KR20130104574A - Method and server for compensattion according to buying charged-item - Google Patents

Method and server for compensattion according to buying charged-item Download PDF

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KR20130104574A
KR20130104574A KR1020120026185A KR20120026185A KR20130104574A KR 20130104574 A KR20130104574 A KR 20130104574A KR 1020120026185 A KR1020120026185 A KR 1020120026185A KR 20120026185 A KR20120026185 A KR 20120026185A KR 20130104574 A KR20130104574 A KR 20130104574A
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item
paid
user
purchase
information
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KR1020120026185A
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Korean (ko)
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주상현
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(주)네오위즈게임즈
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Publication of KR20130104574A publication Critical patent/KR20130104574A/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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR 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 SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/08Payment architectures
    • G06Q20/12Payment architectures specially adapted for electronic shopping systems
    • G06Q20/123Shopping for digital content
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR 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 SUPERVISORY 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

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Abstract

The present invention relates to a reward method and a server according to a paid item purchase, which rewards an item or a game money according to a degree of purchase of a paid item, which is an item that a user can purchase through cash payment. Compensation method according to the purchase of the paid item is a reward server, the payment server receives a payment completion signal, a signal indicating that the user purchased the paid item, which is an item that can be purchased through cash payment from the payment server, the paid item from the game server Receiving the identification information and the pre-stored cumulative amount of the paid item purchase amount of the user who purchased a, accumulating the purchase amount information of the paid item corresponding to the payment completion signal received in the paid item purchase cumulative amount information, accumulation of the user Determining whether the accumulated paid item purchase accumulated amount information has reached a preset amount, and when it is determined that the accumulated accumulated paid item purchase amount information of the user has reached a preset amount, the predetermined amount to be paid to the user to the game server. Providing reward item information .

Description

Compensation method and server according to paid item purchase {METHOD AND SERVER FOR COMPENSATTION ACCORDING TO BUYING CHARGED-ITEM}

The present invention relates to a reward method and a server according to a paid item purchase, which rewards an item or a game money according to a degree of purchase of a paid item, which is an item that a user can purchase through cash payment.

Recently, with the development of network technology and content technology, the number of users using online games is increasing rapidly. As the utilization rate of online games has increased, various gameplays have become possible through competition and cooperation among users. Accordingly, online games have become contents that can build social networks beyond simple games.

Generally, paid or free online games on the Internet are provided in a wide variety of genres, such as simulation games, role-playing games, mug games, and shooting games. Provide game items.

In this case, the game item may be provided to the user for free or for a fee, and the method for providing the game item for free includes a game scenario such as hunting a monster, completing a quest, destroying a specific object, opening or creating a specific object, etc. in the game. There is a method of providing a game item for free through the performance of the mission. Meanwhile, a method of providing a game item for a fee is a method in which a user can purchase an item through cash payment.

Users who have purchased paid items are rewarded by classifying users who have purchased more than a predetermined amount of money over a predetermined period of time during the preset period, and users who do not meet the preset rating do not have a compensation method. do.

Technical problem to be solved by the present invention is a paid item that can increase the user's interest in the game and motivated to purchase the paid item by rewarding the item or game money according to the degree of purchase of the paid item, which is an item that can be purchased through cash payment To provide a compensation method and server according to the purchase.

According to an embodiment of the present invention, a compensation method according to a paid item purchase according to an embodiment of the present invention provides a reward server, which purchases a paid item that is an item that a user can purchase through a cash payment from a payment server. Receiving a payment completion signal, which is a signal for notifying; Receiving identification information of a user who has purchased the paid item from the game server and information on accumulated paid item purchase amount information; Accumulating purchase amount information of a paid item corresponding to the received payment completion signal on the paid item purchase accumulated amount information; Determining whether the accumulated accumulated paid item purchase amount information of the user reaches a preset amount; And when it is determined that the accumulated accumulated paid item purchase amount information of the user reaches a predetermined amount, providing preset game item information to be paid to the user to the game server. do.

