generation conditions may further include determining an achievement difficulty for the game event condition attribute.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ” 적어도 ν•˜λ‚˜μ˜ 보상 ν•­λͺ©μ„ ν¬ν•¨ν•˜λŠ” 보상 ν•­λͺ© 리슀트λ₯Ό νŠΉμ • 기쀀에 따라 μ •λ ¬ν•˜λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€.In an embodiment, the step of automatically determining a reward item by evaluating each of the received plurality of game event generation conditions further includes sorting a reward item list including at least one reward item according to a specific criterion. can do.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ” 상기 κ²°μ •λœ μ„±μ·¨ λ‚œμ΄λ„λ₯Ό 기초둜 상기 μ •λ ¬λœ 보상 ν•­λͺ© λ¦¬μŠ€νŠΈμ—μ„œ 상기 보상 ν•­λͺ©μ„ κ²°μ •ν•˜λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€.In an embodiment, automatically determining a reward item by evaluating each of the received plurality of game event generation conditions may include determining the reward item in the sorted reward item list based on the determined achievement difficulty. It may further include.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜λŠ” λ‹¨κ³„λŠ” 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건의 속성 각각에 ν•΄λ‹Ήν•˜λŠ” μ„œλΈŒ-쑰건을 μˆ˜μ‹ ν•˜λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€.In one embodiment, receiving the plurality of game event generation conditions may further include receiving a sub-condition corresponding to each attribute of the plurality of game event generation conditions.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ” 상기 μ‚¬μš©μž 단말을 톡해 ν˜„μž¬ μ§„ν–‰λ˜κ³  μžˆλŠ” κ²Œμž„μ—μ„œ κ°€λ³€ 될 수 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„œλΈŒ-쑰건을 κ²€μΆœν•˜λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€. In an embodiment, the step of automatically determining each reward item by evaluating each of the plurality of received game event generation conditions may include a sub for a game event condition attribute that may vary in a game currently being played through the user terminal. -Detecting the condition further.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ” 상기 ν˜„μž¬ μ§„ν–‰λ˜κ³  μžˆλŠ” κ²Œμž„μ—μ„œ 상기 κ²€μΆœλœ μ„œλΈŒ-쑰건이 μ„±μ·¨λ˜λ©΄ λ‹€λ₯Έ κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„œλΈŒ-쑰건을 상ν–₯μ‹œμΌœμ„œ ν•΄λ‹Ή 보상 μ•„μ΄ν…œμ˜ 생성 ν™•λ₯ μ„ μ¦κ°€μ‹œν‚€λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€.In one embodiment, automatically determining a reward item by evaluating each of the received plurality of game event creation conditions may be based on another game event condition attribute if the detected sub-condition is fulfilled in the currently playing game. The method may further include increasing a generation probability of the corresponding reward item by raising a sub-condition for the corresponding sub-condition.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 상기 μ‚¬μš©μž 단말에 μ œκ³΅ν•˜λŠ” λ‹¨κ³„λŠ” 상기 μ‚¬μš©μž λ‹¨λ§μ˜ μ–΄λ·°μ§•(abusing)으둜 μΈν•œ 이벀트 μ·¨μ†Œ μš”κ±΄μ΄ 좩쑱되면 상기 μ œκ³΅μ„ μ·¨μ†Œν•˜λŠ” 단계λ₯Ό 더 포함할 수 μžˆλ‹€.In an embodiment, the providing of the reward corresponding to the corresponding reward item to the user terminal may further include canceling the provision if the event cancellation requirement due to the abusing of the user terminal is satisfied. .

μ‹€μ‹œμ˜ˆλ“€ μ€‘μ—μ„œ, κ²Œμž„ 이벀트 생성 μ„œλ²„λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜λŠ” κ²Œμž„ 이벀트 쑰건 μˆ˜μ‹ λΆ€, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” 보상 ν•­λͺ© κ²°μ •λΆ€ 및 μ‚¬μš©μž 단말에 μ˜ν•΄ 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 쀑 ν•˜λ‚˜κ°€ 좩쑱되면 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 상기 μ‚¬μš©μž 단말에 μ œκ³΅ν•˜λŠ” 보상 μ œκ³΅λΆ€λ₯Ό ν¬ν•¨ν•œλ‹€.Among the embodiments, the game event generating server may include a game event condition receiving unit which receives a plurality of game event generating conditions, a reward item determining unit which automatically determines a reward item by evaluating each of the received plurality of game event generating conditions; And a reward providing unit configured to provide a reward corresponding to a corresponding reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 각 κ²Œμž„ 이벀트 생성 쑰건의 속성은 ν”Œλ ˆμ΄ λͺ¨λ“œ 속성, λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성, κ²Œμž„ 운영 μ‹œκ°„λŒ€ 속성 및 이벀트 λ°œμƒ ν™•λ₯  속성 쀑 적어도 ν•˜λ‚˜λ₯Ό 포함할 수 μžˆλ‹€.In one embodiment, the attribute of each game event generation condition may include at least one of a play mode attribute, a number of concurrent player attributes, a game operation time zone attribute, and an event occurrence probability attribute.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ” 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각에 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.In an embodiment, the reward item determiner may determine a reward weight of a game event condition attribute in each of the plurality of game event generation conditions.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ” κ²Œμž„ μ‚¬μš©μžμ˜ μ°Έμ—¬λ₯Ό 톡해 μ˜ˆμƒλ˜λŠ” κ²Œμž„ 운영 μˆ˜μ΅μ„ κ³„μ‚°ν•˜μ—¬ 상기 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.In an embodiment, the reward item determiner may determine the reward weight by calculating a game operating profit expected through participation of a game user.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ” 상기 κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„±μ·¨ λ‚œμ΄λ„λ₯Ό κ²°μ •ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.In an embodiment, the reward item determiner may determine the achievement difficulty of the game event condition attribute.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ” 적어도 ν•˜λ‚˜μ˜ 보상 ν•­λͺ©μ„ ν¬ν•¨ν•˜λŠ” 보상 ν•­λͺ© 리슀트λ₯Ό νŠΉμ • 기쀀에 따라 μ •λ ¬ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.In an embodiment, the reward item determiner may sort a reward item list including at least one reward item according to a specific criterion.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ” 상기 κ²°μ •λœ μ„±μ·¨ λ‚œμ΄λ„λ₯Ό 기초둜 상기 μ •λ ¬λœ 보상 ν•­λͺ© λ¦¬μŠ€νŠΈμ—μ„œ 상기 보상 ν•­λͺ©μ„ κ²°μ •ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.In an embodiment, the reward item determiner may determine the reward item from the sorted reward item list based on the determined achievement difficulty.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 κ²Œμž„ 이벀트 쑰건 μˆ˜μ‹ λΆ€λŠ” 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건의 속성 각각에 ν•΄λ‹Ήν•˜λŠ” μ„œλΈŒ-쑰건을 μˆ˜μ‹ ν•  수 μžˆλ‹€.In one embodiment, the game event condition receiving unit may receive a sub-condition corresponding to each of the attributes of the plurality of game event generating conditions.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ” μ‚¬μš©μž 단말을 톡해 ν˜„μž¬ μ§„ν–‰λ˜κ³  μžˆλŠ” κ²Œμž„μ—μ„œ κ°€λ³€ 될 수 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„œλΈŒ-쑰건을 κ²€μΆœν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.In an embodiment, the reward item determiner may detect a sub-condition for a game event condition attribute that may vary in a game currently being progressed through a user terminal.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ” 상기 ν˜„μž¬ μ§„ν–‰λ˜κ³  μžˆλŠ” κ²Œμž„μ—μ„œ 상기 κ²€μΆœλœ μ„œλΈŒ-쑰건이 μ„±μ·¨λ˜λ©΄ λ‹€λ₯Έ κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„œλΈŒ-쑰건을 상ν–₯μ‹œμΌœμ„œ ν•΄λ‹Ή 보상 μ•„μ΄ν…œμ˜ 생성 ν™•λ₯ μ„ μ¦κ°€μ‹œν‚€λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.According to an embodiment, the reward item determiner may increase the generation probability of the reward item by raising the sub-condition for another game event condition attribute when the detected sub-condition is achieved in the current game. You can do

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 상기 보상 μ œκ³΅λΆ€λŠ” 상기 μ‚¬μš©μž λ‹¨λ§μ˜ μ–΄λ·°μ§•(abusing)으둜 μΈν•œ 이벀트 μ·¨μ†Œ μš”κ±΄μ΄ 좩쑱되면 상기 μ œκ³΅μ„ μ·¨μ†Œν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•  수 μžˆλ‹€.In an embodiment, the reward provider may cancel the provision if the event cancellation requirement due to the abusing of the user terminal is satisfied.

μ‹€μ‹œμ˜ˆλ“€ μ€‘μ—μ„œ, μ‚¬μš©μž 단말과 연결될 수 μžˆλŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„μ—μ„œ μˆ˜ν–‰λ˜λŠ” κ²Œμž„ 이벀트 생성을 μ œκ³΅ν•˜λŠ” 컴퓨터 ν”„λ‘œκ·Έλž¨μ„ κΈ°λ‘ν•œ κΈ°λ‘λ§€μ²΄λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜λŠ” κΈ°λŠ₯, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” κΈ°λŠ₯ 및 상기 μ‚¬μš©μž 단말에 μ˜ν•΄ 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 쀑 ν•˜λ‚˜κ°€ 좩쑱되면 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 상기 μ‚¬μš©μž 단말에 μ œκ³΅ν•˜λŠ” κΈ°λŠ₯을 ν¬ν•¨ν•œλ‹€.Among the embodiments, the recording medium recording a computer program for providing a game event generation performed in the game event generation server that can be connected to the user terminal has a function of receiving a plurality of game event generation conditions, the received plurality of game event generation A function of automatically determining a reward item by evaluating each of the conditions, and providing a reward corresponding to the reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied. It includes.

λ³Έ 발λͺ…μ˜ 일 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ κ²Œμž„ 이벀트 생성 방법과 이와 κ΄€λ ¨λœ κΈ°μˆ λ“€μ€ μ‚¬μš©μž 단말에 κ²Œμž„ 이벀트 생성 쑰건 좩쑱에 따라 μžλ™μœΌλ‘œ ν•΄λ‹Ή 보상을 μ œκ³΅ν•˜μ—¬ μ‚¬μš©μžμ˜ κ²Œμž„ 참여도λ₯Ό 높일 수 μžˆλ‹€.The game event generation method and related technologies according to an embodiment of the present invention may automatically provide a corresponding reward to a user terminal according to a game event generation condition to increase a user's participation in a game.

