KR20130093289A - Method and server for controlling user joining in online game - Google Patents

Method and server for controlling user joining in online game Download PDF

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Publication number
KR20130093289A
KR20130093289A KR1020120014743A KR20120014743A KR20130093289A KR 20130093289 A KR20130093289 A KR 20130093289A KR 1020120014743 A KR1020120014743 A KR 1020120014743A KR 20120014743 A KR20120014743 A KR 20120014743A KR 20130093289 A KR20130093289 A KR 20130093289A
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KR
South Korea
Prior art keywords
user
game
participation
standby
request signal
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KR1020120014743A
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Korean (ko)
Inventor
장영일
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(주)네오위즈게임즈
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Priority to KR1020120014743A priority Critical patent/KR20130093289A/en
Publication of KR20130093289A publication Critical patent/KR20130093289A/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06QDATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Abstract

By allowing a user to easily participate in a game that a user set as a friend is playing, a technology for increasing game utilization rate is provided. In a method for controlling user participation in an online game according to an embodiment of the present invention, a game in which a server controlling a user's game participation in an online game is played by a friend user who is a user who is in a friend relationship with the user from the user's access terminal Receiving a request to participate in the; Analyzing whether information of a game played by a friend user corresponding to the participation request is determined, and determining whether the user can participate in the game; If it is determined that participation is impossible, registering the user in the standby user list of the game; If it is determined that the participation is possible, transmitting a participation request signal as a signal for requesting participation in the game to the access terminal of the user registered in the standby user list; And engaging the user in the game upon receiving an acceptance input corresponding to the participation request signal from the user's access terminal.

Description

METHOD AND SERVER FOR CONTROLLING USER JOINING IN ONLINE GAME}

The present invention provides a technology for controlling a user's participation in a game that is played in an online game in which a plurality of users access a game server through a network and participate in a game and play competition or cooperative play. It is about.

Online games are a big part of online culture industry due to the development of network and computer technology. With the development of online games, users have been demanding online games of various genres, and online games of a very wide variety of genres are now being served.

In the existing online game, each of a plurality of users executes a game client installed on a user terminal and accesses a game server, and then selects one of several games that are created and ready to start game play, or creates a new game to enter a game. If the game start conditions of all the users who participated in the admitted game are satisfied, the game is started in a manner of starting.

That is, in the existing online game, each of the plurality of users individually selects or creates a game and enters the selected or created game. Then, when other users enter the selected or created game and the game start condition is satisfied, the game starts.

On the other hand, in an online game, a user may have a specific relationship between different users. In general, users who have a relationship, referred to as friends, can check each other's connection status and send and receive messages individually, thereby forming a social network in the game.

As more exchanges in the game between users set as friends and demands for services available in games increase, research for providing a specific service in games to users set as friends continues. In particular, a user set as a friend may want to play a game with each other, and accordingly, a service for enabling a game to be played together among users of a friend relationship is being made.

Accordingly, the present invention, in providing a service to play the same game with the users set in a friend relationship, when a situation that can not participate in the game, users who want to participate in the game can participate in the game in real time By allowing the user to participate in the city, the user is provided with the convenience of participating in the game, thereby inducing the use of the game service and reducing the effort for the user to play with the user registered as a friend.

In order to achieve the above object, a user participation control method for an online game according to an embodiment of the present invention, the server that controls the user's participation in the game in the online game, a game that another user is playing from the access terminal of the user Receiving a request to participate in the; Analyzing whether information of the game being played by the other user corresponding to the participation request is determined whether the user can participate in the game; If it is determined that the participation is impossible, registering the user in a standby user list of the game; If it is determined that the participation is possible, transmitting a participation request signal as a signal for requesting participation in the game to an access terminal of a user registered in the standby user list; And engaging the user in the game when receiving an acceptance input corresponding to the participation request signal from the access terminal of the user.

The transmitting of the participation request signal may include transmitting the participation request signal to an access terminal of a user whose earliest time is registered in the standby user list among at least one user registered in the standby user list.

The transmitting of the participation request signal may include: when the number of participating users is plural, access terminals of users registered in the standby user list corresponding to the number of participating users in ascending order of registered times. It is preferable to transmit the join request signal to.

The transmitting of the participation request signal may include: when receiving the participation rejection signal corresponding to the participation request signal from the access terminal of the user who has received the participation request signal, except for the user who has selected the rejection signal, Preferably, the participation request signal is transmitted to the access terminal of the fastest user.

