TWI605403B - Cross-border interactive marketing system and method thereof - Google Patents

Cross-border interactive marketing system and method thereof Download PDF

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TWI605403B
TWI605403B TW105132474A TW105132474A TWI605403B TW I605403 B TWI605403 B TW I605403B TW 105132474 A TW105132474 A TW 105132474A TW 105132474 A TW105132474 A TW 105132474A TW I605403 B TWI605403 B TW I605403B
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marketing
merchant
player
virtual
module
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TW105132474A
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TW201814617A (en
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en-xin Zhu
Yu-Cen Huang
Guan-Wei Huang
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en-xin Zhu
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Description

一種跨界互動行銷系統及其方法 Cross-border interactive marketing system and method thereof

本發明係隸屬一種行銷之技術領域,具體而言係指一種可於虛擬世界中即時得到行銷訊息與指示、且於真實世界中完成互動之行銷系統及其方法。 The present invention is a technical field of marketing, and in particular refers to a marketing system and method thereof that can instantly obtain marketing messages and instructions in a virtual world and complete interaction in the real world.

按,近年來受到網路科技興起的影響,各種透過網路進行貨物銷售的手法越來越多,也越來越吸引人們注意,甚至有所謂網路商城的建立,讓消費者可以在電腦前完成購物,而無需出門,然而這種網路購物只能看到照片或簡介說明,消費者無法實際摸到商品,也無法進行即時的咨詢及挑選,與實際購物的樂趣仍有一段差距,再者食物、飲品等販售食用物仍是以餐廳、咖啡廳或超商之實體商家為主,因此實體商家仍是消費主流,無法為網路商城所取代;而實體商家的商業行銷手法五花八門,為了刺激消費者來店消費、且能持續來店,傳統上是利用各種集點、累積消費等方式來換取贈品、優惠、折扣或成為會員,以刺激重覆性的消費行為。然而,這類的行銷手法,其不論是集點或成為會員所取得的優惠、折扣或贈品的方式及活動空間,大多僅限於消費者在真實世界的行為,且大部份僅適用於原本的商家,故其極為侷限,使消費者極易失去持續累積或消費的動力; 另外,受到行動裝置與行動網路的風行,前述利用網路系統的電子商務、網路社群及網路遊戲等,增加了虛擬世界的豐富性、實用性及趣味性。網路遊戲為增加趣味性,逼真性及參與者的成就感,與參與群體在網路世界中的互動性等理由,常會有點數、代幣、道具等設計,而且有時玩家還可彼此交換或交易在遊戲中所需要的物件。雖然也有業者結合真實世界及虛擬世界,引入行銷及消費資訊於遊戲平台中,藉著遊戲的趣味性及過關的的激勵性促使消費者願意加入遊戲,並以實體世界的消費優惠做為虛擬世界中達成目標的誘因,而促進消費者願意進一步的進行消費累積;前述的結合雖然增加了樂趣和吸引力,但其仍需是消費者有興趣的商品或商家,消費者才會願意進行遊戲,當該商家並非是消費者的需求時,其並無法將消費者帶到真實世界的商家,因此其廣告行銷效果仍然有效,對於部份吸引力較弱或新開之商家的行銷效果極為有限,同時也無法進行分流,造成部份熱門商家無法應付人潮,而失去委託廣告行銷的動力。 According to the influence of the rise of Internet technology in recent years, there are more and more ways to sell goods through the Internet, and more and more people are paying attention. Even the establishment of so-called online shopping malls allows consumers to be in front of computers. Finish shopping without going out, but this kind of online shopping can only see photos or brief descriptions. Consumers can't actually touch the products, and they can't conduct instant consultation and selection. There is still a gap between the actual shopping and the fun of shopping. Food, beverages, etc. are still mainly used in restaurants, cafes or supermarkets. Therefore, physical businesses are still the mainstream of consumption and cannot be replaced by online malls. The commercial marketing methods of physical businesses are varied. In order to stimulate consumers to shop and continue to shop, traditionally, they use various points, accumulated consumption, etc. in exchange for gifts, offers, discounts or membership to stimulate repeated consumer behavior. However, such marketing methods, whether they are collections or discounts or gifts offered by members, and the space for activities are mostly limited to the behavior of consumers in the real world, and most of them are only applicable to the original Merchants, so it is extremely limited, making it easy for consumers to lose the motivation to continue to accumulate or consume; In addition, due to the popularity of mobile devices and mobile networks, the above-mentioned e-commerce, online community and online games using network systems have increased the richness, practicality and interest of the virtual world. Online games are designed to increase interest, fidelity, and the sense of accomplishment of participants, and the interaction of participating groups in the online world. They are often designed with numbers, tokens, props, etc., and sometimes players can exchange with each other. Or trade the items you need in the game. Although some industry players combine real-world and virtual worlds, introducing marketing and consumer information into the game platform, consumers are willing to join the game through the fun of the game and the incentives of the customs, and use the social world's consumer discount as a virtual world. The incentive to achieve the goal, and promote consumers willing to further accumulation of consumption; the aforementioned combination, while increasing the fun and attractiveness, but still need to be the goods or businesses that consumers are interested in, consumers will be willing to play, When the merchant is not the consumer's demand, it can't bring the consumer to the real world merchants, so its advertising marketing effect is still effective, and the marketing effect of some less attractive or newly opened businesses is very limited, and at the same time It is also impossible to divert, causing some of the top merchants to be unable to cope with the crowd and lose the incentive to commission advertising.

有鑑於此,本發明人乃針對現有真實世界在廣告行銷上所面臨的問題深入探討,並藉由多年從事相關產業的研發與製造經驗,經不斷努力的改良與試作,終於成功開發出一種可以結合虛擬世界與真實世界商家的行銷系統及其方法,藉以克服現有者之缺點與不便。 In view of this, the inventor has in-depth discussion on the problems faced by the existing real world in advertising marketing, and through years of experience in research and development and manufacturing of related industries, through continuous efforts to improve and test, finally succeeded in developing a kind of Combine the marketing system and methods of virtual world and real world merchants to overcome the shortcomings and inconveniences of existing ones.

因此,本發明之主要目的係在提供一種跨界互動行銷系統,藉以能將行銷事件標示於虛擬世界中的虛擬商家,讓玩 家以可攜式裝置透過定位技術找到真實世界的相對應的商家,並於商家內完成指定行銷事件的互動,以大幅提升商家的行銷與廣告之效果。 Therefore, the main object of the present invention is to provide a cross-border interactive marketing system, whereby a virtual event can be marked in a virtual world for playing a marketing event. The home uses the portable device to find the corresponding merchants in the real world through the positioning technology, and completes the interaction of the designated marketing events in the merchants, so as to greatly improve the marketing and advertising effects of the merchants.