λ³Έ 발λͺ…μ˜ 일 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ κ²Œμž„ 이벀트 생성 방법과 이와 κ΄€λ ¨λœ κΈ°μˆ λ“€μ€ 보상 κ°€μ€‘μΉ˜μ— 따라 ν•΄λ‹Ή 보상을 μ œκ³΅ν•˜μ—¬ νŠΉμ • λͺ¨λ“œμ— λŒ€ν•œ κ²Œμž„ 참여도λ₯Ό 높일 수 μžˆλ‹€.Game event generation method and related technologies according to an embodiment of the present invention can increase the game participation in a particular mode by providing a corresponding reward according to the reward weight.

λ³Έ 발λͺ…μ˜ 일 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ κ²Œμž„ 이벀트 생성 방법과 이와 κ΄€λ ¨λœ κΈ°μˆ λ“€μ€ κ²Œμž„ 운영 μˆ˜μ΅μ„ κ³„μ‚°ν•˜μ—¬ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜μ—¬ κ²Œμž„ μš΄μ˜μ— λ”°λ₯Έ 수읡 ν–₯상을 λ°œμƒμ‹œν‚¬ 수 μžˆλ‹€.The game event generation method and related technologies according to an embodiment of the present invention may calculate a game operating profit to determine a reward weight to generate a profit improvement according to game operation.

λ³Έ 발λͺ…μ˜ 일 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ κ²Œμž„ 이벀트 생성 방법과 이와 κ΄€λ ¨λœ κΈ°μˆ λ“€μ€ 이벀트 μ·¨μ†Œ μš”κ±΄μ΄ 좩쑱되면 ν•΄λ‹Ή λ³΄μƒμ˜ μ œκ³΅μ„ μ·¨μ†Œν•˜μ—¬ κ²Œμž„ 운영의 μœ μ—°μ„±μ„ 증가할 수 μžˆλ‹€.Game event generation method and related technologies according to an embodiment of the present invention can increase the flexibility of game operation by canceling the provision of the reward when the event cancellation requirement is satisfied.

도 1은 λ³Έ 발λͺ…μ˜ 일 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ κ²Œμž„ 이벀트 생성 μ‹œμŠ€ν…œμ„ μ„€λͺ…ν•˜λŠ” 도면이닀.1 is a diagram illustrating a game event generation system according to an embodiment of the present invention.

도 2λŠ” 도 1에 μžˆλŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„λ₯Ό μ„€λͺ…ν•˜λŠ” 블둝도 이닀.FIG. 2 is a block diagram illustrating a game event generation server in FIG. 1.

도 3은 도 2의 κ²Œμž„ 이벀트 생성 μ„œλ²„μ—μ„œ μˆ˜ν–‰λ˜λŠ” κ²Œμž„ 이벀트 생성 과정을 μ„€λͺ…ν•˜λŠ” 흐름도이닀. 3 is a flowchart illustrating a game event generation process performed in the game event generation server of FIG. 2.

도 4λŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ ꡬ체적인 λ‚΄μš©μ„ μ˜ˆμ‹œν•˜λŠ” 도면이닀.4 is a diagram illustrating specific contents of a game event condition attribute.

도 5λŠ” 보상 ν•­λͺ© κ²°μ •λΆ€μ˜ 제1 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ 보상 κ°€μ€‘μΉ˜ κ²°μ • 과정을 μ„€λͺ…ν•˜λŠ” 도면이닀.5 is a diagram illustrating a compensation weight determining process according to the first embodiment of the compensation item determiner.

도 6은 보상 ν•­λͺ© κ²°μ •λΆ€μ˜ 제2 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ μ„±μ·¨ λ‚œμ΄λ„λ₯Ό 기초둜 ν•΄λ‹Ή 보상 ν•­λͺ©μ„ κ²°μ •ν•˜λŠ” 과정을 μ„€λͺ…ν•˜λŠ” 도면이닀.FIG. 6 is a diagram illustrating a process of determining a corresponding reward item based on an achievement difficulty according to the second embodiment of the reward item determiner.

도 7은 보상 ν•­λͺ© κ²°μ •λΆ€μ˜ 제3 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„œλΈŒ-쑰건 상ν–₯ 과정을 μ„€λͺ…ν•˜λŠ” 도면이닀.FIG. 7 is a diagram illustrating a sub-condition up process for a game event condition attribute according to a third embodiment of the reward item determiner.

도 8은 도 2의 κ²Œμž„ 이벀트 생성 μ„œλ²„μ—μ„œ μˆ˜ν–‰λ˜λŠ” 이벀트 μ·¨μ†Œ 과정을 μ„€λͺ…ν•˜λŠ” 흐름도이닀.8 is a flowchart illustrating an event canceling process performed by the game event generating server of FIG. 2.

λ³Έ 발λͺ…에 κ΄€ν•œ μ„€λͺ…은 ꡬ쑰적 λ‚΄μ§€ κΈ°λŠ₯적 μ„€λͺ…을 μœ„ν•œ μ‹€μ‹œμ˜ˆμ— λΆˆκ³Όν•˜λ―€λ‘œ, λ³Έ 발λͺ…μ˜ κΆŒλ¦¬λ²”μœ„λŠ” 본문에 μ„€λͺ…λœ μ‹€μ‹œμ˜ˆμ— μ˜ν•˜μ—¬ μ œν•œλ˜λŠ” κ²ƒμœΌλ‘œ ν•΄μ„λ˜μ–΄μ„œλŠ” μ•„λ‹ˆ λœλ‹€. 즉, μ‹€μ‹œμ˜ˆλŠ” λ‹€μ–‘ν•œ 변경이 κ°€λŠ₯ν•˜κ³  μ—¬λŸ¬ κ°€μ§€ ν˜•νƒœλ₯Ό κ°€μ§ˆ 수 μžˆμœΌλ―€λ‘œ λ³Έ 발λͺ…μ˜ κΆŒλ¦¬λ²”μœ„λŠ” 기술적 사상을 μ‹€ν˜„ν•  수 μžˆλŠ” 균등물듀을 ν¬ν•¨ν•˜λŠ” κ²ƒμœΌλ‘œ μ΄ν•΄λ˜μ–΄μ•Ό ν•œλ‹€. λ˜ν•œ, λ³Έ 발λͺ…μ—μ„œ μ œμ‹œλœ λͺ©μ  λ˜λŠ” νš¨κ³ΌλŠ” νŠΉμ • μ‹€μ‹œμ˜ˆκ°€ 이λ₯Ό μ „λΆ€ ν¬ν•¨ν•˜μ—¬μ•Ό ν•œλ‹€κ±°λ‚˜ κ·ΈλŸ¬ν•œ νš¨κ³Όλ§Œμ„ ν¬ν•¨ν•˜μ—¬μ•Ό ν•œλ‹€λŠ” μ˜λ―ΈλŠ” μ•„λ‹ˆλ―€λ‘œ, λ³Έ 발λͺ…μ˜ κΆŒλ¦¬λ²”μœ„λŠ” 이에 μ˜ν•˜μ—¬ μ œν•œλ˜λŠ” κ²ƒμœΌλ‘œ μ΄ν•΄λ˜μ–΄μ„œλŠ” μ•„λ‹ˆ 될 것이닀.Description of the present invention is only an embodiment for structural or functional description, the scope of the present invention should not be construed as limited by the embodiments described in the text. That is, since the embodiments may be variously modified and may have various forms, the scope of the present invention should be understood to include equivalents capable of realizing the technical idea. In addition, the objects or effects presented in the present invention does not mean that a specific embodiment should include all or only such effects, the scope of the present invention should not be understood as being limited thereby.

ν•œνŽΈ, λ³Έ μΆœμ›μ—μ„œ μ„œμˆ λ˜λŠ” μš©μ–΄μ˜ μ˜λ―ΈλŠ” λ‹€μŒκ³Ό 같이 μ΄ν•΄λ˜μ–΄μ•Ό ν•  것이닀.On the other hand, the meaning of the terms described in the present application should be understood as follows.

"제1", "제2" λ“±μ˜ μš©μ–΄λŠ” ν•˜λ‚˜μ˜ κ΅¬μ„±μš”μ†Œλ₯Ό λ‹€λ₯Έ κ΅¬μ„±μš”μ†Œλ‘œλΆ€ν„° κ΅¬λ³„ν•˜κΈ° μœ„ν•œ κ²ƒμœΌλ‘œ, 이듀 μš©μ–΄λ“€μ— μ˜ν•΄ κΆŒλ¦¬λ²”μœ„κ°€ ν•œμ •λ˜μ–΄μ„œλŠ” μ•„λ‹ˆ λœλ‹€. 예λ₯Ό λ“€μ–΄, 제1 κ΅¬μ„±μš”μ†ŒλŠ” 제2 κ΅¬μ„±μš”μ†Œλ‘œ λͺ…λͺ…될 수 있고, μœ μ‚¬ν•˜κ²Œ 제2 κ΅¬μ„±μš”μ†Œλ„ 제1 κ΅¬μ„±μš”μ†Œλ‘œ λͺ…λͺ…될 수 μžˆλ‹€.Terms such as "first" and "second" are intended to distinguish one component from another component, and the scope of rights should not be limited by these terms. For example, the first component may be named a second component, and similarly, the second component may also be named a first component.

μ–΄λ–€ κ΅¬μ„±μš”μ†Œκ°€ λ‹€λ₯Έ κ΅¬μ„±μš”μ†Œμ— "μ—°κ²°λ˜μ–΄"μžˆλ‹€κ³  μ–ΈκΈ‰λœ λ•Œμ—λŠ”, κ·Έ λ‹€λ₯Έ κ΅¬μ„±μš”μ†Œμ— μ§μ ‘μ μœΌλ‘œ 연결될 μˆ˜λ„ μžˆμ§€λ§Œ, 쀑간에 λ‹€λ₯Έ κ΅¬μ„±μš”μ†Œκ°€ μ‘΄μž¬ν•  μˆ˜λ„ μžˆλ‹€κ³  μ΄ν•΄λ˜μ–΄μ•Ό ν•  것이닀. λ°˜λ©΄μ—, μ–΄λ–€ κ΅¬μ„±μš”μ†Œκ°€ λ‹€λ₯Έ κ΅¬μ„±μš”μ†Œμ— "직접 μ—°κ²°λ˜μ–΄"μžˆλ‹€κ³  μ–ΈκΈ‰λœ λ•Œμ—λŠ” 쀑간에 λ‹€λ₯Έ κ΅¬μ„±μš”μ†Œκ°€ μ‘΄μž¬ν•˜μ§€ μ•ŠλŠ” κ²ƒμœΌλ‘œ μ΄ν•΄λ˜μ–΄μ•Ό ν•  것이닀. ν•œνŽΈ, κ΅¬μ„±μš”μ†Œλ“€ κ°„μ˜ 관계λ₯Ό μ„€λͺ…ν•˜λŠ” λ‹€λ₯Έ ν‘œν˜„λ“€, 즉 "~사이에"와 "λ°”λ‘œ ~사이에" λ˜λŠ” "~에 μ΄μ›ƒν•˜λŠ”"κ³Ό "~에 직접 μ΄μ›ƒν•˜λŠ”" 등도 λ§ˆμ°¬κ°€μ§€λ‘œ ν•΄μ„λ˜μ–΄μ•Ό ν•œλ‹€.When a component is referred to as being "connected" to another component, it should be understood that there may be other components in between, although it may be directly connected to the other component. On the other hand, when a component is referred to as being "directly connected" to another component, it should be understood that there is no other component in between. On the other hand, other expressions describing the relationship between the components, such as "between" and "immediately between" or "neighboring to" and "directly neighboring to", should be interpreted as well.