The transmitting of the participation request signal may include transmitting the participation request signal to an access terminal of a user other than a user who is participating in and playing another game at a time when the participation request signal is transmitted among users registered in the standby user list. desirable.

The transmitting of the participation request signal may include transmitting the participation request signal to an access terminal of a user accessing the server at the time when the participation request signal is transmitted among users registered in the standby user list.

The transmitting of the join request signal may include determining whether at least one user is registered in the standby user list when determining that the participation is possible, and registering at least one user in the standby user list. If there is, it is preferable to further include setting a state in which the participation of the game is impossible for other users except the user registered in the standby user list.

If it is determined that the participation is possible, and there is no user registered in the standby user list, setting a state in which all users can participate in the game.

The registering of the standby user list may include: transmitting a standby request signal as a signal for requesting a selection of whether to register as the standby user to a user's access terminal when it is determined that the participation is impossible; And registering the user in the standby user list of the game when receiving the acceptance input for the waiting request signal from the user's access terminal.

And upon receiving an acceptance input corresponding to the participation request signal from the access terminal of the user, after joining the user to the game, deleting the user who participated in the game from the standby user list. .

The method may further include deleting, from the standby user list, the user who selected the rejection input when the participation rejection input corresponding to the participation request signal is received from the access terminal of the user.

Receiving the participation request, the step of transmitting a friend user list to the access terminal of the user; Activating a friend game participation menu as a menu capable of participating in a game played by the friend user upon receiving a selection input for one friend user of the friend user list; And receiving, as the participation request, a selection input from the user's access terminal for the friend game participation menu.

User participation control server of the online game according to an embodiment of the present invention, the participation request receiving unit for receiving a participation request for a game that another user is playing from the user's access terminal; A participant determination unit that determines whether the user can participate in the game by analyzing information of a game played by the other user corresponding to the participation request; A standby user manager configured to register the user in the standby user list of the game when it is determined that the participation is impossible; And when it is determined that the participation is possible, a participation request signal is transmitted to the access terminal of the user registered in the standby user list as a signal for requesting participation in the game, and the participation request is received from the access terminal of the user. And a participation control unit for engaging the user in the game whenever the acceptance input corresponding to the signal is received.

The participation control unit preferably transmits the participation request signal to an access terminal of a user whose earliest time registered in the standby user list is among the at least one user registered in the standby user list.

When the participation control unit receives the participation rejection signal corresponding to the participation request signal from the access terminal of the user who has received the participation request signal, access of the user with the fastest registered time except for the user who has selected the rejection signal. It is preferable to transmit the participation request signal to the terminal.

If it is determined that the participation is possible and the at least one user is registered in the standby user list, the participation control unit participates in the game for other users except the user registered in the standby user list. It is desirable to set it to an impossible state.

If it is determined that the participation is impossible, the standby user manager transmits a standby request signal as a signal for requesting a user's access terminal to select whether to register as the standby user, and waits for the standby from the access terminal of the user. Preferably, the user is registered in the standby user list of the game upon receiving an acceptance input for a request signal.

When it is determined that any one of the users registered in the standby user list participates in the game, the standby user manager deletes the user who participated in the game from the standby user list.

If it is determined that the standby user manager has received the participation rejection input for the participation request signal received from the participation control unit from the access terminal of any of the users registered in the standby user list, the reject input It is preferable to delete the selected user from the standby user list.

According to the present invention, even if the user requests to participate in the game being played by the user registered as a friend and it is determined that participation in the game is impossible, the user can register the game as a standby user and then use another service to join the game. By participating and playing, it's easier to play games with friend users, reduce the number of unnecessary user attempts to join the game, and reduce the time to participate in the game, thereby increasing users' game utilization. It can be effective.

1 is a flowchart of a method for controlling user participation in an online game according to an embodiment of the present invention.
2 is an example of a flow of registering a user in a standby user list according to an embodiment of the present invention.
3 is an example of a flow of transmitting a participation request menu according to an embodiment of the present invention.
4 is an example of a flow of controlling whether to participate in a game according to an embodiment of the present invention.
5 is an example of a flow of managing a list of standby users according to an embodiment of the present invention.
6 is a block diagram of a user participation control server of an online game according to an embodiment of the present invention.
7 is a diagram visually illustrating a user's participation in a game and a standby state according to an embodiment of the present invention.
8 to 10 illustrate examples of screens displayed on an access terminal of a user according to an embodiment of the present invention.

Hereinafter, a method and a server for controlling user participation in an online game according to an embodiment of the present invention will be described with reference to the accompanying drawings.