又,本發明之主要目的係在提供一種跨界互動行銷行銷方法,其可以透過虛擬世界引導於真實世界中實現互動,並能將玩家帶到真實世界的商家,以突破現有行銷的侷限。 Moreover, the main object of the present invention is to provide a cross-border interactive marketing marketing method that can guide interaction in the real world through a virtual world and bring players to real-world businesses to break through the limitations of existing marketing.

基於此,本發明主要係透過下列的技術手段,來具體實現前述之目的及功效,其包含有:一網際網路,其係包含有至少一網路系統商之網路伺服器、基地台,供以無線技術或有線技術傳送資料;一平台商之伺服主機,其包含至少有一行銷處理模組及一傳輸模組,該行銷處理模組係為一可執行資料處理與功能操作之後台程式,而該傳輸模組可以連接該網際網路,再者伺服主機連接至少有一儲存玩家識別資訊之玩家資料庫、一儲存商家基本識別資訊之商家資料庫及一儲存行銷事件資訊之行銷資料庫;至少一玩家之可攜式裝置,其至少具有一行銷操作模組、一無線網路傳輸模組、一無線廣播模組及一定位模組,其中該行銷操作模組可為一供執行功能操作及可顯示虛擬世界之應用程式,而該無線廣播模組可供用於與商家完成行銷事件互動,另定位模組可供定位玩家於真實世界之位置,又無線網路傳輸模組可供以無線方式透過網際網路與伺服主機連接傳送資料;至少一商家之終端裝置,其至少具有一行銷互動模組、一網路傳輸模組及一無線廣播模組,其中行銷互動模組係為 一供執行功能操作及顯示虛擬世界之應用軟體,而該無線廣播模組可以與玩家完成行銷事件互動,又網路傳輸模組供以有線或無線方式透過網際網路與伺服主機連接傳送資料。 Based on the above, the present invention mainly implements the foregoing objects and functions through the following technical means, and includes: an internet network, which includes at least one network system provider, a network server, and a base station. For transmitting data by wireless technology or wired technology; a platform vendor's servo host includes at least one line processing module and one transmission module, and the marketing processing module is an executable data processing and function operation post program. The transmission module can be connected to the Internet, and the server host is connected to at least one player database storing player identification information, a merchant database storing basic identification information of the merchant, and a marketing database for storing marketing event information; A player-portable device having at least one row of operation modules, a wireless network transmission module, a wireless broadcast module, and a positioning module, wherein the marketing operation module can be an executive function An application that can display a virtual world, and the wireless broadcast module can be used to interact with a merchant to complete a marketing event, and another positioning module is available In the real world position, the wireless network transmission module can wirelessly transmit data through the Internet to the server host connection; at least one merchant terminal device has at least one line of interaction module, one network a transmission module and a wireless broadcast module, wherein the marketing interaction module is An application software for performing functional operations and displaying a virtual world, and the wireless broadcast module can interact with a player to complete a marketing event, and the network transmission module can transmit data through a connection with a server through a network or a wired or wireless connection.

藉此,俾使該伺服主機可對玩家之可攜式裝置傳送至少一行銷事件於虛擬世界的虛擬商家中,供玩家透過可攜式裝置之定位尋找真實世界中相對應之商家、並完成該行銷事件,且完成後可攜式裝置可對伺服主機傳送包含定位資訊與行銷事件之資料,使玩家能透過虛擬世界中的行銷事件指示,讓玩家與商家於真實世界中完成行銷事件的互動,大幅提升其行銷與廣告的效果。 In this way, the server can transmit at least one marketing event to the virtual device of the virtual world to the player's portable device, so that the player can find the corresponding merchant in the real world through the positioning of the portable device, and complete the After the marketing event, and after completion, the portable device can transmit the information including the positioning information and the marketing event to the server, so that the player can perform the marketing event interaction in the real world through the marketing event indication in the virtual world. Significantly improve the effectiveness of its marketing and advertising.

為使 貴審查委員能進一步了解本發明的構成、特徵及其他目的,以下乃舉本發明之較佳實施例,並配合圖式詳細說明如後,同時讓熟悉該項技術領域者能夠具體實施。 The preferred embodiments of the present invention are set forth in the accompanying drawings, and in the claims