λ‹¨μˆ˜μ˜ ν‘œν˜„μ€ λ¬Έλ§₯상 λͺ…λ°±ν•˜κ²Œ λ‹€λ₯΄κ²Œ λœ»ν•˜μ§€ μ•ŠλŠ” ν•œ 볡수의 ν‘œν˜„μ„ ν¬ν•¨ν•˜λŠ” κ²ƒμœΌλ‘œ μ΄ν•΄λ˜μ–΄μ•Ό ν•˜κ³ , "ν¬ν•¨ν•˜λ‹€"λ˜λŠ” "κ°€μ§€λ‹€" λ“±μ˜ μš©μ–΄λŠ” μ„€μ‹œλœ νŠΉμ§•, 숫자, 단계, λ™μž‘, κ΅¬μ„±μš”μ†Œ, λΆ€λΆ„ν’ˆ λ˜λŠ” 이듀을 μ‘°ν•©ν•œ 것이 μ‘΄μž¬ν•¨μ„ μ§€μ •ν•˜λ €λŠ” 것이며, ν•˜λ‚˜ λ˜λŠ” κ·Έ μ΄μƒμ˜ λ‹€λ₯Έ νŠΉμ§•μ΄λ‚˜ 숫자, 단계, λ™μž‘, κ΅¬μ„±μš”μ†Œ, λΆ€λΆ„ν’ˆ λ˜λŠ” 이듀을 μ‘°ν•©ν•œ κ²ƒλ“€μ˜ 쑴재 λ˜λŠ” λΆ€κ°€ κ°€λŠ₯성을 미리 λ°°μ œν•˜μ§€ μ•ŠλŠ” κ²ƒμœΌλ‘œ μ΄ν•΄λ˜μ–΄μ•Ό ν•œλ‹€.Singular expressions should be understood to include plural expressions unless the context clearly indicates otherwise, and terms such as "comprise" or "have" refer to features, numbers, steps, operations, components, parts, or parts thereof described. It is to be understood that the combination is intended to be present and does not exclude in advance the possibility of the presence or addition of one or more other features or numbers, steps, operations, components, parts or combinations thereof.

각 단계듀에 μžˆμ–΄ μ‹λ³„λΆ€ν˜Έ(예λ₯Ό λ“€μ–΄, a, b, c λ“±)λŠ” μ„€λͺ…μ˜ 편의λ₯Ό μœ„ν•˜μ—¬ μ‚¬μš©λ˜λŠ” κ²ƒμœΌλ‘œ μ‹λ³„λΆ€ν˜ΈλŠ” 각 λ‹¨κ³„λ“€μ˜ μˆœμ„œλ₯Ό μ„€λͺ…ν•˜λŠ” 것이 μ•„λ‹ˆλ©°, 각 단계듀은 λ¬Έλ§₯상 λͺ…λ°±ν•˜κ²Œ νŠΉμ • μˆœμ„œλ₯Ό κΈ°μž¬ν•˜μ§€ μ•ŠλŠ” 이상 λͺ…κΈ°λœ μˆœμ„œμ™€ λ‹€λ₯΄κ²Œ 일어날 수 μžˆλ‹€. 즉, 각 단계듀은 λͺ…κΈ°λœ μˆœμ„œμ™€ λ™μΌν•˜κ²Œ 일어날 μˆ˜λ„ 있고 μ‹€μ§ˆμ μœΌλ‘œ λ™μ‹œμ— μˆ˜ν–‰λ  μˆ˜λ„ 있으며 λ°˜λŒ€μ˜ μˆœμ„œλŒ€λ‘œ μˆ˜ν–‰λ  μˆ˜λ„ μžˆλ‹€.In each step, an identification code (e.g., a, b, c, etc.) is used for convenience of description, and the identification code does not describe the order of the steps, and each step clearly indicates a specific order in context. Unless stated otherwise, they may occur out of the order noted. That is, each step may occur in the same order as specified, may be performed substantially simultaneously, or may be performed in the reverse order.

λ³Έ 발λͺ…은 컴퓨터가 읽을 수 μžˆλŠ” 기둝맀체에 컴퓨터가 읽을 수 μžˆλŠ” μ½”λ“œλ‘œμ„œ κ΅¬ν˜„λ  수 있고, 컴퓨터가 읽을 수 μžˆλŠ” 기둝 λ§€μ²΄λŠ” 컴퓨터 μ‹œμŠ€ν…œμ— μ˜ν•˜μ—¬ μ½ν˜€μ§ˆ 수 μžˆλŠ” 데이터가 μ €μž₯λ˜λŠ” λͺ¨λ“  μ’…λ₯˜μ˜ 기둝 μž₯치λ₯Ό ν¬ν•¨ν•œλ‹€. 컴퓨터가 읽을 수 μžˆλŠ” 기둝 맀체의 μ˜ˆλ‘œλŠ” ROM, RAM, CD-ROM, 자기 ν…Œμ΄ν”„, ν”Œλ‘œν”Ό λ””μŠ€ν¬, κ΄‘ 데이터 μ €μž₯ μž₯치 등이 있으며, λ˜ν•œ, 캐리어 μ›¨μ΄λΈŒ(예λ₯Ό λ“€μ–΄ 인터넷을 ν†΅ν•œ 전솑)의 ν˜•νƒœλ‘œ κ΅¬ν˜„λ˜λŠ” 것도 ν¬ν•¨ν•œλ‹€. λ˜ν•œ, 컴퓨터가 읽을 수 μžˆλŠ” 기둝 λ§€μ²΄λŠ” λ„€νŠΈμ›Œν¬λ‘œ μ—°κ²°λœ 컴퓨터 μ‹œμŠ€ν…œμ— λΆ„μ‚°λ˜μ–΄, λΆ„μ‚° λ°©μ‹μœΌλ‘œ 컴퓨터가 읽을 수 μžˆλŠ” μ½”λ“œκ°€ μ €μž₯되고 싀행될 수 μžˆλ‹€.The present invention can be embodied as computer readable code on a computer readable recording medium, and the computer readable recording medium includes all kinds of recording devices in which data can be read by a computer system. . Examples of computer-readable recording media include ROM, RAM, CD-ROM, magnetic tape, floppy disk, optical data storage device, and the like, and are also implemented in the form of a carrier wave (for example, transmission over the Internet). It also includes. The computer readable recording medium can also be distributed over network coupled computer systems so that the computer readable code is stored and executed in a distributed fashion.

μ—¬κΈ°μ„œ μ‚¬μš©λ˜λŠ” λͺ¨λ“  μš©μ–΄λ“€μ€ λ‹€λ₯΄κ²Œ μ •μ˜λ˜μ§€ μ•ŠλŠ” ν•œ, λ³Έ 발λͺ…이 μ†ν•˜λŠ” λΆ„μ•Όμ—μ„œ ν†΅μƒμ˜ 지식을 κ°€μ§„ μžμ— μ˜ν•΄ 일반적으둜 μ΄ν•΄λ˜λŠ” 것과 λ™μΌν•œ 의미λ₯Ό κ°€μ§„λ‹€. 일반적으둜 μ‚¬μš©λ˜λŠ” 사전에 μ •μ˜λ˜μ–΄ μžˆλŠ” μš©μ–΄λ“€μ€ κ΄€λ ¨ 기술의 λ¬Έλ§₯상 κ°€μ§€λŠ” μ˜λ―Έμ™€ μΌμΉ˜ν•˜λŠ” κ²ƒμœΌλ‘œ ν•΄μ„λ˜μ–΄μ•Ό ν•˜λ©°, λ³Έ μΆœμ›μ—μ„œ λͺ…λ°±ν•˜κ²Œ μ •μ˜ν•˜μ§€ μ•ŠλŠ” ν•œ μ΄μƒμ μ΄κ±°λ‚˜ κ³Όλ„ν•˜κ²Œ ν˜•μ‹μ μΈ 의미λ₯Ό μ§€λ‹ˆλŠ” κ²ƒμœΌλ‘œ 해석될 수 μ—†λ‹€.All terms used herein have the same meaning as commonly understood by one of ordinary skill in the art unless otherwise defined. Generally, the terms defined in the dictionary used are to be interpreted to coincide with the meanings in the context of the related art, and should not be interpreted as having ideal or excessively formal meanings unless clearly defined in the present application.

도 1은 λ³Έ 발λͺ…μ˜ 일 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ κ²Œμž„ 이벀트 생성 μ‹œμŠ€ν…œμ„ μ„€λͺ…ν•˜λŠ” 도면이닀.1 is a diagram illustrating a game event generation system according to an embodiment of the present invention.

도 1을 μ°Έμ‘°ν•˜λ©΄, κ²Œμž„ 이벀트 생성 μ‹œμŠ€ν…œ(100)은 μ‚¬μš©μž 단말(110) 및 κ²Œμž„ 이벀트 생성 μ„œλ²„(120)λ₯Ό ν¬ν•¨ν•œλ‹€. μ—¬κΈ°μ—μ„œ, μ‚¬μš©μž 단말(110)은 λ„€νŠΈμ›Œν¬(특히, 인터넷)λ₯Ό 톡해 κ²Œμž„ 이벀트 생성 μ„œλ²„(120)와 연결될 수 μžˆλ‹€.Referring to FIG. 1, the game event generation system 100 includes a user terminal 110 and a game event generation server 120. Here, the user terminal 110 may be connected to the game event generation server 120 through a network (particularly, the Internet).