In the present invention, the providing of the reward item information is characterized in that it provides game money item information which is an item including a game money which is a virtual currency that can be acquired according to the game play.

In the present invention, the providing of the reward item information is characterized by providing experience value rising item information, which is an item of increasing the experience value for raising the level of the user character in the game by a predetermined value.

In the present invention, the providing of the reward item information may include: corresponding to the accumulated paid item purchase amount information when it is determined that the accumulated paid item purchase accumulated amount information of the user reaches a preset amount. Querying the type of the reward item.

In the present invention, after the determining, if the accumulated paid item purchase accumulated amount information is less than a predetermined amount, outputting the purchase amount information of the paid item to be purchased by the user up to the predetermined accumulated amount; It characterized in that it further comprises;

According to another aspect of the present invention, there is provided a compensation method according to a paid item purchase, in which a reward server purchases a paid item, which is an item that a user can purchase through cash payment, from a payment server. Receiving a payment completion signal, which is a signal for notifying; Receiving identification information of a user who purchased the paid item from a game server; Determining whether the paid item purchase amount of the user reaches a preset amount; And when it is determined that the accumulated accumulated paid item purchase amount information of the user reaches a predetermined amount, providing preset game item information to be paid to the user to the game server. do.

In the present invention, the providing of the reward item information is characterized in that it provides game money item information which is an item including a game money which is a virtual currency that can be acquired according to the game play.

In the present invention, the providing of the reward item information is characterized by providing experience value rising item information, which is an item of increasing the experience value for raising the level of the user character in the game by a predetermined value.

In the present invention, after the determining step, if it is determined that the paid item purchase amount has reached a predetermined amount, querying the type of the compensation item corresponding to the paid item purchase amount; It is characterized by.

Compensation server according to the paid item purchase according to an embodiment for solving the technical problem to be achieved by the present invention is a signal indicating that the user purchased the paid item, which is the item that the user can purchase through the cash payment from the payment server A cumulative module that accumulates purchase cumulative amount information of the pay item for the user based on the user information transmitted from a game server each time a payment completion signal is received; A reward information generation module associated with the purchase accumulation amount information of the paid item of the user, the reward information generation module being generated according to a game play and generating a reward item which is an item usable in the game; And receiving the identification information of the user who purchased the paid item from the game server and the previously stored paid item purchase accumulated amount information, and determining that the paid item purchased accumulated amount information of the user reaches a preset amount, And a control module for controlling to pay a preset reward item to the user through the game server.

In the present invention, the reward information generation module, a game money item that is an item including a game money which is a virtual currency that can be acquired according to the game play and an experience value for raising the level of the user character on the game. And generating an experience value rising item, which is an item rising by a predetermined value.

In the present invention, if it is determined that the accumulated paid item purchase accumulated amount information of the user has reached a preset amount, the control module is a type of the compensation item corresponding to the accumulated paid item purchase amount information. It is characterized by querying.

In the present invention, when the accumulated paid item purchase accumulated amount information is less than a predetermined amount, the control module outputs purchase amount information of the paid item to be purchased by the user up to the predetermined accumulated amount. It is done.

As described above, according to the present invention, the reward of the item or the game money can be compensated according to the degree of purchase of the paid item, which is the item that can be purchased through cash payment, to increase the user's interest in the game and the desire to purchase the paid item.

1 is a flowchart illustrating an operation of a compensation method according to a paid item purchase according to an embodiment of the present invention.
2 is a flowchart illustrating an operation of a reward item payment method of FIG. 1.
3 is a flowchart illustrating a method of outputting paid item information to be purchased in FIG. 1.
4 is a flowchart illustrating an operation of a compensation method according to a paid item purchase according to another embodiment of the present invention.
5 is a system diagram including a reward server according to a paid item purchase according to an embodiment of the present invention.
6 and 7 are diagrams illustrating an example displayed on a screen of a user terminal according to an embodiment of the present disclosure.

Hereinafter, with reference to the accompanying drawings, it will be described for the compensation method and server according to the purchase of the paid item according to each embodiment of the present invention.

