TWI312695B - - Google Patents
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- TWI312695B TWI312695B TW095110880A TW95110880A TWI312695B TW I312695 B TWI312695 B TW I312695B TW 095110880 A TW095110880 A TW 095110880A TW 95110880 A TW95110880 A TW 95110880A TW I312695 B TWI312695 B TW I312695B
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- 238000011156 evaluation Methods 0.000 claims description 56
- 230000015654 memory Effects 0.000 claims description 45
- 238000012545 processing Methods 0.000 description 25
- 238000007726 management method Methods 0.000 description 15
- 238000010586 diagram Methods 0.000 description 10
- 238000000034 method Methods 0.000 description 7
- 230000009471 action Effects 0.000 description 5
- 238000004891 communication Methods 0.000 description 5
- 230000000694 effects Effects 0.000 description 5
- 239000000463 material Substances 0.000 description 5
- 230000008569 process Effects 0.000 description 4
- 230000006870 function Effects 0.000 description 3
- 230000006399 behavior Effects 0.000 description 2
- 235000013361 beverage Nutrition 0.000 description 2
- 238000013500 data storage Methods 0.000 description 2
- 235000013399 edible fruits Nutrition 0.000 description 2
- PEDCQBHIVMGVHV-UHFFFAOYSA-N Glycerine Chemical compound OCC(O)CO PEDCQBHIVMGVHV-UHFFFAOYSA-N 0.000 description 1
- 206010036790 Productive cough Diseases 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 238000010276 construction Methods 0.000 description 1
- 230000035622 drinking Effects 0.000 description 1
- 238000012544 monitoring process Methods 0.000 description 1
- 238000011084 recovery Methods 0.000 description 1
- 230000009467 reduction Effects 0.000 description 1
- 239000007787 solid Substances 0.000 description 1
- 210000003802 sputum Anatomy 0.000 description 1
- 208000024794 sputum Diseases 0.000 description 1
- 230000003068 static effect Effects 0.000 description 1
- 210000002784 stomach Anatomy 0.000 description 1
Classifications
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION 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
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION 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
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/61—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3227—Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5506—Details of game data or player data management using advertisements
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- Business, Economics & Management (AREA)
- Engineering & Computer Science (AREA)
- General Physics & Mathematics (AREA)
- Physics & Mathematics (AREA)
- Strategic Management (AREA)
- Finance (AREA)
- Development Economics (AREA)
- Accounting & Taxation (AREA)
- Multimedia (AREA)
- Marketing (AREA)
- Economics (AREA)
- General Business, Economics & Management (AREA)
- Theoretical Computer Science (AREA)
- Entrepreneurship & Innovation (AREA)
- Game Theory and Decision Science (AREA)
- Tourism & Hospitality (AREA)
- Health & Medical Sciences (AREA)
- General Health & Medical Sciences (AREA)
- Human Resources & Organizations (AREA)
- Primary Health Care (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Pinball Game Machines (AREA)
Description
1312695 . 九、發明說明: 【發明所屬之技術領域】 本發明係有關遊戲系統、遊戲系統的控制方法及資訊 . 記憶媒體。 ,【先前技術】 在遊戲晝面顯示商業廣告之遊戲线已為人所習知 .(專利文獻1)。依據此遊戲系統,針對顯示遊戲中的商業 廣告(以下,把載為「遊戲廣告」。)徵收廣告費用,由此形 成可降低遊戲軟體之售價,或免費。 [專利文獻]日本特開平9 — 10440號公報 【發明内容】 (發明所欲解決之課題) 在如以上所述之遊戲m期盼有能實現評價遊戲 者(player,操作遊戲者)是否已注意遊戲廣告之架構。譬 如,遊戲者因專讀遊戲,縱使顯示有遊戲廣告,也有可 能遊戲者沒注意到㈣戲廣告的情況。因此,在進行徵收 f告費用時’最好是能將遊戲者是否注意到遊戲廣告之評 價結果反映在廣告費用。 本發明係#於上述課題而研創者,其目的在於提供 種能適當地評價遊戲者是否注意到遊戲廣告之遊戲系統 遊戲系統的控制方法及資訊記憶媒體。 y、 (解決課題之乎段) .為广決上述賴,本發明之遊射統,其特包 狀廣口的輪出之評價的廣告評價資訊之廣 318022 5 1312695 告評價資訊記憶手段;輸出前述廣告之廣告輸出手段·判1312695. IX. Description of the Invention: [Technical Field of the Invention] The present invention relates to a game system, a control method for a game system, and information. A memory medium. [Prior Art] A game line in which commercial advertisements are displayed on the inside of the game is known (Patent Document 1). According to this game system, an advertisement fee is charged for displaying a commercial advertisement in a game (hereinafter, referred to as "game advertisement".), thereby reducing the selling price of the game software, or free of charge. [Patent Document] Japanese Laid-Open Patent Publication No. Hei 9-10440 (Invention) The game m as described above is expected to have an evaluation of whether or not the player (player) has paid attention. The structure of game advertising.譬 For example, if the player is watching a game, even if there is a game advertisement, there may be cases where the player does not notice (4) the advertisement of the game. Therefore, it is preferable to reflect whether the player has noticed the evaluation result of the game advertisement in the advertisement fee when the fee is charged. The present invention has been made in view of the above problems, and an object of the present invention is to provide a control method and an information storage medium for a game system game system capable of appropriately evaluating whether a player notices a game advertisement. y, (solving the problem of the paragraph). In order to broaden the above, the navigation system of the present invention, the evaluation of the information of the special package-like wide-mouth evaluation of the evaluation of the information 318022 5 1312695 evaluation information memory means; output The advertisement output means of the above advertisement
^否紅預定的輸出狀況基準之輸 又,妾收遊戲項目(game item)的選擇之遊 „手段;判定對應前述廣告之遊戲項目的選擇 是否由刖述遊戲項目選擇接收手段所接收之選擇内容判定 手段;以及根據前述輸出狀況狀手段之判定結果與前述 j擇内容狀手段之判定結果,更新記憶在前述廣告評價 貝SfU己憶手段的廣告評價資訊之廣告評價資訊更新手段。 此外,本發明之遊戲系統的控制方法,其特徵在包含: 用以使輸出手段輸出廣告之廣告輸出步驟;用以判定前述 廣告之輸出狀況是否滿足預㈣輸出狀況基準之輪出狀況 判定步驟;用轉收遊戲項目的選擇之遊戲項目選擇接收 步驟;用以判定在前述遊戲項目選擇接收步驟中是否接收 有對應前述廣告之遊戲項目的選擇之選擇内容判^步驟;^No red scheduled output status reference, and the game item selection game means; determining whether the selection of the game item corresponding to the advertisement is selected by the game item selection receiving means a determination means; and an advertisement evaluation information update means for storing the advertisement evaluation information stored in the advertisement evaluation board SfU memory means based on the determination result of the output condition means and the determination result of the content selection means. The control method of the game system includes: an advertisement output step for causing an output means to output an advertisement; a step of determining a rotation status of the pre-(four) output status reference for determining whether the output status of the advertisement satisfies; a selected game item selection receiving step of the item; a determining content determining step of determining whether a selection of the game item corresponding to the advertisement is received in the game item selection receiving step;
