WO2018068160A1 - 一种跨界互动营销系统及其方法 - Google Patents

一种跨界互动营销系统及其方法 Download PDF

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Publication number
WO2018068160A1
WO2018068160A1 PCT/CN2016/000563 CN2016000563W WO2018068160A1 WO 2018068160 A1 WO2018068160 A1 WO 2018068160A1 CN 2016000563 W CN2016000563 W CN 2016000563W WO 2018068160 A1 WO2018068160 A1 WO 2018068160A1
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Prior art keywords
marketing
merchant
player
module
virtual
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PCT/CN2016/000563
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English (en)
French (fr)
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朱恩辛
黄羽岑
黄贯维
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朱恩辛
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Publication date
Priority to SG11201903026SA priority Critical patent/SG11201903026SA/en
Priority to MX2019004352A priority patent/MX2019004352A/es
Priority to EP16918694.7A priority patent/EP3528195A1/en
Priority to JP2019518237A priority patent/JP6716829B2/ja
Priority to KR1020197010556A priority patent/KR20190068541A/ko
Priority to BR112019007227A priority patent/BR112019007227A2/pt
Priority to PCT/CN2016/000563 priority patent/WO2018068160A1/zh
Priority to RU2019112907A priority patent/RU2019112907A/ru
Application filed by 朱恩辛 filed Critical 朱恩辛
Priority to AU2016425998A priority patent/AU2016425998A1/en
Priority to CA3038408A priority patent/CA3038408A1/en
Publication of WO2018068160A1 publication Critical patent/WO2018068160A1/zh
Priority to ZA201902017A priority patent/ZA201902017B/en
Priority to PH12019500733A priority patent/PH12019500733A1/en
Priority to IL265891A priority patent/IL265891A/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • G06Q30/0601Electronic shopping [e-shopping]

Definitions

  • the present invention relates to the field of marketing technology, and in particular to a marketing system and method thereof that can obtain marketing information and instructions in real time in a virtual world and complete interaction in the real world.
  • the main object of the present invention is to provide a cross-border interactive marketing system, which can mark a marketing event in a virtual world in a virtual world, and let the player find a real-world corresponding merchant by using a positioning device by using a positioning device.
  • the interaction of the specified marketing events is completed within the merchant to substantially enhance the marketing and advertising effectiveness of the merchant.
  • 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.
  • the cross-border interactive marketing system includes:
  • An Internet comprising a network server and a base station of at least one network system provider for transmitting data by wireless technology or wired technology;
  • a platform server of the platform vendor comprising at least one marketing processing module and a transmission module
  • the marketing processing module is a background program capable of performing data processing and function operations
  • the transmission module can be connected to the Internet, and the server host connection has at least one player database storing the player identification information, a merchant database storing the basic identification information of the merchant, and a marketing database storing the marketing event information;
  • At least one player's portable device having at least one marketing operation module, a wireless network transmission module, a wireless broadcast module, and a positioning module
  • the marketing operation module can be an application for performing a function operation and displaying a virtual world
  • the wireless broadcast module is configured to interact with a merchant to complete a marketing event
  • the positioning module is configured to locate a player in a real world location
  • the wireless network transmission module is configured to wirelessly transmit data to the server via the Internet
  • At least one merchant terminal device having at least one marketing interaction module, a network transmission module, and a wireless broadcast module
  • the marketing interaction module is an application software for performing function operations and displaying a virtual world
  • the wireless broadcast module can be associated with the player
  • the network transmission module provides a wired or wireless connection to the server via the Internet to transmit data.
  • the server host can transmit at least one marketing event to the virtual merchant of the virtual world to the player's portable device, for the player to find the corresponding merchant in the real world through the positioning of the portable device, and complete the marketing event, and after completion
  • the portable device can transmit the data including the positioning information and the marketing event to the server, so that the player can perform the interaction of the marketing event in the real world through the marketing event indication in the virtual world, thereby greatly improving the marketing and advertising effects.
