TW546561B - Real-time recording debug feedback system of game and its method - Google Patents

Real-time recording debug feedback system of game and its method Download PDF

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Publication number
TW546561B
TW546561B TW90132129A TW90132129A TW546561B TW 546561 B TW546561 B TW 546561B TW 90132129 A TW90132129 A TW 90132129A TW 90132129 A TW90132129 A TW 90132129A TW 546561 B TW546561 B TW 546561B
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Taiwan
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game
player
feedback
real
data
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TW90132129A
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Chinese (zh)
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Say-Yee Wen
Qiang Xia
Hao Shi
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Inventec Tomorrow Studio Corp
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Abstract

The present invention is related to a real-time recording debug feedback system of game and its method. In the procedure of playing a game, the player can dynamically record the game state and error information of the game, and real-time transmit and feed them back to the server for use as the basis of improving client relationship and improving game quality. The feedback system mainly contains the serving terminal, the internet, and the player terminal. The feedback method at least contains the following procedures: real-time recording the game feedback data of the player at the beginning of rebooting the game; receiving the player game feedback data transmitted from the player terminal; and performing treatment operation onto the feedback data at the serving terminal.

Description

546561 五、發明說明(1) 【發明領域】 本發明俏A ^ 指-種運用在遊戲^:料即時回饋系統及其方&,特別是 錄資料並即時傳二:_中,提供在遊戲進行過程中動態記 回饋目的之系統及^ ^ =主機(SerVer),以達到記錄债錯 :發明背景】 、〆° F近者石更轉低 力,當然也伴ίί:快速發展’對於軟體所需求的支援能 升,於是軟!I ^體相關產品的不斷推陳出新而大幅提 下,為了使自商在硬體方面無後顧之憂的前提之 者的需求,I不使^ 2加體貼使用I、更能夠滿足使用 更加齊備,;;是身解數想要使自己開發的軟體功能 容。在這樣的情況:’中頻f開發新的功能、整合新的内 成軟體開發人員非^ J,使得軟體的體積越來越龐大,造 的便是軟體開發人員=:沉;的負㈱’當然,首當其衝 烈,而』:;;:;:;:場上’廠商之間的競爭非常激 項遊戲軟體的開發前^ 又極為短暫的情況下,往往一 縮短到市場上可置:ί必須被極度壓縮’日夺間必須要 謂的競爭力=程度以内,產品才能夠有所 體廠商便在開發的過持f品的競爭優勢,有些遊戲軟 要的測試步.驟即將遊户2 ’略掉了對軟體產品來說最重 為產品上市之市販售,當遊戲程式躍身-變成 遊戲程式的錯誤完;貝戲設計的好壞以及 …、次旱握,就像風爭斷了線似的無法546561 V. Description of the Invention (1) [Field of the Invention] The present invention refers to a kind of application in the game ^: material instant feedback system and its methods & in particular, recording materials and transmitting them in real time II: _, provided in the game The system and ^ ^ = host (SerVer) for the purpose of dynamically recording feedback during the process to achieve the record of debt errors: Background of the invention, 〆 ° F, the nearest stone is even lower, of course, accompanied by ί: rapid development. Needed support can rise, so soft! I ^ body related products are constantly being introduced and updated, and have been greatly promoted. In order to make the hardware suppliers have no worries about the requirements of the premise, I will not make ^ 2 plus considerate use of I, more able to meet the use of more complete ,; I want to make sure that the software you develop is functional. In such a situation: 'IF develops new functions and integrates new built-in software developers non-J, making the size of the software more and more huge, creating software developers =: 沈; ㈱' Of course, in the first place, ": ;;:;:;:" competition between manufacturers on the field is very intense. Before the development of game software is extremely short, it is often shortened to the market. Being extremely compressed, 'competitiveness must be said within a day's competition = degree, so that the product can have a competitive advantage over the f product that the manufacturer is developing, and some games have soft test steps. Coming soon You 2' For the software products, the most important thing is that the product is sold on the market. When the game program jumps-it becomes the wrong end of the game program; the design of the shell game and the bad grip, like the wind breaks the line Seem impossible

第4頁 546561 五、發明說明(2) 加以追蹤。而遊戲的玩家,也許可能會在遊戲進行的過程 中面臨到一些無法解決的問題(像是:遊戲當機、晝面停 滯…等等),又礙於沒有暢通的管道直接告知遊戲開發廠 商或者是不願將自己在進行遊戲的過程中所發現產生的問 題作主動的回饋動作,造成遊戲的品質無法快速而有效的 去做改進。對於客戶服務人員來說,其和購買產品的玩家 之間並沒有一個取得資訊交流溝通的管道存在,以致於玩 家和廠商之間的聯繫互動極為薄弱,無法有效落實客戶關 係管理的工作。Page 4 546561 V. Description of the Invention (2) Tracking. The game player may face some unsolvable problems (such as game crashes, stagnation of the day, etc.) in the process of the game, and because there is no clear channel to directly inform the game developer or It is unwilling to take the initiative to give back the problems found in the course of playing the game, causing the quality of the game to not be improved quickly and effectively. For customer service personnel, there is no channel for information exchange and communication with the players who purchase the products, so that the interaction between the players and manufacturers is extremely weak, and it is impossible to effectively implement customer relationship management.

【發明之概述及目的】 有鑑於此,本發明乃為解決上述問題而揭露一種遊戲 即時記錄偵錯回饋系統及其方法,其主要的目的在於透過 網際網路(I N T E R N E T )的連結傳輸,將玩家在遊戲進行過程 中所動態記錄的資料,包括有玩家的遊戲記錄資料及遊戲 的異常錯誤偵測資料,以即時的方式傳送給伺服主機 (server),達到對遊戲記錄偵、錯回饋的目的。[Summary and purpose of the invention] In view of this, the present invention is to solve the above problems and disclose a game real-time record debugging and feedback system and method. The main purpose of the invention is to transfer players through the Internet connection. The data that is dynamically recorded during the game, including the player's game log data and the game's abnormal error detection data, is transmitted to the server in real time to achieve the purpose of detecting and error feedback on the game log.