(10)‧‧‧伺服主機 (10)‧‧‧Servo host

(11)‧‧‧行銷處理模組 (11) ‧‧‧Marketing Processing Module

(12)‧‧‧傳輸模組 (12)‧‧‧Transmission module

(15)‧‧‧玩家資料庫 (15)‧‧‧ Player database

(16)‧‧‧商家資料庫 (16) ‧‧‧Business Database

(17)‧‧‧行銷資料庫 (17) ‧ ‧ marketing database

(20)‧‧‧網際網路 (20)‧‧‧ Internet

(30)‧‧‧可攜式裝置 (30)‧‧‧Portable devices

(31)‧‧‧行銷操作模組 (31)‧‧‧Marketing operation module

(35)‧‧‧無線網路傳輸模組 (35) ‧‧‧Wireless Network Transmission Module

(36)‧‧‧無線廣播模組 (36)‧‧‧Wireless Broadcast Module

(37)‧‧‧定位模組 (37)‧‧‧ Positioning Module

(40)‧‧‧終端裝置 (40)‧‧‧ Terminal devices

(41)‧‧‧行銷互動模組 (41) ‧‧‧ Marketing Interactive Module

(45)‧‧‧網路傳輸模組 (45) ‧‧‧Network Transmission Module

(46)‧‧‧無線廣播模組 (46) ‧‧‧Wireless Broadcast Module

(47)‧‧‧定位模組 (47)‧‧‧ Positioning Module

(200)‧‧‧真實世界 (200)‧‧‧ Real World

(210A、210B)‧‧‧玩家 (210A, 210B) ‧‧‧ Players

(220A~220D)‧‧‧商家 (220A~220D)‧‧‧Business

(300)‧‧‧虛擬世界 (300)‧‧‧Virtual World

(310A、31013)‧‧‧虛擬玩家 (310A, 31013) ‧ ‧ virtual players

(320A~320D)‧‧‧虛擬商家 (320A~320D)‧‧‧Virtual Merchants

(S01)‧‧‧啟動連線 (S01) ‧‧‧Starting the connection

(S02)‧‧‧傳送定位資訊 (S02)‧‧‧Transfer location information

(S02A)‧‧‧商家請求取得玩家定位資訊 (S02A) ‧‧‧Business request for player location information

(S02B)‧‧‧商家重新設定行銷事件 (S02B) ‧‧‧Business resets marketing events

(S02C)‧‧‧回傳更新行銷事件 (S02C)‧‧‧Return to update marketing events

(S03)‧‧‧發送指定行銷事件 (S03)‧‧‧Send designated marketing events

(S04)‧‧‧回傳完成行銷事件資料 (S04)‧‧‧Return to complete the marketing event information

(S05)‧‧‧更新資料 (S05) ‧ ‧ updated information

(S06)‧‧‧發送更新資料 (S06)‧‧‧Send updated information

第一圖:本發明的系統架構示意圖,供說明各裝置相對關係。 First Figure: Schematic diagram of the system architecture of the present invention for explaining the relative relationship of the devices.

第二圖:本發明於真實世界中實際的系統配置示意圖。 Second figure: A schematic diagram of the actual system configuration of the present invention in the real world.

第三圖:本發明之系統中可攜式裝置所顯示的虛擬世界示意圖。 Third: Schematic diagram of a virtual world displayed by a portable device in the system of the present invention.

第四圖:本發明之系統的真實世界與虛擬世界的相對應示意圖。 Fourth Figure: Corresponding schematic diagram of the real world and virtual world of the system of the present invention.

第五圖:本發明的方法流程示意圖。 Figure 5: Schematic diagram of the process of the present invention.

本發明係一種跨界互動行銷系統及其方法,以下藉由特定的具體實施形態說明本發明之技術內容,使熟悉此技藝之人士可由本說明書所揭示之內容輕易地瞭解本發明之優點與功效。然本發明亦可藉由其他不同的具體實施形態加以施行或應用。因此隨附圖例之本發明的具體實施例及其構件中,所有關於前與後、左與右、頂部與底部、上部與下部、以及水平與垂直的參考,僅用於方便進行描述,並非限制本發明,亦非將其構件限制於任何位置或空間方向。圖式與說明書中所指定的尺寸,當可在不離開本發明之申請專利範圍內,根據本發明之具體實施例的設計與需求而進行變化。 The present invention is a cross-border interactive marketing system and its method. The technical content of the present invention will be described in the following specific embodiments, so that those skilled in the art can easily understand the advantages and effects of the present invention from the contents disclosed in the present specification. . The invention may be embodied or applied by other different embodiments. Therefore, with reference to the specific embodiments of the invention and the components thereof, all of the front and rear, left and right, top and bottom, upper and lower, and horizontal and vertical references are for convenience of description and are not limiting. The present invention also does not limit its components to any position or spatial orientation. The drawings and the dimensions specified in the specification may be varied in accordance with the design and needs of the specific embodiments of the present invention without departing from the scope of the invention.