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, the online game means game content that can be used by users by accessing the above-mentioned game server. Particularly, it means a game in which a plurality of users can simultaneously access and enjoy the game, and the level is raised through an act of acquiring experience while fostering a character by advancing a game. In addition, in order to facilitate the progress of the game on the game, it means a game that can purchase a variety of items.

In the online game of the present invention, various community systems can be used. For example, a guild of an online game, or a clan may be formed. The above concept means that users who use online games gather to form a group and organize a group. Depending on the number of users or the level of the characters of the users, each group can have a high reputation of a guild or a clan, so that various benefits within the game can be utilized. For example, if the guild or clan's reputation increases, the character's display on the game screen may change (e.g. the effect of changing the color of the displayed character's name), or to use items and villages in the game. You can enjoy the benefits of

In addition, a community system that can be used in online games is party play. The party play is a group in game play through requests, invitations, and acceptances among users, and the formed party members may use their own chat system, or a specific display for identifying party members on the game screen.

In addition, users who perform party play may distribute items to each other or share the result content obtained as a result of game play. The sharing method may also be set by each having a result content, or distributing at least a part of the result content to other characters.

In the present invention, the result content refers to all content that can be obtained by the characters of the play result users during the game play. For example, in the case of a shooting game, the experience content and cyber money that can be obtained at the end of a game may belong to the result content, and in the case of a sports game, the experience content and cyber money that can be obtained at the end of a game, etc. Can be In the case of role-playing games, the result content may be the experience gained from completing a specific quest or killing a monster, and reward cyber money.

In the online game, when the user's character acquires a specific result content, the resultant content belongs to all of the user's character. However, when belonging to a party play or a guild, a clan, or the like, at least a part of the obtained content may be distributed to characters of other users belonging to the party, the guild, the clan, and the like.

An item here refers to all the data that can help the progress of the game and can be understood as an item in a game in general. For example, in a role-playing game, an experience value obtained when a character on behalf of a user defeats a monster, an item that allows for more gain, an item that can change the appearance of the character, and the like correspond to the item in the present invention. can do.

1 is a flowchart illustrating an operation of a compensation method according to a paid item purchase according to an embodiment of the present invention.

Referring to FIG. 1, the reward server performs a step (S11) of receiving a payment completion signal, which is a signal indicating that a user purchases a paid item, which is an item that a user can purchase through cash payment, from a payment server.

The payment server is a server of a payment institution that collectively refers to a financial institution that pays when an item is purchased and a security authority for security authentication. That is, for example, when the game user wants to pay the credit card by installment guarantee for a certain period of time, the server includes a server of the credit card company and a server of a guarantee institution that issues a certificate to the credit card company.

In addition, depending on the sales conditions, payment can be made by a loan method based on an installment guarantee. In this case, it refers to a server built by a financial institution such as a bank company or a card company that is pre-arranged to provide installment financing.

In addition, when the mobile phone payment refers to the server of the mobile carrier of the corresponding carrier and the server of the assurance agency that issues a certificate to the mobile carrier that approves the mobile phone payment

The payment server is configured to process transactions in various ways such as cash payment, transfer, credit card, mobile phone payment, point payment in connection with a credit card company, a mobile carrier, or a financial institution. Processing information regarding the overall process or changes of the fee processing and other transactions in the online game may be stored through a fee database inside and outside the payment server. The fare database can also be integrated into the user information database according to the game's operating capacity.

As such, when the payment server receives a payment completion signal indicating that the user purchased and paid for the paid item, which is the item that the user can purchase through cash payment, the reward server identifies the user who purchased the paid item from the game server. And receiving previously stored paid item purchase cumulative amount information (S12).

The user information database linked with the game server stores user information that indicates the user, including the user's identification information and password, and the user's information, along with the accumulated information on the amount of money purchased by the user prior to the user's purchase. . Therefore, the reward server may receive user information and pre-stored cumulative amount of paid item purchase information from the game server.

Upon receiving user information and pre-stored paid item purchase accumulated amount information from the game server, the reward server accumulates purchase amount information of the paid item corresponding to the payment completion signal received in the paid item purchased accumulated amount information (S13). Perform.