對遊戲開發廠商來說,有兩個主要的目的:一是遊戲 開發人員可以針對玩家端所傳送回來的回饋資料内容(像 是:錯誤資訊内容…遊戲歷程記錄…),來作為解決遊戲 程式錯誤、設計遊戲關卡、提昇遊戲執行效率…的重要依 據;另一是提供給客服中心人員作為客戶關係管理的重要 參考内容,更提供與玩家直接互動交流的暢通管道,提昇 產品的售後服務品質。 對購買遊戲的玩家來說,不但可以獲得到更好的服務For game developers, there are two main purposes: First, game developers can respond to the content of feedback data sent by the player (such as: error information content ... game history ...) as a solution to game program errors The important basis for designing game levels and improving the efficiency of game execution; the other is to provide customer service center personnel as an important reference content for customer relationship management, and to provide unimpeded channels for direct interaction with players to improve the quality of after-sales service of products. For players who buy games, not only can get better services

第5頁 546561 五、發明說明(3) 品質,也可以藉由遊戲的過程中與遊戲開發廠商有更多的 互動,讓遊戲廠商更快速得到玩家的真實需求,以及對遊 戲品質的立即改善功效,甚至可以透過由遊戲開發廠商所 提供的回饋獎勵制度當中得到許多意想不到的好處。 所以為了達到上述目的,本發明所提出之電子訊息網 路行銷系統,至少包含:伺服端;網際網路;及玩家端。Page 5 546561 V. Description of the invention (3) Quality can also have more interaction with game developers during the game process, so that game manufacturers can get the real needs of players more quickly and improve the quality of games immediately. , Can even get many unexpected benefits through the reward system provided by game developers. Therefore, in order to achieve the above object, the electronic message network marketing system proposed by the present invention includes at least: a server end; the Internet; and a player end.

而在本發明所提出之方法上則至少包含下列步驟:遊 戲啟動開始即時記錄玩家遊戲回饋資料;接收玩家端所傳 回之玩家遊戲回饋資料;及伺服端進行回饋資料處理作 業。 有關本發明之詳細内容及技術,茲就配合圖式說明如 下: 【發明之詳細說明】 本發明將以一較佳實施例說明本系統及其方法之具體 可行性,請先參閱「第1圖」,該圖係本發明所提之遊戲 即時記錄偵錯回饋系統及其方法之整體架構功能方塊圖, 由圖中我們可以發現本發明之系統至少包含下面幾個主要 功能元件,進一步說明如下:The method proposed by the present invention includes at least the following steps: the game starts to record the player game feedback data in real time; receives the player game feedback data returned by the player terminal; and the server performs the feedback data processing operation. The detailed content and technology of the present invention are described below with reference to the drawings: [Detailed description of the invention] The present invention will explain the specific feasibility of the system and its method with a preferred embodiment. Please refer to "Figure 1" This figure is a functional block diagram of the overall architecture of the game real-time recording error detection feedback system and method mentioned in the present invention. From the figure, we can find that the system of the present invention includes at least the following main functional elements, further explained as follows:

(1 )伺服端2 0 0,主要的功能在於提供玩家進行個人資 料填寫、登錄註冊的功能以及搜集玩家遊戲過程資料、進 行回饋資料後續的分析處理作業。整個系統的運作係透過 玩家在進行遊戲時即時連結到遊戲服務主機2 1 0進行的, 首先在蒐集分析回饋資料的部分,本發明的系統中更包含 了兩個功能元件,一是資料分析模組2 4 0,用以對遊戲服(1) Servo terminal 2000, the main function is to provide players with the functions of filling in personal information, logging in and registering, collecting player game process data, and performing subsequent analysis and processing of feedback data. The operation of the entire system is performed by the player connecting to the game service host 2 10 in real time while playing the game. First, in the part of collecting and analyzing the feedback data, the system of the present invention further includes two functional elements. One is a data analysis module. Group 2 4 0 for game clothing

第6頁 546561 五、發明說明(4) 務主機2 1 0所接收到的玩家回饋資料進行分析處理,同時 產生一資料儲存訊息來與另一功能元件一回饋資料資料庫 2 5 0進行聯繫溝通,當回饋資料資料庫2 5 0,接收到資料分 析模組2 4 0所傳送之貢料儲存訊息時’便開始進行資料的 分類分析工作,並且將各分類資料儲存到對應的資料儲存 位置中。 (2 )網際網路5 0,主要是負責提供玩家與遊戲服務主 機2 1 0進行連結的作用,用以接收和傳遞玩家所回饋之遊 戲資料内容,與伺服端2 0 0透過網路傳輸協定來作連結, 進行傳輸資料的動作。 (3 )玩家端1 0 0,主要的運作係在玩家進行遊戲的過程 當中,將玩家的遊戲歷程資料(包括:玩家遊戲記錄資料 以及玩家遊戲偵錯資料)作即時記錄的動作,並透過網際 網路5 0將資料傳送給伺服端2 0 0作後續的資料處理。其中 玩家端1 0 0的玩家必須係透過一個遊戲操作平台1 4 0來進行 遊戲的操作,並且在遊戲操作平台140中,更透過下面幾 個主要功能元件來加以運作,包括有:遊戲進行模組 1 1 0,主要係用來啟動遊戲的進行並同時產生啟動即時記 錄訊息,以便在玩家開始進行遊戲的同時,即時記錄偵錯 模組1 2 0可以開始即時運作,記錄玩家在遊戲進行中的歷 程資料(包括:玩家遊戲記錄資料以及玩家遊戲彳貞錯資 料),因此即時記錄偵錯模組1 2 0,在玩家遊戲的過程中會 即時記錄資料以及進行遊戲錯誤偵測之動作,並在特定的 情況下(例如:遊戲過程中偵測到錯誤訊息、遊戲結束尚Page 6 546561 V. Description of the invention (4) The player feedback data received by the service host 2 1 0 is analyzed and processed, and a data storage message is generated to communicate with another functional element 1 feedback data database 2 5 0 When returning to the data database 2 50 and receiving the tributary storage message sent by the data analysis module 2 40 0, the data classification and analysis work will be started, and each classification data will be stored in the corresponding data storage location . (2) The Internet 50 is mainly responsible for providing the player with the game service host 2 10 to connect and receive the game data content returned by the player, and the server end 200 through the network transmission protocol To make a link, to transfer data. (3) The player terminal 100, the main operation is that during the player's game, the player's game history data (including: player game log data and player game debug data) are recorded in real time, and through the Internet The network 50 sends the data to the server 200 for subsequent data processing. The player on the player end 100 must use a game operation platform 140 to perform game operations, and in the game operation platform 140, it also operates through the following main functional elements, including: The group 1 1 0 is mainly used to start the game and generate a real-time recording message at the same time, so that when the player starts the game, the real-time recording debugging module 1 2 0 can start the real-time operation and record the player during the game. History data (including: player game log data and player game error data), so the debug module 1 2 0 is recorded in real time, during the player's game, the data and game error detection actions are recorded in real time, and Under certain circumstances (for example: an error message is detected during the game,