而本發明之跨界互動行銷系統係如第一圖所示,該系統包含有一平台商之伺服主機(10)、一網際網路(20)、至少一玩家之可攜式裝置(30)及至少一商家之終端裝置(40),令伺服主機(10)可透過網際網路(20)與各該可攜式裝置(30)及各該終端裝置(40)進行有線或無線之連接,供傳送資料,使玩家能於真實世界中尋找至少一指示於虛擬世界【例如電子地圖、街道實景圖等等】中虛擬商家的行銷事件,讓玩家與商家於真實世界中互動完成該行銷事件,每一行銷事件可包含指定之位置【例如商家或特定地點等】、需執行之任務【例如聽取商品介紹、試吃、消費或協助宣傳等】與可取得之獎勵【例如點數、優惠券或現金回饋等】等與廣告行銷相關之資料;至於本發明之跨界互動行銷系統的詳細構成,係如第一、二圖所示,其中所述之伺服主機(10)包含至少有一行銷處理模組(11)及一傳輸模組(12),該行銷處理模組(11)係 為一內建之後台程式,供判讀、分析、比對及處理各項資料,例如玩家之玩家資料、商家資料、定位資料、時間資料或行銷事件資料,而該傳輸模組(12)可以是以無線技術或有線技術連接該網際網路(20),供傳送或接收玩家之可攜式裝置(30)或商家之終端裝置(40)的各種資料或行銷事件,再者伺服主機(10)連接至少有一玩家資料庫(15)、一商家資料庫(16)及一行銷資料庫(17),其中玩家資料庫(15)可用於儲存玩家之基本識別資料、定位資料、完成事件資料及各項獎勵資料等等,而商家資料庫(16)可用於儲存商家之基本識別資料、位置資料、指示行銷事件資料及提供獎勵資料等等,至於行銷資料庫(17)則供儲存系統中各玩家與各商家間進行行銷事件與獎勵之指示、分配、修正與互動資料【即各項廣告行銷行為】;而所述之網際網路(20)即典型供進行有線或無線連線之網路系統,供伺服主機(10)、可攜式裝置(30)及終端裝置(40)以無線網路或有線網路連線,供相互傳送、交換各項電子資料;又所述之可攜式裝置(30)可以是玩家之智慧型手機、平板電腦等,其至少具有一行銷操作模組(31)、一無線網路傳輸模組(35)、一無線廣播模組(36)及一定位模組(37),其中該行銷操作模組(31)係為一內建於可攜式裝置(30)之應用程式【APP】,如第三、四圖所示,其係包含有人機介面及可顯示之虛擬世界【例如電子地圖】,且該虛擬世界與真實世界之建築、道路等位置相對應,供用於導引玩家尋找虛擬世界中標示於虛擬商家之行銷事件地點及完成行銷事件,而該無線廣播模組 (36)可以是紅外線傳輸元件、高頻無線通訊元件【NFC】、藍芽傳輸元件、無線射頻標籤或其讀取器、條碼或其讀取器【如智慧型手機之相機與條碼識別程式】等短距離通訊元件,供玩家以可攜式裝置(30)之無線廣播模組(36)與真實世界之商家完成行銷事件互動,另定位模組(37)可以是全球定位系統【GPS】,可供配合行銷操作模組(31)指引玩家尋找真實世界中商家或地點,又無線網路傳輸模組(35)可供以無線方式透過網際網路(20)與伺服主機(10)連接傳送指示或玩家之資料;另所述之終端裝置(40)可以是商家之終端機、桌上型電腦、筆記型電腦等,其至少具有一行銷互動模組(41)、一網路傳輸模組(45)及一無線廣播模組(46),其中行銷互動模組(41)係為一內建於終端裝置(40)之應用軟體,其包含有人機介面及可顯示之虛擬世界【例如電子地圖】,供用於設定、修改及登錄行銷事件、且與玩家之可攜式裝置(30)互動,而該無線廣播模組(46)可以是紅外線傳輸元件、高頻無線通訊元件【NFC】、藍芽傳輸元件、無線射頻標籤或其讀取器、條碼或其讀取器【如智慧型手機之相機與條碼識別程式】等短距離通訊元件,供商家以該無線廣播模組(46)與玩家可攜式裝置(30)之無線廣播模組(36)完成行銷事件互動【例如掃描條碼等】,又網路傳輸模組(45)供以有線或無線方式透過網際網路(20)與伺服主機(10)連接傳送指示或商家位置之資料,再者該終端裝置(40)進一步包含有一定位模組(47),該定位模組(47)可供配合行銷互動模組(41)標示商家地點;藉此,形成一種可結合虛擬世界與真實世界、且將 玩家有效導引至真實世界中商家的跨界互動行銷系統者。 The cross-border interactive marketing system of the present invention is as shown in the first figure. The system includes a platform server (10), an internet (20), and at least one player portable device (30). The terminal device (40) of the at least one merchant enables the server (10) to make a wired or wireless connection with each of the portable devices (30) and each of the terminal devices (40) through the Internet (20). Transmitting data enables the player to find at least one marketing event in the real world indicating virtual merchants in the virtual world (such as electronic maps, street scenes, etc.), allowing the player to interact with the merchant in the real world to complete the marketing event, each A marketing event can include a specified location (such as a business or a specific location, etc.), tasks to be performed (such as listening to a product introduction, tasting, spending, or assisting publicity, etc.) and rewards that can be earned [such as points, coupons, or cash). Feedback, etc., and other information related to advertising marketing; as for the detailed composition of the cross-border interactive marketing system of the present invention, as shown in the first and second figures, wherein the servo host (10) includes at least one row of processing modules (11), and a transfer module (12), the marketing process module (11) based A built-in post-program for reading, analyzing, comparing, and processing various materials, such as player player data, merchant data, location data, time data, or marketing event data, and the transmission module (12) may be Connecting the Internet (20) with wireless technology or wired technology for transmitting or receiving various data or marketing events of the player's portable device (30) or the merchant's terminal device (40), and then the server (10) The connection has at least one player database (15), a merchant database (16) and a sales database (17), wherein the player database (15) can be used to store the player's basic identification data, positioning data, completion event data and each Reward information, etc., and the merchant database (16) can be used to store the basic identification information of the merchant, the location information, the information indicating the marketing event and the provision of reward information, etc., while the marketing database (17) is used for each player in the storage system. Instructing, distributing, revising, and interacting with marketing events and rewards (ie, various advertising marketing behaviors) with each merchant; and the Internet (20) is typically used for wired or wireless connections. The road system is provided for the server (10), the portable device (30) and the terminal device (40) to be connected by a wireless network or a wired network for transmitting and exchanging various electronic materials; The device (30) may be a smart phone, a tablet computer or the like of the player, and has at least one line operation module (31), a wireless network transmission module (35), a wireless broadcast module (36) and a a positioning module (37), wherein the marketing operation module (31) is an application program [APP] built in the portable device (30), as shown in the third and fourth figures, which includes a manned machine Interface and displayable virtual world (such as electronic map), and the virtual world corresponds to real-world buildings, roads, etc., for guiding players to find marketing events and virtual marketing events marked in virtual worlds in virtual worlds And the wireless broadcast module (36) It can be an infrared transmission component, a high-frequency wireless communication component [NFC], a Bluetooth transmission component, a radio frequency tag or its reader, a bar code or a reader thereof (such as a camera and barcode recognition program for a smart phone) The short-distance communication component allows the player to interact with the real-world merchants to complete the marketing event with the wireless broadcast module (36) of the portable device (30), and the positioning module (37) can be the global positioning system [GPS]. The marketing operation module (31) can be used to guide the player to find a real-world merchant or location, and the wireless network transmission module (35) can be wirelessly connected to the server (10) via the Internet (20). The instruction or the player's information; the terminal device (40) may be a terminal of a merchant, a desktop computer, a notebook computer, etc., and has at least one line of interaction module (41) and a network transmission module. (45) and a wireless broadcast module (46), wherein the marketing interaction module (41) is an application software built into the terminal device (40), which includes a human machine interface and a displayable virtual world [eg, electronic Map] for setting, modifying and boarding a marketing event and interacting with a player's portable device (30), which may be an infrared transmission component, a high frequency wireless communication component [NFC], a Bluetooth transmission component, a radio frequency tag or Short-range communication components such as readers, barcodes or their readers (such as smart phone camera and barcode recognition program) for wireless communication between the wireless broadcast module (46) and the player portable device (30) The broadcast module (36) completes marketing event interactions (such as scanning bar codes, etc.), and the network transmission module (45) is configured to connect the server (10) to the server (10) to transmit instructions or merchants via the Internet (20). Further, the terminal device (40) further includes a positioning module (47), which can be used to match the location of the merchant with the marketing interaction module (41); thereby forming a combination Virtual world and real world, and will The player effectively guides the cross-border interactive marketing system of merchants in the real world.