μ‚¬μš©μž 단말(110)은 온라인 κ²Œμž„ μœ μ €κ°€ μ‘°μž‘ν•  수 μžˆλŠ” μ»΄ν“¨νŒ… μž₯μΉ˜μ— ν•΄λ‹Ήν•  수 μžˆλ‹€. 보닀 ꡬ체적으둜, μ‚¬μš©μž 단말(110)은 κ²Œμž„ ν”„λ‘œκ·Έλž¨μ„ μ‹€ν–‰ν•˜μ—¬ 컴퓨터 κ²Œμž„μ„ μ§„ν–‰ν•  수 μžˆλŠ” μ»΄ν“¨νŒ… μž₯μΉ˜μ— ν•΄λ‹Ήν•  수 μžˆλ‹€. 예λ₯Ό λ“€μ–΄, μ‚¬μš©μž 단말(110)은 λ°μŠ€ν¬ν†±(Desktop), λ…ΈνŠΈλΆ(Laptop), 슀마트 폰(Smart phone) λ˜λŠ” νƒœλΈ”λ¦Ώ PC(Tablet Personal Computer) 등에 ν•΄λ‹Ήν•  수 μžˆλ‹€. The user terminal 110 may correspond to a computing device that can be manipulated by an online game user. More specifically, the user terminal 110 may correspond to a computing device capable of executing a computer game by executing a game program. For example, the user terminal 110 may correspond to a desktop, a laptop, a smart phone, or a tablet personal computer.

κ²Œμž„ 이벀트 생성 μ„œλ²„(120)λŠ” μ‚¬μš©μž 단말(110)κ³Ό λ„€νŠΈμ›Œν¬λ₯Ό 톡해 연결될 수 μžˆλŠ” μ»΄ν“¨νŒ… μž₯μΉ˜μ— ν•΄λ‹Ήν•˜κ³ , κ²Œμž„ μ„œλΉ„μŠ€ 업체 등에 μ˜ν•΄ 관리될 수 μžˆλ‹€. κ²Œμž„ 이벀트 생성 μ„œλ²„(120)λŠ” 도 2λ₯Ό μ°Έμ‘°ν•˜μ—¬ μ„€λͺ…ν•œλ‹€. The game event generation server 120 may correspond to a computing device that may be connected to the user terminal 110 through a network, and may be managed by a game service company. The game event generation server 120 will be described with reference to FIG. 2.

도 2λŠ” 도 1에 μžˆλŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„λ₯Ό μ„€λͺ…ν•˜λŠ” 블둝도 이닀.FIG. 2 is a block diagram illustrating a game event generation server in FIG. 1.

도 2λ₯Ό μ°Έμ‘°ν•˜λ©΄, κ²Œμž„ 이벀트 생성 μ„œλ²„(120)λŠ” κ²Œμž„ 이벀트 정보 μˆ˜μ‹ λΆ€(210), 보상 ν•­λͺ© κ²°μ •λΆ€(220), 보상 μ œκ³΅λΆ€(230), 톡신뢀(240) 및 μ œμ–΄λΆ€(250)λ₯Ό ν¬ν•¨ν•œλ‹€.2, the game event generation server 120 includes a game event information receiver 210, a reward item determiner 220, a reward provider 230, a communicator 240, and a controller 250.

κ²Œμž„ 이벀트 정보 μˆ˜μ‹ λΆ€(210)λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•œλ‹€. μ—¬κΈ°μ—μ„œ, κ²Œμž„ 이벀트 생성 쑰건듀은 κ²Œμž„ μƒμ—μ„œ μΌμ •ν•œ 이벀트λ₯Ό μƒμ„±μ‹œν‚€λŠ” μš”κ±΄κ³Ό μ—°κ΄€λ˜κ³ , κ²Œμž„ μš΄μ˜μžμ— μ˜ν•΄ 섀정될 수 μžˆλ‹€. κ²Œμž„ 이벀트 생성 쑰건은 볡수의 κ²Œμž„ 이벀트 생성 쑰건의 속성(μ΄ν•˜, κ²Œμž„ 이벀트 쑰건 속성)듀을 포함할 수 있고, κ²Œμž„ 이벀트 쑰건 속성은 ν”Œλ ˆμ΄ λͺ¨λ“œ 속성, λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성, κ²Œμž„ 운영 μ‹œκ°„λŒ€ 속성 λ˜λŠ” 이벀트 λ°œμƒ ν™•λ₯  속성에 ν•΄λ‹Ήν•  수 μžˆλ‹€. The game event information receiver 210 receives a plurality of game event generation conditions. Here, game event generation conditions are associated with the requirement to generate a constant event on the game and can be set by the game operator. The game event generation condition may include properties of a plurality of game event generation conditions (hereinafter, game event condition properties), and the game event condition property may include a play mode property, a number of concurrent player properties, a game operating time property, or an event occurrence probability property. It may correspond to.

예λ₯Ό λ“€μ–΄, 좕ꡬ κ²Œμž„κ³Ό 같은 슀포츠 κ²Œμž„μ„ μ˜ˆμ‹œν•˜λ©΄, κ²Œμž„ 이벀트 정보 μˆ˜μ‹ λΆ€(210)λŠ” μ±”ν”Όμ–ΈμŠ€ 리그 λͺ¨λ“œ(ν”Œλ ˆμ΄ λͺ¨λ“œ 속성)에 λŒ€ν•΄ λ™μ‹œ ν”Œλ ˆμ΄μ–΄ μˆ˜κ°€ 1만 이상(λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성), 14:00μ‹œ~16:00μ‹œ 사이에(κ²Œμž„ 운영 μ‹œκ°„λŒ€ 속성) 30%의 ν™•λ₯ (이벀트 λ°œμƒ ν™•λ₯  속성)을 μš”κ±΄μœΌλ‘œ μ •μ˜ν•œ κ²Œμž„ 이벀트 생성 쑰건을 μˆ˜μ‹ ν•  수 μžˆλ‹€. κ²Œμž„ 이벀트 정보 μˆ˜μ‹ λΆ€(210)의 ꡬ체적 λ™μž‘μ€ 도3 및 도 4λ₯Ό μ°Έμ‘°ν•˜μ—¬ μ„€λͺ…ν•œλ‹€.For example, when exemplifying a sports game such as a soccer game, the game event information receiving unit 210 may have 10,000 or more simultaneous players (simultaneous number of players) and 14:00 o'clock for the Champions League mode (play mode property). It is possible to receive a game event generation condition that defines a probability of 30% (event occurrence probability attribute) between 16:00 hours (game operation time attribute). The detailed operation of the game event information receiver 210 will be described with reference to FIGS. 3 and 4.

*보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•œλ‹€. μ—¬κΈ°μ—μ„œ, 보상 ν•­λͺ©μ€ μ‚¬μš©μž 단말(110)에 μ œκ³΅ν•˜λŠ” κ²½ν’ˆμ„ κΈ°μˆ ν•˜λŠ” λ‚΄μš©μœΌλ‘œμ„œ, 좕ꡬ κ²Œμž„κ³Ό 같은 슀포츠 κ²Œμž„μ„ μ˜ˆμ‹œν•˜λ©΄, κ²Œμž„ λ¨Έλ‹ˆ, μ‹ κ·œ μ„ μˆ˜ μΉ΄λ“œ, νŠΈλ ˆμ΄λ“œ, μ‹œμž₯ 이용ꢌ 등을 포함할 수 μžˆλ‹€. 보상 ν•­λͺ© κ²°μ •λΆ€(220)의 ꡬ체적 λ™μž‘μ€ 도3 및 도 5 λ‚΄μ§€ 도7을 μ°Έμ‘°ν•˜μ—¬ μ„€λͺ…ν•œλ‹€.The reward item determiner 220 automatically evaluates each of a plurality of game event generation conditions to automatically determine a reward item. Here, the reward item is a content describing the prizes provided to the user terminal 110, and when exemplifying a sports game such as a soccer game, it may include game money, new player cards, trades, market use rights, and the like. The detailed operation of the compensation item determiner 220 will be described with reference to FIGS. 3 and 5 to 7.

보상 μ œκ³΅λΆ€(230)λŠ” μ‚¬μš©μž 단말(110)에 μ˜ν•΄ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 쀑 ν•˜λ‚˜κ°€ 좩쑱되면 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 μ‚¬μš©μž 단말(110)에 μ œκ³΅ν•œλ‹€. 보상 μ œκ³΅λΆ€(230)λŠ” 보상 ν•­λͺ© κ²°μ •λΆ€(220)에 μ˜ν•΄ 보상 ν•­λͺ©μ΄ κ²°μ • 되면, μ‚¬μš©μž 단말(110)에 μ΄λŸ¬ν•œ 보상 ν•­λͺ©μ„ μ œκ³΅ν•˜μ—¬ κ²Œμž„ μ‚¬μš©μžκ°€ μ΄μš©ν•  수 μžˆλ„λ‘ ν•œλ‹€. The reward providing unit 230 provides the user terminal 110 with a reward corresponding to the corresponding reward item when one of the plurality of game event generation conditions is satisfied by the user terminal 110. When the reward item is determined by the reward item determiner 220, the reward provider 230 may provide the reward item to the user terminal 110 to be used by the game user.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 보상 μ œκ³΅λΆ€(230)λŠ” μ‚¬μš©μž 단말(110)의 μ–΄λ·°μ§•(abusing)으둜 μΈν•œ 이벀트 μ·¨μ†Œ μš”κ±΄μ΄ 좩쑱되면 ν•΄λ‹Ή μ œκ³΅μ„ μ·¨μ†Œν•  수 μžˆλ‹€. 보상 μ œκ³΅λΆ€(230)의 ꡬ체적 λ™μž‘μ€ 도3 및 도8을 μ°Έμ‘°ν•˜μ—¬ μ„€λͺ…ν•œλ‹€.In one embodiment, the reward provider 230 may cancel the provision if the event cancellation requirement due to the abusing of the user terminal 110 is satisfied. The detailed operation of the compensation provider 230 will be described with reference to FIGS. 3 and 8.

톡신뢀(240)λŠ” μ‚¬μš©μž 단말(110)κ³Ό 톡신을 μˆ˜ν–‰ν•˜κΈ° μœ„ν•œ 물리적 λ˜λŠ” 논리적 μΈν„°νŽ˜μ΄μŠ€λ₯Ό μ œκ³΅ν•˜κ³ , 일 μ‹€μ‹œμ˜ˆμ—μ„œ, TCP/IP λ˜λŠ” UDP/IP둜 κ΅¬ν˜„λ  수 μžˆλ‹€.The communication unit 240 provides a physical or logical interface for communicating with the user terminal 110, and in one embodiment, may be implemented as TCP / IP or UDP / IP.