Thereafter, the reward server determines whether the accumulated cumulative paid item purchase amount information of the user reaches a predetermined amount (S14).

As a result of the determination, when it is determined that the accumulated cumulative paid item information of the user has reached the preset amount, the reward server performs a step of paying the preset reward item to the user through the game server (S15).

Paying the preset reward item in the present invention means that the reward server provides a command for controlling the game server to pay the aforementioned reward item to the user's account determined to be a reward. Accordingly, when the reward server performs the step S15 of paying the reward item, the reward server information may be transmitted to the game server along with the user's account information, so that the game server may register the reward item in the user's account.

FIG. 6 illustrates a reward item that a reward server pays to a user through a game server when it is determined that the accumulated cumulative paid item purchase amount information of the user reaches a preset amount. In this case, the reward item is a game money item that is an item including a game money, which is a virtual currency that can be acquired according to game play, or an experience value that increases an experience value that can raise the level of a user character in a game by a predetermined value. A rising item or the like. The reward server may provide the user terminal with at least one reward item through the game server to allow the user to select.

2 is a flowchart illustrating an operation of a reward item payment method of FIG. 1. In the following description, the description of the parts overlapping with those of FIG. 1 will be omitted.

Referring to FIG. 2, when it is determined that accumulated cumulative paid item purchase amount information of the user reaches a preset amount, the reward server searches for the type of reward item corresponding to the accumulated paid item purchase amount information ( S21) is performed.

As described above, the reward item may be a game money item or an experience rising item, or an item that allows a character on behalf of the user to gain more experience when the monster takes over the monster, or an item that can change the appearance of the character. There may be several kinds of items available in the game. In the present invention, for convenience of description, the types of items are limited to game money items and experience value raising items.

When the inquiry of the type of the reward item corresponding to the accumulated amount is completed, the reward server performs a step (S22) of paying any one of the game money item and the experience value increasing item to the user terminal through the game server.

Here, the reward item to be paid may be set differently according to the accumulated amount. If the accumulated amount is A, the reward server may reward the preset game money item, and if the accumulated amount is B, the reward server Pre-experienced items can be rewarded.

3 is a flowchart illustrating a method of outputting paid item information to be purchased in FIG. 1. In the following description, the description of the parts that are the same as those in FIG. 1 and FIG. 2 will be omitted.

Referring to FIG. 3, the reward server performs a step S31 of determining that the accumulated cumulative paid item purchase amount information of the user has reached a preset amount.

As a result of the determination, when the accumulated paid item purchase cumulative amount information is less than the predetermined amount, step S32 of outputting purchase amount information of the paid item to be purchased by the user up to the predetermined accumulated amount is performed.

FIG. 6 shows the contents of the purchase amount information of the paid item to be purchased by the user up to the preset cumulative amount, and when the user purchases the paid item up to the preset cumulative amount, the reward icon to be compensated is displayed together. Increase the user's motivation to purchase paid items.

4 is a flowchart illustrating an operation of a compensation method according to a paid item purchase according to another embodiment of the present invention. In the following description, the description of the parts which are the same as those in the description of Figs. 1 to 3 will be omitted.

The reward method according to the paid item purchase shown in FIG. 1 accumulates the paid item amount purchased by the user and pays the reward item when a predetermined amount is reached, whereas the reward method according to the paid item purchase shown in FIG. The difference is that reward items are paid for each paid item purchase.

Referring to FIG. 4, the reward server performs a step (S41) of receiving a payment completion signal, which is a signal indicating that a user purchased a paid item, which is an item that the user can purchase through cash payment, from the payment server.

As such, when the payment server receives a payment completion signal indicating that the user purchased and paid for the paid item, which is the item that the user can purchase through cash payment, the reward server identifies the user who purchased the paid item from the game server. Receive step (S42).

Thereafter, the reward server determines whether the paid item purchase amount of the user has reached the predetermined amount (S43).