而本發明於實際使用時,其係如第一、二圖所示,透過本系統之伺服主機(10)可對玩家之可攜式裝置(30)傳送虛擬世界中虛擬商家之行銷事件,供玩家透過可攜式裝置(30)之行銷操作模組(31)中的定位資料、配合顯示之虛擬世界尋找真實世界中相對應之商家並完成行銷事件,且令可攜式裝置(30)對伺服主機(10)傳送包含定位資訊與行銷事件資訊之資料,使伺服主機(10)可有效記錄、儲存、統計及管理玩家完成指示的行銷事件資料,以供後續獎勵、行銷管理之用,而該跨界互動行銷方法之流程步驟為,請配合參看第三、四及五圖所示:步驟(S01)、啟動連線:首先由該平台商開啟伺服主機(10)之行銷處理模組(11),而真實世界(200)之各該玩家(210A、210B)依需要開啟其可攜式裝置(30)之任務操作模組(31),又各該真實世界(200)之商家(220A~220D)也依需要開啟其終端裝置(40)之任務互動模組(41),且已開啟之可攜式裝置(30)與終端裝置(40)可分別透過無線網路傳輸模組(35)與網路傳輸模組(45)經網際網路(20)與伺服主機(10)之傳輸模組(12)形成連線狀態,供傳送或接收資料;步驟(S02)、傳送定位資訊:各該玩家(210A、210B)之可攜式裝置(30)可透過定位模組(37)進行真實世界(200)所在位置之定位,並將該玩家(210A、210B)以一虛擬玩家(310A、310B)身份顯示於可攜式裝置(30)之行銷處理模組(11)或終端裝置(40)之任務互動模組(41)的虛擬世界(300)中,接著將玩家(210A、210B)之身份識別資訊、定位資訊等透 過可攜式裝置(30)經網際網路(20)傳送至伺服主機(10),供伺服主機(10)接收後供行銷處理模組(11)進行資料處理。再者如該商家(220A~220D)為固定式商家時,則透過其終端裝置(40)經網際網路(20)傳送其預設之定位位置至伺服主機(10),且將該商家(220A~220D)以一虛擬商家(320A~320D)顯示於前述之行銷處理模組(11)或任務互動模組(41)之虛擬世界(300)中,且如該商家為移動式商家時,則透過其終端裝置(40)會進一步具有定位模組(47),供進行位置之定位,並傳送其定位位置至伺服主機(10),以顯示於該虛擬世界(300)中;步驟(S03)、發送指定行銷事件:該伺服主機(10)於接收到玩家(210A、210B)可攜式裝置(30)所傳送來的定位資料後,該伺服主機(10)可利用行銷處理模組(11)可依玩家資料庫(15)、商家資料庫(16)及行銷資料庫(17)中的數據進行分析比對,並利用網際網路(20)派送至少一行銷事件,該行銷事件並會標示於玩家(210A、210B)可攜式裝置(30)之行銷處理模組(11)的虛擬世界(300)中之虛擬商家(320A~320D),且每一個行銷事件可以包含有指定之位置【例如商家或特定地點等】、需執行之任務【例如聽取商品介紹、試吃、消費或協助宣傳等】與可取得之獎勵【例如點數、優惠券或現金回饋等】等與廣告行銷相關之資料;步驟(S04)、回傳完成行銷事件資料:玩家(210A、210B)係依據可攜式裝置(30)上行銷處理模組(11)之虛擬世界(300)於相對應的真實世界(200)中移動,並由該可攜式 裝置(30)之定位模組(37)持續定位、且重新更新位置,令虛擬玩家(310A、310B)向標示於虛擬世界(300)之虛擬商家(320A~320D)前進,最後讓玩家(210A、210B)可尋找到真實世界(200)中相對應的商家(220A~220D)或特定地點,而進行指定行銷事件之動作,並以玩家(210A、210B)之可攜式裝置(30)的無線廣播模組(36)讀取商家(220A~220D)之終端裝置(40)的無線廣播模組(46)【例如以無線射頻或條碼讀取器掃描讀取無線射頻標籤或條碼】,供完成行銷事件之認證,且可攜式裝置(30)或終端裝置(40)並整合定位資訊將完成行銷事件之相關資料回傳至伺服主機(10);步驟(S05)、更新資料:該伺服主機(10)於接收真實世界(200)中該玩家(210A、210B)之可攜式裝置(30)或該商家(220A~220D)之終端裝置(40)所回傳之完成行銷事件資料後,可利用伺服主機(10)之行銷處理模組(11)進行整合、分析與管理,並更新虛擬世界(300)中該玩家(210A、210B)相對應之虛擬玩家(310A、310B)或該商家(220A~220D)相對應之虛擬商家(320A~320D)的資料,且進一步分別儲存於伺服主機(10)之玩家資料庫(15)、商家資料庫(16)或行銷資料庫(17)中;步驟(S06)、發送更新資料:該伺服主機(10)可依真實世界(200)中該玩家(210A、210B)透過可攜式裝置(30)或該商家(220A~220D)透過終端裝置(40)的請求,傳送更新後的相對應虛擬玩家(310A、310B)或虛擬商家(320A~320D)之行銷資料,並顯示於該玩家(210A、210B)之可攜式 裝置(30)的行銷處理模組(11)或該商家(220A~220D)之終端裝置(40)的任務互動模組(41)中,使真實世界(200)之玩家(210A、210B)可依相對應之虛擬玩家(310A、310B)所取得的獎勵等級或項目於真實世界(200)之相對應商家(220A~220D)中進行消費或享受優惠,且於完成消費或優惠後重新發回伺服主機(10),進行步驟(S05)之程序。 In the actual use of the present invention, as shown in the first and second figures, the server (10) of the system can transmit the marketing event of the virtual merchant in the virtual world to the portable device (30) of the player for providing The player searches for the corresponding business in the real world and completes the marketing event through the positioning data in the marketing operation module (31) of the portable device (30), cooperates with the displayed virtual world, and makes the portable device (30) pair The server (10) transmits the information including the positioning information and the marketing event information, so that the server (10) can effectively record, store, count and manage the marketing event information of the player to complete the instruction for subsequent reward and marketing management. The process steps of the cross-border interactive marketing method are as shown in the third, fourth and fifth figures: Step (S01), start the connection: First, the platform vendor opens the marketing processing module of the servo host (10) ( 11), and each player (210A, 210B) of the real world (200) opens the task operation module (31) of the portable device (30) as needed, and each real world (200) merchant (220A) ~220D) Also open the terminal device (40) as needed The interactive module (41) and the portable device (30) and the terminal device (40) that are turned on can pass through the wireless network transmission module (35) and the network transmission module (45) via the Internet ( 20) forming a connection state with the transmission module (12) of the servo host (10) for transmitting or receiving data; step (S02), transmitting positioning information: portable devices of the players (210A, 210B) (30) The location of the real world (200) can be located through the positioning module (37), and the player (210A, 210B) is displayed as a virtual player (310A, 310B) in the marketing of the portable device (30). In the virtual world (300) of the task interaction module (41) of the processing module (11) or the terminal device (40), the identification information and positioning information of the player (210A, 210B) are then transparent. The portable device (30) is transmitted to the servo host (10) via the Internet (20), and is received by the server (10) for processing by the marketing processing module (11). In addition, if the merchant (220A~220D) is a fixed merchant, the terminal device (40) transmits its preset location to the server (10) via the Internet (20), and the merchant ( 220A~220D) is displayed in a virtual world (300) of the aforementioned marketing processing module (11) or task interaction module (41) by a virtual merchant (320A~320D), and if the merchant is a mobile merchant, The terminal device (40) further has a positioning module (47) for positioning the position and transmitting the positioning position to the servo host (10) for display in the virtual world (300); step (S03) Sending a specified marketing event: after receiving the positioning data transmitted by the player (210A, 210B) portable device (30), the server (10) can utilize the marketing processing module ( 11) Analyze the data according to the data in the player database (15), the merchant database (16) and the marketing database (17), and use the Internet (20) to deliver at least one marketing event, the marketing event The virtual merchant (320A~) will be indicated in the virtual world (300) of the marketing processing module (11) of the player (210A, 210B) portable device (30). 320D), and each marketing event may include a specified location (such as a merchant or a specific location, etc.), tasks to be performed [such as listening to product introductions, tasting, consumption, or assisting publicity, etc.] and rewards that can be obtained [eg, points Number, coupon or cash back, etc.] and other information related to advertising marketing; Step (S04), return to complete the marketing event data: Players (210A, 210B) are based on the portable device (30) upstream processing module ( 11) The virtual world (300) moves in the corresponding real world (200) and is carried by the portable The positioning module (37) of the device (30) continuously locates and re-updates the position, causing the virtual player (310A, 310B) to advance to the virtual merchant (320A~320D) marked in the virtual world (300), and finally let the player (210A) 210B) can find the corresponding merchant (220A~220D) or a specific place in the real world (200), and perform the action of specifying the marketing event, and the portable device (30) of the player (210A, 210B) The wireless broadcast module (36) reads the wireless broadcast module (46) of the terminal device (40) of the merchant (220A~220D) [for example, scanning a radio frequency tag or a bar code by using a radio frequency or a bar code reader] for Completing the certification of the marketing event, and the portable device (30) or the terminal device (40) integrates the positioning information to transmit the relevant information of the completed marketing event to the server (10); step (S05), update the data: the servo The host (10) receives the information about the completion of the marketing event returned by the portable device (30) of the player (210A, 210B) or the terminal device (40) of the merchant (220A~220D) in the real world (200). , can use the marketing processing module (11) of the server (10) for integration, analysis and management, and update the virtual world (300) the virtual player (310A, 310B) corresponding to the virtual player (310A, 310B) or the virtual merchant (320A~320D) corresponding to the merchant (210A, 210B), and further stored in the server ( 10) Player database (15), merchant database (16) or marketing database (17); step (S06), send update data: the server (10) can be in the real world (200) in the player (210A, 210B) transmitting the updated corresponding virtual player (310A, 310B) or virtual merchant (320A~320D) through the portable device (30) or the merchant (220A~220D) through the request of the terminal device (40) Marketing information and display on the player (210A, 210B) portable The game processing module (11) of the device (30) or the task interaction module (41) of the terminal device (40) of the merchant (220A-220D) enables the players (210A, 210B) of the real world (200) to Reward or reimburse the corresponding merchants (220A~220D) in the real world (200) according to the reward level or item obtained by the corresponding virtual players (310A, 310B), and send back the reward after completing the consumption or discount. The servo host (10) performs the procedure of step (S05).