  • FIG. 1 is a schematic diagram of a system architecture of the present invention for explaining the relative relationship of each device
  • FIG. 2 is a schematic diagram of actual system configuration in the real world according to the present invention.
  • FIG. 3 is a schematic diagram of a virtual world displayed by a portable device in the system of the present invention.
  • FIG. 4 is a schematic diagram of a real world and a virtual world of the system of the present invention.
  • Figure 5 is a schematic flow chart of the method of the present invention.
  • the present invention discloses a cross-border interactive marketing system and its method.
  • the technical content of the present invention will be described below through specific embodiments, so that those skilled in the art can easily understand the advantages and advantages of the present invention from the contents disclosed in the present specification. efficacy.
  • the invention may also be embodied or applied in other specific 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 appended claims.
  • the cross-border interactive marketing system provided by the present invention is shown in FIG. 1.
  • the system includes a platform server 10, an Internet 20, at least one player's portable device 30, and at least one merchant terminal device 40, so that the server 10 is provided. Available through the Internet 20 and each of the portable devices The device 30 and each of the terminal devices 40 are wired or wirelessly connected to transmit data, so that the player can find at least one marketing event in the real world indicating the virtual merchant in the virtual world (eg, electronic map, street scene map, etc.). Let the player interact with the merchant in the real world to complete the marketing event.
  • the virtual merchant eg, electronic map, street scene map, etc.
  • Each marketing event can include a specified location (such as a business or a specific location, etc.), tasks to be performed (such as listening to product introductions, tasting, spending, or assisting publicity, etc.) ) information related to advertising marketing, such as rewards (such as points, coupons, or cash backs);
  • the detailed configuration of the cross-border interactive marketing system provided by the present invention is as shown in FIG. 1 and FIG. 2, wherein the server 10 includes at least one marketing processing module 11 and a transmission module 12, and the marketing processing module 11 is built in.
  • a background program for interpreting, analyzing, comparing, and processing various data such as player data, merchant data, positioning data, time data, or marketing event data
  • the transmission module 12 may be connected by wireless technology or wired technology.
  • the Internet 20 is configured to transmit or receive various data or marketing events of the player's portable device 30 or the merchant's terminal device 40.
  • the server 10 is coupled to at least one player database 15, a merchant database 16 and a marketing database 17, wherein the player database 15 It can be used to store the player's basic identification data, positioning data, completion event data and various reward data, etc.
  • the merchant database 16 can be used to store basic identification data of the merchant, location data, indicate marketing event data, and provide reward data, etc.
  • marketing Database 17 is used for marketing events and rewards between players and merchants in the storage system. Instructions, distribution, modification and interactive data (ie, the advertising and marketing behavior);
  • the Internet 20 is typically a network system for wired or wireless connection, and the server 10, the portable device 30, and the terminal device 40 are connected by a wireless network or a wired network for transmitting and exchanging various electronic data.
  • the portable device 30 can be a player's smart phone, a tablet computer, or the like, and has at least one marketing operation module 31, a wireless network transmission module 35, a wireless broadcast module 36, and a positioning module 37, wherein the marketing operation module 31 is an application (APP) built in the portable device 30, as shown in FIG. 3 and FIG. 4, which includes a man-machine interface and can be displayed.
  • APP application
  • the wireless The broadcast module 36 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 barcode or a reader thereof (such as a camera and barcode recognition program for a smartphone), and the like.
  • the short-range 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.
  • the positioning module 37 can be a global positioning system (GPS), which can be used with the marketing operation module 31 to guide the player to find the real world.
  • GPS global positioning system
  • the middle merchant or location, and the wireless network transmission module 35 is configured to wirelessly connect to the server 10 via the Internet 20 to transmit instructions or player data;
  • the terminal device 40 may be a terminal of a merchant, a desktop computer, a notebook computer, or the like, and has at least one marketing interaction module 41, a network transmission module 45, and a wireless broadcast module 46.
  • the marketing interaction module 41 is built in.