:及用以將記憶在廣告評價資訊記憶手段之記憶顯示關於 $述廣告之輸出的評價之廣告評價資訊所構成之廣告評價 資訊,根據前述輸出狀況判定步驟之判定結果與前述選擇 内合判定步驟之判定結果加以更新之廣告評價資料更新步 驟。 ’ 此外,本發明之程式,係用以使電腦運作成下列手段 者,該手段係包含:記憶顯示關於廣告的輸出之評價的廣 告坪價貧訊之廣告評價資訊記憶手段;輸出前述廣告之廣 告輸出手段;判定前述廣告之輸出狀況是否滿足預定的輸 出狀況基準之輸出狀況判定手段;接收遊戲項目的選擇之 318022 6 1312695 、=手& α及按照前述輸出狀況判^手段之判定結果解除 Θ述限制手&的限制之限制解除手段,而前述廣告評價資 2更新手段,係亦可於由前述選擇内容判定手段判定對應 •前述廣告之遊戲項目的選擇係藉由前述遊戲項目選擇接收 •手段接收時’更新記憶在前述廣告評價資訊記憶手段之廣 告評價資訊。 ^ 【實施方式】 以了牙尤本發明之實施开)態的一例根據圖式加以 地說明。 —第1圖係、本實施形態的整體遊戲系統之構成圖。該圖 2不之遊戲系統係包含有廣告管㈣服器2、以及遊戲 置1〇(遊戲終端機)。遊戲裝i 1〇係經由網際網路等之 通訊網路4與廣告管理伺服器2通訊連接。 廣口 g理伺服器2係一般熟知的伺服器電腦系統。廣 二=服器2,係包含有廣告管理資料庫(Database:、 β。廣告官理資料庫,係由硬碟記憶褒置等可讀寫資料之 I般熟知的記憶裝置所構成。廣告管理飼服器2,係-邊 丄=;告:理資料庫進行存取,-邊寫入或讀出在廣告 菅理所需之各種資料。如此, 总 ^ 遊戲裝置所輸出之遊戲廣告與對二=係進订 告點數等的管理。 仪遊戲中的廣告輸出之廣 遊戲裝置10譬如可用家庭用遊戲機為 他,亦可用業務用遊戲機(通稱大 專成/、 攜帶用遊戲機、個人電腦、a ^次 哉(arCade)機)、 电細檇帶貝讯終端機(PDA)、行動電 318022 8 1312695 話為主來構成。 、,此,就遊戲裝置1G,以家㈣遊戲機為主之構成例 加以,兄明。第2圖係表示以家庭用遊戲機 .戲裝置10之圖。—戲裝錢’係於家庭用遊遷 .戲機U裝設資訊記憶媒體之_娜,並且And an advertisement evaluation information for composing the advertisement evaluation information for the evaluation of the output of the advertisement by the memory of the advertisement evaluation information memory means, and the determination result of the output status determination step and the selection selection step The advertisement evaluation data update step of the determination result is updated. In addition, the program of the present invention is for causing a computer to operate as the following means, the means comprising: an advertisement evaluation information memory means for memorizing the evaluation of the output of the advertisement; and outputting the advertisement of the advertisement An output means; an output status determination means for determining whether the output status of the advertisement satisfies a predetermined output condition reference; and a selection of the received game item 318022 6 1312695, = hand & α, and the determination result of the output status determination means are released. The restriction evaluation means for limiting the hand & the advertisement evaluation means 2 updating means may determine, by the selection content determination means, that the selection of the game item corresponding to the advertisement is selected by the game item. When the means is received, the advertisement evaluation information of the memory evaluation information memory means is updated. [Embodiment] An example of a state in which the present invention is implemented is described with reference to the drawings. - Figure 1 is a block diagram of the overall game system of the present embodiment. The game system of Fig. 2 includes an advertisement tube (four) server 2, and a game set (game terminal). The game device i 1 is connected to the advertisement management server 2 via a communication network 4 such as the Internet. The wide-mouth server 2 is a well-known server computer system. Guang 2 = server 2, which contains an advertising management database (Database:, β. Advertising official database, which is composed of hard-to-read data such as hard disk memory devices, such as well-known memory devices. Advertising management The feeding device 2, the system-side 丄=; 告: the database is accessed, and the various materials required for the advertisement processing are written or read. Thus, the game advertisements and pairs output by the total gaming device are Second, the management of the number of advertisements, etc. The game device 10 of the advertisement output in the game of the game, for example, the home game machine can be used for him, and the game machine for business use (commonly known as the college/portable game machine, personal) Computer, a ^ 哉 (arCade) machine, electric 檇 贝 终端 终端 PDA 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 318 The composition of the main example is given by the brother. The second picture shows the picture of the game device 10 for the family. The play money is tied to the family. The theater U installs the information memory media _ Na, and
視器18及揚聲器22而構成。譬如,於監視器18使用^ 用電視接收器,且在揚聲器22使用其内藏揚聲器。豕I 家庭用遊戲機11係包含:匯流排、微處理器14、 畫像處理部16、聲音處理部20、DVD-ROM播放部24、主記 憶體26、辅助記憶裝置28、輸出入處理部3〇及控制器犯 而構成之-般熟知的電腦遊戲系統。控制器心外 要素係收納在框體内。 匯流排12係在家庭用遊戲機u之各部分用以進行位 址及貝料之父換者。微處理器14、晝像處理部16、主圮 體26及輸出入處理部3〇,係藉由匯流㈣連接成可相^ 通訊資料。 微處理器14,係根據儲存在未圖示之ROM的作業系 統、從DVD-R0M25讀出之程式、及從辅助記憶裝置28讀出 之資料,控制家庭用遊戲機U之各部分。主記憶體%譬 如係包含RAM所構成者,視需要寫入由DVD_R〇M25讀出之 程式或由輔助記憶裝置28讀出之資料。主記憶體26係亦 可使用為微處理器14之作業用。 晝像處理部16係包含視訊隨機存取記憶體(VRAM : vide0rand⑽accessmem〇ry)所構成,而根據由微處理器 318022 9 1312695 - ㈣11 32係軸者帛以輸人各《戲操作之一般操 作輸入手段。輸出入處理部3〇係依每一定週期(嬖如又每" 1/60秒)掃描控制器32之各部分的狀態,而將顯;其掃描 .結果之操作信號經由匯流排12交予微處理器14。微處理田 •器14係根據該操作信㈣判定軸者的遊戲操作。家庭用 遊戲機11係構成為可連接複數個控制器32,而根據從各 控制器32所輸人之操作信號,以微處理器心 ,控制。 歡 •。第3圖係表示控制器32的一例之圖。該圖所示之控制 器32係一般遊戲控制器。如該圖(a)所示,於控制器32 的表面係具備有方向鍵34、開始鍵36、及按鍵38χ,38γ, 38A「’ 38B。而在按鍵38χ,38γ,38Α,38β之表面,係各別標示 有口」Λ」「χ」「〇」之標記。此外,如該圖(b)所示, 於控制器32之後側側面,在表面側左右各別具備有按鍵 42R,而在背面側左右各別具有按鍵4儿,4〇卜方向鍵 ♦ 34係具有十字形狀,通常係使用在設定人物(character) 或游標的移動方向。開始鍵36係具有三角形狀之小型的按 鍵通吊使用在遊戲的開始或遊戲的強制結束等。按鍵 ,Y’38A’38B, 40L, 40R,42L,42R係使用於其他的遊戲 操作。 在具備有以上之構成的遊戲裝置1〇中,藉由執行從 ▲ D ROM25讀出之遊戲程式而提供3次元動作遊戲。於此3 二疋動料戲中,遊戲者操作控制H 32,使遊戲者人物(遊 戲者之操作對象的遊戲人物)在虛擬3次元空間内移動,或 318022 11 1312695 物(與遊戲者人物對立之遊戲人物),藉此來進 憔體26 P 由執订上述遊戲程式’在遊戲裝置10之主記 :建構配置有遊戲者人物與敵方 有:如:=〜 ζί/: 者人物之後方上空,跟隨遊戲者人物而 :情況之谨載f後’將顯示從該視點看到虛擬3次元空間的 ‘書面I面顯示於監視器18。遊戲者係-邊看此種遊 $ 、二作控制器32,並對遊戲者人物給予移動指示 或攻擊指示等之行動指示。 秒㈣丁 圖。在第第表示顯示於監視器18之遊戲晝面的一例之 具店π 所不之遊戲晝面係顯示有遊戲者人物50與道 :摔作而 =1)52°遊戲者人物5G係按照對應控制器32 ί = 擬3次元空間。當遊戲者將遊戲者人物5。 移1道具店52之前時,便顯示遊戲項目購買書面。 項目購買=1 示遊戲項目講買畫面的一例之圖。在遊戲 戲 "’遊戲者係選擇使遊戲者人物50持有之遊 人物的參係與^财人物5G或敵方 當遊戲者使遊=。:各:遊=建:對應關係。 譬如備妥增加遊戲者人物5G之攻擊動作遊戲中, >戲者人物5G之攻擊點數參數㈣成為0時則遊 318022 12 1312695 戲結束,而限制遊戲之進行(譬如制止)。 物上L圖:示w戲項目購買晝面_,顯示有遊戲h 物50可持有之遊戲項目的名稱與效果及價格遊戲者人 .果」係表示與遊戲項目建 、。者,「效 .在此遊戲項目靖買畫面事件的内容。 的上方向指示部或下方向指示部,使二作:向鍵34 項目(區別顯示)後,按下「n >吏強調顯不所欲之遊戲 :「n 〇」按鍵(按鍵_。者接下 」扣鍵後,在該時間點所強調 二 ,在遊戲者人物5〇之持有的遊戲項目表。戲項目被這加 此外,於遊戲裝置1()中,係 廣告(遊戲廣告)。遊戲廣告戲當中輸出 聲音、文字資料(文件資料作止畫像'動畫像、 供,並萨由廣止瞢採杓HE 式由各種的廣告商提 ^並藉由廣口营理飼服器2儲存在廣 存在廣告管理資料庫之各種廣主次了 _ 、斜庫。儲 、高术沾士产吉, ' D負料係經由通訊網路4以 適虽的呀序傳迭到遊戲裝置1〇。 接收到之廣告資料,在遊趟夕$ 、遊戲裝置10中,根據The viewer 18 and the speaker 22 are configured. For example, a television receiver is used on the monitor 18, and a built-in speaker is used in the speaker 22.