KR20000024668A - Internet advertisement method with quiz game for cyber-cash and the prize - Google Patents

Internet advertisement method with quiz game for cyber-cash and the prize Download PDF

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Publication number
KR20000024668A
KR20000024668A KR1020000009890A KR20000009890A KR20000024668A KR 20000024668 A KR20000024668 A KR 20000024668A KR 1020000009890 A KR1020000009890 A KR 1020000009890A KR 20000009890 A KR20000009890 A KR 20000009890A KR 20000024668 A KR20000024668 A KR 20000024668A
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South Korea
Prior art keywords
advertisement
user
database
quiz
game
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KR1020000009890A
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Korean (ko)
Inventor
유주한
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유주한
주식회사 골드애플
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Priority to KR1020000009890A priority Critical patent/KR20000024668A/en
Publication of KR20000024668A publication Critical patent/KR20000024668A/en

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    • BPERFORMING OPERATIONS; TRANSPORTING
    • B05SPRAYING OR ATOMISING IN GENERAL; APPLYING FLUENT MATERIALS TO SURFACES, IN GENERAL
    • B05BSPRAYING APPARATUS; ATOMISING APPARATUS; NOZZLES
    • B05B11/00Single-unit hand-held apparatus in which flow of contents is produced by the muscular force of the operator at the moment of use
    • B05B11/0005Components or details
    • B05B11/0037Containers
    • BPERFORMING OPERATIONS; TRANSPORTING
    • B05SPRAYING OR ATOMISING IN GENERAL; APPLYING FLUENT MATERIALS TO SURFACES, IN GENERAL
    • B05BSPRAYING APPARATUS; ATOMISING APPARATUS; NOZZLES
    • B05B11/00Single-unit hand-held apparatus in which flow of contents is produced by the muscular force of the operator at the moment of use
    • B05B11/01Single-unit hand-held apparatus in which flow of contents is produced by the muscular force of the operator at the moment of use characterised by the means producing the flow
    • B05B11/04Deformable containers producing the flow, e.g. squeeze bottles
    • B05B11/042Deformable containers producing the flow, e.g. squeeze bottles the spray being effected by a gas or vapour flow in the nozzle, spray head, outlet or dip tube
    • B05B11/043Deformable containers producing the flow, e.g. squeeze bottles the spray being effected by a gas or vapour flow in the nozzle, spray head, outlet or dip tube designed for spraying a liquid
    • BPERFORMING OPERATIONS; TRANSPORTING
    • B05SPRAYING OR ATOMISING IN GENERAL; APPLYING FLUENT MATERIALS TO SURFACES, IN GENERAL
    • B05BSPRAYING APPARATUS; ATOMISING APPARATUS; NOZZLES
    • B05B11/00Single-unit hand-held apparatus in which flow of contents is produced by the muscular force of the operator at the moment of use
    • B05B11/01Single-unit hand-held apparatus in which flow of contents is produced by the muscular force of the operator at the moment of use characterised by the means producing the flow
    • B05B11/10Pump arrangements for transferring the contents from the container to a pump chamber by a sucking effect and forcing the contents out through the dispensing nozzle
    • B05B11/1042Components or details
    • B05B11/1073Springs
    • B05B11/1078Vacuum chambers acting like springs

Landscapes

  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

PURPOSE: An internet advertisement is provided to a cyber cash or a free gift by passing each level of the game or clicking an advertisement banner with completing a required form. CONSTITUTION: When user clicks banner advertisement of a specific part, a system sends a form from an advertisement database of a sponsor. The system offers a chip for a game by completing the required form by a user. The database writes a connecting log for a log file to implement one person-one day-one click before offered the advertisement.

Description

사이버캐쉬와 경품을 얻을 수 있는 퀴즈게임과 결합된 인터넷 광고방법{Internet advertisement method with quiz game for cyber-cash and the prize}Internet advertisement method with quiz game for cyber-cash and the prize}

본 발명은 인터넷 광고방법에 관한 것으로 인터넷 사이트상의 독립한 페이지에 위치한 스폰스들의 배너광고를 인터넷 이용자들로 하여금 보게 하기 위해 그 광고를 보고 열람한 후 광고주가 제공하는 간단한 설문이나 퀴즈에 응답하여야만 인터넷 이용자가 다른 퀴즈게임에 도전할 수 있는 칩(CHIP)을 얻고 다른 페이지로 이동하여 본격적인 퀴즈게임에 도전하여 이용자의 실력에 따라 퀴즈게임의 각 단계를 통과하면 각 단계마다 현상된 사이버캐쉬나 경품을 얻을 수 있게 함으로써 인터넷 이용자가 광고를 의식적으로 보게 하는 매개체를 제공하였다.The present invention relates to an internet advertising method, and to respond to a simple questionnaire or quiz provided by an advertiser after viewing and viewing the advertisement so that Internet users can view the banner advertisement of the sponsors located on an independent page on the Internet site. If you get a chip (CHIP) that can challenge other quiz games, go to other pages to challenge the full-scale quiz game, and pass each step of the quiz game according to the user's ability By making it available, it provided a vehicle for Internet users to watch advertisements consciously.