In the following description, in order to clarify the understanding of the present invention, description of well-known technology for the features of the present invention will be omitted. The following embodiments are detailed description to help understand the present invention, and it should be understood that the present invention is not intended to limit the scope of the present invention. Therefore, equivalent inventions that perform the same functions as the present invention will also fall within the scope of the present invention.

In the following description, the same reference numerals denote the same components, and unnecessary redundant explanations and descriptions of known technologies will be omitted.

In the embodiments of the present invention, " communication ", " communication network ", and " network " The three terms refer to wired and wireless local area and wide area data transmission and reception networks capable of transmitting and receiving a file between a user terminal, a terminal of another user, and a download server.

In the following description, a "game server" refers to a server computer to which users access to use game contents. In the case of a game having a small capacity or a small number of users, a plurality of game programs can be operated in one game server. In addition, in the case of a game having a very large capacity or a large number of real-time connections, there may be one or more game servers for operating one game depending on the functions of the game.

In addition, middleware for the database and servers performing payment processing can be connected to the game server, but a description thereof will be omitted in the present invention.

In the present invention, sports means sports in a general sense, and sports of all sports that can be performed by an online game. For example, it may include soccer, baseball, basketball, tennis, volleyball, athletics, and martial arts.

In the present invention, the game content refers to a program stored in a memory of a user terminal so that users can enjoy the game by downloading the game content to the user terminal through the game server. Alternatively, online contents, in which users are connected to the game server and only the real-time data is stored and deleted in the user terminal, may be included in the game contents. The game content is executed in at least one of a "single play" mode in which the user can confront the computer artificial intelligence through a user terminal and a "multiplayer" mode in which the user can enjoy the game through network connection with other users .

Also, the "multiplayer" mode may include a match mode between the user and the user, a team match mode in which the user teams with another user, and competes with a team of artificial intelligence or another user.

In the present invention, a friend relationship that can be established between users means a relationship that is established through a friend request and acceptance between users registered in the game. The friend relationship may be set for each account or for each of at least one character registered in the user account.

Friend relationships can also be established temporarily or permanently. For example, a temporary friend relationship may be a temporary party between users when the game is connected. Permanent friendship means that a user belongs to a group that can be formed between users, generally referred to as friends, groups, clans, guilds, etc., in an online game.

Users registered in the friend relationship can use the menu to check the information of the users registered as friends on the game access screen, users can send and receive messages or friends can also use a dedicated post space between registered users, etc. have.

1 is a flowchart of a method for controlling user participation in an online game according to an embodiment of the present invention.

Referring to FIG. 1, in a method for controlling user participation in an online game according to an embodiment of the present invention, the server controlling user participation may be any one of friend users who are friends who are friends with the user from the user's access terminal. A step S10 of receiving a request for participation in a game that a user is playing is performed.

The user may access various game services including a game play service provided by the game server by accessing the game server through the access terminal. Among various services, a user may set up another user by a friend relationship with the user.

One region of the game access screen may display a friend user list screen for identifying friend users, which are other users in a friend relationship. The server provides the friend list information to the access terminal of the user so that the user can check the information of the friend users.

In order to input a request to join a game that a friend user is playing at the user's access terminal, the server inputs a request to join a game played by the friend user in an area where list information of the friend user of the user terminal is displayed. As a possible menu, an interface for displaying a friend game participation menu may be transmitted to a user's access terminal.

For example, when a user performs a selection input for a friend user among the users displayed in the friend user list, the server receives the selection input from the user's access terminal and displays the friend user list in one area where the friend user list is displayed. To activate the friend game participation menu.

At this time, the friend game participation menu pops up when a friend user is selected as a drop-down menu in the friend user list, or is displayed in a deactivated state in the friend user list, and when a selection input of one of the friend user lists is received. It can be controlled to be activated.

At this time, when a selection input from the user's access terminal is received with respect to the friend game participation menu, the user receives the request as a participation request and determines that the friend user wants to participate in a game played by the user.

When the friend user receives the participation request for the game being played by the step S10, the server analyzes the information of the game corresponding to the participation request, that is, the game played by the friend user, and whether the user can participate in the game. It will be determined (S20).

At this time, whether to participate in the game is determined according to the game setting information and the limited number of users participating in the game.

For example, if your game settings information includes information that allows or prevents other users from joining during gameplay, and you are set to block other users from joining during gameplay, you may be able to It will be impossible to participate.

In addition, if there is a limited number of games that a friend user is playing, if the user currently playing the game satisfies the limited number of users, it will be impossible for the user to participate in the game played by the friend user.

Therefore, in step S20, the server analyzes the game information to analyze whether the user can participate in the game played by the friend user.