豕I The home game machine 11 includes a bus bar, a microprocessor 14, an image processing unit 16, a sound processing unit 20, a DVD-ROM player 24, a main memory 26, an auxiliary storage device 28, and an input/output processing unit 3. A computer game system that is well known to the controller. The outer core of the controller is housed in the frame. The busbar 12 is used in each part of the home game machine u for the address and the parent of the bedding. The microprocessor 14, the image processing unit 16, the main body 26, and the input/output processing unit 3 are connected to each other by the bus (4). The microprocessor 14 controls each part of the home game machine U based on the operating system stored in the ROM (not shown), the program read from the DVD-ROM 25, and the data read from the auxiliary memory device 28. The main memory % 譬 is composed of a RAM, and is written to a program read by the DVD_R 〇 M25 or read by the auxiliary memory device 28 as needed. The main memory 26 can also be used for the operation of the microprocessor 14. The image processing unit 16 is composed of a video random access memory (VRAM: vide0rand(10) accessmem〇ry), and is input according to the general operation of the opera operation by the microprocessor 31022 9 1312695 - (4) 11 32-axis. means. The input/output processing unit 3 scans the state of each part of the controller 32 every predetermined period (for example, every " 1/60 seconds); the operation signal of the scan is outputted via the bus bar 12 Microprocessor 14. The microprocessor 14 determines the game operation of the operator based on the operation letter (4). The home game machine 11 is configured to be connectable to a plurality of controllers 32, and is controlled by a microprocessor core based on an operation signal input from each controller 32. Huan. Fig. 3 is a view showing an example of the controller 32. The controller 32 shown in the figure is a general game controller. As shown in the figure (a), the surface of the controller 32 is provided with a direction key 34, a start key 36, and buttons 38A, 38γ, 38A"' 38B. On the surface of the buttons 38A, 38γ, 38Α, 38β, Each part is marked with the words "Λ", "χ" and "〇". Further, as shown in FIG. 2(b), on the rear side surface of the controller 32, buttons 42R are provided on the left and right sides of the surface side, and buttons 4 and 4 are provided on the left and right sides of the back side. It has a cross shape and is usually used to set the direction of movement of a character or cursor. The start key 36 is a small button that has a triangular shape and is used at the start of the game or the forced end of the game. The buttons, Y’38A’38B, 40L, 40R, 42L, 42R are used for other game operations. In the game device 1 having the above configuration, a three-dimensional action game is provided by executing a game program read from the ▲ D ROM 25. In this 3D action play, the player operates the control H 32 to move the player character (the game character of the player's operation object) in the virtual 3 dimensional space, or 318022 11 1312695 (opposing the player character) The game character), in order to enter the body 26 P by the above game program 'in the master of the game device 10: the configuration is configured with the player character and the enemy have: such as: = ~ ζί /: after the person Going above, following the player's character: After the situation is loaded, the 'written I face showing the virtual 3 dimensional space from the viewpoint will be displayed on the monitor 18. The player is watching the game $ and the controller 32, and gives an action indication such as a movement instruction or an attack instruction to the player character. Second (four) Ding Figure. In the first game, the game 显示 displayed on the monitor 18 is displayed as a game π. The player character 50 and the track are displayed: 摔 而 =1) 52° The player character 5G is correspondingly Controller 32 ί = Quasi-3 dimensional space. When the player will play the player character 5. When the item store 52 is moved, the game item purchase is written. Item Purchase = 1 shows an example of a game item to buy a screen. In the game play "' the player selects the player who holds the player character 50 and the character of the character and the character 5G or the enemy. : Each: Tour = Construction: Correspondence. For example, if you want to increase the player's character 5G attack action game, > the player character 5G attack point parameter (4) becomes 0, then swim 318022 12 1312695, the game ends, and the game is restricted (such as stop). On the object L picture: show the purchase of the game, the name and effect of the game item that can be held by the game object 50 and the price of the player. The fruit is represented by the game project. , "Effective. In the upper part of the game, please refer to the upper direction indication part or the lower direction indication part, and make two items: button 34 item (differential display), press "n > 吏 highlight Unwanted game: "n 〇" button (button _. After picking up) button, at this point in time, the second is highlighted in the game item table held by the player character 5. The play item is added by this In addition, in the game device 1 (), there is an advertisement (game advertisement). In the game advertisement, the sound and text data are output (the document data is used as a portrait image), and the image is provided. The advertisers mentioned and stored in the wide-ranging advertising management database by the wide-mouthed business service device 2, _, oblique library. Chu, high-tech sputum Shiji, 'D negative material through The communication network 4 is transmitted to the game device 1 in an appropriate order. The received advertisement data is displayed in the game device 10, according to the game device 10, according to
敲也 '、 +在遊戲之執行中輪出廣告(頌干鈐屮A 耷音輸出)。在本實施形態中, 八u頁不輸出或 藉由配置在虛擬3次元空間,而^ σ看板之看板物件係 遊戲畫面顯示在監視器1δ。^譬如如第6圖所示之 與遊戲者人物50 一起,顯〒有:6圖所示之遊戲畫面中, 又,在遊戲裝置10中,顯_ 」看板4。 戲蚩而德,y镟轉去又此 不遊戲廣告(看板54)於遊 =項移動到道具店52之前時所顯 不之迦戲項目購貝晝面,係形, 戲項目。譬如在顯示關於如圖不對應該遊戲廣告之遊 第6圖所示之「飲料Α」之看 318022 13 1312695 板54後之遊戲項目 圖所示之「飲料’係形成顯示譬如如於第7 (看板54)之遊戲項目(間稱對應遊戲廣告 .將此外之遊戲項目(「#人’、」=)為廣告遊戲項目,而 .簡稱為一般遊戲項目。y、」特放某」與「鬲級特效藥」) 在廣告遊戲項目 :應關係,且廣告遊遊戲項目中之任—者建立對 :亦即,廣告遊戲項^之實體係成為該-般遊戲項目。 相同效果,並且,續干^達到與一般遊戲項目中任-者之 廣告遊戲項目係顯示 t項目。換吕之, 戲項目。在第7圖所♦戲項目中任—者相等的遊 料A」係與「特不遊戲項目蹲買畫面中,顯示為「飲 購買晝面中,當選摆「」如、相等之遊戲項目。在此遊戲項目 有的項目表追加「飲料A: A」時’在遊戲者人物50之持 在本實_態之動作遊 ,圖所示之遊戲晝面的狀“、u力,4不有第4圖與第6 鍵40L)時,馨如顯:田遊戲者按下預定按鍵(譬如按 «如員不如弟S同 — 56。在此持有遊戲項目视窗不之持有遊戲項目視窗 持有之遊戲項目。遊戲 ㈣表顯717遊戲者人物50 56,而可確認遊戲者人 、戲頁目視自 面卜遊戲者係可選擇任意的之^戲有項遊目戲項目由。在此遊戲晝 50使用該遊戲項目。換 戲項目,而使遊戲者人物 戲事件。譬如,當選擇「°特气:使t生對應遊戲項目之遊 戲者人物50之攻㈣數//樂」時,形成發生「增加遊 文4點數參數到最大100點數之遊戲事 318022 14 1312695 件」又,當選擇廣告遊戲項目 項目建立對應關係之一般遊a ’ Λ生對應與該廣告遊戲 癉遅「私女丨 戲員目的遊戲事件。链如 ^ 選擇飲枓Α」時,發生對應 爭件吕如,當 •然而,在遊戲項目購買晝面之遊戲事件。 •的遊戲項目中若選擇了廣告遊戲項目之第7圖)中’從相等 係可視為遊戲廣告(看板5…二目2^該選擇行為 大所致。亦即,可評僧為镞齡座]遊戲者注思到之影響 , 、為遊戲廣告係受到該遊戲者之音 因此,於遊戲系統i中 迓戲耆之注意。 ►遊戲項目時,通知Aitsl^貝目講買畫面選擇有廣告 第7圖丄==告管理_2。譬如,在 避戲項目講貝書面中遲傳γ「k,, 通知其要&糾虎屯狄 —囬甲&擇了「飲料Λ」時, 器2中,進行、尚^^服器2 °然後’在廣告管理伺服 予以伴# 11該選擇)之:缝係、於每個遊戲廣主Knock also ', + in the execution of the game to rotate the ad (颂 钤屮 耷 A 耷 sound output). In the present embodiment, eight pages are not output or arranged in the virtual three-dimensional space, and the kanban object game screen of the σ kanban is displayed on the monitor 1δ. ^ As shown in Fig. 6, together with the player character 50, it is apparent that in the game screen shown in Fig. 6, in the game device 10, the kanban 4 is displayed.