KR20160139903A - Method and System for management of game conference participation on online - Google Patents

Method and System for management of game conference participation on online Download PDF

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Publication number
KR20160139903A
KR20160139903A KR1020150075801A KR20150075801A KR20160139903A KR 20160139903 A KR20160139903 A KR 20160139903A KR 1020150075801 A KR1020150075801 A KR 1020150075801A KR 20150075801 A KR20150075801 A KR 20150075801A KR 20160139903 A KR20160139903 A KR 20160139903A
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game
participation
user
server
client
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KR1020150075801A
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Korean (ko)
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설성묵
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주식회사 성묵
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    • 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 method, wherein a first client installed in a computer manages game competition participation of a user. The method includes: a victory or defeat information obtaining step of obtaining information about a victory or defeat status of the user for a certain game from a second client which performs the certain game by communicating with a second server which services the certain game; and a victory or defeat information providing step of providing the information about the victory or defeat status to a first server.

Description

TECHNICAL FIELD [0001] The present invention relates to a method and system for managing game participation in an online game,

The present invention relates to a game participation management method and system for online game participation.

As the Internet has become popular and multi-communication between servers and clients has become possible, the server-client relationship online game market has been steadily growing. As a result, there have been a lot of people who are interested in this, as various game competitions are held and new jobs such as professional gamers are created.

Online game contests have been held around cable TV gaming channels, which can be helpful for game users as well as online game producers and distributors if the organizers of the game contest are diversified and expanded.

In the online game tournament, a variety of games provided by various game providers are gathered to open a game tournament. The server / clients for each game and the server / client for the online game tournament communicate with each other in a promised manner If not guaranteed, problems can arise in the process of specifying winners and losers for a particular game in a game competition.

In order to solve the above-described problems, the present invention provides a technique for acquiring information on the outcome of a contestant participating in a game contest, in which a game contest client communicating with a game contest server, which is unrelated to the game server, .

According to an aspect of the present invention, there is provided a method of managing participation in a game contest by a first client installed in a computer, the method comprising: communicating with a second server serving a specific game, 2) obtaining information on whether or not the user wins or loses against the specific game from the client; And providing information on whether or not to win or lose to the first server.

At this time, in the winning / losing information acquiring step, the first client receives information on the win or loss from the second client, or the first client intercepts the information provided by the second client to the user, It may be arranged to acquire information on whether or not to win or lose.

At this time, the interception may be performed by monitoring information on a screen provided to the user by the second client according to a predetermined rule.

At this time, in the step of acquiring the winning / losing information, when a specific signal is inputted through the user input interface of the computer during the progress of the specific game, the first client transmits the screen to the user, And acquiring information about the information.

At this time, the user input interface may be an input device that is only recognized by the first client.

At this time, the process for obtaining the winning / losing information may be completed after obtaining information on the winning / losing.

At this time, before the step of acquiring the victory / defeat information, the step of confirming participation determination indication signal for the specific game of the game participants including the user participating in the conference session opened in the first server for the specific game can do.

At this time, the process for the winning / losing information acquiring step may be started after the participation pseudo display confirming signal is confirmed.

At this time, the first server may be configured to determine the amount of points provided to the user based on the information on whether or not to win or lose.

In this case, the method may further include transmitting the Olympic participation right of the user to the first server before the winning / losing information obtaining step, wherein the first server is provided for the user based on the information on the win / And to determine the amount of Olympic participation.

The step of requesting a third client or a third server installed in the computer to change the point held by the user to mileage for the user managed by the third server after the step of providing the winning / .

According to another aspect of the present invention, there is provided a method of managing participation in a game contest, the method comprising: transmitting an Olympic participation right of the user to an Olympic server; Confirming participation determination indication signals for the specific game by game participants including the user participating in a conference session established in the Olympic server for a specific game; Obtaining information on whether or not the user wins or loses with respect to the specific game from a game client performing the specific game by communicating with the game server serving the specific game; And providing information on the win or loss to the Olympic server in order to receive a point and an Olympic participation ticket provided for the user based on information on whether or not the user has won or lost for the particular game have.

According to another aspect of the present invention, there is provided a method of managing participation of a game by a user installed in an Olympic client installed in a computer, the method comprising: during a specific game, A screen information receiving step of receiving screen information of the specific game by communication; And a win / loss information acquiring step of acquiring information on whether or not to win the specific game from the screen information.