If it is determined in step S20 that participation is not possible, the server performs the step S30 of registering the user in the standby user list of the game without involving the user in the game.

In the present invention, the standby user list does not generally mean game waiting personnel and spectators commonly used in games. In general, a game waiting person and an observer mean a user, that is, a user who connects to a room where a game is played and waits for a game to start, or watches a game without playing a game.

However, in the present invention, the standby user list is a list of users registered as candidate users who can participate in the game for each game, without using the game room itself and using the access screen of the game server and other services provided by the game server. it means.

In other words, the server requests users to participate in a game that a friend user is playing, but users who cannot participate in the game can immediately participate when the user can participate in the game while using another service. It will be registered in the standby user list.

The standby user list may exist for each game established in the game server, and there may be a preset limit number (eg, 10).

The standby user list information may include link information about a game corresponding to the standby user list, identification information of users included in the standby user list, and information on a time point when each user is registered in the standby user list.

When it is determined that the server can participate in the game, the server performs a step (S40) of transmitting a participation request signal as a signal for requesting participation in the game to the access terminal of the user registered in the standby user list.

The participation request signal may be displayed as an interface for selecting whether to participate in the access terminal of the user, and the user may perform an input for accepting or rejecting game participation upon receiving the participation request signal.

In the present invention, the participation request signal may be transmitted as an interface that pops up no matter what service the user uses in the game server. For example, even if the user does not exist in the game waiting room and uses the item shop, the participation request signal may be transmitted and the above-mentioned interface may be displayed on the screen of the user's access terminal.

After transmitting the participation request signal in step S40, when the server receives an acceptance input corresponding to the participation request signal from the user's access terminal, the server performs the step of participating in the game (S50).

Engaging the user in the game means immediately engaging the user in game play or displaying a game preparation screen for preparation of the game play, depending on the game.

That is, the user may receive a join request signal as soon as it is determined that participation is possible, as long as the user is included in the standby user list no matter what service he / she is using, and the friend user simply inputs the acceptance request. You can participate in the game you are playing.

That is, the determination of the possible participation state may mean that the participation is not possible but the state is changed to the possible participation state.

2 is an example of a flow of registering a user in a standby user list according to an embodiment of the present invention.

First, when the server receives the participation request signal, it is determined whether the user can participate in the game corresponding to the participation request (S21). Thereafter, if participation is possible, the user directly joins the game play after transmitting the participation request menu (S23) (S50).

If it is determined that participation in the game is impossible, a step (S22) of transmitting a standby request signal is performed as a signal for requesting the user to select whether to register with the standby user list. The wait request signal may be displayed as an interface capable of selecting whether to accept or reject registration of the standby user list in the access terminal of the user.

Depending on the user, if a friend user wants to participate in a game played but cannot participate, he or she may give up, and may want to participate after waiting. Therefore, the server transmits a standby request signal to determine whether to register as a standby user according to the user's selection.

Thereafter, when the server receives the acceptance input for the wait request signal from the user's access terminal, the server registers the user as a standby user for the game and registers the user in the standby user list (S31).

3 is an example of a flow of transmitting a participation request menu according to an embodiment of the present invention.

Referring to FIG. 3, if it is determined that the server can participate in the game, the server first loads a standby user list corresponding to the game and inquires information of the standby user (S41).

At this time, when the information on the standby user is inquired, the server inquires the information on the time when the users included in the standby user list are registered in the standby user list together with the identification information of the standby user.

Thereafter, the server sorts the standby users by the time points registered in the standby user list (S42). Accordingly, the sorted order information may be matched to at least one user included in the standby user list.

The server performs a step (S43) of transmitting the participation request signal to the access terminal of the user whose earliest time is registered in the standby user list among the sorted users.

That is, when a plurality of users are waiting, for example, if one user can additionally participate in the game, the user who is registered as the waiting is the fastest to participate in the game.

For example, in a game having a limited number of people, if 10 people are playing the game, and one person has left the game, one user may additionally participate in the game. At this time, the server transmits the join request signal to the user registered as the standby user as soon as possible.

In the step S43, if there are a plurality of users who can participate, the server waits for the number corresponding to the number of users who can participate in the order in which the sorted order information comes first, that is, the order in which the time registered in the standby user list is the fastest. The participation request signal is transmitted to the access terminals of the users.

For example, if 10 people are playing a game with a limited number of people, and 3 people leave the game, 3 users may additionally participate in the game. In this case, the server may simultaneously transmit a join request signal to three users registered as standby users.