蚩 蚩 得 , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , For example, in the display of the "Beverages" shown in Figure 6 of the game that does not correspond to the game advertisements, the "Beverages" shown in the game project diagram shown after the board 54 is displayed as shown in Figure 7. 54) The game project (intermediately referred to as game advertisement. The other game project ("#人'," =) is an advertising game project, and is simply referred to as a general game project. y, "special release" and "grade" Special effects") In the advertising game project: it should be related, and the user in the advertising game project is established: that is, the real system of the advertising game item becomes the general game item. The same effect, and the continuation of the ^ to achieve the same as the general game project, the advertising game project shows t project. For Lu, the drama project. In the game shown in Figure 7, the game A is the same as the game item in the "No game item purchase" screen. When the "Beverage A: A" is added to the item list of the game item, the game player's character 50 is in the action state of the game, and the game picture shown in the figure is "u", u force, 4 does not have When the 4th figure and the 6th key 40L), Xin Ruxian: The field player presses the predetermined button (for example, press «If the player is not as good as the sister S. - 56. Here, the game project window does not hold the game project window. There are game items. The game (4) shows 717 player characters 50 56, and it can be confirmed that the player, the play page, and the game player can choose any one of the game items.昼50 uses the game item. The game item is changed, and the player's character plays the event. For example, when "° temperament: the number of the player's character 50 of the game item (four) / / music" is selected, "The game event is increased by 4 points to a maximum of 100 points. 318022 14 1312695 pieces". When the ad game project is selected, the general relationship of the game is established, and the corresponding game and the ad game are "private women." The game event of the actor's purpose. The chain occurs as ^ when you choose to drink Should be contending for Lu Ru, when • However, in the game project to buy the game event after the game. • If you select the 7th picture of the advertising game project in the game project), 'From the equivalent system can be regarded as game advertising (kanban 5...two Item 2^ This selection behavior is caused by the large number of behaviors. That is to say, it can be judged as the influence of the game player, and the game advertisement is received by the player. Therefore, in the game system i Note: ►When the game is in progress, notify Aitsl^Beimu to buy the screen and choose to have the advertisement. Figure 7==Report Management_2. For example, in the circumstance of the circumstance, the yin "k," & 纠 屯 — 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 回 择 择 择 择 择 择 择 择 择 择 择 择 择 择 择 择 择 择 择 择 择 择For each game
C ’在廣告管理飼服器2中,於每-A 結果,在疋否注意到該遊戲廣告之評價結果。其 >告收費,杳施中’譬如藉由根據該累積内容實施廣 之廣告收Γ 是否注意到遊戲廣告的評價結果 係在就遊戲系統1之功能性構成加以說明。第9圖 ’、在遊戲糸統1達成之访妒古+由士In the advertisement management feeder 2, in the results of each-A, the evaluation result of the game advertisement is noticed. In the case of the game system, the performance of the game system 1 is explained by the fact that the evaluation result of the game advertisement is noticed by the implementation of the advertisement advertisement based on the accumulated content. Figure 9 ’, the visit to the game 糸 1 1 visited 妒古+由士
關之功处古抬纟之力月匕方塊中,主要表示與本發明相 此方塊。這些功能係經由CD_R〇M或dvd_r〇M 所供應之程式藉由廣告管理J 戲裝置10執行而達成。 如第9圖所示,遊戲系統i係包含有:記憶部60 ;遊 S、目選擇接收部68 ;遊戲處理執行部70;廣告輸出部 318022 15 1312695 72;輸出狀況判定部74;選擇内容判定部76;廣告評價資 訊更新部7 8 ;以及廣告評價資訊記憶部8 〇。在此,就設置 廣告評價資訊記憶部80於廣告管理伺服器2,且其他的功 能方塊設置於遊戲裝置1〇加以說明。再者,這些功能方塊 係亦可設置於廣告管理伺服器2或遊戲裝置10之任一者。 譬如’廣告資料記憶部66係亦可設置在廣告管理伺服器2。 [1.記憶部] ’記憶部60係主要由DVD-ROM25、主記憶體26與輔助 記憶裝置28來達成。於記憶部6G ’係記憶使用在遊戲之 執行的各種諸。譬如,記憶g於配置在虛擬3次元 i〇之各種物件的資料。又,記憶部60係包含有遊戲項目 資訊$己憶部62;持有遊戲項目f訊記憶部6 料記憶部66。 及廣告貝 [2.遊戲項目資訊記憶部] 遊戲項目資訊記憶部62,传/产 般遊戲項目的資訊。遊戲 ^ =於出現在遊戲之- 如第10圖所示之遊戲夹貝"己’思部62 ’譬如係記憶 表,係包含:「遊戲 ⑴⑽;「遊戲項目名」攔⑻」摘位 攔位。在「遊戲項目iD」,係餘」=,以及「價格」 之辨識資訊。於「遊鐵項文 笮辨熾—般遊戳項目 於「說明」,係儲存與該 」糸儲存該遊戲項目之名稱。 的内容。於「價林,°A 、項目建立對應關係之遊载 [3.廣告資蝴㈣顿項目之價格。件 318022 16 1312695 廣:::記憶部60,係記憶用以顯示遊戲廣告於遊戲 、旦之f〇貝枓(譬如靜止晝像資料、動晝像資料,聲音資 料,文字資料等)。又,廣告資料記憶部6〇,曰、 •如第Η圖所示之廣告表。在第u圖所示之廣:表係= •:有:「:告Π)」攔位;「廣告晝像資料」攔位置: :位在廣:遊戲項目名」棚位;以及「遊戲項目ι〇置搁 係儲存唯一辨識遊戲廣告之辨識資訊。 >止查傻1二料」’係儲存特定廣告晝像資料之資訊。廣 像。於「位晉,/ (m卿1 ng)在看板物件之紋理畫 、 」係儲存表示配置看板物件之卢龆q^-办 間的位置之^物件之虛擬3次兀空 遊戲廣告有關之商品名戲項目名」’譬如係'儲存與該 該遊戲廣告建立對應2。☆遊戲項目%,係儲存與 Η.持有軸項目般軸項目㈣戲項目… 持有目=記憶部64,係記憶遊戲者人物50 憶第12圖所示之類遊戲項目資訊記憶部64,譬如係記 有遊戲項目表,儀声」、、遊戲項目表。第12圖所示之持 類及其個數,包人^遊戲者人物5G持有之遊戲項目的種 於「項目%,係^存遊tiD」搁位以及「個數」棚位。 一般遊戲項目係儲存遊戲理項目iD或廣告iD。亦即,關於 儲存廣告ID。於「個 、目ID,而關於廣告遊戲項目係 之—般遊戲項目、,或」+’係儲存藉由遊戲項目ID所辨識 目的持有數。持有子籍由廣告所辨識之廣告遊戲項 戲項目視窗56(參考第8圖),係根據 17 318022 1312695 -該持有遊戲項目表之内容來顯示。 5.廣告評價資訊記憶部] •裝置訊記憶部8〇,係藉由-般熟知之硬碟記憶 係關於各游# g $系統來達成°廣告評價資訊記憶部80: ' ' 戲廣告,記憶顯示關於該遊戲廣止之徐丨% 價之廣告評價資 、簡口之輸出的評 第13圖所示之廣5止^償資訊記憶部8〇,係記憶譬如 :係包含有「“ 在第U圖所示之廣告點數表, 1數係輕據售 %欄位以及「廣告點數」欄位。廣告點 ,係根據後述之選擇内容判定部76 於點 狀況判定部74之判定結果加算 果以及輪出 廣告收費額時之基礎。 …孔、如設為計算 [6.廣告輪出部] 廣告輪出部72,係φ亜± &上 來達成。廣告輸出部^ 象處理部16及監視器18 之廣告資料,而輸出遊戲廣告。貝:记憶部6〇 72係顯示遊戲廣告 ^ H、之廣告輪出部 予之禎馱丢*丨「 具體而言’將表示從所仏 予之視點看到「配置有根據廣告資 攸所、、、口 的看板物件之虛擬3 H 66之记憶内容 考第6圖)顯示在監視器18w間」之情況的遊戲晝面(參 [7·輸出狀況判定部] 輸出狀況判定部74,係判定 滿足預定的輸出狀況基準。孽如^廣告之輸出狀況是否 可計數遊戲廣告之輸出次數,並判1出狀況判定部74係亦 預定次數(輸出狀況基準)。此日± ^該輸出次數是否達到 ^輪出狀況判定部74,係 318022 18 1312695 亦可料Μ告料㈣滿足 該遊戲廣告判定為被進行過「卜的土丰之輪出時,對於 況邦定部Μ,係亦可在整 則出」。譬如,輪出狀 .對於與該看板54有 被顯示在遊戲晝面時, …有扳54有闕之遊戲廣告判定為被 才 -輸出」,或亦可在看板54之一 、1-人的 ::_板54有關之遊戲廣“:^::的 r廣告 實施形態中,整體看板54 :人在遊戲晝面。再者,在本 示過看板54」。此外H被顯不在賴畫面時判定為「顯 譬如係記憶如第14圖:,輸出狀況判定部74, 輪出狀況表,係包含有兄表。第14圖所示之 標(flag)」攔位。於「於^ 〇」攔位以及「輪出狀況旗 •由廣告!D辨識之遊戲廣告的看㈣ ζ」九1」、。 戲晝面時即儲存「]。 "、、、不1久在遊The function of Guan Zhigong is in the square of the moon, which mainly represents the same as the present invention. These functions are achieved by the advertisement management J device 10 via a program supplied by CD_R〇M or dvd_r〇M. As shown in FIG. 9, the game system i includes a memory unit 60, a tour S, a destination selection receiving unit 68, a game processing execution unit 70, an advertisement output unit 31022215 13 1312695 72, an output status determination unit 74, and a selection content determination. a part 76; an advertisement evaluation information update unit 7 8 ; and an advertisement evaluation information storage unit 8 . Here, the advertisement evaluation information storage unit 80 is provided in the advertisement management server 2, and other function blocks are provided in the game device 1 for explanation. Furthermore, these functional blocks may be provided to any of the advertisement management server 2 or the game device 10. For example, the advertisement data storage unit 66 may be provided in the advertisement management server 2. [1. Memory unit] The memory unit 60 is mainly realized