The method may further include a game start determination step of confirming an initiation decision of the game participant participating in a conference session opened in the Olympic server for the specific game before the screen information receiving step.

The method may further include transmitting the Olympic participation right to the Olympic server before the game start determination step. At this time, the Olympic server judges whether or not the Olympic participation right is a valid participation right. And granting the user a right to participate in the specific game if it is determined that the Olympic attendance ticket is a valid participation ticket.

At this time, the screen information may include start time, end time, and win / loss information of the specific game.

According to the present invention, it is possible to provide a technique of acquiring information on the outcome of a contestant participating in a game contest using a game contest client communicating with a game contest server on-line, and compensating the result according to the result of the contest.

1 is a view for explaining a game competition participation management system according to an embodiment of the present invention.
FIG. 2 is a flowchart for explaining a game competition participation management method performed in the game competition participation management system according to the embodiment of the present invention shown in FIG. 1;
FIG. 3 is a flowchart illustrating a game competition participation management method according to another embodiment of the present invention.
FIG. 4 is a flowchart illustrating a game competition participation management method according to another embodiment of the present invention.

Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. However, the present invention is not limited to the embodiments described herein, but may be implemented in various other forms. The terminology used herein is for the purpose of understanding the embodiments and is not intended to limit the scope of the present invention. Also, the singular forms as used below include plural forms unless the phrases expressly have the opposite meaning.

≪ Embodiment 1 >

FIG. 1 is a diagram for explaining a game competition participation management system 100 according to an embodiment of the present invention.

A plurality of clients may be installed in the user's computer 10. For example, as shown in FIG. 1, a first client 140, a second client 150, and a third client 160 may be installed in a computer 10 of a user. The user's computer 10 may be, for example, a customer's computer installed in a PC room.

The first client 140 may be application software that allows the user to access the first server 110 and participate in a game tournament. At this time, the first server 110 provides a space for communication of users wishing to participate in a game of a specific game (for example, an online soccer game X provided by Company A) in the game competition And may be a server adapted to manage participation of the users in the game competition. At this time, the first client 140 obtains screen information of the game, for example, while the game is in progress, and detects whether the users win or lose to thereby provide the user with basic data for paying differential compensation depending on whether the game is won or lost .

At this time, the database of the first server 110 may store identification information of the users, information on the amount (number) of participation of the users in the game competition (= Olympic participation rights), and the like.

Herein, the first client 140 may be referred to as 'Olympic client', 'Olympic web client', 'Olympic web browser', or 'game tournament client' May be referred to, for example, as the term 'Olympic server', 'Olympic web server', or 'game competition server'.

The first client 140 may be implemented using a web-browser installed in the computer 10, or may be implemented using a dedicated application program. When the first client 140 is implemented using a web-browser, the first server 110 may include a web-server for exchanging information with the first client 140. If the first client 140 is implemented using a dedicated application program, the first server 110 is provided with a dedicated server program for opening a port for exchanging information with the first client 140 .

The second client 150 may access the second server 120 serving the specific game in a specific game using a client-server system structure so that the user can access the specific game Or the like. That is, it may be a game program installed on the user's computer 10 for the user to play the game. The second client 150 may be implemented using a web browser installed in the computer 10, or may be implemented using a dedicated application program. Here, the second client 150 may be referred to herein as a 'game client', for example. And the second server 120 may be referred to, for example, as a 'game server'.

The third client 160 may be an application program adapted to interact with the third server 130, which is configured to manage the usage status of the user's computer 10. [ Herein, for example, the third client 160 may be referred to as a 'computer management client', and the third server 130 may be referred to as a 'computer management server'. In this case, for example, the computer management client may be an application program installed in the client computer 10 provided in the PC room, and the computer management server adapted to interact with the computer management client, When using a computer, it may be designed to manage the use time of the computer, the fee for use, and the like. The third client 160 may be implemented using a web browser installed in the computer 10, or may be implemented using a dedicated application program.

Any two or more of the first server 110, the second server 120, and the third server 130 may be provided integrally in one physical computing device. For example, if the first server 110 and the third server 130 are the same, the first server 110 and the third server 130 may be integrated in the same physical computing device.

FIG. 2 is a flowchart for explaining a game competition participation management method performed in the game competition participation management system 100 according to an embodiment of the present invention shown in FIG.