第7頁 546561 五、發明說明(5) 有未傳出的資料時…)會發出回饋傳送訊息,將所記錄的 資料傳送給伺服端2 0 0的遊戲服務主機2 1 0,傳送主要是透 過玩家端1 0 0的資料傳送回饋模組1 3 0來進行的,該模組接 收到由即時記錄偵錯模組1 2 0所傳出之回饋傳送訊息,將 玩家的回饋資料作即時的整合後傳送出去。Page 7 546561 V. Description of the invention (5) When there is untransmitted data ...), a feedback transmission message will be sent to transmit the recorded data to the game server host 2 1 0 on the server 2 0. The transmission is mainly through The player terminal 1 0 0 data transmission feedback module 1 3 0, this module receives the feedback transmission message sent by the real-time recording debugging module 1 2 0, and integrates the player feedback data in real time After transmitting.

另外,上述提到的伺服端2 0 0之遊戲服務主機2 1 0尚有 另一項的功能即是玩家資料登錄註冊的功能,這項功能主 要是提供玩家在購買遊戲後第一次使用本發明前所使用 的,為使本發明之系統及其方法的功能能夠順利運作,玩 家必須在第一次進行遊戲之前先進行玩家資料登錄註冊的 動作,這部分的功能主要是由位於遊戲服務主機2 1 0中的 兩個主要功能元件所提供的,一是登錄啟用模組2 2 0,玩 家必須輸入所購買之遊戲中所附的一組序號(s e r i a 1 number )來進入遊戲服務主機2 1 Ο,並且在通過基本的資格 驗證工作之後,進行個人資料的填寫(包含有:姓名、性 別、生日、電話、住址、年齡、電子郵件信箱、職業、學 歷、婚姻狀況、興趣嗜好、購買項目、購買時間、玩家代 碼等項目),當填寫完畢送出之後,登錄啟用模組2 2 0便會 產生一個登錄資料儲存訊息,將玩家所填寫的資料整理送 給另一個功能元件一玩家登錄資料庫2 3 0,將玩家所填寫 的資料作儲存的動作。 接下來,將以「第2-a圖」、「第2-b圖」以及「第 2 - c圖」來進一步說明本發明整個運作的方法詳細步驟, 上述三圖均係本發明所提之遊戲即時記錄偵錯回饋系統及In addition, the game server host 2 1 0 of the server 2 200 mentioned above also has another function that is the function of registering and registering player information. This function is mainly to provide players with the first time to use the game after purchasing the game. Used before the invention, in order for the functions of the system and method of the present invention to operate smoothly, players must perform the action of registering and registering player information before playing the game for the first time. This part of the function is mainly located on the game service host. Provided by the two main functional components in 2 1 0, one is to enable the module 2 2 0. Players must enter a set of serial numbers (seria 1 number) attached to the purchased game to enter the game service host 2 1 〇, and after completing the basic qualification verification work, fill in personal information (including: name, gender, birthday, phone, address, age, email address, occupation, education, marital status, hobbies, purchase items, Purchase time, player code, etc.), after filling in and submitting, the login enable module 2 2 0 will generate a login information Keep messages players will fill in the data compilation send to the other functional elements of a players log database 230, players will fill in the information for storage action. Next, the detailed steps of the method of the entire operation of the present invention will be further described with "Figure 2-a", "Figure 2-b", and "Figure 2-c". The above three figures are all mentioned in the present invention. Game real-time recording error detection feedback system and