by the DVD-ROM 25, the main memory 26, and the auxiliary memory device 28. In the memory unit 6G's, various memories are used for the execution of the game. For example, the memory g is stored in the virtual 3 dimensional i〇 various objects. Further, the storage unit 60 includes a game item information $reviving unit 62, and holds a game item f memory unit 6 material storage unit 66. And advertising shell [2. Game item information memory unit] The game item information memory unit 62 transmits/produces information of a general game item. The game ^ = appears in the game - as shown in Figure 10, the game clips "self's part 62', such as the memory table, contains: "game (1) (10); "game item name" (8)" Bit. In "Game Project iD", the identification information of "," and "price" is used. In the "Welcome" section, the "Save" item is stored in the "Description" and the name of the game item is stored. Content. In the price forest, °A, the project establishes the corresponding relationship of the cruise [3. The price of the advertising butterfly (four) project. Pieces 318022 16 1312695 wide::: memory 60, is the memory used to display game advertising in the game, F〇贝枓 (such as static image data, moving image data, sound data, text data, etc.). Also, the advertising data storage unit 6〇, 曰, • the advertising table as shown in the figure. The picture shows: Table: =:: Yes: ": Admonishment"" Block; "Advertising Image Data" Block Location: : Position in the wide: Game Project Name" shed; and "Game Project ι 〇 Placement The shelf store stores the identification information that uniquely identifies the game advertisement. >Check the silly 1 second material" is the information for storing specific advertisement image data. Wide image. In the case of "Jin Jin, / (mqing 1 ng) in the texture of the kanban object," is stored in the 配置 配置 配置 龆 ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ 虚拟 虚拟 虚拟 虚拟 虚拟 虚拟 虚拟The name of the famous drama project "'譬如系'" is stored in association with the game advertisement. ☆% of the game items, the storage and the Η. The axis project like the axis project (4) The drama project... The holding unit = the memory unit 64, the memory player character 50, the game item information storage unit 64 shown in Fig. 12, For example, there is a list of game items, instrument sounds, and game items. The type of the game and the number of the games shown in Figure 12 are included in the "Project %, System Save tiD" and "Number" booths. The general game project is to store the game project iD or the advertisement iD. That is, about storing the advertisement ID. The "game number," and the "+" system store the number of destinations identified by the game item ID. The advertising game item window 56 (refer to Fig. 8), which is identified by the advertisement, is displayed according to the contents of the table of the game item 17 318022 1312695. 5. Advertising Evaluation Information Memory Department] • The device memory unit 8 is achieved by the commonly known hard disk memory system for each tour #g $ system. The advertisement evaluation information memory unit 80: ' 'play advertising, memory The information on the evaluation of the advertisements of the game, the evaluation of the output of the game, and the output of the summary of the game, is shown in Figure 13 of the report. In the advertisement point table shown in Figure U, the number 1 is the % sale field and the "Advertising Points" field. The advertisement point is based on the determination result of the point status determination unit 74, which will be described later, based on the determination result of the point status determination unit 74 and the amount of the advertisement charge. ...hole, if it is set to calculate [6. Advertising rounding unit] The advertising rounding unit 72 is obtained by φ亜± & The advertisement output unit outputs the game advertisements like the processing materials of the processing unit 16 and the monitor 18. B: The memory department 6〇72 shows the game advertisement ^ H, the advertising round is given to the lost *丨 "Specifically, it will indicate that it is seen from the point of view given" The game surface of the virtual 3H 66 of the kanban object (the 6th figure) is displayed on the monitor 18w (see [7. Output status determination unit] output status determination unit 74, It is determined that the predetermined output condition criterion is satisfied. For example, if the output status of the advertisement can count the number of times the game advertisement is output, it is determined that the status determination unit 74 is also a predetermined number of times (output status reference). This day ± ^ the number of outputs Whether it is up to the rounding condition determination unit 74, 318022 18 1312695 may also be expected to satisfy the fact that the game advertisement is determined to have been carried out by the "Foot of the Tufeng", Then, for example, the wheel is out. For the game board 54 to be displayed on the game board, ... the game advertisement with the button 54 is determined to be the output-output, or may be in one of the billboards 54, 1-人的::_板54 related game wide ":^:: r In the embodiment of the advertisement, the overall kanban 54: the person is behind the game. In addition, the kanban 54" is shown in the present example. When H is not displayed on the screen, it is judged as "displayed as a memory as shown in Fig. 14: Part 74, the rotation status table, contains the brother table. The flag shown in Figure 14 is blocked. The game is in the "Yu 〇" block and the "round flag" • the game identified by the ad! D Look at the advertisement (4) ζ"9:1". Save "" when you play the game. ",,, not for a long time
丄J丄J
[8.遊戲項目選擇接收部] 目,=:選擇接收部68,係引導遊戲者選擇遊戲項 對應遊it選擇。、又’遊戲項目選擇接收部68,係限制 輪出狀況判^ m目的=擇之接收,並將該限制按照 戲項目選擇接收部68,譬如°係將予二解除、。本實施形態之遊 戲項目購買晝面顯示…圖或第7圖所示之遊 目。關於料卜〜器18’且使遊戲者選擇遊戟項 關於相障況將於後述(參照第15圖及第16圖)。 318022 19 1312695 - [9.選擇内容判定部] 選擇内容判定部76,係判定 (廣告遊戲項目)的選擇是否由戲項目 •接收。本實施形態之選擇内容λ、Λ擇接收σ"8所 .目靖買畫面所選擇之遊戲項目是二==遊:項 詳細情況將於後述(參照第16圖)。、口遊戲項目。關於 no.遊戲處理執行部] 遊戲處理執行部70,係執杆柄祕 Μ之接收結果的遊戲處理。本戲項目選擇接收部 70,係根據遊戲項目選擇接f Μ之賴處理執行部 遊戲項目資訊記憶部64之=内1之接收結果,更新持有 (參照第16圖)。 …内各。關於詳細將於後述 [11.廣告評價資訊更新部] 廣告評價資訊更新部78,係 之判定結果,以及選擇内容判定!^輸出狀況判定部74 憶於廣告評價資訊記憶部8QyA6之判定結果,更新記 之廣告評❹減新部形態 滿足預定之輸出狀況基準時,並:疋遊戲廣告之輸出狀況 告之遊戲項目(廣告賴項目)的選=收到對應該遊戲廣 評價資訊記憶部別之廣告評價=3:,更新記憶於廣告 (參照第16圖)。 胃貝说。關於絆細將於後述 在:,就在遊戲裝置1〇所執行之處理加以說明。 j先同就用以顯示遊戲項目購買畫面之處理加以說 月。第15圖係表示此處理之流程圖。此處理係遊戲者人物 318022 20 1312695 :5()移動到根據道具店 又,此處理,係經由DVDJ"置之預定區域時進行執行。 而藉由_置===5。輸網路4供應之程式 ·=戲項目講買晝面之各遊戲項㈣;顯 ;ί貝格表。在此步驟中 名稱、說明及 .之後,游戲馆 表係初始化為空白狀態。 叇出最彳 目選擇接收部68,係從遊戲項目資m表 二出二的記錄(遊戲項目ID、遊戲項 貝訊表 之組合KS102)。然後, 說月及知格 含於讀出之記錄的Μ 收部68,係將包 t«之S錄的遊戲項目ID、遊戲項 之組合,加於顯示項目表⑻03)。 "兒月幻貝格 曰、^遊戲項目選擇接收部68 ’係參 =」:位’而判斷廣告ID是否與在晴:之; ID涂立斜有對應關係(S1G4)。㈣,於判斷與廣告 子應關係時’遊戲項目選擇接收部6 8,係根據廣告 磨止、^取得該廣告ID以及與該廣告iD建立對應關係之 廣口遊戲項目名⑻〇5)。其次,遊戲項目選擇接收部Μ 糸多照輪出狀況表’判斷與在sl〇5取得之廣告id建立對 應關係之輸出狀況旗標是否為「i」⑻⑹。