If it is determined that the paid item purchase amount of the user has reached the preset amount, the reward server performs a step of paying the preset reward item to the user through the game server (S44).

Through this process, rewards for items or game money can be raised according to the degree of purchase of paid items, which are items that can be purchased through cash payment, to increase the user's interest in games and the desire to purchase paid items.

In addition, since the reward item is paid in real time, the reward item payment is applied even when the user is not logged in to the game server, thereby providing convenience to the user.

5 is a system diagram including a reward server according to a paid item purchase according to an embodiment of the present invention.

Referring to FIG. 5, a system diagram including a reward server according to a paid item purchase includes a user terminal 10, a payment server 20, a game server 30, a user information database 40, and a reward server 50. These components may be wired or wirelessly connected to each other.

The payment server 20 is a server of a payment institution that collectively refers to a financial institution that pays when purchasing an item and a security authority for security authentication. That is, for example, when the game user wants to pay the credit card by installment guarantee for a certain period of time, the server includes a server of the credit card company and a server of a guarantee institution that issues a certificate to the credit card company. The payment server is configured to process transactions in various ways such as cash payment, transfer, credit card, mobile phone payment, point payment in connection with a credit card company, a mobile carrier, or a financial institution. Processing information regarding the overall process or changes of the fee processing and other transactions in the online game may be stored through a fee database inside and outside the payment server. The fee database may also be integrated into the user information database 50 according to the game operating capacity.

The game server 40 provides contents related to the game to the user terminal 10 connected to the game, and provides items that can be acquired and used in the game according to the game play. The items may be paid items to be paid in cash or may be free items that can be obtained free of charge.

The user information database 40 stores the accumulated paid item purchase amount information of the user together with the user information including the identification information and the password of the user.

The compensation server 50 may include an accumulation module 51, a compensation information generation module 52, and a control module 53.

The cumulative module 51 is transmitted from the game server 30 whenever the payment server 20 receives a payment completion signal, which is a signal indicating that the user purchased and paid for a paid item, which is an item that the user can purchase through cash payment. Accumulated amount of purchase information of the paid item for the user is accumulated based on user information.

The reward information generation module 52 generates reward items that are items that can be acquired in accordance with game play and used in the game, in relation to the accumulated information on purchase amount of the paid item of the user.

The reward information generation module 52 increases a game money item, which is an item including a game money, which is a virtual currency that can be acquired according to game play, and an experience value that can raise the level of a user character in a game by a predetermined value. An item that increases the experience value can be generated.

The control module 53 receives the identification information of the user who purchased the paid item from the game server 30 and the previously stored paid item purchase cumulative amount information, and the cumulative amount of the paid item purchase amount information of the user has reached the preset amount. If it is determined, the game server 30 controls to pay the preset reward item to the user.

When the control module 53 determines that the accumulated paid item purchase accumulated amount information of the user reaches a preset amount, the control module 53 inquires the type of the reward item corresponding to the accumulated paid item purchase amount information to check the game money item and Pay out any one of the items of EXP increase.

If the accumulated paid item purchase accumulated amount information is less than the preset amount, the control module 53 outputs purchase amount information of the paid item to be purchased by the user up to the preset accumulated amount.

The compensation method according to the purchase of a paid item according to the embodiment of the present invention described above is executed by an application basically installed in the terminal (which may include a program included in a platform or an operating system basically mounted 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 above-described compensation method according to the purchase of the paid item according to the embodiment of the present invention is implemented as an application (that is, a program) that is basically installed in a terminal or directly installed by a 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 compensation method according to the purchase of the paid item according to each embodiment of the present invention, the above-described program is encoded in a computer language such as C, C ++, JAVA, or machine language, which 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 reward method for purchasing a paid item 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.

A computer capable of reading a recording medium recording an application, which is a program for executing a reward method for purchasing a paid item according to an embodiment of the present invention, may be a smart phone or a tablet PC as well as a general PC such as a general desktop or a laptop. 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 compensation method according to a paid item purchase 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 can be stored in a computer-readable storage medium, readable and executed by a computer, thereby realizing an embodiment 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 foregoing description is merely illustrative of the technical idea of the present invention, and various changes and modifications may be made by those skilled in the art 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 protection scope of the present invention should be interpreted by the following claims, and all technical ideas within the equivalent scope should be interpreted as being included in the scope of the present invention.