第8頁 546561 五、發明說明(6) 其方法之整體流程圖,說明如下: 首先請參閱到「第2 - a圖」的部分,由於本發明的方 法必須是玩家在進行遊戲的前提之下,玩家得先進入到遊 戲的晝面中才行,所以當遊戲啟動時本發明便開始即時記 錄玩家遊戲回饋資料(步驟3 0 0 ),其中的詳細步驟係為步 驟A的部分,接著伺服端2 0 0的遊戲服務主機2 1 0會開始接 收由玩家端1 0 0所傳回的玩家遊戲回饋資料(步驟4 0 0 ),其 中更詳細的方法流程步驟係為步驟B,最後會由伺服端2 0 0 進行玩家回饋資料的處理作業(步驟5 0 0 ),然後結束整個 流程。 當流程進入到步驟A的時候,請參閱「第2-b圖」的部 分,首先玩家透過遊戲進行模組1 1 0的功能,先進入遊戲 的晝面中進行遊戲過程的操作,這時候玩家端1 0 0的即時 記錄偵錯模組1 2 0便開始進行遊戲記錄及偵錯的動作(步驟 3 10),於玩家遊戲的過程當中,會隨時產生出玩家遊戲回 饋資料的動態内容(步驟3 2 0 ),包括有:玩家遊戲記錄資 料以及玩家遊戲偵錯資料等内容,其中玩家遊戲記錄資料 可以包括玩家代碼、玩家操作歷程記錄、遊戲關卡時間記 錄、遊戲時間記錄、遊戲結束關卡點記錄等項目;而玩家 遊戲彳貞錯資料至少可以包括玩家代碼、玩家操作歷程記 錄、遊戲錯誤訊息内容等項目。其中在遊戲偵錯的部分係 指在遊戲過程中隨時偵測是否有發生所謂的異常現象或是 錯誤的情況(例如:當機、程式設計流程問題…),導致遊 戲的進行受到影響(步驟3 3 0 ),假如在遊戲的過程中都沒Page 8 546561 V. Description of the invention (6) The overall flow chart of the method is described as follows: First, please refer to the section "Figure 2-a", because the method of the invention must be under the premise of the player to play the game , The player must first enter the daytime surface of the game, so when the game starts, the present invention starts to record the player's game feedback data in real time (step 3 0 0), the detailed steps of which are part of step A, and then the server The 2 0 0 game service host 2 1 0 will start receiving player game feedback data (step 4 0) returned by the player terminal 1 0 0, where the more detailed method flow step is step B, and finally the server The terminal 2 0 performs the processing operation of the player feedback data (step 5 0), and then ends the entire process. When the process enters step A, please refer to the part of "Figure 2-b". First, the player performs the function of module 1 10 through the game, and first enters the day of the game to perform the operation of the game. At this time, the player The real-time recording and debugging module 1 2 0 of the terminal 100 will start the game recording and debugging actions (steps 3 and 10). During the player's game, dynamic content of player game feedback data will be generated at any time (steps 3 2 0), including: player game log data and player game debug data, etc. The player game log data may include player code, player operation history record, game level time record, game time record, and game end level point record And other items; and the player's game error information can at least include player code, player operation history, game error message content and other items. The debugging part of the game refers to detecting whether there are any so-called abnormal phenomena or errors (such as crashes, programming process problems, etc.) at any time during the game, which affects the progress of the game (step 3 3 0), if not during the game

546561 五、發明說明(7)546561 V. Description of Invention (7)

有發生任何的異常現象或者是錯誤的話,那麼將只會記錄 玩家的遊戲歷程狀態資料(步驟3 4 0 ),但是如果在遊戲的 過程中有發生異常或是錯誤的話,那麼就會針對異常的狀 況或者是錯誤的内容進行遊戲異常錯誤判別,同時會產生 出相對應的錯誤資訊内容(步驟3 5 0 ),最後將錯誤資訊内 容儲存於玩家遊戲回饋資料當中(步驟3 6 0 )完成玩家遊戲 過程中的資料記錄和彳貞錯的動作,回到步驟4 0 0的地方。 另外,當流程進入到步驟B的時候,請參閱「第2-c圖」的 部分,此時玩家的遊戲回饋資料已經產生,隨即透過玩家 端1 0 0的資料傳送回饋模組1 3 0將該玩家遊戲回饋資料内容 給擷取出來(步驟4 1 0 ),接著判斷玩家端1 0 0的遊戲操作平 台1 4 0是否正處於網路連線的狀態中(步驟4 2 0 ),如果是的 話,那麼會出現一個以彈出式(pop-up)視窗的方式所呈現 的線上傳送資料提示訊息(步驟4 4 0 ),這個訊息主要是告 知玩家現在要做即時的連線資料傳輸的動作,接著在玩家 的確認動作之後便開始透過網路線上即時傳送玩家的遊戲 回饋資料(步驟4 5 0 ),於是所有即時記錄偵錯的内容都可 以在第一時間以内傳送給伺服端2 0 0的遊戲服務主機2 1 0 ; 但是假使玩家在遊戲進行的過程中並沒有連線至網際網路 的話,那麼該資料傳送回饋模組1 3 0將會在遊戲結束以後 先產生出一個傳送提示訊息的視窗,同樣也是使用彈出式 的視窗來加以呈現,提示玩家可以透過其他的多元途徑來 傳送玩家遊戲回饋資料,這些多元的途徑至少可以包括傳 統郵件、電子郵件、傳真或者是電話…等等,將玩家的遊If there is any abnormal phenomenon or error, then only the player's game history status data will be recorded (step 3 40), but if there is an exception or error during the game, then the exception will be targeted The status or the wrong content will be used to determine the abnormal game error. At the same time, the corresponding error information content will be generated (step 3 50). Finally, the error information content will be stored in the player game feedback data (step 3 6 0) to complete the player game. During the process of data recording and wrong actions, return to step 400. In addition, when the process enters step B, please refer to the "Figure 2-c" section. At this time, the player's game feedback data has been generated, and then the feedback module 1 3 0 will be sent through the player terminal 1 0 0 data. The content of the player's game feedback data is extracted (step 4 1 0), and then it is determined whether the game operation platform 1 4 0 of the player 1 0 is in a network connection state (step 4 2 0), if it is If it does, then there will be a prompt message for sending data online in a pop-up window (step 4 40), this message is mainly to inform the player to do the action of real-time connection data transmission, Then after the player confirms the action, the player's game feedback data is transmitted in real time through the network (step 4 50), so all the real-time recorded debugging content can be transmitted to the server 2 0 0 within the first time. Game service host 2 1 0; but if the player is not connected to the Internet during the game, the data transmission and feedback module 1 3 0 will be produced first after the game is over A window for sending a reminder message is also presented using a pop-up window, prompting the player to send player game feedback data through other multiple channels, which can include at least traditional mail, email, fax, or Phone ... wait, the player ’s game