然後,在判斷 與廣告ID建立對應關係之輸出狀況旗標為「1」時,遊戲 項目選擇接收部68,係將在S105取得之廣告1]}及廣告遊 戲項目名,以及包含於在S102讀出之記錄的說明及價格之 組合追加在顯示項目表(S107)。 318022 21 1312695 日^ =iiS104判斷與複數個廣告㈣立有對應關係 T 、;各廣告ID執行S105至S107之處理。 後’遊戲項目選擇接收部68 ’係判斷在遊戲項目資 • 疋否有之後的記錄_。然後,有之後的記錄時: -出該記錄_9),並重作議至難之處理。另= !:=錄時,!戲項目選擇接收部68,係根據顯示項 • 戲項目購貝晝面描繪在VRAM上 、 VRAM上之遊齚馆曰睡4 ; 描緣在 器…戲項目購貝晝面係以預定之時序顯示在監視 行之就在遊戲項目講買畫面按下「◦」按鍵時所執 此户=厂說明。第16圖係表示此處理之流程圖。又, =處理’ 經由DVD__5 藉由遊戲裝置Η)執行來達成。 戶斤供應之程式而 如第16圖所示,在此處理中,首 部68取得與由遊戲 、選擇接收 ID或廣告ID)(S2f)n介日 令關之ID(遊戲項目 ( 〇 )。亦即,取得與在按下「〇」按 "序=調顯示之遊戲項目有關之ID。 按鍵之 更斩遊戲處理執行部7G,係根據在_取得之τη =寺有遊戲項目表⑽2)。於_ ::之ID, 在持有遊戲項目表時,對應該 右已登記 另—方面,於S2〇1 / 」襴位的値增加。 新追加記錚沒登記在持有遊戲項目表時, ::=_取得之_存 二 甘僩位並於「個數」攔位館存「L。 項 ”次,選擇内容判定部76 f 係判疋由遊戲者選擇之遊 318022 22 1312695 戲項目是否為廣告遊戲項目(S2〇 擇内容判定部76,於在S2(ns^e在本只轭形態中,選 瓦在S201取得之❿的 為「A」時,則判定由遊戲者選擇 ^子^子母 -判疋由遊戲者選擇一般遊戲項目。 '、 、' 由遊戲者選擇之項目為廣告 :新部74’係傳送廣告點數更新要二=:數更 構=告點數更新要求係由包含在 構成,而表示廣告點數之更新要求的資粗拉由 斤 更新要求之廣告管理飼服器2 ^ =廣告點數 庫句合於兮皮4 ⑺仕廣口點數表,增加對 應於該廣告點數更新 數」攔位之俊。 *及之1])(廣告⑻的「廣告點 其久就在第8圖所示之遊戲 行之處理加以褚明^奋 戲旦面選擇遊戲項目時執 4供應之程式而心 係介由則—_ 5或通訊網路 4=遊戲裝置10執行來達成。 判斷ώ 不之遊戲畫面中有選擇遊戲項目時,首春 匈斷由遊戲者選擇之遊戲賴項目時,百先 遊戲項目之任—者… 為一般遊戲項目或廣告 二戲::的,文字:母= 之遊戲項目心η 係藉由判斷由遊戲者所選擇 或 中之任 厂 亦即,由游两:後’於的第1文字之字母為「I」時, 遊戲項目之游杜古戲項目時,執行對應該-般 文字之字母為 的發生處理。另-方面,於ID的第! 項目時,輿該於由遊戲者選擇了廣告遊戲 (廣。ID)建立對應關係之一般遊戲項目係 318022 23 1312695 .根據廣告表之内容而確定。然後 目之遊戲事件的發生之處理。 爾該-般遊戲項 •被顯==遊戲系統1中,當遊戲廣告(看板⑷ 該遊戲二:時,於之後的遊戲項目購買書面,對岸 :遊戲項目之任何者相等的广二、 畫…若由相等的遊戲項目、= 響:::行:’係可視為受到遊戲者二 廣告。因此,在: 當遊戲者選擇廣告遊戲項目時、目購貝畫面中 理伺服器2。而在廑止答]將/、要曰通知到廣告管 而在廣告管理旬服器2中 告,把憶進行過此通知之次數。亦即,在廑1/固遊戲廣 2中’形成於每一個遊戲廣告 :::管理飼服器 遊戲廣告之評價結果。結果,在遊戲系統^否注意到該 根據此累積内容施行廣告收費,來進行及’譬如藉由 意到遊戲廣告之評價結果的廣告收費。、遊戲者是否注 再者,本發明係並非限定在' 譬如,輸出狀況判定部74之判定施形態者。 係亦可設成傳送到廣告管、。果(輪出狀況表)’ 器2來保持。此外,廣告評價資訊更新告管理健 備在廣告管理伺服器2。此日夺 F 78係亦可作成配 係只要根據從遊戲裝置1G(==資訊更新部78, 網路4接收之選擇内容判 ==7 6 )經由通訊 6的判疋結果,以及保持在 318022 24 ^12695 廣告管理伺服器2 新廣告評價資訊記況判定部74的判定結果,來更 此外譬如,與遊“Λ⑽内容即可。 ·(亦即,與廣告 -口建立對應關係之一般遊戲項目 •係亦可伴隨遊虧項目建立對應關係之-般遊戲項目), 遊戲者人物5。的參進:而變化。譬如’於伴隨遊戲的進行 -應關係之一般遊戲馆汁時,亦可設成與遊戲廣告建立對 而變化。壁如、目伴隨遊戲者人物50之參數的上昇 '效藥」與廣告遊戲項1目1圖:「遊戲項目「特 有對應關係,且遊游去"枓A」(廣“D A001」)建立 點數參數之最大彳&5()之最大攻擊點數參數(攻擊 料入」(廣告Π)心〇〇1'到袭預定値時,與廣告遊戲項目「飲 係亦可變化為比,項目, 較多的-般遊戲項目之…擊數之恢復1(增加量) 遊戲者人物50之:Η Γ、特效藥」。伴隨遊戲之進行當 復量較少的一浐1 J點數參數上昇時,攻擊點數之恢 低。此點藉係由遊戲者選擇之可能性變 低的一般遊戲項目與遊戲廣告建立對^擇之可能性 進行軸者是否注意到遊戲廣告之_/]可適當地 此日Τ ’只要將最大 戲項目之遊戲項…及一般遊 ,個對應關係所構成之表即可。然;,在、各== 遊戲項目= 賴者人物50的最大攻擊點數參數之範 318022 25 1312695 圍的組合建立對應關係之廣告ID即可。 此外譬如’在遊戲裝置10執行之遊戲係亦可為通稱的 網路遊戲。 【圖式簡單說明】 第1圖係表示本實施形態的整體遊戲系統之構成圖 第2圖係表示本實施形態的遊戲裝置之構成圖。 :=3圖(a)及(t〇係表示控制器的一例之圖。 第4圖係表示遊戲晝面的-例之圖。 第5圖係表示遊戲項目蹲買畫面的一例之圖。 第6圖係表示遊戲晝面的-例之圖。 f 7圖係表示遊戲項目購買晝面的-例之圖。 第8圖係表示遊戲畫面的—例之圖。 =9圖係本實施形態之遊戲系統的功 =圖係表㈣戲項目表的一例之圖。 圖係表不廣告表的一例之圖。 第12圖係表示拄 第13圖孫主有之遊戲項目表的一例之圖。 圖係表示廣告點數表的—例之圖。 圖係表示輪出狀況表的—例之圖。 第Η圖圖=示:遊戲裝置執行的處理之流程圖。 主要元件符=;】遊戲裝置執行的處理之流程圖。 4 11 遊戲系統 通訊網路 豕庭用遊戲機 2 1012 廣告管理伺服器 遊戲裝置 匯流排 318022 26[8. Game item selection receiving unit] The following is the selection of the receiving unit 68 to guide the player to select the game item corresponding to the itit selection. Further, the "game item selection receiving unit 68" limits the rotation of the rotation status to the destination selection, and selects the restriction unit 68 according to the drama item, for example, the system is released. The game item of this embodiment purchases a picture shown in Fig. 7 or a picture shown in Fig. 7. The player 18' is selected and the player selects the game item. The phase difference will be described later (see Fig. 15 and Fig. 16). 318022 19 1312695 - [9. Selection content determination unit] The selection content determination unit 76 determines whether or not the selection of the (advertising game item) is received by the play item. The game item selected in the selection content λ and the selection reception σ"8 of the present embodiment is the second == tour: item. The details will be described later (see Fig. 16). , mouth game project. The no. game processing execution unit] The game processing execution unit 70 is a game process for receiving the result of the handle. The game item selection receiving unit 70 selects the receiving result of the game item information storage unit 64 = the first one according to the game item selection, and updates the holding (see Fig. 16). ...in each. The details will be described later. [11. Advertising Evaluation Information Update Unit] The advertisement evaluation information update unit 78 determines the result of the determination and the selection content determination! The output status determination unit 74 recalls the result of the determination by the advertisement evaluation information storage unit 8QyA6, and updates the advertisement evaluation/reduction unit form to satisfy the predetermined output status criterion, and: the game status of the game advertisement is reported to the game item (advertisement) Selection of the Lai Project) = Received an advertisement evaluation corresponding to the game evaluation information memory section = 3: Update the advertisement in the advertisement (refer to Figure 16). Stomach said. The details will be described later. The processing executed by the game device 1 will be described. j first talks about the processing used to display the game project purchase screen. Figure 15 is a flow chart showing this process. This processing is a player character 318022 20 1312695 : 5 () moves to the item store according to the item store. This process is executed when the DVDJ" is placed in a predetermined area. And by _ set ===5. The program to supply the network 4 ·= drama project to buy the game items (four); display; ίbeige table. After the name, description, and . in this step, the game hall table is initialized to a blank state. The most popular selection selection unit 68 is a record (game item ID, game item list KS102) from the game item m table. Then, the collection unit 68, which is said to be included in the record of the reading, is added to the display item table (8) 03 in the combination of the game item ID and the game item recorded in the S. "Children's Yuebeige 曰, ^ game item selection receiving unit 68 ‘system parameter =”: bit ’, and it is judged whether the advertisement ID is in correspondence with the slanting of the ID (S1G4). (4) When determining the relationship with the advertisement, the game item selection receiving unit 6.8 acquires the advertisement ID and the name of the wide-mouth game item (8) 〇 5) in association with the advertisement iD based on the advertisement. Next, the game item selection receiving unit 糸 糸 multi-shot rotation status table 'determines whether or not the output status flag corresponding to the advertisement id obtained at sl 〇 5 is "i" (8) (6). Then, when it is determined that the output status flag associated with the advertisement ID is "1", the game item selection receiving unit 68 sets the advertisement 1]} and the advertisement game item name acquired in S105, and is included in the reading at S102. The description of the record and the combination of the price are added to the display item list (S107). 