The game competition participation management method according to an embodiment of the present invention is performed by the first client 140 installed in the computer 10 of the user. As shown in FIG. 2, steps S11 to S S15). ≪ / RTI >

In step S11, the first client 140 may be configured to transmit to the first server 110 an Olympic participation fee, i.e., a game competition participation fee, which the user can use. At this time, the Olympic participation ticket may be sold through the first client 140 or provided free of charge through an event. At this time, the Olympic participation ticket can be implemented in various forms such as a charge card, a paper coupon, and a mobile coupon. For example, a user who has been given a participation ticket in the form of a paper coupon or a web / mobile coupon can register / log in a game competition club managed by the first server 110 through the first client 140, By entering the number, the right to use the Olympic participation can be obtained. Olympic participation rights may be provided in the form of one game contest per round or in the form of one game contest per A point as a concept of the Olympic points of entry.

In step S12, the first client 140 receives participation of the game participants including the user participating in a conference session (ex: chat room) opened in the first server 110 for the specific game And to confirm the pseudo display confirmation signal.

At this time, the conference session opened in the first server 110 may be implemented in the form of, for example, an online chat room. For example, when the user sets a game name, a chat room title, a password, etc. in the first client 140 to open a chat room having a nameplate of 'Chat Room # 1' or participate in the already existing 'Chat Room # 1' . At this time, when other game participants who are connected to the first server 110 enter the chat room # 1, all the game participants including the user can determine the rules of the game, matters for proceeding, and the like.

At this time, the participation intention display determination signal may be a signal generated by the game participants participating in the conference session selecting a specific button or a specific icon through a user input interface connected to the computer.

At this time, the specific icon may be an icon existing on the screen provided by the first server 110 and the first client 140 to the user.

As another example, the specific button may be a user input device that is not under the control of the second client 150, i.e., a user input device that is only intended for the first client 140 to recognize. For example, the participant pseudo display determination signal can be confirmed by pressing the special button connected to the game participant in the conference session via the USB of his computer.

After the game participants have generated all the participation indication signals in the conference session, each game participant can individually access the second server 120 through the second client and manually start the game to proceed . Alternatively, if the game participant has generated all the determination signals of participation intention in the conference session, the first client 140 may configure the second client 150 so that the second client 150 can be automatically executed in the computer used by each game participant. That is, participation of the game to proceed may be started manually or automatically.

In step S13, the first client 140 can acquire information on whether or not the user wins or loses the game from the second client 150 performing the game. At this time, the process for the step S13 may be started after the participation pseudo display determination signal is confirmed according to the step S12.

At this time, the step of acquiring the information on whether or not the win or loss is received may include a first acquisition method in which the first client 140 receives information on the win or loss from the second client 150, Information about whether or not to win or lose is obtained through any one of the second acquisition methods for acquiring information on the win or loss by intercepting the user information provided to the user and the screen information of the game, . ≪ / RTI > In this case, the first acquisition method may be performed only when the first client 140 knows the rules of signals transmitted and received between the second client 150 and the second server 120, but the second acquisition method may not Do. At this time, the information provided by the second client 150 to the user may be, for example, information on the screen provided by the second client 150. [ At this time, in the second method, the interception may be performed by monitoring the information about the screen provided by the second client 150 according to a predetermined rule. Here, the information on the screen may include, for example, information indicating the start of the game and information indicating the end, information on the winner and loser of the game, the score of each participant of the game, and the like.

In addition, the step of acquiring the information on whether or not the win or loss is performed may be such that, at the moment when a specific signal is input through the user input interface of the computer 10, And acquiring the information. For example, the specific signal may be a signal that is output when the 'PrintScreen' button of the keyboard connected to the computer 10 is pressed. Normally, when the 'PrintScreen' button is clicked, the content of the screen is captured and stored in the memory of the computer. In an embodiment of the present invention, however, the first client 140 performs the step of obtaining information on the win or loss The first client 140 may automatically store the screen information obtained at the time the button is pressed when the button is pressed. The first client 140 may have a function for performing such a function.

There are a variety of special keys available on recently provided keyboards, and one of these special keys can be used instead of the 'PrintScreen' button. Or a different type of user input device exclusively provided through a user interface such as a USB port of a computer may be used instead of the 'PrintScreen' button.

As in step S13, the process of acquiring information on whether or not the user wins or loses may be completed after acquiring information on whether or not to win or lose.