Claims (15)

Reward server,
Receiving a payment completion signal from the payment server, the signal indicating that the user purchased and paid for a paid item, which is an item that the user can purchase through cash payment;
Receiving identification information of a user who has purchased the paid item from the game server and information on accumulated paid item purchase amount information;
Accumulating purchase amount information of a paid item corresponding to the received payment completion signal on the paid item purchase accumulated amount information;
Determining whether the accumulated accumulated paid item purchase amount information of the user reaches a preset amount; And
And if it is determined that the accumulated accumulated paid item purchase amount information of the user reaches a preset amount, providing preset game item information to be paid to the user to the game server. Reward method for paid item purchase.
The method of claim 1,
Providing the reward item information,
The reward method according to the paid item purchase, characterized in that for providing information about the game money item, which is an item including a game money which is a virtual currency that can be obtained according to the game play.
The method of claim 1,
Providing the reward item information,
The reward method according to the paid item purchase, characterized in that for providing an experience value rising item information that is an item to increase the experience value to increase the level of the user character in the game by a predetermined value.
The method of claim 1,
Providing the reward item information,
If it is determined that the accumulated paid item purchase accumulated amount information of the user has reached a preset amount, inquiring a kind of the compensation item corresponding to the accumulated paid item purchase amount information; Reward method according to the pay item purchase characterized in that.
The method of claim 1,
After the determining step,
If the accumulated paid item purchase accumulated amount information is less than a predetermined amount, outputting purchase amount information of the paid item to be purchased by the user up to the predetermined accumulated amount; the paid item further comprising: How to compensate for your purchase.
Reward server,
Receiving a payment completion signal from the payment server, the signal indicating that the user purchased and paid for a paid item, which is an item that the user can purchase through cash payment;
Receiving identification information of a user who purchased the paid item from a game server;
Determining whether the paid item purchase amount of the user reaches a preset amount; And
And if it is determined that the accumulated accumulated paid item purchase amount information of the user reaches a preset amount, providing preset game item information to be paid to the user to the game server. Reward method for paid item purchase.
The method according to claim 6,
Providing the reward item information,
The reward method according to the paid item purchase, characterized in that for providing game money item information that is an item including a game money that is a virtual currency that can be obtained according to the game play.
The method according to claim 6,
Providing the reward item information,
The reward method according to the paid item purchase, characterized in that for providing an experience value rising item information that is an item to increase the experience value to increase the level of the user character in the game by a predetermined value.
The method according to claim 6,
After the determining step,
If it is determined that the paid item purchase amount reaches a preset amount, inquiring a type of the reward item corresponding to the paid item purchase amount; the compensation method according to the paid item purchase further comprising: .
The payment for the user based on the user information transmitted from the game server each time a payment completion signal, which is a signal indicating that the user purchased and paid for the paid item, which is the item that the user can purchase through cash payment, is received from the payment server A cumulative module that accumulates purchase cumulative amount information of the item;
A reward information generation module associated with the purchase accumulation amount information of the paid item of the user, the reward information generation module being generated according to a game play and generating a reward item which is an item usable in the game; And
When the identification information of the user who purchased the paid item and the pre-stored accumulated item amount information of the paid item are received from the game server, and it is determined that the accumulated amount information of the paid item purchase of the user reaches a preset amount, And a control module for controlling to pay a preset reward item to the user through a game server.
The method of claim 10,
The compensation information generation module,
A game money item that is an item including a game money that is a virtual currency that can be acquired according to the game play, and an experience value rising item that is an item that increases an experience value for raising a level of a user character in the game by a predetermined value. Reward server according to the paid item purchase, characterized in that the generation.
The method of claim 10,
The control module includes:
When it is determined that the cumulative paid item purchase cumulative amount information of the user reaches a preset amount, the type of the reward item corresponding to the accumulated pay item purchase amount information is inquired. Compensation server according to.
The method of claim 10,
The control module includes:
And if the accumulated paid item purchase accumulated amount information is less than a predetermined amount, outputting the purchase amount information of the paid item to be purchased by the user up to the preset accumulated amount.
Receiving a payment completion signal from the payment server, the signal indicating that the user purchased and paid for a paid item, which is an item that the user can purchase through cash payment;
Receiving identification information of a user who has purchased the paid item from the game server and information on accumulated paid item purchase amount information;
Accumulating purchase amount information of a paid item corresponding to the received payment completion signal on the paid item purchase accumulated amount information;
Determining whether the accumulated accumulated paid item purchase amount information of the user reaches a preset amount; And
And if it is determined that the accumulated accumulated paid item purchase amount information of the user reaches a preset amount, providing preset game item information to be paid to the user to the game server. A computer-readable recording medium having recorded thereon a program for implementing a reward method for purchasing a paid item.
Reward server,
Receiving a payment completion signal from the payment server, the signal indicating that the user purchased and paid for a paid item, which is an item that the user can purchase through cash payment;
Receiving identification information of a user who purchased the paid item from a game server;
Determining whether the paid item purchase amount of the user reaches a preset amount; And
And if it is determined that the accumulated accumulated paid item purchase amount information of the user reaches a preset amount, providing preset game item information to be paid to the user to the game server. A computer-readable recording medium having recorded thereon a program for implementing a reward method for purchasing a paid item.
KR1020120026185A 2012-03-14 2012-03-14 Method and server for compensattion according to buying charged-item KR20130104574A (en)