透過上述方法之流程步驟,讓真實世界的玩家可利用顯示於虛擬世界之相對應虛擬玩家尋找標示於虛擬商家或特定地點之行銷事件,而於真實世界的相對應商家或地點完成該行銷事件的任務,且將完成之行銷任務記錄、儲存於相對應的虛擬玩家上,讓真實世界的相對應玩家能於商家中獲得獎勵、優惠,如此可將消費者有效導引至商家,大幅提高其行銷效果。 Through the process steps of the above method, the real world player can use the corresponding virtual player displayed in the virtual world to find a marketing event marked on the virtual merchant or a specific place, and complete the marketing event in the real world corresponding merchant or place. Tasks, and record and store the completed marketing tasks on the corresponding virtual players, so that real-world corresponding players can get rewards and offers in the merchants, so that the consumers can be effectively guided to the merchants, thereby greatly improving their marketing. effect.

又如第三、四及五圖所示,該跨界互動行銷方法之流程步驟進一步可以於步驟(S02)與步驟(S03)中增加下列步驟,其包含:步驟(S02A)、商家請求取得玩家定位資訊:該真實世界(200)之商家(220A~220D)可利用終端裝置(40)之任務互動模組(41)透過網際網路(20)向伺服主機(10)請求所在位置特定範圍內之玩家(210A、210B),並由伺服主機(10)回傳後,顯示於該終端裝置(40)之任務互動模組(41)的虛擬世界(300)中,讓商家(220A~220D)可以即時掌握該特定範圍內有多少虛擬玩家(310A、310B)及其消費特性或資料;步驟(S02B)、商家重新設定行銷事件:該商家(220A~220D)可依掌握之玩家(210A、210B)資料利用任務互 動模組(41)重新設定或調整新的行銷事務;步驟(S02C)、回傳更新行銷事件:該商家(220A~220D)並透過終端裝置(40)回傳新的行銷事件至伺服主機(10),由伺服主機(10)繼續依步驟(S03)發送新的行銷事件,供即時吸引真實世界(200)中該特定範圍內的玩家(210A、210B)至相對應商家(220A~220D)來完成行銷事件的互動,可進一步增進其行銷效果。 As shown in the third, fourth and fifth figures, the process step of the cross-border interactive marketing method may further add the following steps in the step (S02) and the step (S03), comprising: the step (S02A), the merchant requesting to acquire the player Positioning information: The real world (200) merchants (220A~220D) can use the task interaction module (41) of the terminal device (40) to request the server host (10) to access the specific range of the location through the Internet (20). The player (210A, 210B) is returned by the server (10) and displayed in the virtual world (300) of the task interaction module (41) of the terminal device (40), allowing the merchant (220A~220D) You can instantly know how many virtual players (310A, 310B) and their consumption characteristics or data in the specific range; Step (S02B), the merchant resets the marketing event: The merchant (220A~220D) can be mastered by the player (210A, 210B) ) data utilization tasks The dynamic module (41) resets or adjusts the new marketing transaction; step (S02C), returns the update marketing event: the merchant (220A~220D) and returns a new marketing event to the server through the terminal device (40) ( 10), the server (10) continues to send a new marketing event according to the step (S03), for immediately attracting the player (210A, 210B) in the specific range in the real world (200) to the corresponding merchant (220A~220D) To complete the interaction of marketing events, it can further enhance its marketing effectiveness.