μ œμ–΄λΆ€(250)λŠ” κ²Œμž„ 이벀트 정보 μˆ˜μ‹ λΆ€(210), 보상 ν•­λͺ© κ²°μ •λΆ€(220), 보상 μ œκ³΅λΆ€(230) 및 톡신뢀(240)의 λ™μž‘ 및 λ°μ΄ν„°μ˜ 흐름을 μ œμ–΄ν•œλ‹€.The controller 250 controls the operation and data flow of the game event information receiver 210, the reward item determiner 220, the reward provider 230, and the communicator 240.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, κ²Œμž„ 이벀트 생성 μ„œλ²„(120)λŠ” κ²Œμž„ μˆ˜ν–‰ 단말(110)와 μ—°λ™ν•˜λŠ” 컴퓨터 ν”„λ‘œκ·Έλž¨μ„ μ‹€ν–‰ν•  수 있고, 컴퓨터 ν”„λ‘œκ·Έλž¨μ€ 컴퓨터가 읽을 수 μžˆλŠ” 기둝 맀체둜 κ΅¬ν˜„λ  수 μžˆλ‹€.In an embodiment, the game event generation server 120 may execute a computer program linked with the game performance terminal 110, and the computer program may be implemented as a computer-readable recording medium.

도 3은 도 2의 κ²Œμž„ 이벀트 생성 μ„œλ²„μ—μ„œ μˆ˜ν–‰λ˜λŠ” κ²Œμž„ 이벀트 생성 과정을 μ„€λͺ…ν•˜λŠ” 흐름도이닀.3 is a flowchart illustrating a game event generation process performed in the game event generation server of FIG. 2.

κ²Œμž„ 이벀트 쑰건 μˆ˜μ‹ λΆ€(210)λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•œλ‹€(단계 S310). μ—¬κΈ°μ—μ„œ, κ²Œμž„ 이벀트 생성 쑰건듀은 κ²Œμž„ μƒμ—μ„œ μΌμ •ν•œ 이벀트λ₯Ό μƒμ„±μ‹œν‚€λŠ” μš”κ±΄κ³Ό μ—°κ΄€λ˜κ³ , κ²Œμž„ μš΄μ˜μžμ— μ˜ν•΄ 섀정될 수 μžˆλ‹€. κ²Œμž„ 이벀트 생성 쑰건은 볡수의 κ²Œμž„ 이벀트 쑰건 속성듀을 포함할 수 μžˆλ‹€. μ—¬κΈ°μ—μ„œ, κ²Œμž„ 이벀트 쑰건 μ†μ„±μ΄λž€ κ²Œμž„ 이벀트 생성 쑰건을 κ΅¬μ„±ν•˜λŠ” μ„œλΈŒ-ν•­λͺ©μ„ μ˜λ―Έν•˜λ©°, 일 μ‹€μ‹œμ˜ˆμ—μ„œ, ν”Œλ ˆμ΄ λͺ¨λ“œ 속성, λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성, κ²Œμž„ 운영 μ‹œκ°„λŒ€ 속성 및 이벀트 λ°œμƒ ν™•λ₯  속성 쀑 적어도 ν•˜λ‚˜λ₯Ό 포함할 수 μžˆλ‹€. 야ꡬ κ²Œμž„κ³Ό 같은 슀포츠 κ²Œμž„μ„ μ˜ˆμ‹œν•˜λ©΄, κ²Œμž„ 이벀트 쑰건 속성은 κ²Œμž„ ν”Œλ ˆμ΄ λͺ¨λ“œμ— ν•΄λ‹Ήν•  수 있고, κ²Œμž„ ν”Œλ ˆμ΄ λͺ¨λ“œλŠ” μ •κ·œλ¦¬κ·Έ λͺ¨λ“œ, 포슀트 μ‹œμ¦Œ λͺ¨λ“œ λ˜λŠ” μ›”λ“œ 베이슀볼 ν΄λž˜μ‹ λͺ¨λ“œ 등에 ν•΄λ‹Ήν•  수 μžˆλ‹€.The game event condition receiving unit 210 receives a plurality of game event generating conditions (step S310). Here, game event generation conditions are associated with the requirement to generate a constant event on the game and can be set by the game operator. The game event generation condition may include a plurality of game event condition attributes. Here, the game event condition attribute refers to a sub-item constituting a game event generation condition, and in one embodiment, includes at least one of a play mode attribute, a number of concurrent player attributes, a game operation time zone attribute, and an event occurrence probability attribute. can do. To illustrate a sports game such as a baseball game, the game event condition attribute may correspond to a game play mode, and the game play mode may correspond to a regular league mode, a post season mode, or a world baseball classic mode.

도 4λŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ ꡬ체적인 λ‚΄μš©μ„ μ˜ˆμ‹œν•˜λŠ” 도면이닀.4 is a diagram illustrating specific contents of a game event condition attribute.

도 4μ—μ„œ, κ²Œμž„ 이벀트 쑰건 속성은 ν”Œλ ˆμ΄ λͺ¨λ“œ 속성(410), λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성(420) 및 이벀트 λ°œμƒ ν™•λ₯  속성(430) 쀑 적어도 ν•˜λ‚˜λ₯Ό 포함할 수 μžˆλ‹€. 예λ₯Ό λ“€μ–΄, κ²Œμž„ 이벀트 쑰건 μˆ˜μ‹ λΆ€(210)λŠ” 리그 ν”Œλ ˆμ΄ λͺ¨λ“œμ— λŒ€ν•΄ λ™μ‹œ ν”Œλ ˆμ΄μ–΄ μˆ˜κ°€ 1만 이상인 경우, 20%의 ν™•λ₯ λ‘œ 이벀트λ₯Ό λ°œμƒμ‹œν‚€λ„λ‘ μˆ˜μ‹ ν•  수 μžˆλ‹€. μ΄λŸ¬ν•œ κ²Œμž„ 이벀트 쑰건 속성이 λͺ¨λ‘ 좩쑱되면 κ²Œμž„ 이벀트 생성 쑰건이 μΆ©μ‘±λ˜λ―€λ‘œ μ‚¬μš©μž 단말(110)은 κ²Œμž„ 이벀트 생성 쑰건에 λ”°λ₯Έ 보상을 μ œκ³΅λ°›μ„ 수 μžˆλ‹€.In FIG. 4, the game event condition attribute may include at least one of a play mode attribute 410, a concurrent player count attribute 420, and an event occurrence probability attribute 430. For example, when the number of simultaneous players is 10,000 or more in the league play mode, the game event condition receiving unit 210 may receive a 20% probability to generate an event. If all of these game event condition attributes are satisfied, the game event generation condition is satisfied, so that the user terminal 110 may be provided with a reward according to the game event generation condition.

λ‹€μ‹œ 도 3μ—μ„œ, 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•œλ‹€(단계 S320). μ—¬κΈ°μ—μ„œ, 보상 ν•­λͺ©μ€ μ‚¬μš©μž 단말(110)에 μ œκ³΅ν•˜λŠ” κ²½ν’ˆμ„ κΈ°μˆ ν•˜λŠ” λ‚΄μš©μœΌλ‘œμ„œ, 좕ꡬ κ²Œμž„κ³Ό 같은 슀포츠 κ²Œμž„μ„ μ˜ˆμ‹œν•˜λ©΄, κ²Œμž„ λ¨Έλ‹ˆ, μ‹ κ·œ μ„ μˆ˜ μΉ΄λ“œ, νŠΈλ ˆμ΄λ“œ, μ‹œμž₯ 이용ꢌ 등을 포함할 수 μžˆλ‹€. 3 again, the reward item determiner 220 evaluates each of the plurality of game event generation conditions to automatically determine the reward item (step S320). Here, the reward item is a content describing the prizes provided to the user terminal 110, and when exemplifying a sports game such as a soccer game, it may include game money, new player cards, trades, market use rights, and the like.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” κ²Œμž„ 이벀트 생성 쑰건과 λ¬΄κ΄€ν•˜κ²Œ λ¬΄μž‘μœ„λ‘œ 보상 ν•­λͺ©μ„ κ²°μ •ν•  수 μžˆλ‹€. 일 μ‹€μ‹œμ˜ˆμ—μ„œ, 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” κ²Œμž„ μ‚¬μš©μžμ—κ²Œ κ²Œμž„ ν”Œλ ˆμ΄ 쀑 예기치 λͺ»ν•œ 이벀트λ₯Ό λ°œμƒμ‹œν‚¬ 수 있고, 특히, Random ν•¨μˆ˜λ₯Ό 톡해 μ΄λŸ¬ν•œ 이벀트λ₯Ό λ°œμƒμ‹œν‚¬ 수 μžˆλ‹€. λ˜ν•œ, 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” μ΄λŸ¬ν•œ μ΄λ²€νŠΈμ— λŒ€ν•œ 보상 ν•­λͺ©μ„ κ²°μ •ν•  수 μžˆλ‹€. κ²Œμž„ μ‚¬μš©μžλŠ” 사전에 μ˜ˆμƒν•˜μ§€ λͺ»ν•œ 보상을 얻을 수 μžˆμœΌλ―€λ‘œ μš°μ—°ν•œ μ•„μ΄ν…œ νšλ“μ„ μœ„ν•΄ λ”μš± μ˜€λž«λ™μ•ˆ κ²Œμž„μ„ ν”Œλ ˆμ΄ν•  수 μžˆλ‹€. 보상 ν•­λͺ© κ²°μ •λΆ€(220)에 λŒ€ν•œ λ‹€λ₯Έ μ‹€μ‹œμ˜ˆλ“€μ€ 도 5 λ‚΄μ§€ 도 7을 μ°Έμ‘°ν•˜μ—¬ μ„€λͺ…ν•œλ‹€.In an embodiment, the reward item determiner 220 may randomly determine the reward item regardless of the game event generation condition. In one embodiment, the reward item determiner 220 may generate an unexpected event during game play to the game user, and in particular, may generate such an event through the Random function. In addition, the compensation item determiner 220 may determine a compensation item for this event. Game users can get unexpected rewards in advance, allowing them to play the game longer for accidental item acquisition. Other embodiments of the compensation item determiner 220 will be described with reference to FIGS. 5 to 7.

도 5λŠ” 보상 ν•­λͺ© κ²°μ •λΆ€μ˜ 제1 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ 보상 κ°€μ€‘μΉ˜ κ²°μ • 과정을 μ„€λͺ…ν•˜λŠ” 도면이닀.5 is a diagram illustrating a compensation weight determining process according to the first embodiment of the compensation item determiner.

보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각에 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•  수 μžˆλ‹€. μ—¬κΈ°μ—μ„œ, 보상 κ°€μ€‘μΉ˜λŠ” κ²Œμž„ μš΄μ˜μžμ— μ˜ν•΄ 내뢀적인 운영 κΈ°μ€€(예λ₯Ό λ“€μ–΄, ν”Œλ ˆμ΄ λͺ¨λ“œ λ‹Ή μ˜ˆμƒ 수읡 λ“±)을 κ³ λ €ν•˜μ—¬ 섀정될 수 있고, ν•΄λ‹Ή 보상 κ°€μ€‘μΉ˜κ°€ λ†’μ„μˆ˜λ‘ ν•΄λ‹Ή κ²Œμž„ λͺ¨λ“œλ‘œ κ²Œμž„ μ‚¬μš©μžμ˜ μœ λ„ ν•„μš”μ„±μ΄ 높은 것을 μ˜λ―Έν•  수 μžˆλ‹€.The reward item determiner 220 may determine a reward weight of a game event condition attribute in each of the plurality of game event generation conditions. Here, the reward weight may be set by the game operator in consideration of internal operating criteria (for example, estimated revenue per play mode, etc.), and the higher the reward weight, the more the game user needs to induce the game mode. It can mean high.