第10頁 546561 五、發明說明(8) 戲資料回饋出來(步驟4 3 0 ),將資料回饋出來以後流程將 會回到步驟5 0 0的部分。 當資料由玩家端1 0 0進入到回饋資料資料庫2 5 0中以 後,伺服端2 0 0遊戲的客服中心人員7 0 0以及遊戲的開發人 員8 0 0便開始針對資料的内容進行各自的分析,以作為改 善客戶關係及改進遊戲品質的依據,這部分請參閱到「第 3圖」的地方,該圖係本發明所提之遊戲即時記錄偵錯回 饋系統及其方法之資料訊息處理示意圖,說明如下: 當資料從遊戲玩家6 0 0處搜集而來以後,便會進入到 回饋資料資料庫2 5 0當中,在資料庫中會先行將資料的内 容做初步的分類,將資料分別傳送給不同的需求人員(例 如:客服中心人員7 0 0、遊戲開發人員8 0 0···等等),譬 如··客服中心人員7 0 0可以藉由玩家所回饋的資料,將問 題即時反應給遊戲開發人員8 0 0,或者是主動提供解決方 案給遊戲玩家6 0 0,並同時建立所謂的客戶關係與玩家有 更深入的互動,提供玩家直接互動交流的暢通管道,進而 提昇產品的售後服務品質;而遊戲開發人員8 0 0可以針對 玩家所傳送回來的回饋資料内容(像是:錯誤資訊内容、 遊戲歷程記錄…)或者是由客服中心人員7 0 0所反映出來的 問題内容,來作為解決遊戲程式錯誤、設計遊戲關卡、提 昇遊戲執行效率…的重要依據。對遊戲玩家6 0 0來說,不 但可以獲得到更好的服務品質,也可以藉由遊戲的過程中 與遊戲開發廠商有更多的互動,讓遊戲的改善與客戶服務 的品質快速而有效的做改善,建立起良好的關係。Page 10 546561 V. Description of the invention (8) The play materials will be returned (step 4 3 0). After the materials are returned, the process will return to the step 5 0 0 part. When the data from the player's end 1 0 0 entered the feedback data database 2 50, the customer service center staff 7 0 0 of the server 2 0 game and the developer 8 0 0 of the game started to carry out their own research on the content of the data. Analysis as a basis for improving customer relationships and improving game quality. Please refer to the "Figure 3" section for this part, which is a schematic diagram of the data message processing of the game real-time recording error detection feedback system and method of the present invention. The description is as follows: After the data is collected from the game player 600, it will enter the feedback data database 2 500, and the content of the data will be initially classified in the database, and the data will be transmitted separately. For different needs (for example: customer service center 7 0 0, game developer 8 0 0 ···, etc.), for example · customer service center 7 0 0 can use the data returned by the player to immediately respond to the problem For game developers 800, or actively provide solutions to game players 600, and at the same time establish a so-called customer relationship to have deeper interaction with players, providing players with direct The unblocked channels of interactive communication can further improve the after-sales service quality of the product; and the game developer 800 can respond to the content of the feedback data sent by the player (such as: error information content, game history ...) or by the customer service center The content of the problems reflected by the personnel 7 0 0 is used as an important basis for solving game program errors, designing game levels, and improving game execution efficiency. For gamers 6 0 0, not only can they get better service quality, but they can also have more interaction with game developers during the game, so that the improvement of the game and the quality of customer service are fast and effective. Make improvements and build good relationships.

第11頁 )46561 五、發明說明(9) 【達成之功效】 H本發明之遊戲即時記錄偵錯回饋年 疋希望透過網際網路(INTERNET)的連二方法,主要 戲進行過程中所動態記錄的資料:將玩家在遊 ,(一),達到對遊戲記錄々:方=傳送給飼 客戶關係管理的目的。 、錯回饋,甚至是增進 對遊戲開發廠商來說,遊戲開菸。 =傳送回來的回饋資料内容(像是:^上貝可以針對玩家端 ί程,…來作為解決遊戲程式^資訊内容、遊戲 546561 圖式簡單說明 第1圖係本發明所提之遊戲即時記錄偵錯回饋系統及 其方法之整體架構功能方塊圖; 第2-a圖係本發明所提之遊戲即時記錄偵錯回饋系統 及其方法之整體流程圖; 第2-b圖係本發明所提之遊戲即時記錄偵錯回饋系統 及其方法之整體流程圖; 第2-c圖係本發明所提之遊戲即時記錄偵錯回饋系統 及其方法之整體流程圖;及 第3圖係本發明所提之遊戲即時記錄偵錯回饋系統及 其方法之資料訊息處理示意圖。 【符號說明】 50 網際網路(INTERNET) 100 玩家端 110 遊戲進行模組 120 即時記錄偵錯模組 130 資料傳送回饋模組 140 遊戲操作平台 200 伺服端 210 遊戲服務主機 220 登錄啟用模組 230 玩家登錄資料庫 240 資料分析模組 250 回饋資料資料庫 600 遊戲玩家 111 _ 546561 圖式簡單說明 700 客 服 中 心 人 員 800 遊 戲 開 發 人 員 步 驟 300 遊 戲 啟 動 開 始 料 步 驟 310 進 入 遊 戲 開 始 步 驟 320 即 時 產 生 該 玩 步 驟 330 遊 戲 過 程 中 是 步 驟 340 即 時 記 錄 玩 家 步 驟 350 進 行 遊 戲 異 常 訊 内 容 步 驟 360 將 該 錯 誤 資 訊 資 料 中 步 驟 400 接 收 玩 家 端 所 步 驟 410 擷 取 玩 家 端 所 内 容 步 驟 420 否 正 處 於 網 步 驟 430 待 遊 戲 結 束 後 他 多 元 途 徑 傳 步 驟 440 即 時 產 生 一 線 步 驟 450 透 過 網 路 線 上 料 步 驟 500 伺 服 端 進 行 一 即時記錄一玩家遊戲回饋資 進行遊戲記錄及彳貞錯動作 家遊戲回饋資料動態内容 否發現異常錯誤 之遊戲歷程狀態資料 錯誤判別同時產生一錯誤資 内容記錄於該玩家遊戲回饋 傳回之該玩家遊戲回饋資料 記載之該玩家遊戲回饋資料 路連線狀態 透過一傳送提示訊息以一其 送該玩家遊戲回饋資料 上傳送提示訊息 即時傳送該玩家遊戲回饋資 回饋資料處理作業(Page 11) 46561 V. Description of the invention (9) [Achieved effect] H The game's real-time recording error detection feedback year. I hope to use the Internet method (internet) to continuously record the main dynamics of the game. Information: The player is on the move, (1), to achieve the record of the game 々: Fang = to the purpose of feeding customer relationship management. , Wrong feedback, or even promotion For game developers, games are starting to smoke. = The content of the feedback data sent back (such as: ^ Shangbei can be targeted at the player's end, ... as a solution to the game program ^ Information content, game 546561 Schematic description of the first picture is the game real-time record detection The overall structure and function block diagram of the error feedback system and method; FIG. 2-a is an overall flowchart of the game real-time recording error detection feedback system and method according to the present invention; and FIG. 2-b is the present invention. The overall flowchart of the game real-time recording error detection feedback system and method; FIG. 2-c is an overall flowchart of the game real-time record error detection feedback system and method; and FIG. Schematic diagram of the data message processing of the game real-time recording debugging feedback system and method. [Symbols] 50 Internet 100 Internet player 110 Game progress module 120 Real-time recording debugging module 130 Data transmission feedback module 140 Game operating platform 200 Server 210 Game service host 220 Login enable module 230 Player registration database 240 Data analysis module 250 Feedback database 600 Gamer 111 _ 546561 Schematic description 700 Call center staff 800 Game developer steps 300 Game start material step 310 Enter game start step 320 Instantly generate this play step 330 During the game is step 340 Instantly record player step 350 Play the game Step 360: Receive the error information in step 400. Receive the content from the player. Step 410. Retrieve the content from the player. Step 420. Are you on the web? Step 430. After the game ends, he will pass multiple steps. Route loading step 500 The server performs a real-time recording of a player ’s game feedback fund for game recording and game player action feedback data dynamic content. Whether an abnormal error is found in the game history state data error judgment. At the same time, an error data content record is generated in the The player's game feedback returns the player's game feedback The game records the player feedback path connection status information transmitted via a prompt message to a player whose game to send the message prompt feedback transmitted real-time transmission of the video game player feedback owned feedback data processing operations on data