Thereafter, the server determines whether to receive an acceptance input corresponding to the participation request signal from the access terminal of the user (S51). At this time, when receiving the acceptance input, the server performs a step (S53) to join the user corresponding to the acceptance input to the game.

On the other hand, when receiving a reject input for the participation request signal in step S51, except for the user corresponding to the reject input, the server transmits the join request menu to the standby user in the next order in the order that the time registered in the standby user list is the fastest Step S52 is performed.

That is, when the user selects the rejection input, it is determined that the user has given up the right to participate in the game, and by asking the access terminal of the user who has the fastest time of registration in the standby user list among the remaining users, whether to participate in the game, Can induce other users to participate in the game.

In addition, if there is no response within a preset time with respect to the participation request signal in step S51, the server transmits the join request menu to the standby users of the next order in the order of the fastest time registered in the standby user list, except for the user who does not respond Step S52 may be performed.

That is, the server sets a response time for the user's participation request in advance and transmits the participation request signal to the user's access terminal, and if the user's participation request signal is not received within the set time, the server requests the participation request signal. You can exclude users who did not receive them. At this time, in step S43 of transmitting the participation request signal to the access terminal of the user, if the server does not respond within a predetermined time, the server may transmit information together to exclude from the standby user list.

In transmitting the participation request signal to the user registered in the standby user list, including the step S52, the server may transmit the participation request signal only to users currently connected to the game among the users registered in the standby user list. That is, the users who terminate the connection after requesting to register as the standby user do not need to participate in the game, and thus classify users except for this and transmit a join request signal.

In response, the server may additionally delete the users who have terminated the connection from the standby user list.

In addition, among the users registered in the standby user list, the participation request signal may be transmitted to the access terminal of the user except for the user who is currently participating in and playing another game.

If a user who is participating in another game and sends a join request signal, the pop-up of the interface prevents the user from focusing on the game, and if the user leaves the game to play the game with a friend user during the game, it is disadvantageous for the same party. In order to prevent this, the participation request signal may be transmitted only to users who are not currently playing the game.

4 is an example of a flow of controlling whether to participate in a game according to an embodiment of the present invention.

First, if it is determined that a game played by a friend user is available for participation (S44), the server determines whether a standby user exists in the standby user list corresponding to the current game (S45). At this time, if there is a standby user, the server transmits a join request signal to the standby user first to give a participation opportunity, and for other users except the standby user, setting the current game state to the non-participation state ( S46) may be performed.

On the other hand, if the standby user does not exist, the server may perform a step (S47) to set the participation state for all users.

For example, if a standby user exists and becomes available, the standby user is first engaged in the game. Thereafter, if the game is able to participate even though all of the standby users have participated in the game, the server may set the state of the game to be able to participate for all users, so that other users may participate in the game.

5 is an example of a flow of managing a list of standby users according to an embodiment of the present invention.

In the present invention, the standby user list is users who wait to participate in the game. If the user is already playing the game due to participation in the game, the standby user list does not need to exist in the standby user list.

Accordingly, the server transmits the participation request signal (S40) and waits to receive an acceptance input from the access terminal of the user in response (S54).

Then, when the acceptance input is received, the server performs a step (S55) of engaging the user corresponding to the acceptance input to the game, and then performs a step (S56) of deleting the user participating in the game from the standby user list.

On the other hand, since the user who refuses to participate in the game or the user who does not respond to the game participation within the preset time does not need to exist in the standby user list, when the rejection input is received in step S54 or the acceptance input is received within the preset time. If not, the step S56 of deleting the corresponding user from the standby user list is performed.

6 is a block diagram of a user participation control server of an online game according to an embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 5 will be omitted.

Referring to FIG. 6, the user participation control server 10 of the online game according to an embodiment of the present invention may include a participation request receiver 11, a participation possibility determination unit 12, a standby user manager 13, and a participation. It characterized in that it comprises a control unit (14).

The participation request receiving unit 11 performs a function of receiving a participation request for a game played by a friend user who is a user who is in a friend relationship with the user from the user's access terminal 20.

In this case, the user may select the activated friend game participation request menu on the access terminal 20 and transmit the participation request to the server 10.

The participant determination unit 12 performs a function of determining whether the user can participate in the game when the participation request is received. In this case, as mentioned above, whether or not the user can participate in the game may be determined depending on whether the user is allowed to participate in the game and whether the limited number of people is satisfied.

The standby user manager 13 performs a function of registering a user in the standby user list when it is impossible to participate. At this time, the standby user manager 13 transmits an interface including a standby request signal to the access terminal 20 of the user, and receives the user of the game when receiving the acceptance input for the wait request signal from the access terminal 20 of the user. Can be registered in the standby user list.