보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” κ²Œμž„ μ‚¬μš©μžμ˜ μ°Έμ—¬λ₯Ό 톡해 μ˜ˆμƒλ˜λŠ” κ²Œμž„ 운영 μˆ˜μ΅μ„ κ³„μ‚°ν•˜μ—¬ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•  수 μžˆλ‹€. The reward item determiner 220 may determine a reward weight by calculating a game operating profit expected through participation of a game user.

도 5μ—μ„œ, μ»΅ ν”Œλ ˆμ΄ λͺ¨λ“œ(510)에 ν•΄λ‹Ήν•˜λŠ” 보상 κ°€μ€‘μΉ˜λŠ” μΌμ •ν•œ 보상 κ°€μ€‘μΉ˜ κ°’(530)에 ν•΄λ‹Ήν•  수 μžˆλ‹€. μ΄λŸ¬ν•œ 보상 κ°€μ€‘μΉ˜λŠ” κ²Œμž„ μš΄μ˜μžμ— μ˜ν•΄ 미리 섀정될 수 μžˆλ‹€.In FIG. 5, the compensation weight corresponding to the cup play mode 510 may correspond to a certain compensation weight value 530. This reward weight may be preset by the game operator.

보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” 이와 달리 κ²Œμž„ μ‚¬μš©μžμ˜ μ°Έμ—¬λ₯Ό 톡해 μ˜ˆμƒλ˜λŠ” κ²Œμž„ 운영 μˆ˜μ΅μ„ κ³„μ‚°ν•˜μ—¬ μ»΅ ν”Œλ ˆμ΄ λͺ¨λ“œ(510)의 보상 κ°€μ€‘μΉ˜ κ°’(530)을 κ²°μ •ν•  수 μžˆλ‹€. 즉, μ»΅ ν”Œλ ˆμ΄ λͺ¨λ“œ(510)에 ν•΄λ‹Ήν•˜λŠ” 보상 κ°€μ€‘μΉ˜λŠ” 20λ§Œμ›μ˜ μ‚¬μš©μž λ‹Ή μ˜ˆμƒ 수읡 κ°’(520)을 λ°˜μ˜ν•˜μ—¬ 20%의 보상 κ°€μ€‘μΉ˜ κ°’(530)으둜 결정될 수 μžˆλ‹€. 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” 보상 κ°€μ€‘μΉ˜ κ°’(530)이 κ²°μ •λ˜λ©΄ κ²Œμž„ λ¨Έλ‹ˆ 2000λ§Œμ›μ˜ 보상 ν•­λͺ© κ°’(540)을 κ²°μ •ν•  수 μžˆλ‹€. Alternatively, the reward item determiner 220 may determine a reward weight value 530 of the cup play mode 510 by calculating a game operating profit expected through participation of a game user. That is, the reward weight corresponding to the cup play mode 510 may be determined as the reward weight value 530 of 20% by reflecting the estimated profit value 520 per user of KRW 200,000. When the reward weight value 530 is determined, the reward item determiner 220 may determine the reward item value 540 of the game money 20 million won.

도 6은 보상 ν•­λͺ© κ²°μ •λΆ€μ˜ 제2 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ μ„±μ·¨ λ‚œμ΄λ„λ₯Ό 기초둜 ν•΄λ‹Ή 보상 ν•­λͺ©μ„ κ²°μ •ν•˜λŠ” 과정을 μ„€λͺ…ν•˜λŠ” 도면이닀.FIG. 6 is a diagram illustrating a process of determining a corresponding reward item based on an achievement difficulty according to the second embodiment of the reward item determiner.

보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„±μ·¨ λ‚œμ΄λ„(610)λ₯Ό κ²°μ •ν•  수 μžˆλ‹€. μ—¬κΈ°μ—μ„œ, μ„±μ·¨ λ‚œμ΄λ„(610)λŠ” κ²Œμž„ λ‚΄μ—μ„œ κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ μ„±μ·¨ 정도λ₯Ό ν‘œν˜„ν•œ κ²ƒμœΌλ‘œ, 일 μ‹€μ‹œμ˜ˆμ—μ„œ, ν•΄λ‹Ή 쑰건의 μ„±μ·¨ ν™•λ₯ μ— 따라 결정될 수 μžˆλ‹€. 예λ₯Ό λ“€μ–΄ <λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 1만 이상>의 μ„±μ·¨ λ‚œμ΄λ„(610)λŠ” 10에 ν•΄λ‹Ήν•  수 있고, <λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 3만 이상>의 쑰건의 μ„±μ·¨ λ‚œμ΄λ„(610)λŠ” 30에 ν•΄λ‹Ήν•  수 μžˆλ‹€.The reward item determiner 220 may determine the achievement difficulty 610 for the game event condition attribute. Here, the achievement difficulty 610 represents the degree of achievement of the game event condition attribute in the game, and in one embodiment, may be determined according to the achievement probability of the condition. For example, the achievement difficulty 610 of <10,000 simultaneous players> may correspond to 10, and the achievement difficulty 610 of <30,000 simultaneous players> may correspond to 30.

보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” 적어도 ν•˜λ‚˜μ˜ 보상 ν•­λͺ©μ„ ν¬ν•¨ν•˜λŠ” 보상 ν•­λͺ© 리슀트(620)λ₯Ό νŠΉμ • 기쀀에 따라 μ •λ ¬ν•  수 μžˆλ‹€. 보상 ν•­λͺ© 리슀트(620)λŠ” 보상 ν•­λͺ©μ— λŒ€ν•΄ νŠΉμ • 기쀀에 따라 μ •λ ¬ν•œ κ²ƒμœΌλ‘œ, μ—¬κΈ°μ„œ νŠΉμ • 기쀀은 보상 ν•­λͺ©μ˜ 가격, 보상 ν•­λͺ©μ˜ μž…μˆ˜ κ°€λŠ₯μ„± 및 보상 ν•­λͺ©μ˜ μœ μš©μ„± 쀑 적어도 ν•˜λ‚˜λ₯Ό μ‘°ν•©ν•˜μ—¬ 생성될 수 μžˆλ‹€.The reward item determiner 220 may sort the reward item list 620 including at least one reward item according to a specific criterion. The reward item list 620 is arranged according to a specific criterion for the reward item, wherein the specific criterion may be generated by combining at least one of the price of the reward item, the availability of the reward item, and the usefulness of the reward item.

λ˜ν•œ, 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” κ²°μ •λœ μ„±μ·¨ λ‚œμ΄λ„(610)λ₯Ό λ°˜μ˜ν•˜μ—¬ μΌμ •ν•œ μˆœμ„œλ‘œ μ •λ ¬λœ 보상 ν•­λͺ© 리슀트(620)μ—μ„œ μ„±μ·¨ λ‚œμ΄λ„(610)에 λŒ€μ‘ν•˜λŠ” 보상 ν•­λͺ©(630)을 κ²°μ •ν•  수 μžˆλ‹€.In addition, the compensation item determiner 220 may determine the compensation item 630 corresponding to the achievement difficulty 610 in the compensation item list 620 arranged in a predetermined order to reflect the determined achievement difficulty 610.

도 6μ—μ„œ, 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„±μ·¨ λ‚œμ΄λ„(610)λ₯Ό κ²°μ •ν•˜λ©΄, κ²°μ •λœ μ„±μ·¨ λ‚œμ΄λ„(610)λ₯Ό λ°˜μ˜ν•˜μ—¬ μΌμ •ν•œ μˆœμ„œλ‘œ μ •λ ¬λœ 보상 ν•­λͺ© 리슀트(620)μ—μ„œ μ„±μ·¨ λ‚œμ΄λ„(610)에 λŒ€μ‘ν•˜λŠ” 보상 ν•­λͺ©(630)을 κ²°μ •ν•  수 μžˆλ‹€. 예λ₯Ό λ“€μ–΄, 도6μ—μ„œ 쑰건 속성 2λŠ” μ„±μ·¨ λ‚œμ΄λ„ 30으둜 결정될 수 있고, μ„±μ·¨ λ‚œμ΄λ„ 30에 λŒ€μ‘ν•˜λŠ” 보상 ν•­λͺ©μ€ μ•„μ΄ν…œ 3으둜 κ²°μ • 될 수 μžˆλ‹€.In FIG. 6, when the reward item determiner 220 determines the achievement difficulty 610 of the game event condition attribute, the achievement difficulty is determined in the reward item list 620 arranged in a predetermined order to reflect the determined achievement difficulty 610. The compensation item 630 corresponding to 610 may be determined. For example, in FIG. 6, condition attribute 2 may be determined as achievement difficulty 30, and a reward item corresponding to achievement difficulty 30 may be determined as item 3.

도 7은 보상 ν•­λͺ© κ²°μ •λΆ€μ˜ 제3 μ‹€μ‹œμ˜ˆμ— λ”°λ₯Έ κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„œλΈŒ-쑰건 상ν–₯ 과정을 μ„€λͺ…ν•˜λŠ” 도면이닀.FIG. 7 is a diagram illustrating a sub-condition up process for a game event condition attribute according to a third embodiment of the reward item determiner.

κ²Œμž„ 이벀트 쑰건 μˆ˜μ‹ λΆ€(210)λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건의 속성 각각에 ν•΄λ‹Ήν•˜λŠ” μ„œλΈŒ-쑰건을 μˆ˜μ‹ ν•  수 있고, 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” μ‚¬μš©μž 단말(110)을 톡해 ν˜„μž¬ μ§„ν–‰λ˜κ³  μžˆλŠ” κ²Œμž„μ—μ„œ 가변될 수 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„œλΈŒ-쑰건을 κ²€μΆœν•  수 μžˆλ‹€. The game event condition receiving unit 210 may receive sub-conditions corresponding to each of the attributes of the plurality of game event generating conditions, and the reward item determining unit 220 may be configured to perform a game currently in progress through the user terminal 110. It is possible to detect sub-conditions for game event condition attributes that may vary.