318022 21 1312695 day ^ = iiS104 determines that there is a correspondence relationship with a plurality of advertisements (4) T; each advertisement ID performs processing of S105 to S107. The post-game item selection receiving unit 68' determines whether or not the record _ after the game item is available. Then, when there are subsequent records: - the record is _9), and it is difficult to deal with it. Another = !:= recorded,! The play item selection receiving unit 68 is based on the display item • The movie item is purchased on the VRAM, and the VRAM is on the VRAM, and the sleep is in the game; the game item is purchased in a predetermined time series. In the monitoring line, when you press the "◦" button in the game project, you will be given the account = factory description. Figure 16 is a flow chart showing this processing. Further, = processing ' is performed by DVD__5 by the game device Η). As shown in Figure 16, in this process, the header 68 obtains the ID (game item (〇) with the game, the selection of the receiving ID or the advertising ID) (S2f)n. In other words, the ID related to the game item displayed by pressing the "〇" button is displayed. The game processing execution unit 7G is based on the game item table (10) 2). In the _::ID, when holding the game item table, the corresponding right is registered, and the number of points in the S2〇1 / "襕 is increased. The newly added note is not registered in the game item list, the ::=____ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ It is judged whether the game selected by the player is 318022 22 1312695, whether the drama item is an advertisement game item (S2 selection content determination unit 76, in S2 (ns^e in the present yoke form, the selection tile is obtained in S201) In the case of "A", it is determined that the player selects the child of the game - the player selects the general game item. ', , ' The item selected by the player is the advertisement: the new part 74' transmits the advertisement point number update The second =: number is more structured = the number of points to be updated is required to be included in the composition, and the number of advertising points is required to update the requirements of the advertising management of the feeding device 2 ^ = advertising points In Yukang 4 (7) Shih Kwong Point Table, increase the number of updates corresponding to the number of advertisement points. * and 1]) (Advertising (8) "Advertising point is shown in Figure 8 for a long time. The processing of the game line is explained by the fact that when you choose a game project, you will be given a program of 4 supply and the system will be based on - 5 or communication. Network 4 = game device 10 is executed to achieve. Judgment ώ When there is a game item selected in the game screen, when the game is selected by the player in the first spring, the game of the game is... Project or advertisement second play::, text: mother = game item heart η is judged by the player selected or in the factory, that is, by the tour two: after the 'first letter of the letter is " In the case of "I", when the game project is in the Dugu opera project, the processing of the letter corresponding to the general text is executed. On the other hand, when the item of the ID is selected, the game is selected by the player ( Wide. ID) The general game project that establishes the correspondence is 318022 23 1312695. It is determined according to the content of the advertisement table. Then the processing of the occurrence of the game event is performed. The game item is displayed == Game system 1, When the game ad (kanban (4) the game two: when the game item purchase is written later, the other side: the game item is equal to the second, the picture... if it is equal to the game item, = ring::: line: ' Can be considered as a second advertisement by the player Therefore, when the player selects the advertising game item, the server purchases the server 2, and in the 廑 ] ] 将 、 、 、 、 、 、 、 、 、 曰 曰 , , , , , , , , , , The number of times that I have made this notice. That is, in the 廑 1 / solid game wide 2 'formed in each game ad::: management feed game game advertising evaluation results. As a result, in the game system ^ not noticed The advertisement charge is performed based on the accumulated content, and the advertisement charge is performed, for example, by the evaluation result of the game advertisement. The player is not limited to the present invention, for example, the output status determination unit 74 Determine the form of the application. The system can also be set to be transmitted to the advertising tube. The fruit (the wheeling condition table) is held by the device 2. In addition, the advertisement evaluation information update is managed by the advertisement management server 2. In this case, the F 78 system can also be made into a match system based on the judgment result of the communication 6 from the game device 1G (== information update unit 78, the selection content received by the network 4 == 7 6 ), and remains at 318022. 24 ^12695 The advertisement management server 2 can determine the result of the determination by the new advertisement evaluation information status determination unit 74, for example, the content of the game (10). (That is, the general game item that is associated with the advertisement-port. • The game can also be associated with a game with a loss-making project, and the player’s character 5. Participate in: change. For example, in the case of a game that is related to the game, it can also be set. It is changed with the game advertisement. The wall is as follows, and the parameters of the player's character 50 are increased. The effect of the game is shown in the figure 1 of the game item: "The game item has a unique correspondence, and the tour goes to" A" (wide "D A001") establishes the maximum number of points parameter & 5 () maximum attack point parameter (attack feed in) (advertising Π) heart 〇〇 1 'attack scheduled 値, with advertising game The project "drinking system can also be changed to ratio, project, compared A lot of general game items... Recovery of the number of hits 1 (increase) Player's character 50: Η 特, special effects ”. When the game progresses, when the number of 浐 1 J points is less, The number of attack points is reduced. This point is based on the general game items that are less likely to be selected by the player, and the possibility of establishing a game advertisement to determine whether the player has noticed the game advertisement _/]日Τ 'As long as the game items of the biggest drama project... and the general tour, the corresponding relationship can be composed. However; in, each == game item = the maximum attack point parameter of the character 50 is 318022 25 1312695 The combination of the surrounding groups can establish the corresponding advertising ID. In addition, for example, the game system executed in the game device 10 can also be a generic online game. [Simplified Schematic] FIG. 1 shows the overall embodiment of the present embodiment. Fig. 2 is a view showing a configuration of a game device according to the present embodiment. Fig. 3 = (a) and (t) show an example of a controller. Fig. 4 shows a game face - Figure 5. Figure 5 shows the game project蹲Fig. 