Also, among the users registered in the standby user list, those who are determined to have participated in the game, refused to participate, or do not respond to the participation within a preset time, the user is queued as shown in FIG. 5. You can delete it from.

The participation control unit 14 transmits an interface including a participation request signal to the users registered in the standby user list when the game participation is possible, and receives an acceptance input from the user. Access to the 30 to perform the function of engaging the user in the game.

In this case, when there are a plurality of users registered in the standby user list, the standby request signal is transmitted in ascending order as shown in FIG. 3. If the user receives the participation rejection signal or does not receive the participation request signal within the preset time, the registered time is excluded except for the user who has selected the rejection signal or the user who does not input the join request signal within the preset time. The participation request signal may be transmitted in order of the most correct user.

In addition, even if the game is set to the participation state other than the standby user, it can be set to the state that can not participate in the game, the game state to set to the state that can participate in the game when there is no user in the standby user list Can be controlled.

7 is a diagram visually illustrating a user's participation in a game and a standby state according to an embodiment of the present invention.

Referring to FIG. 7, a plurality of users 41 playing the game 40 exist in the game 40. In FIG. 7, the number of people who can participate in the game 40 is set to 5 people.

At this time, if one user U5 is disengaged from the game 40, the server 10 analyzes the standby user list 50, and the user who has the earliest point in time of registering in the surrogate user list 50 among the standby users 51. The participation request signal is transmitted to (W1).

In FIG. 7, the user W1 performs a rejection input for the participation request. In this case, the server 10 deletes the user W1 from the standby user list 50 and transmits a join request signal to the user W2 having the fastest registration time among the remaining users.

When the user W2 performs the acceptance input, the server 10 joins the user W2 to the game 40 and deletes it from the standby user list 50.

8 to 10 illustrate examples of screens displayed on an access terminal of a user according to an embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 7 will be omitted.

FIG. 8 illustrates an example of a friend list screen 100 for checking a list of friend users among game access screens that may be displayed on a user's access terminal.

The friend list screen 100 includes an area where brief information 101 of each friend is displayed. At this time, if the user selects the information of the friend user 101, a drop-down menu may be displayed. If the user selects the play along the friend menu 102, the user participates in the game played by the friend user on the server. The request can be sent.

In this case, when it is determined that participation is possible during game play, an interface 110 including a participation request signal may be displayed as shown in FIG. 9. The user may then select an accept or reject menu to determine whether the friend user will participate in the game being played.

If it is determined that participation in the game play is impossible, the interface 120 including the wait request signal may be displayed as shown in FIG. 10. The user can select the Accept menu to register in the standby user list for the game.

If the user selects the accept menu in the interface 120 of FIG. 10 and registers in the standby user list, and determines that the user can participate in the game, the server outputs the interface 110 of FIG. 9 again to request the user to participate. You can send a signal.

The user participation control method of the online game according to the above-described embodiment of the present invention may be executed by an application basically installed in the terminal (which may include a program included in a platform or an operating system, which is basically installed in the terminal). It may also be executed by an application (ie, a program) that the user directly installs on the terminal through an application providing server such as an application store server, an application, or a web server associated with the corresponding service. In this sense, the user participation control method of the online game according to the embodiment of the present invention described above is implemented as an application (ie, a program) that is basically installed in the terminal or directly installed by the user, and can be read by a computer such as a terminal. Can be recorded on the medium.

Such a program may be recorded on a recording medium that can be read by a computer and executed by a computer so that the above-described functions can be executed.

As described above, in order to execute the user participation control method of the online game according to each embodiment of the present invention, the above-described program is coded in a computer language such as C, C ++, JAVA, or machine language that can be read by a computer processor (CPU). Code may be included.

The code may include a function code related to a function or the like that defines the functions described above and may include an execution procedure related control code necessary for the processor of the computer to execute the functions described above according to a predetermined procedure.

In addition, such code may further include memory reference related code as to what additional information or media needed to cause the processor of the computer to execute the aforementioned functions should be referenced at any location (address) of the internal or external memory of the computer .

In addition, when a processor of a computer needs to communicate with any other computer or server, etc., to perform the above-described functions, the code may be stored in a computer's communication module (e.g., a wired and / ) May be used to further include communication related codes such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted or received during communication.

The functional program for implementing the present invention and the related code and code segment may be implemented by programmers of the technical field of the present invention in consideration of the system environment of the computer that reads the recording medium and executes the program, Or may be easily modified or modified by the user.

Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.

Also, the computer-readable recording medium on which the above-described program is recorded may be distributed to a computer system connected via a network so that computer-readable codes can be stored and executed in a distributed manner. In this case, any of at least one of the plurality of distributed computers may execute some of the functions presented above and transmit the result of the execution to at least one of the other distributed computers, and transmit the result The receiving computer may also perform some of the functions described above and provide the results to other distributed computers as well.

In particular, a computer-readable recording medium recording an application, which is a program for executing a user participation control method of an online game, according to an embodiment of the present invention, may be associated with an application store server, an application, or a corresponding service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server such as a web server or the application providing server itself.

The computer which can read the recording medium which recorded the application which is a program for executing the user participation control method of the online game which concerns on each embodiment of this invention is not only a general PC, such as a desktop or a notebook, but also a smart phone and a tablet PC. It may include mobile terminals, such as PDA (Personal Digital Assistants) and mobile communication terminal, as well as to be interpreted as all computing devices (Computing).

In addition, a computer capable of reading a recording medium recording an application which is a program for executing a user participation control method of an online game according to an embodiment of the present invention may be a smart phone, a tablet PC, a personal digital assistant (PDA), a mobile communication terminal, or the like. In the case of a mobile terminal, the application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.

While the present invention has been described in connection with what is presently considered to be the most practical and preferred embodiments, it is to be understood that the invention is not limited to the disclosed embodiments. That is, within the scope of the present invention, all of the components may be selectively coupled to at least one. In addition, although all of the components may be implemented as one independent hardware, some or all of the components may be selectively combined to perform a part or all of the functions in one or a plurality of hardware. As shown in FIG. Codes and code segments constituting the computer program may be easily inferred by those skilled in the art. Such a computer program may be stored in a computer readable storage medium and read and executed by a computer, thereby implementing embodiments of the present invention. As a storage medium of the computer program, a magnetic recording medium, an optical recording medium, or the like can be included.

It is also to be understood that the terms such as " comprises, "" comprising," or "having ", as used herein, mean that a component can be implanted unless specifically stated to the contrary. But should be construed as including other elements. All terms, including technical and scientific terms, have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs, unless otherwise defined. Commonly used terms, such as predefined terms, should be interpreted to be consistent with the contextual meanings of the related art, and are not to be construed as ideal or overly formal, unless expressly defined to the contrary.

The above description is merely illustrative of the technical idea of the present invention, and those skilled in the art to which the present invention pertains may make various modifications and variations without departing from the essential characteristics of the present invention. Therefore, the embodiments disclosed in the present invention are intended to illustrate rather than limit the scope of the present invention, and the scope of the technical idea of the present invention is not limited by these embodiments. The scope of protection of the present invention should be construed according to the following claims, and all technical ideas falling within the scope of the same shall be construed as falling within the scope of the present invention.

Claims (20)