On the other hand, the winner and loser participating in the specific game may directly input information on the win or loss through the first client 140 and provide the information. The information on whether or not the winner and the loser provided directly by the victor and the loser are combined and used together with the win / loss related information automatically acquired by the first client 140 through the first or second acquisition method .

In step S14, the first client 140 may provide the first server 110 with information on whether or not to win.

At this time, the first server 110 may be configured to determine the number (amount) and / or the amount of points of the Olympic participation rights provided to the user based on the information on the win or loss. For example, if the user wins the game, the first server 110 may award the user an Olympic participation prize and may decide to award the user a predetermined victory celebration point, e.g., 300 points have. Alternatively, if the user is defeated in the game, the first server 110 subtracts the number of the user's Olympic participation rights by one by exhausting the Olympic participation rights the user provided for joining the defeated game, The user may decide to pay a point, e.g., 100 points, on a predetermined defeat.

That is, the first server 110 may adjust the number of the Olympic participation rights of the user according to a game result of a specific user. In addition, the first server 110 may provide a predetermined point to a specific user. The point may be a point that can be used in an online shopping mall provided by the first server 110 or an online shopping mall associated with the first server 110. [

At this time, the point may be, for example, cyber money, and the user may use the point to transmit the game information through the item purchase website provided by the server associated with the first server 110 or the first server 110, You can buy a variety of items, such as the items you need, or exchange them for a bonus gift.

In step S15, the first client 140 informs the third client 160 or the third server 130 installed in the computer 10 of the point held by the user in the third server 130 itself As the managed mileage, to switch to the mileage for the user. Alternatively, the first client 140 may send a third client 160 or a third server 130 installed in the computer 10 to the third server 130, For example, a charge for use per hour). Or the first client 140 may send a message to the third client 160 or the third server 130 installed in the computer 10 so that the food product to be provided to the user in the PC room managed by the third server 130 Of the purchase price.

≪ Embodiment 2 >

Hereinafter, a game competition participation management method according to another embodiment of the present invention will be described with reference to FIG.

FIG. 3 is a flowchart illustrating a game competition participation management method according to another embodiment of the present invention.

The game competition participation management method according to another embodiment of the present invention can be implemented by performing steps S21 to S29 (i.e., step S100) as shown in FIG.

In step S21, a user wishing to participate in the game tournament may log in to the Olympic server 110. [

In step S22, the Olympic client 140 may be configured to transmit the Olympic participation right of the user to the Olympic server 110. [

At this time, the Olympic server 110 can confirm whether or not the user's participation in the Olympic Games is valid. At this time, if it is determined that the Olympic participation ticket is a valid participation ticket, the user can be given permission to participate in the game competition. At this time, if it is determined that the Olympic participation right is an invalid participation right, the user may not be authorized to participate in the game tournament. At this time, the criterion for determining whether or not the Olympic participation ticket is valid may be determined based on, for example, the available valid period of the Olympic participation ticket, the type of game, and the like.

In step S23, the Olympic client 140 can confirm the initiation decision of the game participants, including the user participating in the conference session established in the Olympic server 110, with respect to the game. The Olympic client 140 can confirm the user input of other users through the Olympic server 110 through the other Olympic clients connected through the Olympic server 110. [ At this time, in the conference session, all the game participants including the user can determine, for example, rules and progress of the game game. At this time, the user may directly participate in the conference session through the Olympic client 140, or may participate in a meeting already held by any one of the game participants other than the user It is possible.

At this time, the start determination for the game game is performed by all the game participants participating in the conference session either by pressing the specific button connected to the computer on the conference session, or by selecting a specific icon on the conference session screen .

After the start determination for the game is confirmed according to step S23, participation in the game game served by the game server 120 may be started through the game client 150 in step S24 . At this time, the Olympic client may be programmed to automatically start the game game through the game client 150 when an event that all the game participants participating in the conference session click on the specific button is confirmed. Alternatively, all the game participants including the user may directly start the game game on the game client 150 installed in the computer used by the game participant.

At this time, the game game is started according to step S24, and the 'game game surveillance process' may be started in the Olympic client 140 (S25). At this time, the game competition monitoring process may be performed from the time when the game game starts to the time after the game ends. At this time, while the game competition process is being performed, the Olympic client 140 may be configured to acquire information on the screen of the game competition. At this time, the method of acquiring the information on the screen can be obtained by any one of the first acquisition method and the second acquisition method described above with reference to FIG.