第14頁Page 14

Claims (1)

546561 六、申請專利範圍 1. 一種遊戲即時記錄偵錯回饋系統,係透過網際網路 (INTERNET)連結,將玩家進行遊戲過程中動態記錄之 資料即時傳送給伺服主機(server ),以達到即時記錄 偵錯回饋目的之系統,該系統至少包含: 一伺服端,用以進行玩家之資料登錄作業及玩家 遊戲資料回饋之處理,並更包含: 一資料分析模組,用以對遊戲服務主機所接 收到的資料進行分析處理,同時產生一資料儲存訊 息;及 一回饋貢料貧料庫,用以接收該貧料分析模 組所傳送之該資料儲存訊息,進行各分類資料對應之 儲存動作; 一網際網路,用以接收和傳遞玩家所回饋之遊戲 資料内容,與該伺服端透過一網路傳輸協定連結,進 行傳輸資料的動作;及 一玩家端,用以將玩家遊戲過程資料作記錄動 作,並透過該網際網路將資料傳送給該伺服端作後續 處理,並更包含: 一遊戲進行模組,主要用以啟動遊戲進行並 同時產生一啟動即時記錄訊息; 一即時記錄偵錯模組,用以接收該遊戲進行 模組所傳送之該啟動即時記錄訊息,進行玩家遊戲過 程之即時記錄及偵錯之動作,並發出一回饋傳送訊 息;及546561 6. Scope of patent application 1. A game real-time record debugging and feedback system, which transmits real-time recorded data during the game to the server (server) through an Internet connection to achieve real-time recording A system for the purpose of debugging and feedback. The system includes at least: a server for processing player data registration and processing of player game data feedback, and further includes: a data analysis module for receiving data received by the game service host. The obtained data is analyzed and processed, and a data storage message is generated at the same time; and a feedback material poor material library is used to receive the data storage information sent by the poor material analysis module, and perform corresponding storage operations of each classified data; a The Internet is used to receive and transmit the game data content returned by the player, and is connected to the server through a network transmission protocol to perform data transmission; and a player is used to record the player's game process data. , And send the data to the server through the Internet for subsequent processing, and more Including: a game progress module, which is mainly used to start the game and simultaneously generate a startup real-time record message; a real-time recording debug module, which is used to receive the startup real-time record message sent by the game progress module for the player Real-time recording and debugging of the game process, and sending a feedback message; and 546561 六、申請專利範圍 一資料傳送回饋模組,接收由即時記錄偵錯 模組所傳出之該回饋傳送訊息,傳送出一玩家遊戲回 饋資料。 2. 如申請專利範圍第1項所述之遊戲即時記錄彳貞錯回饋 系統,其中該伺服端更包含: 一登錄啟用模組,負責處理玩家首次進入該伺服 端之遊戲服務主機之登錄作業,同時產生一登錄資料 儲存訊息;及546561 VI. Scope of patent application A data transmission feedback module receives the feedback transmission message sent by the real-time recording and debugging module, and sends out a player game feedback data. 2. According to the game real-time recording system of Zhengzheng error feedback system described in item 1 of the scope of patent application, the server further includes: a login enabling module, which is responsible for processing the login operation of the game service host that the player enters the server for the first time, Generate a login data storage message at the same time; and 一玩家登錄資料庫,用以接受該登錄啟用模組所 傳送之該登錄資料儲存訊息,將玩家所填寫之資料進 行儲存的動作。 3. 如申請專利範圍第2項所述之遊戲即時記錄偵錯回饋 系統,其中該登錄啟用模組係透過遊戲中所提供之序 號(serial number),進行一個人填寫資料登錄及功 能啟用作業。A player login database is used to accept the login data storage message sent by the login enable module, and store the data filled in by the player. 3. The game real-time record debugging and feedback system as described in item 2 of the scope of patent application, wherein the registration enabling module is a one-person registration and function activation operation through a serial number provided in the game. 4. 如申請專利範圍第3項所述之遊戲即時記錄偵錯回饋 系統,其中該個人填寫資料至少包含有姓名、性別、 生曰、電話、住址、年齡、電子郵件信箱、職業、學 歷、婚姻狀況、興趣嗜好、購買項目、購買時間、玩 家代碼等項目。 5. 如申請專利範圍第1項所述之遊戲即時記錄偵錯回饋 系統,其中該玩家遊戲回饋資料至少包含一玩家遊戲 記錄資料及一玩家遊戲偵錯資料。 6. 如申請專利範圍第5項所述之遊戲即時記錄偵錯回饋4. The game real-time record debugging and feedback system as described in item 3 of the scope of patent application, in which the individual fills in the information including at least name, gender, birth date, phone number, address, age, email address, occupation, education, marriage Status, hobbies, purchase items, purchase time, player code, etc. 5. The game real-time record debugging feedback system described in item 1 of the scope of patent application, wherein the player game feedback data includes at least one player game record data and one player game debug data. 6. Real-time record debugging feedback as described in item 5 of the scope of patent application 第16頁 546561 六、申請專利範圍 系統,其中該玩家遊戲記錄資料至少包含玩家代碼、 玩家操作歷程記錄、遊戲關卡時間記錄、遊戲時間記 錄、遊戲結束關卡點記錄等項目。 7 ·如申請專利範圍第5項所述之遊戲即時記錄偵錯回饋 系統,其中該玩家遊戲偵錯資料至少包含玩家代碼、 玩家操作歷程記錄、遊戲錯誤訊息内容等項目。 8 ·如申請專利範圍第1項所述之遊戲即時記錄偵錯回饋 系統’其中該玩家端係藉由一遊戲操作平台,透過網 際網路(I NTERNET )之一資料傳輸協定與該伺服端進行 連結資料傳輸。 9.如申請專利範圍第8項所述之遊戲即時記錄偵錯回饋 系統,其中該遊戲操作平台至少可以由個人電腦 (Personal Computer ,PC)、筆記型電腦(Note Book ,NB)、個人數位助理(personai Assistant ,P D A )及行動電話(rn〇b i 1 e p h 〇 n e )中任意擇一。 