Receiving, by a server controlling a game participation of a user in an online game, a participation request for a game that another user is playing from the user's access terminal;
Analyzing whether information of the game being played by the other user corresponding to the participation request is determined whether the user can participate in the game;
If it is determined that the participation is impossible, registering the user in a standby user list of the game;
If it is determined that the participation is possible, transmitting a participation request signal as a signal for requesting participation in the game to an access terminal of a user registered in the standby user list; And
And joining the user to the game upon receiving an acceptance input corresponding to the participation request signal from the access terminal of the user.
The method of claim 1,
The step of transmitting the join request signal,
And transmitting the participation request signal to an access terminal of a user whose earliest time registered in the standby user list is among the at least one user registered in the standby user list.
The method of claim 2,
The step of transmitting the join request signal,
When there are a plurality of participating users, the joining request signal is transmitted to access terminals of users registered in the standby user list of the number corresponding to the number of participating users in ascending order. How to control user participation in online games.
The method of claim 2,
The step of transmitting the join request signal,
Upon receiving the participation rejection signal corresponding to the participation request signal from the access terminal of the user who has received the participation request signal, except the user who has selected the rejection signal, the participation request to the access terminal of the user whose earliest registered time is the fastest. A method for controlling user participation in an online game, comprising transmitting a signal.
The method of claim 1,
The step of transmitting the join request signal,
A method for controlling user participation in an online game, wherein the participation request signal is transmitted to an access terminal of a user other than a user who is participating in another game at a time when the participation request signal is transmitted among the users registered in the standby user list. .
The method of claim 1,
The step of transmitting the join request signal,
The user participation control method of the online game, characterized in that for transmitting the participation request signal to the access terminal of the user connected to the server at the time of the participation request signal transmission among the users registered in the standby user list.
The method of claim 1,
The step of transmitting the join request signal,
If it is determined that the participation is possible, it is determined whether at least one user is registered in the standby user list, and when at least one user is registered in the standby user list, the registered user is registered in the standby user list. And setting a state in which the participation of the game is impossible for other users except for the user.
The method of claim 7, wherein
If it is determined that the participation is possible, and there is no user registered in the standby user list, setting a state in which all users can participate in the game; and further comprising: online How to control user engagement in the game.
The method of claim 1,
Registering to the standby user list,
If it is determined that the participation is impossible, transmitting a standby request signal as a signal for requesting a user's access terminal to select whether to register as the standby user; And
And registering the user in the standby user list of the game upon receiving an acceptance input for the waiting request signal from the access terminal of the user.
The method of claim 1,
And upon receiving the acceptance input corresponding to the participation request signal from the access terminal of the user, after the user participates in the game, deleting the user who participated in the game from the standby user list. How to control user participation in online games.
The method of claim 1,
And when the participation rejection input corresponding to the participation request signal is received from the access terminal of the user, deleting the user who has selected the rejection input from the standby user list. .
The method of claim 1,
Receiving the participation request,
Transmitting a friend user list to the access terminal of the user;
Activating a friend game participation menu as a menu capable of participating in a game played by the friend user upon receiving a selection input for one friend user of the friend user list; And
And receiving, as the participation request, a selection input from the user's access terminal for the friend game participation menu. 2.
A participation request receiving unit configured to receive a participation request for a game that another user is playing from a user's access terminal;
A participant determination unit that determines whether the user can participate in the game by analyzing information of a game played by the other user corresponding to the participation request;
A standby user manager configured to register the user in the standby user list of the game when it is determined that the participation is impossible; And
When it is determined that the participation is possible, the participation request signal is transmitted to the access terminal of the user registered in the standby user list as a signal for requesting participation in the game, and the participation request signal from the access terminal of the user. And a participation control unit for allowing the user to participate in the game at any time of the acceptance input corresponding to the user.
The method of claim 13,
The participation control unit,
And the participation request signal to the access terminal of the user whose earliest time registered in the standby user list is among the at least one user registered in the standby user list.
15. The method of claim 14,
The participation control unit,
Upon receiving the participation rejection signal corresponding to the participation request signal from the access terminal of the user who has received the participation request signal, except the user who has selected the rejection signal, the participation request to the access terminal of the user whose earliest registered time is the fastest. User participation control server of the online game, characterized in that for transmitting a signal.
The method of claim 13,
The participation control unit,
If it is determined that the participation is possible, and at least one user is registered in the standby user list, the user is allowed to participate in the game except for the user registered in the standby user list. User participation control server of the online game, characterized in that.
The method of claim 13,
The standby user manager,
If it is determined that the participation is impossible, the standby request signal is transmitted as a signal for requesting the user's access terminal to select whether to register as the standby user, and the acceptance input for the wait request signal is input from the user's access terminal. And upon receipt of the user, register the user in the standby user list of the game.
The method of claim 13,
The standby user manager,
And when it is determined that any one of the users registered in the standby user list participates in the game, the user participating control server of the online game, wherein the user participating in the game is deleted from the standby user list.
The method of claim 13,
The standby user manager,
If it is determined that the participation rejection input for the participation request signal received from the participation control unit is received from the access terminal of any one of the users registered in the standby user list, the standby user is selected from the user. User participation control server of the online game, characterized in that the deletion from the list.
Receiving, by a server controlling a game participation of a user in an online game, a participation request for a game that another user is playing from the user's access terminal;
Analyzing whether information of the game being played by the other user corresponding to the participation request is determined whether the user can participate in the game;
If it is determined that the participation is impossible, registering the user in a standby user list of the game;
If it is determined that the participation is possible, transmitting a participation request signal as a signal for requesting participation in the game to an access terminal of a user registered in the standby user list; And
And when the user receives an acceptance input corresponding to the participation request signal from the access terminal of the user, joining the user to the game. The program for implementing a user participation control method of an online game is recorded. Computer-readable recording media.
KR1020120014743A 2012-02-14 2012-02-14 Method and server for controlling user joining in online game KR20130093289A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2015178651A1 (en) * 2014-05-22 2015-11-26 주식회사 레드덕 System and method for operating competition game

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2015178651A1 (en) * 2014-05-22 2015-11-26 주식회사 레드덕 System and method for operating competition game

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