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Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR101472708B1 (en) * 2014-04-25 2014-12-26 김강욱 Method and system for compensating in online game
WO2015125988A1 (en) * 2014-02-21 2015-08-27 유충길 Method and device for providing personalized event
KR20180017532A (en) * 2016-08-09 2018-02-21 주식회사 넥슨코리아 Method and device for providing item
KR20190027200A (en) * 2017-09-06 2019-03-14 주식회사 넥슨코리아 Method, apparatus and computer program for providing deferred-paid items
KR20190029553A (en) * 2017-08-21 2019-03-20 주식회사 넥슨코리아 Method and apparatus for providing content
CN113051612A (en) * 2021-03-15 2021-06-29 深圳市腾讯网域计算机网络有限公司 Consumption account classification method and device, computer equipment and storage medium
KR20220012385A (en) * 2019-03-12 2022-02-03 주식회사 넥슨코리아 Method and apparatus for providing content
CN114862432A (en) * 2021-02-04 2022-08-05 武汉斗鱼鱼乐网络科技有限公司 Target user determination method and device, electronic equipment and storage medium

Cited By (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2015125988A1 (en) * 2014-02-21 2015-08-27 유충길 Method and device for providing personalized event
KR101472708B1 (en) * 2014-04-25 2014-12-26 김강욱 Method and system for compensating in online game
KR20180017532A (en) * 2016-08-09 2018-02-21 주식회사 넥슨코리아 Method and device for providing item
KR20190029553A (en) * 2017-08-21 2019-03-20 주식회사 넥슨코리아 Method and apparatus for providing content
KR20190027200A (en) * 2017-09-06 2019-03-14 주식회사 넥슨코리아 Method, apparatus and computer program for providing deferred-paid items
KR20220012385A (en) * 2019-03-12 2022-02-03 주식회사 넥슨코리아 Method and apparatus for providing content
CN114862432A (en) * 2021-02-04 2022-08-05 武汉斗鱼鱼乐网络科技有限公司 Target user determination method and device, electronic equipment and storage medium
CN113051612A (en) * 2021-03-15 2021-06-29 深圳市腾讯网域计算机网络有限公司 Consumption account classification method and device, computer equipment and storage medium
CN113051612B (en) * 2021-03-15 2023-10-27 深圳市腾讯网域计算机网络有限公司 Consumer account classification method, apparatus, computer device and storage medium

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