보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” ν˜„μž¬ μ§„ν–‰λ˜κ³  μžˆλŠ” κ²Œμž„μ—μ„œ μ„œλΈŒ-쑰건이 μ„±μ·¨λ˜λ©΄ λ‹€λ₯Έ κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„œλΈŒ-쑰건을 상ν–₯μ‹œμΌœμ„œ ν•΄λ‹Ή 보상 μ•„μ΄ν…œμ˜ 생성 ν™•λ₯ μ„ μ¦κ°€μ‹œν‚¨λ‹€.When the sub-condition is achieved in the current game, the reward item determiner 220 increases the sub-condition for another game event condition attribute to increase the probability of generating the corresponding reward item.

도 7μ—μ„œ, κ²Œμž„ 이벀트 정보 μˆ˜μ‹ λΆ€(210)λŠ” κ²Œμž„ 이벀트 쑰건 속성을 λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성 및 이벀트 λ°œμƒ ν™•λ₯  μ†μ„±μœΌλ‘œ μˆ˜μ‹ ν•  수 μžˆλ‹€. ν˜„μž¬ μ§„ν–‰λ˜κ³  μžˆλŠ” κ²Œμž„μ—μ„œ λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성(710)은 <λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 1만>으둜 μ„€μ •λ˜κ³ , 이벀트 λ°œμƒ ν™•λ₯  속성(720)은 10%둜 섀정될 수 μžˆλ‹€. ν•œνŽΈ, μ‚¬μš©μž 단말(110)을 톡해 ν˜„μž¬ μ§„ν–‰λ˜κ³  μžˆλŠ” κ²Œμž„μ—μ„œ λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성(710)이 <λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 2만>으둜 κ°€λ³€ λ˜λŠ” 경우, 보상 ν•­λͺ© κ²°μ •λΆ€(220)λŠ” 이벀트 λ°œμƒ ν™•λ₯  속성(720)을 20%둜 상ν–₯ν•˜μ—¬ μ„€μ •ν•  수 μžˆλ‹€.In FIG. 7, the game event information receiver 210 may receive a game event condition attribute as a simultaneous player count attribute and an event occurrence probability attribute. In the current game, the number of simultaneous players 710 may be set to <10,000 simultaneous players, and the event occurrence probability 720 may be set to 10%. On the other hand, when the number of simultaneous players property 710 is changed to <20,000 players simultaneously> in the game currently being progressed through the user terminal 110, the reward item determiner 220 may have an event occurrence probability property 720. Can be set to 20%.

λ‹€μ‹œ 도3μ—μ„œ, 보상 μ œκ³΅λΆ€(230)λŠ” 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 쀑 ν•˜λ‚˜κ°€ 좩쑱되면 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 μ‚¬μš©μž 단말(110)에 μ œκ³΅ν•œλ‹€(단계 S330). 3, if one of the plurality of game event generation conditions is satisfied, the reward provider 230 provides the user terminal 110 with a reward corresponding to the corresponding reward item (step S330).

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 보상 μ œκ³΅λΆ€(230)λŠ” μ‚¬μš©μž 단말(110)λ‘œλΆ€ν„° 보상 ꡐ체 μš”μ²­μ΄ μˆ˜μ‹ λ˜λ©΄ 기쑴에 μ œκ³΅ν•œ 보상 ν•­λͺ©μ„ λ‹€λ₯Έ ν˜•νƒœμ˜ 보상 ν•­λͺ©μœΌλ‘œ ꡐ체할 수 μžˆλ‹€. μ΄λŠ” κ²Œμž„ μ‚¬μš©μžκ°€ κ²Œμž„ ν”Œλ ˆμ΄ κ³Όμ •μ—μ„œ μ›ν•˜μ§€ μ•Šκ±°λ‚˜ 이미 μ†Œμœ ν•˜κ³  μžˆλŠ” 보상 ν•­λͺ©μ„ 받은 경우λ₯Ό μ˜ˆμ‹œν•œ κ²ƒμœΌλ‘œ, 보상 μ œκ³΅λΆ€(230)λŠ” μ΄λŸ¬ν•œ 보상 ꡐ체 μš”μ²­μ„ μ‚¬μš©μž 단말(110)λ‘œλΆ€ν„° μˆ˜μ‹ ν•˜μ—¬ μƒˆλ‘œμš΄ 보상 ν•­λͺ©μœΌλ‘œ 기쑴의 보상 ν•­λͺ©μ„ λŒ€μ²΄ν•  수 μžˆλ‹€. λ‹€λ§Œ, 보상 μ œκ³΅λΆ€(230)λŠ” 보상 ν•­λͺ© ꡐ체의 μ‹œκΈ° λ˜λŠ” 기쀀에 따라 보상 ꡐ체 μš”μ²­μ„ κ±°μ ˆν•  수 μžˆλ‹€. μ—¬κΈ°μ—μ„œ, 기쀀은 보상 ν•­λͺ©μ˜ 가격, 보상 ν•­λͺ©μ˜ μž…μˆ˜ κ°€λŠ₯μ„± 및 보상 ν•­λͺ©μ˜ μœ μš©μ„± 쀑 적어도 ν•˜λ‚˜λ₯Ό μ‘°ν•©ν•˜μ—¬ 결정될 수 μžˆλ‹€. In one embodiment, when the compensation replacement request is received from the user terminal 110, the compensation provider 230 may replace the previously provided compensation item with another type of compensation item. This is an example of a case in which a game user receives a reward item that he / she does not want or already owns during a game play process, and the reward provider 230 receives such a reward replacement request from the user terminal 110 and replaces it with a new reward item. You can replace the reward item. However, the compensation provider 230 may reject the request for compensation replacement based on the timing or criteria of replacing the compensation item. Here, the criteria may be determined by combining at least one of the price of the reward item, the availability of the reward item, and the usefulness of the reward item.

예λ₯Ό λ“€μ–΄, 보상 μ œκ³΅λΆ€(230)κ°€ μžλ™μœΌλ‘œ κ²°μ •λœ 보상항λͺ©μœΌλ‘œ <μ‹ κ·œ 캐릭터 μΉ΄λ“œ>λ₯Ό μ œκ³΅ν•˜μ˜€μœΌλ‚˜, κ²Œμž„ μ‚¬μš©μžκ°€ 이에 λŒ€ν•œ ꡐ체 μš”μ²­μ„ ν•˜λŠ” 경우, 보상 μ œκ³΅λΆ€(230)λŠ” <κ²Œμž„ λ¨Έλ‹ˆ 1000λ§Œμ›>으둜 κ΅μ²΄ν•˜μ—¬ μ œκ³΅ν•  수 μžˆλ‹€.For example, when the reward provider 230 automatically provides a <new character card> as a reward item determined automatically, but the game user requests a replacement, the reward provider 230 <game money 10 million won> It can be provided as a replacement.

도 8은 도 2의 κ²Œμž„ 이벀트 생성 μ„œλ²„μ—μ„œ μˆ˜ν–‰λ˜λŠ” 이벀트 μ·¨μ†Œ 과정을 μ„€λͺ…ν•˜λŠ” 흐름도이닀.8 is a flowchart illustrating an event canceling process performed by the game event generating server of FIG. 2.

일 μ‹€μ‹œμ˜ˆμ—μ„œ, 보상 μ œκ³΅λΆ€(230)λŠ” μ‚¬μš©μž 단말(110)의 μ–΄λ·°μ§•(abusing)으둜 μΈν•œ 이벀트 μ·¨μ†Œ μš”κ±΄μ΄ 좩쑱되면 보상 ν•­λͺ©μ˜ μ œκ³΅μ„ μ·¨μ†Œν•  수 μžˆλ‹€. μ‚¬μš©μž 단말(110)의 μ–΄λ·°μ§•(abusing)μ΄λž€, μ‚¬μš©μž 단말(110)μ—μ„œ κ²Œμž„ 이벀트 생성 쑰건을 λΆ€λ‹Ήν•˜κ²Œ λ§Œμ‘±μ‹œν‚€κ±°λ‚˜ μ˜ˆμ •λ˜μ§€ μ•Šμ€ 쑰건을 μƒμ„±ν•˜μ—¬ 보상을 μ œκ³΅λ°›λŠ” ν–‰μœ„λ“€μ„ λ§ν•œλ‹€. 예λ₯Ό λ“€μ–΄, μ–΄λ·°μ§•(abusing)은 μ‚¬μš©μž 단말(110)이 <λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수>의 쑰건 좩쑱을 μœ„ν•΄ 유령 μ‚¬μš©μžλ₯Ό λ‹€μˆ˜ μƒμ„±ν•˜μ—¬ κ²Œμž„ 이벀트 생성 μ„œλ²„(120)에 μ ‘μ†ν•˜λŠ” 경우λ₯Ό 포함할 수 μžˆλ‹€.In one embodiment, the reward provider 230 may cancel the provision of the reward item when the event cancellation requirement due to the abusing of the user terminal 110 is satisfied. The abusing of the user terminal 110 refers to actions in which the user terminal 110 receives a reward by illegally satisfying a game event generation condition or generating an unscheduled condition. For example, the abusing may include a case in which the user terminal 110 generates a plurality of ghost users and accesses the game event generation server 120 to satisfy the condition of <number of simultaneous players>.

도 8μ—μ„œ, κ²Œμž„ 이벀트 생성 쑰건이 μΆ©μ‘±(단계 S810)되면, 보상 μ œκ³΅λΆ€(230)λŠ” μ‚¬μš©μž 단말(110)의 μ–΄λ·°μ§•(abusing) μ—¬λΆ€λ₯Ό νŒλ‹¨ν•  수 μžˆλ‹€(단계 S820).In FIG. 8, when the game event generation condition is satisfied (step S810), the reward providing unit 230 may determine whether the user terminal 110 is abusing (step S820).

보상 μ œκ³΅λΆ€(230)λŠ” μ‚¬μš©μž 단말(110)의 μ–΄λ·°μ§•(abusing)이 λ°œμƒν•˜λ©΄ κ²Œμž„ 이벀트 생성 쑰건 좩쑱에 λ”°λ₯Έ 보상을 μ·¨μ†Œν•  수 있고(단계 S830) κ·Έλ ‡μ§€ μ•ŠμœΌλ©΄ κ²Œμž„ 이벀트 생성 쑰건 좩쑱에 λ”°λ₯Έ 보상을 μ œκ³΅ν•  수 μžˆλ‹€(단계 S840).The reward providing unit 230 may cancel the compensation according to the game event generation condition is satisfied when the abusing of the user terminal 110 occurs (step S830), otherwise, the reward according to the game event generation condition is provided. It may be (step S840).