1 0 ·如申請專利範圍第8項所述之遊戲即時記錄偵錯回饋 系統,其中該資料傳輪協定至少包含有超文件傳輸協 定(HyperText Transfer Protocol ,HTTP)、無線通 吕K應用軟體協定(Wireless Application Protocol W A P )、整合封包然線傳輪服務協定(g e n e r a 1 p a c k e t Radio Service ,GPRS)中任選其一 。 1 1 · 一種遊戲即時記錄偵錯回饋方法,係透過網際網路 (I NTERNET)連結’將玩家進行遊戲過程中動態記錄之 資料即時傳送給一伺服主機(s e r v e r ),以達到即時記Page 16 546561 VI. Patent application system, in which the player's game record data includes at least player code, player operation history, game level time record, game time record, game end level point record and other items. 7 · The game real-time record debugging and feedback system as described in item 5 of the scope of patent application, wherein the player's game debugging information includes at least player code, player operation history, and game error message content. 8 · The game real-time record debugging and feedback system as described in item 1 of the scope of the patent application, wherein the player terminal is connected to the server through a data transmission protocol of the Internet (I NTERNET) through a game operation platform. Link data transfer. 9. The game real-time record debugging and feedback system according to item 8 of the scope of patent application, wherein the game operation platform can be at least a personal computer (PC), a notebook computer (Note Book, NB), and a personal digital assistant (Personai Assistant, PDA) and mobile phone (rn〇bi 1 eph ONE). 10 · The game real-time record debugging and feedback system as described in item 8 of the scope of patent application, wherein the data transfer agreement includes at least a HyperText Transfer Protocol (HTTP), a wireless communication application protocol ( Wireless Application Protocol WAP) or integrated packet radio service protocol (genera 1 packet Radio Service, GPRS). 1 1 · A game real-time record debugging and feedback method, which uses the Internet (I NTERNET) link ’to send real-time recorded data during the game to a server host (s e r v e r) to achieve real-time recording 第17頁 546561 六、申請專利範圍 錄偵錯回饋目的之方法,該方法至少包含下列步驟: 遊戲啟動開始即時記錄一玩家遊戲回饋資料; 接收玩家端所傳回之該玩家遊戲回饋資料;及 伺服端進行一回饋資料處理作業。 1 2 .如申請專利範圍第1 1項所述之遊戲即時記錄偵錯回饋 方法,其中該伺服主機更提供一玩家資料登錄功能。 1 3.如申請專利範圍第1 2項所述之遊戲即時記錄偵錯回饋 方法,其中該玩家資料登錄功能係玩家首次安裝遊戲 時自動連線登入該伺服主機時使用。 1 4.如申請專利範圍第1 2項所述之遊戲即時記錄偵錯回饋 方法,其中該玩家登錄功能是根據遊戲中所提供之序 號(s e r i a 1 n u m b e r ),進行一個人填寫資料登錄及功 能啟用作業。 1 5.如申請專利範圍第1 4項所述之遊戲即時記錄偵錯回饋 方法,其中該個人填寫資料至少包含有姓名、性別、 生曰、電話、住址、年齡、電子郵件信箱、職業、學 歷、婚姻狀況、興趣嗜好、購買項目、購買時間、玩 家代碼等項目。 1 6.如申請專利範圍第1 1項所述之遊戲即時記錄偵錯回饋 方法,其中該玩家遊戲回饋資料至少包含一玩家遊戲 記錄資料及一玩家遊戲偵錯資料。 1 7.如申請專利範圍第1 6項所述之遊戲即時記錄偵錯回饋 方法,其中該玩家遊戲記錄資料至少包含玩家代碼、 玩家操作歷程記錄、遊戲關卡時間記錄、遊戲時間記Page 17 546561 VI. Patent application scope recording method for error detection and feedback purposes, the method includes at least the following steps: the game starts to immediately record a player's game feedback data; receives the player's game feedback data returned by the player; and servo The terminal performs a feedback data processing operation. 12. The method for real-time error detection and feedback of a game as described in item 11 of the scope of patent application, wherein the servo host further provides a player data registration function. 1 3. The method for real-time error detection and feedback of a game as described in Item 12 of the scope of patent application, wherein the player data registration function is used when the player automatically connects to the server when the game is first installed. 1 4. The method for real-time record debugging and feedback of a game as described in item 12 of the scope of patent application, wherein the player login function is to perform one-person registration and function activation based on the serial number provided in the game (seria 1 number) . 1 5. The method for real-time error detection and feedback of a game as described in item 14 of the scope of patent application, in which the individual fills in at least information including name, gender, birth date, telephone, address, age, email address, occupation, education , Marital status, hobbies, purchase items, purchase time, player code, etc. 16. The method for real-time game debugging error feedback as described in item 11 of the scope of patent application, wherein the player game feedback data includes at least one player game log data and one player game debug data. 1 7. The method for real-time debugging and feedback of a game as described in item 16 of the scope of patent application, wherein the player's game record data includes at least player code, player operation history record, game level time record, and game time record 第18頁 546561 六、申請專利範圍 錄、遊戲結束關卡點記錄等項目。 