In the case of using the second acquisition method, the Olympic client 140 may terminate the 'game competition process' after acquiring information on the game competition screen (S27). In step S28, the Olympic client 140 may obtain information on whether or not the user wins or loses based on the information on the screen.

When the first acquisition method is used, the Olympic client 140 can automatically acquire information on whether the user wins or loses in the game.

In step S29, the Olympic client 140 may provide the Olympic server 110 with information on whether or not to win.

≪ Third Embodiment >

Hereinafter, a game participation management method according to another embodiment of the present invention will be described with reference to FIG.

FIG. 4 is a flowchart illustrating a game competition participation management method according to another embodiment of the present invention.

The game operation method according to another embodiment of the present invention can be implemented by performing steps S41 to S48 and S100 as shown in FIG.

In step S41, the user can log in to the computer management server 130 via the computer # 1 management client 160 to use the computer room # 1 of the PC room.

At this time, from the moment the user logs in to the computer management server 130, the usage time and the usage fee of the computer # 1 may start to accumulate (S42).

At this time, the user can purchase the Olympic participation right through the computer # 1 management client 160 to participate in the game tournament (S43). This step S43 may be omitted.

At this time, for example, the proprietor of the PC room may purchase the participation ticket of the game contest at the head office of the PC room company and sell it to the PC room customers (that is, the applicant of the game contest) or provide it free of charge through the event. For example, PC retailers can sell 'PC 1 hour license + game contest entitlement package', 'food and beverage purchase + game contest entitlement package', 'PC 5-hour game contest entitlement', 'food and beverage 1 , "Offer of participation in game contest at the purchase of 10,000 won", etc., and the PC room mileage may be provided through the exchange of participation in the game contest.

At this time, for example, the user may purchase the Olympic participation ticket by directly paying in cash through the computer management server 130 or the Olympic server 110. Alternatively, it may be purchased through a method of payment by postpayment together with the fee for use of the computer # 1 through the computer management client 160. That is, for example, the computer # 1 client 160 may have a function of 'purchase an Olympic participation ticket', and when the user selects the 'purchase of Olympic participation ticket' function, The amount of the Olympic participation fee may be accumulated in addition to the fee for use.

Next, as the step S100 described in FIG. 3 is performed, the Olympic client 140 can acquire information on whether or not the user wins or loses.

If the user desires to switch the points managed by the Olympic server 110 to mileage managed by the computer management server 130 in step S44, the Olympic client 140 transmits the mileage managed by the computer # 1 management client 160 ) To switch the point to mileage (S44). The computer # 1 management client 160 receiving the request from the Olympic client 140 may request the computer management server 130 to convert the user's point to the mileage. Alternatively, the Olympic client 150 may make the request directly to the computer management server 130. At this time, instead of the mileage, the user may request to convert the points into the above-mentioned PC room charge (for example, a fee for use per hour) or a purchase price of the food product.

After the user's point managed by the Olympic server 110 is switched to mileage managed by the computer management server 130 by the computer management server 130, the user can log out to the computer management server 130 (S46).

Accordingly, the computer # 1 client 160 can terminate the accumulation of the usage time and the usage fee of the computer # 1 (S47).

In step S48, if the user desires to use the mileage to pay the fee for the computer # 1, the computer # 1 management client 160 may request the computer management server 130 to deduct the mileage have.

In one embodiment of the present invention, the first server 110 may execute various steps for operating the game tournament. The game competition may be performed including a process of setting rules such as recruiting participants, selecting game items, creating a competition table, and seeding. It may also provide the ability to set the game method to cover the winner. For example, it is possible to provide a function of setting various conditions regarding whether to play tournament style as a game style or to introduce a loser play style. Such a set of configuration functions may be manually available for the operational diagnosis of operating the first server 110. If the operator who operates the third server (computer management server) 130 is included in the operation diagnosis, the PC owner managing the third server (computer management server) 130 may receive various setting information of the game tournament It can also be adjusted.

According to the present invention, game contestants can enjoy a game with more urgency due to a competition game through simple contest type convention service in a tired traditional game, and can give new fun to a game, You can get a reward if you win. In addition, as a PC retailer, it can maximize sales by attracting customers and maintaining regular customers by using PC rooms, food and beverage sales, and game contests. In addition, it is possible to generate profit from the head office of the PC room company. In addition, a community can be formed between a PC user, game contestant, or game contestant participant, thereby enhancing the community tie between the PC community week.