6 is a diagram showing an example of a game surface. Fig. 7 is a diagram showing an example of a game item purchase. Fig. 8 is a diagram showing an example of a game screen. Fig. 9 is a diagram showing an example of the game system of the embodiment of the present invention. Fig. 4 is a diagram showing an example of a play item table. Fig. 12 is a view showing a game item of the main picture of the 13th picture. A diagram showing an example of a table. The figure shows a diagram of an example of an advertisement point table. The figure shows a diagram of an example of a rotation status table. Fig. 1 is a flow chart showing the processing executed by the game device. Character =;] Flowchart of processing performed by the game device. 4 11 Game system communication network game machine 2 1012 Advertising management server game device bus 318022 26
Claims (1)
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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JP2005100239A JP4970736B2 (en) | 2005-03-30 | 2005-03-30 | GAME SYSTEM, GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
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TW200642737A TW200642737A (en) | 2006-12-16 |
TWI312695B true TWI312695B (en) | 2009-08-01 |
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TW095110880A TW200642737A (en) | 2005-03-30 | 2006-03-29 | Game system, method for controlling the game system, and information recording medium |
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US (1) | US20090054158A1 (en) |
JP (1) | JP4970736B2 (en) |
KR (1) | KR100942407B1 (en) |
TW (1) | TW200642737A (en) |
WO (1) | WO2006112097A1 (en) |
Families Citing this family (14)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2008275954A (en) * | 2007-04-30 | 2008-11-13 | Kenji Matsumoto | Advertisement information provision system using character |
KR100837149B1 (en) * | 2007-10-17 | 2008-06-11 | (주)레이큐브 | Advertising method and system applied to on-line game |
KR101218032B1 (en) * | 2010-01-07 | 2013-01-02 | 한국과학기술원 | System and Method for Evaluating Advertising System using Online Advertising Game |
JP5545325B2 (en) * | 2012-07-13 | 2014-07-09 | 株式会社セガ | Server device, server program, and game program |
JP6271883B2 (en) * | 2013-06-28 | 2018-01-31 | 株式会社バンダイナムコエンターテインメント | Computer system and program |
JP5856337B1 (en) * | 2015-04-24 | 2016-02-09 | 株式会社コロプラ | Game program for progressing game and game program for guiding to billing screen |
JP6437995B2 (en) | 2016-12-28 | 2018-12-12 | 株式会社バンダイナムコエンターテインメント | Computer system, advertisement output control system, and advertisement output control apparatus |
JP6437996B2 (en) * | 2016-12-28 | 2018-12-12 | 株式会社バンダイナムコエンターテインメント | Computer system, advertisement output control system, and advertisement output control apparatus |
JP6940471B2 (en) * | 2016-12-28 | 2021-09-29 | 株式会社バンダイナムコエンターテインメント | Computer system, advertisement output control system and advertisement output control device |
JP6876092B2 (en) * | 2019-05-16 | 2021-05-26 | 株式会社バンダイナムコエンターテインメント | Computer systems, game systems and game devices |
JP7081066B2 (en) * | 2019-07-08 | 2022-06-07 | 株式会社コナミデジタルエンタテインメント | Server device, server device program, server device control method, and distribution system |
JP7368721B2 (en) | 2019-11-27 | 2023-10-25 | 株式会社カプコン | Game programs and game systems |
JP7318774B2 (en) | 2020-07-27 | 2023-08-01 | 株式会社セガ | Program and information processing device |
KR20220161252A (en) | 2021-05-28 | 2022-12-06 | 텐센트 테크놀로지(센젠) 컴퍼니 리미티드 | Method and apparatus, device, and storage medium for generating special effects in a virtual environment |
Family Cites Families (12)
Publication number | Priority date | Publication date | Assignee | Title |
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US6186893B1 (en) * | 1996-12-18 | 2001-02-13 | Walker Digital, Llc | Slot machine advertising/sales system and method |
US7094149B2 (en) * | 1996-12-18 | 2006-08-22 | Walker Digital, Llc | Methods and systems for facilitating play at a gaming device by means of third party offers |
JPH11306237A (en) * | 1998-04-24 | 1999-11-05 | Takashi Sasaki | Game server device, marketing data acquisition method using virtual living space and information recording medium |
US7390264B2 (en) * | 2000-05-17 | 2008-06-24 | Walker Digital, Llc | Method and system to incorporate game play into product transactions |
JP2002074152A (en) * | 2000-08-28 | 2002-03-15 | Tecmo Ltd | Program and system for charging advertisement on communication network, and program and system for market research |
US9047609B2 (en) * | 2000-11-29 | 2015-06-02 | Noatak Software Llc | Method and system for dynamically incorporating advertising content into multimedia environments |
JP3321151B1 (en) * | 2001-06-29 | 2002-09-03 | コナミ株式会社 | Game advertisement charging system, program and game advertisement charging method |
JP4934763B2 (en) * | 2001-08-20 | 2012-05-16 | 有限会社オレンジプロダクション | Advertising system and advertising program |
JP2003281439A (en) * | 2002-03-25 | 2003-10-03 | Casio Comput Co Ltd | Server, game terminal, advertisement request device, and program |
US7729946B2 (en) * | 2003-01-24 | 2010-06-01 | Massive Incorporated | Online game advertising system |
US8626584B2 (en) * | 2005-09-30 | 2014-01-07 | Sony Computer Entertainment America Llc | Population of an advertisement reference list |
US8066565B2 (en) * | 2005-11-10 | 2011-11-29 | Nemisys Networks, Llc | System, method, and apparatus for the electronic operation, management, sponsorship, advertising, promotion, marketing, and regulation of games of chance on a network |
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- 2005-03-30 JP JP2005100239A patent/JP4970736B2/en active Active
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2006
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- 2006-01-19 KR KR1020077020177A patent/KR100942407B1/en not_active IP Right Cessation
- 2006-01-19 US US11/910,446 patent/US20090054158A1/en not_active Abandoned
- 2006-03-29 TW TW095110880A patent/TW200642737A/en unknown
Also Published As
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US20090054158A1 (en) | 2009-02-26 |
TW200642737A (en) | 2006-12-16 |
JP4970736B2 (en) | 2012-07-11 |
KR100942407B1 (en) | 2010-02-17 |
KR20070099695A (en) | 2007-10-09 |
WO2006112097A1 (en) | 2006-10-26 |
JP2006271904A (en) | 2006-10-12 |
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