종래의 인터넷 광고 방법은 인터넷 이용자에게 단순히 보여주기만하는 표현 수단에 불과하였다. 그러나, 종래의 배너광고는 특정 사이트 화면의 일부에 위치하여 사용자들의 시선을 끄는데 한계가 있고 설령 시선이 간다고 하더라도 그 광고를 의식적으로 열람하기보다 건성으로 지나치는 것이 대부분이다. 그래서 배너광고의 효과는 클릭율이 0.7% 수준에 머무를 정도로 미미하고 광고주가 광고효과를 확인하기도 어렵고 게다가 사이트의 전송속도까지 느려지게하는 단점이 있다.The conventional internet advertising method is merely an expression means that is simply shown to the internet user. However, the conventional banner advertisements are located on a part of a specific site screen, and there is a limit in attracting users' eyes, and even if the eyes go, most of them pass by dryness rather than consciously viewing the advertisement. Therefore, the effect of banner advertising is so small that the click-through rate stays at 0.7% level, and it is difficult for the advertiser to check the advertising effect and slow down the transmission speed of the site.

또한, 인터넷 이용자들도 TV, 신문, 잡지 등 기존 광고매체에 익숙하므로 그 매체와 같이 광고를 독립적이고 안정적으로 열람할 수 있게 하는 방법이 필요한데 종래의 광고방법은 이러한 문제를 해결하지 못하고 있다.In addition, Internet users are also familiar with existing advertising media such as TVs, newspapers, magazines, and the like, and thus, a method for enabling independent and stable reading of advertisements is required. However, conventional advertising methods do not solve these problems.

본 발명은 위와 같은 종래의 인터넷 배너광고방법의 문제점을 해결하기 위한 것으로 사이버캐쉬나 경품을 얻고자하는 인터넷 이용자가 반드시 스폰스의 배너광고를 열람해야하는 방식을 택함으로써 광고효과를 극대화하고 광고주에게도 자신의 배너광고를 얼마나 많은 이용자가 열람하였는지를 확인할 수 있도록 함으로써 광고주가 실제 광고효과를 확인하고 그에 따른 광고비를 지불할 수 있게 하는 인터넷 광고방법을 제시한 것이다. 또한, 인터넷 이용자가 사이버캐쉬나 경품을 얻기 위해 풀어나가는 퀴즈게임도 문학, 자연과학, 예술, 스포츠 등 다양한 분야의 상식을 포괄하고 있고 퀴즈 도전자의 지식향상에 도움이 되고 이러한 퀴즈게임을 가능하게 해준 광고주들에 대한 좋은 이미지를 갖게 하여 광고효과를 한층 배가시킨다.The present invention is to solve the problems of the conventional Internet banner advertising method as described above, by maximizing the advertising effect by choosing a method that the Internet user who wants to obtain the cyber cash or prizes must read the banner advertising of the sponsor By presenting how many users have viewed the banner ads of the Internet advertising method that allows advertisers to check the actual advertising effect and pay the corresponding advertising costs. In addition, the quiz game that Internet users solve for the cyber cash and prizes includes common sense in various fields such as literature, natural science, art, and sports, and it helps the quiz challenger's knowledge improvement and made the quiz game possible. Having a good image of your advertisers will double your advertising effectiveness.

제1도는 본 발명 이용자가 스폰서 페이지에 접속, 열람하는 과정의 개념도.1 is a conceptual diagram of a process in which a user of the present invention accesses and views a sponsored page.

제2도는 본 발명 이용자의 퀴즈게임 도젼용 칩 획득방법과 이용자 분석검색 개념도.2 is a conceptual diagram of a method for acquiring a chip for a quiz game challenge and a user analysis search according to the present invention.

이하 첨부된 도면에 의해 상세히 설명하면 다음과 같다.Hereinafter, described in detail by the accompanying drawings as follows.

도1은 인터넷 이용자가 스폰스 페이지에 접속하여 광고를 열람하는 과정을 도시한 것이다.1 illustrates a process in which an Internet user accesses a spawn page to view an advertisement.