It will be apparent to those skilled in the art that various modifications and variations can be made in the present invention without departing from the essential characteristics thereof. The contents of each claim in the claims may be combined with other claims without departing from the scope of the claims.

Claims (16)

A method for a first client installed in a computer to manage participation of a user in a game competition,
Acquiring information on whether or not the user wins or loses with respect to the specific game from a second client performing the specific game by communicating with a second server serving a specific game; And
Providing information on the win or loss to the first server,
/ RTI >
How to manage game contest participation.
The method according to claim 1,
Wherein the winning /
Wherein the first client receives information on the win or loss from the second client, or
Wherein the first client is adapted to acquire information on the win or loss by intercepting information provided by the second client to the user,
How to manage game contest participation.
The method according to claim 1, wherein the first client is provided using a web browser installed in the computer or a separate application program. The method according to claim 1, wherein the winning /
The first client acquiring information about a screen provided by the second client to the user at the moment when a specific signal is inputted through the user input interface of the computer during the progress of the specific game ,
How to manage game contest participation.
5. The method of claim 4, wherein the user input interface is an input device that is only intended for the first client to recognize. 2. The method according to claim 1, wherein the process for obtaining the win / loss information is to end after obtaining information on the win / loss. The method according to claim 1,
Before the winning / losing information acquiring step,
Confirming a participation determination indication signal for the specific game of game participants including the user participating in a conference session opened in the first server for the specific game
≪ / RTI >
How to manage game contest participation.
8. The method according to claim 7, wherein the process for acquiring the winning / losing information starts after the confirming signal for confirming participation is confirmed. The method according to claim 1, wherein the first server is adapted to determine an amount of points to be provided to the user based on the information on whether or not to win or lose. 2. The method of claim 1, further comprising, prior to the step of acquiring the winning / losing information, forwarding the user's Olympic participation right to the first server,
Wherein the first server is adapted to determine an amount of participation in the Olympic Games provided for the user based on the information on the win /
How to manage game contest participation.
The method according to claim 1, further comprising:
Requesting a third client or a third server installed in the computer to convert the point held by the user into mileage for the user managed by the third server, PC fee for use, or purchase price of the food product
≪ / RTI >
How to manage game contest participation.
CLAIMS 1. A method for an Olympic client installed in a computer to manage participation of a user in a game competition,
Forwarding the user's participation in the Olympic Games to the Olympic server;
Confirming participation determination indication signals for the specific game by game participants including the user participating in a conference session established in the Olympic server for a specific game;
Obtaining information on whether or not the user wins or loses with respect to the specific game from a game client performing the specific game by communicating with the game server serving the specific game; And
Providing information on the win or loss to the Olympic server in order to receive a point and an Olympic participation ticket provided for the user based on information on whether or not the user has won or lost the specific game
/ RTI >
How to manage game contest participation.
CLAIMS 1. A method for an Olympic client installed in a computer to manage participation of a user in a game competition,
A screen information receiving step of receiving screen information of the specific game by communicating with a game server serving the specific game during a specific game; And
Obtaining information on whether or not to win the specific game from the screen information,
/ RTI >
How to manage game contest participation.
14. The method of claim 13, wherein, prior to the step of receiving screen information,
A game start determination step of confirming an initiation decision of the game participant participating in a conference session established in the Olympic server for the specific game
≪ / RTI >
How to manage game contest participation.
15. The game system according to claim 14, wherein, before the game start determination step,
The step of transmitting the Olympic participation right to the Olympic server
Further comprising:
The Olympic server judges whether the Olympic participation right is a valid participation right; And a step of granting the user the right to participate in the specific game if it is determined that the Olympic attendance ticket is a valid participation ticket,
How to manage game contest participation.
14. The method according to claim 13, wherein the screen information includes start time, end time, and win / loss information of the specific game.
KR1020150075801A 2015-05-29 2015-05-29 Method and System for management of game conference participation on online KR20160139903A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR102148270B1 (en) * 2019-10-10 2020-08-26 김동환 An Managing Method Of E-Sport Of PC Room

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR102148270B1 (en) * 2019-10-10 2020-08-26 김동환 An Managing Method Of E-Sport Of PC Room
WO2021071094A1 (en) * 2019-10-10 2021-04-15 김동환 Internet cafe e-sports operating method

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