1 8.如申請專利範圍第1 6項所述之遊戲即時記錄偵錯回饋 方法,其中該玩家遊戲彳貞錯資料至少包含玩家代碼、 玩家操作歷程記錄、遊戲錯誤訊息内容等項目。 1 9.如申請專利範圍第11項所述之遊戲即時記錄偵錯回饋 方法,其中該遊戲啟動開始即時記錄該玩家遊戲回饋 資料又更包含下列步驟: 進入遊戲開始進行遊戲記錄及偵錯動作; 即時產生該玩家遊戲回饋資料動態内容;Page 18 546561 6. Items such as the scope of patent applications, and the record of checkpoints at the end of the game. 1 8. The method for real-time error detection and feedback of a game as described in item 16 of the scope of patent application, wherein the player's game error information includes at least player code, player operation history, and game error message content. 1 9. The method for real-time record debugging and feedback of a game as described in item 11 of the scope of patent application, wherein the game starts to record the player's game feedback data in real-time and further includes the following steps: Enter the game and start the game recording and debugging actions; Generate dynamic content of the player's game feedback data in real time; 判斷遊戲過程中是否發現異常錯誤; 即時記錄玩家之遊戲歷程狀態資料; 進行遊戲異常錯誤判別同時產生一錯誤資訊内 容;及 將該錯誤資訊内容記錄於該玩家遊戲回饋資料 中 。 2 〇 .如申請專利範圍第1 9項所述之遊戲即時記錄偵錯回饋Determine whether an abnormal error is found during the game; record the player's game history status data in real time; perform an abnormal error determination of the game while generating an error information content; and record the content of the error information in the player's game feedback data. 2 0. The real-time debugging error feedback of the game as described in item 19 of the scope of patent application 方法,其中該錯誤資訊内容係將由遊戲程式所發出的 異常錯誤代碼對應内建的代碼資訊轉換表所轉換產 生。 2 1.如申請專利範圍第1 1項所述之遊戲即時記錄偵錯回饋 方法,其中該接收玩家端所傳回之該玩家遊戲回饋資 料更包含下列步驟: 擷取玩家端所記載之該玩家遊戲回饋資料内容; 判斷玩家是否正處於網路連線狀態;Method, in which the content of the error information is generated by converting an exception error code issued by the game program into a built-in code information conversion table. 2 1. The method for real-time error detection and feedback of a game as described in item 11 of the scope of patent application, wherein the receiving player's game feedback data returned by the player terminal further includes the following steps: Retrieving the player recorded by the player terminal Game feedback data content; determine whether the player is online; 第19頁 546561 六、申請專利範圍 待遊戲結束後透過一傳送提示訊息以一其他多元 途徑傳送該玩家遊戲回饋資料; 即時產生一線上傳送提示訊息;及 透過網路線上即時傳送該玩家遊戲回饋資料。 2 2 .如申請專利範圍第2 1項所述之遊戲即時記錄偵錯回饋 方法,其中該傳送提示訊息係透過彈出式(p 〇 p - u p )視 窗進行。Page 19 546561 6. The scope of patent application is to send the player's game feedback data through a transmission prompt message through another transmission method after the game is over; the online transmission prompt message is generated immediately; and the player's game feedback data is transmitted through the network line in real time. . 2 2. The method for real-time recording error detection and feedback of a game as described in item 21 of the scope of patent application, wherein the transmission prompt message is performed through a pop-up (p 0 p-u p) window. 2 3 .如申請專利範圍第2 1項所述之遊戲即時記錄偵錯回饋 方法,其中該其他多元途徑至少可由傳統郵件、電子 郵件、傳真及電話中任意選擇其一。 2 4 .如申請專利範圍第2 1項所述之遊戲即時記錄彳貞錯回饋 方法,其中該線上傳送提示訊息係透過彈出式視窗進 行。 2 5 ^如申請專利範圍第1 1項所述之遊戲即時記錄偵錯回饋 方法,其中該回饋資料處理作業係將遊戲玩家傳回之 資料内容,交由客服中心人員以及遊戲開發人員作分 析,作為改善客戶關係及改進遊戲品質的依據。2 3. The method for real-time record debugging and feedback of a game as described in item 21 of the scope of patent application, wherein the other multiple channels can be at least one of traditional mail, e-mail, fax and telephone. 24. The method for real-time recording of the wrong feedback of the game as described in item 21 of the scope of patent application, wherein the online transmission prompt message is performed through a pop-up window. 2 5 ^ The method for real-time recording error detection and feedback of a game as described in item 11 of the scope of patent application, wherein the data processing operation of the feedback is to transfer the data content returned by the game player to the customer service center staff and the game developer for analysis. As a basis for improving customer relationships and game quality. 第20頁Page 20
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102468906A (en) * 2010-11-04 2012-05-23 腾讯科技(深圳)有限公司 Interactive logic fault-tolerance method in online games and online game fault-tolerance system

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102468906A (en) * 2010-11-04 2012-05-23 腾讯科技(深圳)有限公司 Interactive logic fault-tolerance method in online games and online game fault-tolerance system

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