μƒκΈ°μ—μ„œλŠ” λ³Έ μΆœμ›μ˜ λ°”λžŒμ§ν•œ μ‹€μ‹œμ˜ˆλ₯Ό μ°Έμ‘°ν•˜μ—¬ μ„€λͺ…ν•˜μ˜€μ§€λ§Œ, ν•΄λ‹Ή 기술 λΆ„μ•Όμ˜ μˆ™λ ¨λœ λ‹Ήμ—…μžλŠ” ν•˜κΈ°μ˜ νŠΉν—ˆμ²­κ΅¬μ˜ λ²”μœ„μ— 기재된 λ³Έ 발λͺ…μ˜ 사상 및 μ˜μ—­μœΌλ‘œλΆ€ν„° λ²—μ–΄λ‚˜μ§€ μ•ŠλŠ” λ²”μœ„ λ‚΄μ—μ„œ λ³Έ 발λͺ…을 λ‹€μ–‘ν•˜κ²Œ μˆ˜μ • 및 λ³€κ²½μ‹œν‚¬ 수 μžˆμŒμ„ 이해할 수 μžˆμ„ 것이닀.Although described above with reference to a preferred embodiment of the present application, those skilled in the art will be variously modified and changed within the scope of the present invention without departing from the spirit and scope of the invention described in the claims below I can understand that you can.

Claims (15)

μ‚¬μš©μž 단말과 연결될 수 μžˆλŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„μ—μ„œ μˆ˜ν–‰λ˜λŠ” κ²Œμž„ 이벀트 생성 방법에 μžˆμ–΄μ„œ,In the game event generation method performed in the game event generation server that can be connected to the user terminal, 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜λŠ” 단계;Receiving a plurality of game event generation conditions; 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” 단계; 및Automatically determining a reward item by evaluating each of the received plurality of game event generation conditions; And 상기 μ‚¬μš©μž 단말에 μ˜ν•΄ 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 쀑 ν•˜λ‚˜κ°€ 좩쑱되면 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 상기 μ‚¬μš©μž 단말에 μ œκ³΅ν•˜λŠ” 단계λ₯Ό ν¬ν•¨ν•˜λŠ” κ²Œμž„ 이벀트 생성 방법.And providing a reward corresponding to a corresponding reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied. 제1항에 μžˆμ–΄μ„œ, 상기 각 κ²Œμž„ 이벀트 생성 쑰건의 속성은The method of claim 1, wherein the attribute of each game event generation condition is ν”Œλ ˆμ΄ λͺ¨λ“œ 속성, λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성, κ²Œμž„ 운영 μ‹œκ°„λŒ€ 속성 및 이벀트 λ°œμƒ ν™•λ₯  속성 쀑 적어도 ν•˜λ‚˜λ₯Ό ν¬ν•¨ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 방법.And at least one of a play mode attribute, a concurrent player count attribute, a game operation time zone attribute, and an event occurrence probability attribute. 제1항에 μžˆμ–΄μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ”The method of claim 1, wherein automatically determining a reward item by evaluating each of the received plurality of game event generating conditions comprises: 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각에 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” 단계λ₯Ό 더 ν¬ν•¨ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 방법.Determining a reward weight of a game event condition attribute in each of the plurality of game event generation conditions. 제3항에 μžˆμ–΄μ„œ, 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각에 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ”4. The method of claim 3, wherein determining a reward weight of a game event condition attribute in each of the plurality of game event creation conditions is κ²Œμž„ μ‚¬μš©μžμ˜ μ°Έμ—¬λ₯Ό 톡해 μ˜ˆμƒλ˜λŠ” κ²Œμž„ 운영 μˆ˜μ΅μ„ κ³„μ‚°ν•˜μ—¬ 상기 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 방법.And calculating the reward weight by calculating an expected game operating profit through participation of a game user. 제1항에 μžˆμ–΄μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ”The method of claim 1, wherein automatically determining a reward item by evaluating each of the received plurality of game event generating conditions comprises: 상기 κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„±μ·¨ λ‚œμ΄λ„λ₯Ό κ²°μ •ν•˜λŠ” 단계λ₯Ό 더 ν¬ν•¨ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 방법.And determining a level of difficulty for the game event condition property. 제5항에 μžˆμ–΄μ„œ, 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” λ‹¨κ³„λŠ”The method of claim 5, wherein automatically determining the reward item by evaluating each of the received game event generation conditions 적어도 ν•˜λ‚˜μ˜ 보상 ν•­λͺ©μ„ ν¬ν•¨ν•˜λŠ” 보상 ν•­λͺ© 리슀트λ₯Ό νŠΉμ • 기쀀에 따라 μ •λ ¬ν•˜λŠ” 단계λ₯Ό 더 ν¬ν•¨ν•˜λŠ” κ²Œμž„ 이벀트 생성 방법.And arranging a reward item list including at least one reward item according to a specific criterion. 제1항에 μžˆμ–΄μ„œ, 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜λŠ” λ‹¨κ³„λŠ”The method of claim 1, wherein the receiving of the plurality of game event generation conditions comprises: 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건의 속성 각각에 ν•΄λ‹Ήν•˜λŠ” μ„œλΈŒ-쑰건을 μˆ˜μ‹ ν•˜λŠ” 단계λ₯Ό 더 ν¬ν•¨ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 방법.And receiving a sub-condition corresponding to each of the attributes of the plurality of game event generation conditions. 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜λŠ” κ²Œμž„ 이벀트 쑰건 μˆ˜μ‹ λΆ€;A game event condition receiving unit which receives a plurality of game event generating conditions; 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” 보상 ν•­λͺ© κ²°μ •λΆ€; 및A reward item determiner for automatically determining a reward item by evaluating each of the received game event generation conditions; And μ‚¬μš©μž 단말에 μ˜ν•΄ 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 쀑 ν•˜λ‚˜κ°€ 좩쑱되면 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 상기 μ‚¬μš©μž 단말에 μ œκ³΅ν•˜λŠ” 보상 μ œκ³΅λΆ€λ₯Ό ν¬ν•¨ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„.And a reward providing unit configured to provide a reward corresponding to a corresponding reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied. 제8항에 μžˆμ–΄μ„œ, 상기 각 κ²Œμž„ 이벀트 생성 쑰건의 속성은The method of claim 8, wherein the attribute of each game event generation condition is ν”Œλ ˆμ΄ λͺ¨λ“œ 속성, λ™μ‹œ ν”Œλ ˆμ΄μ–΄ 수 속성, κ²Œμž„ 운영 μ‹œκ°„λŒ€ 속성 및 이벀트 λ°œμƒ ν™•λ₯  속성 쀑 적어도 ν•˜λ‚˜λ₯Ό ν¬ν•¨ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„.And at least one of a play mode attribute, a concurrent player count attribute, a game operating time attribute, and an event occurrence probability attribute. 제8항에 μžˆμ–΄μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ”The method of claim 8, wherein the compensation item determiner 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각에 μžˆλŠ” κ²Œμž„ 이벀트 쑰건 μ†μ„±μ˜ 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„.And determining a reward weight of a game event condition attribute in each of the plurality of game event generation conditions. 제10항에 μžˆμ–΄μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ”The method of claim 10, wherein the compensation item determiner κ²Œμž„ μ‚¬μš©μžμ˜ μ°Έμ—¬λ₯Ό 톡해 μ˜ˆμƒλ˜λŠ” κ²Œμž„ 운영 μˆ˜μ΅μ„ κ³„μ‚°ν•˜μ—¬ 상기 보상 κ°€μ€‘μΉ˜λ₯Ό κ²°μ •ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„.The game event generation server, characterized in that for determining the reward weight by calculating the expected game operating revenue through the participation of a game user. 제8항에 μžˆμ–΄μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ”The method of claim 8, wherein the compensation item determiner 상기 κ²Œμž„ 이벀트 쑰건 속성에 λŒ€ν•œ μ„±μ·¨ λ‚œμ΄λ„λ₯Ό κ²°μ •ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„.And determining a level of difficulty of the game event condition attribute. 제12항에 μžˆμ–΄μ„œ, 상기 보상 ν•­λͺ© κ²°μ •λΆ€λŠ”The method of claim 12, wherein the compensation item determiner 적어도 ν•˜λ‚˜μ˜ 보상 ν•­λͺ©μ„ ν¬ν•¨ν•˜λŠ” 보상 ν•­λͺ© 리슀트λ₯Ό νŠΉμ • 기쀀에 따라 μ •λ ¬ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„.And a reward item list including at least one reward item according to a specific criterion. 제8항에 μžˆμ–΄μ„œ, 상기 κ²Œμž„ 이벀트 쑰건 μˆ˜μ‹ λΆ€λŠ”The method of claim 8, wherein the game event condition receiving unit 상기 볡수의 κ²Œμž„ 이벀트 생성 쑰건의 속성 각각에 ν•΄λ‹Ήν•˜λŠ” μ„œλΈŒ-쑰건을 μˆ˜μ‹ ν•˜λŠ” 것을 νŠΉμ§•μœΌλ‘œ ν•˜λŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„.And receiving a sub-condition corresponding to each of the attributes of the plurality of game event generation conditions. μ‚¬μš©μž 단말과 연결될 수 μžˆλŠ” κ²Œμž„ 이벀트 생성 μ„œλ²„μ—μ„œ μˆ˜ν–‰λ˜λŠ” κ²Œμž„ 이벀트 생성을 μ œκ³΅ν•˜λŠ” 컴퓨터 ν”„λ‘œκ·Έλž¨μ„ κΈ°λ‘ν•œ 기둝맀체에 μžˆμ–΄μ„œ,In the recording medium recording a computer program for providing a game event generation performed in the game event generation server that can be connected to the user terminal, 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀을 μˆ˜μ‹ ν•˜λŠ” κΈ°λŠ₯;Receiving a plurality of game event generation conditions; 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 각각을 ν‰κ°€ν•˜μ—¬ 보상 ν•­λͺ©μ„ μžλ™μœΌλ‘œ κ²°μ •ν•˜λŠ” κΈ°λŠ₯; 및A function of automatically determining a reward item by evaluating each of the received game event generation conditions; And 상기 μ‚¬μš©μž 단말에 μ˜ν•΄ 상기 μˆ˜μ‹ λœ 볡수의 κ²Œμž„ 이벀트 생성 쑰건듀 쀑 ν•˜λ‚˜κ°€ 좩쑱되면 ν•΄λ‹Ή 보상 ν•­λͺ©μ— ν•΄λ‹Ήν•˜λŠ” 보상을 상기 μ‚¬μš©μž 단말에 μ œκ³΅ν•˜λŠ” κΈ°λŠ₯을 ν¬ν•¨ν•˜λŠ” 기둝맀체.And providing a reward corresponding to the reward item to the user terminal when one of the plurality of game event generation conditions received by the user terminal is satisfied.
PCT/KR2012/011513 2012-11-16 2012-12-26 Method for generating game event, game event generation server for performing the method, and recording medium for saving same Ceased WO2014077455A1 (en)

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