이용자가 스폰서 페이지에 접속하면 각 분야별로 나누어진 광고분류가 있고 그 중 이용자가 특정 분야를 선택하면 그 분야의 광고가 화면에 배너광고 형태로 나타나게 된다(11). 이용자는 자신이 보고자하는 배너광고를 클릭하면 미리 구축되어 있는 스폰서 광고데이타베이스(21)에 접속하여 광고주가 작성한 해당 광고자료가 출력되어(13) 광고문안이 나타나고 사용자는 이를 열람하게 된다. 광고자료가 출력되기 전에 스폰서 광고데이터베이스에서 이용자 로그 데이터 베이스(22)에 광고의 해당일에 접속로그를 요청하여 그곳에서 로그를 제공(12)함으로써 1인 1일 1클릭을 구현하였다. 즉, 동일한 이용자가 하루에 같은 스폰서의 동일한 광고를 1번만 클릭할 수 있도록 한 것이다.When the user accesses the sponsor page, there is an advertisement classification divided by each field, and when the user selects a specific field, the advertisement of the field is displayed in the form of banner advertisement on the screen (11). When the user clicks on the banner advertisement that he / she wants to see, the user accesses the sponsored advertisement database 21, which is built in advance, and outputs the corresponding advertisement material prepared by the advertiser (13). Before the advertisement data is output, the sponsored advertisement database requests a user log database 22 on the corresponding day of the advertisement and provides a log there, thereby implementing one click per person per day. That is, the same user can click the same advertisement of the same sponsor only once a day.

도2는 이용자가 광고주가 게시한 퀴즈나 설문 등에 올바른 해답을 제공하여 퀴즈도전용 칩을 얻는 과정을 도시한 것이다.2 illustrates a process of obtaining a quiz challenge chip by providing a correct answer to a quiz or questionnaire posted by an advertiser.

광고 페이지를 열람한 이용자는 해당 광고주가 원하는 폼을 만족시켜야 칩을 얻을 수 있는데, 이 폼은 대표적으로 광고물과 관련된 퀴즈문제, 설문조사, 회원가입 형식 등이 있고 광고주가 원하는 모든 형식이 가능하다. 이러한 광고주의 폼을 만족시키면 칩이 적립되었다는 메시지가 출력된다(14). 이용자가 폼 작업을 할 때 스폰서 광고 데이터 베이스(23)에 접속하여 내용과 형식을 요청하고 만족될 경우 광고페이지에 출력한다(16). 동시에 이용자 데이터 베이스(24)에서 스폰서 광고 데이터베이스에 칩을 요구하게 되고 스폰서 광고 데이터베이스는 해당 이용자 데이터베이스에 칩을 입력하게 된다(15). 최종과정으로 이용자 데이터 베이스에서 해당광고의 접속로그를 이용자 로그 데이터 베이스에 입력하게 된다(17).The user who reads the advertisement page must satisfy the form that the advertiser wants to obtain the chip. The form typically includes quizzes, surveys, and registration forms related to advertisements. . If the advertiser satisfies the form, a message is outputted that the chip has been accumulated (14). When the user works on the form, the user accesses the sponsored advertisement database 23, requests contents and format, and outputs the content on the advertisement page if satisfied. At the same time, the user database 24 requests chips from the sponsored advertisement database, and the sponsored advertisement database enters the chips into the corresponding user database (15). In the final process, the access log of the corresponding advertisement is input from the user database into the user log database (17).

위와 같은 과정을 거쳐 일정한 양의 퀴즈도전용 칩을 획득한 이용자는 난이도에 따라 구분된 퀴즈도전용 페이지로 이동하게 되고 그곳에서 스폰서 광고 클릭을 통해 확보한 칩을 사용하여 퀴즈문제를 풀고 각 단계를 통과할 때마다 그 단계에서 현상한 사이버캐쉬나 경품을 획득할 수 있다.Users who have obtained a certain amount of chips for quiz challenge through the above process will be directed to the quiz challenge page divided according to the difficulty level, and there, using the chips obtained through clicking on sponsored advertisements, solve the quiz problem and perform each step. Each time you pass, you can get the cyber cash or prizes developed at that stage.

본 발명은 이용자가 필수적이고 의식적으로 광고를 열람하는 방식의 광고방법으로써 광고효과의 극대화할 수 있으며 광고페이지에 광고주가 원하는 폼을 삽입함으로써 표적광고 효과를 얻을 수 있고 이용자에게 광고를 열람하게 하는 목적의식을 부여할 수 있다. 그리고, 광고주는 광고의 효과를 객관적 수치로 확인하고 이에 상응하는 적절한 광고비용을 지출할 수 있다.The present invention can maximize the advertising effect as a user's mandatory and consciously view the advertising method, the target advertising effect can be obtained by inserting the form desired by the advertiser on the advertising page and the user to view the advertisement You can give consciousness. In addition, the advertiser may check the effect of the advertisement as an objective value and spend an appropriate advertisement cost corresponding thereto.