經由前述可知,本發明之伺服主機(10)可對玩家之可攜式裝置(30)傳送虛擬世界中之行銷事件,供玩家透過可攜式裝置(30)之定位尋找真實世界中相對應之商家並完成該行銷事件,且對伺服主機(10)傳送包含定位資訊與行銷事件資訊之資料,使玩家能透過虛擬世界中的行銷事件指示,讓玩家與商家於真實世界中完成行銷事件的互動,大幅提升其行銷與廣告的效果,從而增加產品的附加價值,並提升其經濟效益。 As can be seen from the foregoing, the server (10) of the present invention can transmit a marketing event in the virtual world to the portable device (30) of the player, so that the player can find the corresponding corresponding in the real world through the positioning of the portable device (30). The merchant completes the marketing event, and transmits information including positioning information and marketing event information to the server (10), so that the player can interact with the merchant in the real world through the marketing event indication in the virtual world. , greatly enhance the effectiveness of its marketing and advertising, thereby increasing the added value of products and enhancing their economic efficiency.

藉此,可以理解到本發明為一創意極佳之創作,除了有效解決習式者所面臨的問題,更大幅增進功效,且在相同的技術領域中未見相同或近似的產品創作或公開使用,同時具有功效的增進,故本發明已符合發明專利有關「新穎性」與「進步性」的要件,乃依法提出申請發明專利。 In this way, it can be understood that the present invention is an excellent creation, in addition to effectively solving the problems faced by the practitioners, and greatly improving the efficiency, and the same or similar product creation or public use is not seen in the same technical field. At the same time, it has the effect of improving the efficiency. Therefore, the present invention has met the requirements for "novelty" and "progressiveness" of the invention patent, and is filed for patent application according to law.

(10)‧‧‧伺服主機 (10)‧‧‧Servo host

(11)‧‧‧行銷處理模組 (11) ‧‧‧Marketing Processing Module

(12)‧‧‧傳輸模組 (12)‧‧‧Transmission module

(15)‧‧‧玩家資料庫 (15)‧‧‧ Player database

(16)‧‧‧商家資料庫 (16) ‧‧‧Business Database

(17)‧‧‧行銷資料庫 (17) ‧ ‧ marketing database

(20)‧‧‧網際網路 (20)‧‧‧ Internet

(30)‧‧‧可攜式裝置 (30)‧‧‧Portable devices

(31)‧‧‧行銷操作模組 (31)‧‧‧Marketing operation module

(35)‧‧‧無線網路傳輸模組 (35) ‧‧‧Wireless Network Transmission Module

(36)‧‧‧無線廣播模組 (36)‧‧‧Wireless Broadcast Module

(37)‧‧‧定位模組 (37)‧‧‧ Positioning Module

(40)‧‧‧終端裝置 (40)‧‧‧ Terminal devices

(41)‧‧‧行銷互動模組 (41) ‧‧‧ Marketing Interactive Module

(45)‧‧‧網路傳輸模組 (45) ‧‧‧Network Transmission Module

(46)‧‧‧無線廣播模組 (46) ‧‧‧Wireless Broadcast Module

(47)‧‧‧定位模組 (47)‧‧‧ Positioning Module

Claims (7)