  • Application software for the terminal device 40 including a human machine interface and a displayable virtual world (eg, an electronic map) for setting, modifying, and logging marketing events, and interacting with the player's portable device 30, the wireless broadcast module 46 Can be short-range communication such as infrared transmission components, high-frequency wireless communication components (NFC), Bluetooth transmission components, wireless RF tags or their readers, barcodes or their readers (such as smartphone camera and barcode recognition programs)
  • An element for the merchant to perform a marketing event interaction eg, scanning a barcode, etc.
  • the terminal device 40 further includes a positioning module 47, and
  • the marketing event of the virtual merchant in the virtual world can be transmitted to the portable device 30 of the player through the servo host 10 in the system.
  • the portable device 30 For the player to find the corresponding merchant in the real world through the positioning data in the marketing operation module 31 of the portable device 30, cooperate with the displayed virtual world, and complete the marketing event, and let the portable device 30 transmit the positioning information and the marketing event to the server host 10.
  • the data of the information enables the server 10 to effectively record, store, count and manage the marketing event data 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 FIG. 3 .
  • Figure 4 and Figure 5 The process steps of the cross-border interactive marketing method are as shown in FIG. 3 .
  • Step S01 Start the online connection, firstly, the platform operator opens the marketing processing module 11 of the server 10, and the players 210A and 210B of the real world 200 turn on the task operation module 31 of the portable device 30 as needed, and each of the real worlds 200
  • the merchants 220A-220D also open the task interaction module 41 of the terminal device 40 as needed, and the opened portable device 30 and the terminal device 40 can pass through the wireless network transmission module 35 and the network transmission module 45 via the Internet 20 and the server 10, respectively.
  • the transmission module 12 forms an online state for transmitting or receiving data;
  • Step S02 transmitting the positioning information, the portable device 30 of each of the players 210A, 210B can locate the location of the real world 200 through the positioning module 37, and display the player 210A, 210B as a virtual player 310A, 310B in the portable device.
  • the identification information, the positioning information, and the like of the players 210A and 210B are then transmitted to the servo host 10 via the Internet 20 via the portable device 30 for the servo.
  • the marketing processing module 11 After receiving the host 10, the marketing processing module 11 performs data processing.
  • the terminal device 40 transmits its preset positioning location to the server 10 via the Internet 20, and displays the merchants 220A-220D as a virtual merchant 320A-320D.
  • the terminal device 40 In the virtual world 300 of the marketing processing module 11 or the task interaction module 41, and if the merchant is a mobile merchant, the terminal device 40 further has a positioning module 47 for positioning the location and transmitting the positioning location thereof. To the servo host 10 for display in the virtual world 300;
  • Step S03 sending a specified marketing event
  • the server host 10 receives the player 210A
  • the server 10 can use the marketing processing module 11 to perform analysis and comparison according to the data in the player database 15, the merchant database 16, and the marketing database 17, and deliver at least one using the Internet 20.
  • a marketing event which will be indicated to the virtual merchants 320A-320D in the virtual world 300 of the marketing processing module 11 of the player 210A, 210B portable device 30, and each marketing event may include a specified location (eg, a merchant or a particular Sites, etc., tasks to be performed (such as listening to product introductions, tasting, consumption, or assisting publicity, etc.) and advertising rewards (such as points, coupons, cash back, etc.) and other information related to advertising marketing;
  • a specified location eg, a merchant or a particular Sites, etc.
  • tasks to be performed such as listening to product introductions, tasting, consumption, or assisting publicity, etc.
  • advertising rewards such as points, coupons, cash back, etc.