Claims (1)

퀴즈도전 사이트에 접속한 이용자가 퀴즈게임을 즐기기 위해 퀴즈도전용 칩을 얻기위하여 반드시 배너광고를 클릭하여 광고페이지의 내용을 보고 광고주가 제공한 폼을 충족시켜 나가는 단계,To access the quiz challenge site, users must click on the banner advertisement in order to obtain a quiz challenge chip to enjoy the quiz game. 광고 데이터 베이스에서 한번 열람된 광고에 대한 접속로그를 이용자 데이터 베이스에 입력하는 단계,Inputting, in the user database, a connection log of the advertisement once viewed in the advertisement database, 상기 단계 후 광고데이터 베이스에서 게임도전용 칩을 이용자 데이터베이스에 입력하는 단계.After the step of inputting the game challenge chip in the advertising database into the user database.
KR1020000009890A 2000-02-28 2000-02-28 Internet advertisement method with quiz game for cyber-cash and the prize KR20000024668A (en)

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Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20000036586A (en) * 2000-03-22 2000-07-05 최현집 The method for bingo game and advertisement by using Internet
KR20000054427A (en) * 2000-06-05 2000-09-05 김찬호 Advertisement of the puzzle and link profit model
KR20000058943A (en) * 2000-07-06 2000-10-05 김대기 Method of advertisement using on-line quiz game
KR20010015970A (en) * 2000-07-22 2001-03-05 이주한 Method of quiz game having cash and goods providing service and entry fee compensation service on internet
KR20010025539A (en) * 2001-01-04 2001-04-06 원유태 The method for advertisement by using Quiz
KR20010025683A (en) * 2001-01-17 2001-04-06 남규진 Method of advertising company or party using online quiz on internet
KR20020013379A (en) * 2000-08-11 2002-02-20 미치가와 켄이치 Prize contest system, prize-contest information presenting method, recording medium and program signal
KR20020036444A (en) * 2000-11-09 2002-05-16 황성진 The parody banner game advertisement for TV advertisement
WO2002054312A1 (en) * 2000-12-30 2002-07-11 Minsoo Kang Method on information game and its system
KR20020087678A (en) * 2001-05-16 2002-11-23 주식회사 델미티비 Method of public relations using pictures
WO2003044709A1 (en) * 2001-11-22 2003-05-30 Dns Co. Ltd. Method for managing the advertising impression inducing type game
KR100443076B1 (en) * 2000-05-10 2004-08-02 주식회사 싸이홈넷 Method For Providing Quize Service Based On Internet and System thereof
KR100460325B1 (en) * 2000-03-16 2004-12-04 윤연희 free cash offering service system on internet and method therefor
KR100709349B1 (en) * 2005-07-16 2007-04-20 홍양표 Internet-site advertising method using brain general analysis and marketing method thereof

Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR100460325B1 (en) * 2000-03-16 2004-12-04 윤연희 free cash offering service system on internet and method therefor
KR20000036586A (en) * 2000-03-22 2000-07-05 최현집 The method for bingo game and advertisement by using Internet
KR100443076B1 (en) * 2000-05-10 2004-08-02 주식회사 싸이홈넷 Method For Providing Quize Service Based On Internet and System thereof
KR20000054427A (en) * 2000-06-05 2000-09-05 김찬호 Advertisement of the puzzle and link profit model
KR20000058943A (en) * 2000-07-06 2000-10-05 김대기 Method of advertisement using on-line quiz game
KR20010015970A (en) * 2000-07-22 2001-03-05 이주한 Method of quiz game having cash and goods providing service and entry fee compensation service on internet
KR20020013379A (en) * 2000-08-11 2002-02-20 미치가와 켄이치 Prize contest system, prize-contest information presenting method, recording medium and program signal
KR20020036444A (en) * 2000-11-09 2002-05-16 황성진 The parody banner game advertisement for TV advertisement
WO2002054312A1 (en) * 2000-12-30 2002-07-11 Minsoo Kang Method on information game and its system
KR20010025539A (en) * 2001-01-04 2001-04-06 원유태 The method for advertisement by using Quiz
KR20010025683A (en) * 2001-01-17 2001-04-06 남규진 Method of advertising company or party using online quiz on internet
KR20020087678A (en) * 2001-05-16 2002-11-23 주식회사 델미티비 Method of public relations using pictures
WO2003044709A1 (en) * 2001-11-22 2003-05-30 Dns Co. Ltd. Method for managing the advertising impression inducing type game
KR100709349B1 (en) * 2005-07-16 2007-04-20 홍양표 Internet-site advertising method using brain general analysis and marketing method thereof

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