一種跨界互動行銷系統,其包含有:一網際網路;一平台商之伺服主機,其包含至少有一行銷處理模組及一傳輸模組,該行銷處理模組係為一可執行資料處理與功能操作之後台程式,而該傳輸模組可以連接該網際網路,再者伺服主機連接至少有一儲存玩家識別資訊之玩家資料庫、一儲存商家基本識別資訊之商家資料庫及一儲存行銷事件資訊之行銷資料庫;至少一玩家之可攜式裝置,其至少具有一行銷操作模組、一無線網路傳輸模組、一無線廣播模組及一定位模組,其中該行銷操作模組可為一供執行功能操作及可顯示虛擬世界之應用程式,而該無線廣播模組可供用於與商家完成行銷事件互動,另定位模組可供定位玩家於真實世界之位置,又無線網路傳輸模組可供以無線方式透過網際網路與伺服主機連接傳送資料;至少一商家之終端裝置,其至少具有一行銷互動模組、一網路傳輸模組及一無線廣播模組,其中行銷互動模組係為一供執行功能操作及顯示虛擬世界之應用軟體,而該無線廣播模組可以與玩家完成行銷事件互動,又網路傳輸模組供以有線或無線方式透過網際網路與伺服主機連接傳送資料;藉此,令該伺服主機可透過該網際網路與該等可攜式裝置及該等終端裝置連接,使玩家能於真實世界中尋找一指示於虛擬世界中的行銷事件,讓玩家與商家於真實世界中互動完成 該行銷事件,而形成一種可結合虛擬世界與真實世界、且將玩家導引至商家的跨界互動行銷系統者。 A cross-border interactive marketing system, comprising: an internetwork; a platform vendor, comprising at least one line processing module and a transmission module, wherein the marketing processing module is an executable data processing and After the function is operated, the transmission module can be connected to the Internet, and the server connection is connected to at least one player database storing the player identification information, a merchant database storing the basic identification information of the merchant, and a storage marketing event information. a marketing library; at least one player portable device having at least one row of operation modules, a wireless network transmission module, a wireless broadcast module, and a positioning module, wherein the marketing operation module can be An application for performing functional operations and displaying a virtual world, and the wireless broadcast module can be used to interact with a merchant to complete a marketing event, and the positioning module can be used to locate the player in the real world, and the wireless network transmission mode The group is configured to wirelessly transmit data through a connection with a server through the Internet; at least one terminal device of the merchant has at least A marketing interactive module, a network transmission module and a wireless broadcast module, wherein the marketing interaction module is an application software for performing function operations and displaying a virtual world, and the wireless broadcast module can complete a marketing event with a player. An interactive, network transmission module for transmitting data over a network connection to a server via a wired or wireless connection; thereby enabling the server host to communicate with the portable device and the terminal device over the Internet Connect, allowing players to find a marketing event in the real world that is indicated in the virtual world, allowing players to interact with the merchant in the real world. The marketing event creates a cross-border interactive marketing system that combines the virtual world with the real world and directs the player to the merchant. 如申請專利範圍第1項所述之跨界互動行銷系統,其中該可攜式裝置可以是智慧型手機、平板電腦。 The cross-border interactive marketing system of claim 1, wherein the portable device can be a smart phone or a tablet. 如申請專利範圍第1項所述之跨界互動行銷系統,其中該等無線廣播模組可以是紅外線傳輸元件、高頻無線通訊元件、藍芽傳輸元件、無線射頻標籤或其讀取器、條碼或其讀取器。 The cross-border interactive marketing system of claim 1, wherein the wireless broadcast module can be an infrared transmission component, a high frequency wireless communication component, a Bluetooth transmission component, a radio frequency tag or a reader thereof, or a barcode Or its reader. 如申請專利範圍第1項所述之跨界互動行銷系統,其中該終端裝置可以包含有一定位模組,供移動式之商家可利用該定位模組標示商家地點。 The cross-border interactive marketing system of claim 1, wherein the terminal device can include a positioning module for the mobile merchant to use the positioning module to mark the business location. 一種應用申請專利範圍第1~4項所述之跨界互動行銷系統之跨界互動行銷方法,其至少包含有:步驟S01、啟動連線:令平台商之伺服主機、該等玩家之可攜式裝置及該等商家之終端裝置與網際網路形成連線狀態,供傳送或接收資料;步驟S02、傳送定位資訊:該等玩家之可攜式裝置可透過定位模組定位後傳送至伺服主機,並將該玩家以一虛擬玩家身份顯示於可攜式裝置或終端裝置的虛擬世界中,該等商家之終端裝置可將位置後傳送至伺服主機,並將該商家以一虛擬商家身份顯示於可攜式裝置或終端裝置的虛擬世界中;步驟S03、發送指定行銷事件:該伺服主機利用網際網路派送至少一行銷事件於虛擬世界中之虛擬商家; 步驟S04、回傳完成行銷事件資料:真實世界之玩家係依據可攜式裝置之虛擬世界於相對應的真實世界中向具行銷事件之虛擬商家移動,讓玩家可尋找到真實世界中相對應的商家或特定地點,而進行指定行銷事件之動作,且可攜式裝置或終端裝置並整合定位資訊將完成行銷事件之相關資料回傳至伺服主機;步驟S05、更新資料:該伺服主機於接收該等可攜式裝置或該等終端裝置所回傳之完成行銷事件資料後,可利用伺服主機更新虛擬世界中該玩家相對應之虛擬玩家或該商家相對應之虛擬商家的資料。而供一平台商於虛擬世界中由真實世界之至少一玩家與至少一商家利用相對應之至少一虛擬玩家與至少虛擬商家執行至少一行銷任務,令玩家與商家於真實世界中完成該行銷任務。 A cross-border interactive marketing method for applying the cross-border interactive marketing system described in claim 1 to 4, which includes at least: step S01, initiating connection: enabling the platform operator of the platform, and the portability of the players The device and the terminal device of the merchant form a connection state with the Internet for transmitting or receiving data; and step S02, transmitting the positioning information: the portable device of the player can be positioned by the positioning module and then transmitted to the server And displaying the player as a virtual player in a virtual world of the portable device or the terminal device, the terminal devices of the merchants can transmit the location to the server and display the merchant as a virtual merchant. In the virtual world of the portable device or the terminal device; step S03, sending a designated marketing event: the server host uses the Internet to deliver at least one marketing event to the virtual merchant in the virtual world; Step S04, returning to complete the marketing event data: the real world player moves to the virtual merchant with the marketing event according to the virtual world of the portable device in the corresponding real world, so that the player can find the corresponding corresponding in the real world. a business or a specific location, and performing a marketing event, and the portable device or the terminal device integrates the positioning information to transmit the related information of the completion of the marketing event to the server; step S05, updating the data: the server receives the After the portable device or the terminal device returns the information of the marketing event, the server can be used to update the virtual player corresponding to the virtual player in the virtual world or the virtual merchant corresponding to the merchant. And the at least one player in the real world and the at least one merchant use at least one virtual player and at least the virtual merchant to perform at least one marketing task in the virtual world, so that the player and the merchant complete the marketing task in the real world. . 如申請專利範圍第5項所述之跨界互動行銷方法,其中該步驟S05之後進一步具有一步驟S06、發送更新資料:該伺服主機可依真實世界中該玩家或該商家的請求,傳送更新後的相對應虛擬玩家或虛擬商家之行銷資料,使真實世界之玩家可依相對應之虛擬玩家所取得的獎勵等級或項目於真實世界之相對應商家中進行消費或享受優惠,且於完成消費或優惠後重新發回伺服主機,進行步驟S05之更新程序。 The cross-border interactive marketing method of claim 5, wherein the step S05 further comprises a step S06, sending an update data: the server can transmit the update according to the request of the player or the merchant in the real world. The marketing information corresponding to the virtual player or the virtual merchant enables the players in the real world to consume or enjoy the discount in the real world corresponding merchants according to the reward level or item obtained by the corresponding virtual player, and complete the consumption or After the offer is re-sent back to the server, the update procedure of step S05 is performed. 如申請專利範圍第5或6項所述之跨界互動行銷方法,其中該步驟S02與步驟S03中增加下列步驟,其包含 步驟S02A、商家請求取得玩家定位資訊:該真實世界之商家可利用終端裝置透過網際網路向伺服主機請求所在位置特定範圍內之玩家,並由伺服主機回傳後,顯示於該終端裝置的虛擬世界中,讓商家可以即時掌握該特定範圍內有多少玩家及其消費特性或資料;步驟S02B、商家重新設定行銷事件:該商家可依掌握之玩家資料重新設定或調整新的行銷事務;步驟S02C、回傳更新行銷事件:該商家並透過終端裝置回傳新的行銷事件至伺服主機,由伺服主機繼續依步驟S03發送新的行銷事件,供即時吸引真實世界中該特定範圍內的玩家至相對應商家來完成行銷事件的互動。 The cross-border interactive marketing method of claim 5 or 6, wherein the step S02 and the step S03 add the following steps, which include Step S02A: The merchant requests to obtain the player positioning information: the real-world merchant can use the terminal device to request the player in the specific range of the location from the server through the Internet, and return it to the virtual world of the terminal device after being returned by the server host. In the middle, the merchant can instantly grasp how many players and their consumption characteristics or materials in the specific range; in step S02B, the merchant resets the marketing event: the merchant can reset or adjust the new marketing transaction according to the master player data; step S02C, Returning the update marketing event: the merchant returns the new marketing event to the server through the terminal device, and the server continues to send a new marketing event according to step S03, so as to immediately attract the player in the specific range in the real world to the corresponding Merchants to complete the interaction of marketing events.
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