  • Step S04 The marketing event data is returned, and the players 210A, 210B move in the corresponding real world 200 according to the virtual world 300 of the marketing processing module 11 on the portable device 30, and are continuously positioned by the positioning module 37 of the portable device 30, and The location is re-updated, and the virtual players 310A, 310B are advanced to the virtual merchants 320A-320D marked in the virtual world 300, and finally the players 210A, 210B can find the corresponding merchants 220A-220D or specific locations in the real world 200, thereby performing Specifying the action of the marketing event and reading the wireless broadcast module 46 of the terminal device 40 of the merchants 220A-220D with the wireless broadcast module 36 of the portable device 30 of the player 210A, 210B (eg, scanning wirelessly with a wireless radio frequency or barcode reader)
  • the radio frequency label or the barcode is used to complete the certification of the marketing event, and the portable device 30 or the terminal device 40 integrates the positioning information to transmit the relevant data of the completion of the marketing
  • Step S05 The data is updated, and the server 10 can use the server 10 after receiving the completed marketing event data 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.
  • the marketing processing module 11 performs integration, analysis and management, and updates the virtual players 310A, 310B corresponding to the players 210A, 210B in the virtual world 300 or the virtual merchants 320A-320D corresponding to the merchants 220A-220D, and further Stored in the player database 15, the merchant database 16 or the marketing database 17 of the server 10, respectively;
  • Step S06 sending update data
  • the server 10 can be in the real world 200
  • the players 210A, 210B transmit the marketing data of the updated corresponding virtual players 310A, 310B or virtual merchants 320A-320D through the portable device 30 or the merchants 220A-220D through the request of the terminal device 40, and display them on the players 210A, 210B.
  • the marketing processing module 11 of the portable device 30 or the task interaction module 41 of the terminal device 40 of the merchants 220A-220D enables the players 210A, 210B of the real world 200 to obtain the reward levels according to the corresponding virtual players 310A, 310B. Or the item is consumed or enjoyed in the corresponding merchants 220A-220D of the real world 200, and is sent back to the server 10 after completing the consumption or the offer, and the process of step S05 is performed.
  • 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, thereby completing 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 the corresponding players in the real world 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.
  • step S02 and step S03 which include:
  • Step S02A The merchant requests to obtain the player positioning information, and the merchants 220A-220D of the real world 200 can use the task interaction module 41 of the terminal device 40 to request the server 210 for the player 210A, 210B within the specific range of the location through the Internet 20, and After the servo host 10 returns, it is displayed in the virtual world 300 of the task interaction module 41 of the terminal device 40, so that the merchants 220A-220D can grasp in real time how many virtual players 310A, 310B and their consumption characteristics or data in the specific range;
  • Step S02B The merchant resets the marketing event, and the merchant 220A-220D can re-set or adjust the new marketing transaction by using the task interaction module 41 according to the master player 210A, 210B data;
  • Step S02C Returning the update marketing event, the merchant 220A-220D returns a new marketing event to the server host 10 through the terminal device 40, and continues the servo host 10 according to step S03. Sending new marketing events for real-time attraction of players 210A, 210B in the specific range of the real world 200 to the corresponding merchants 220A-220D to complete the marketing event interaction can further enhance the marketing effect.
  • the server 10 in the present invention can transmit a marketing event in the virtual world to the portable device 30 of the player for the player to find the corresponding merchant in the real world through the positioning of the portable device 30 and complete the marketing event, and
  • the server 10 transmits data including positioning information and marketing event information, so that the player can perform the marketing event event interaction between the player and the merchant in the real world through the marketing event indication in the virtual world, thereby greatly improving the marketing and advertising effects. Increase the added value of the product and increase its economic efficiency.

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Abstract

一种跨界互动营销系统及其方法,尤指一种通过虚拟世界引导于真实世界中实现互动的营销系统及其营销方法,该系统包含有一伺服主机(10)、一因特网(20)、至少一玩家的便携设备(30)及至少一商家的终端装置(40),其中各该便携设备(30)至少具有一无线网络传输模块(35)、一无线广播模块(36)及一定位模块(37),各该终端装置(40)至少具有一网络传输模块(45)及一无线广播模块(46),藉此,伺服主机(10)可于虚拟世界的特定虚拟商家中标示至少一营销事件,供玩家通过便携设备(30)的定位模块(37)以虚拟世界寻找真实世界中相对应的商家并完成该营销事件,且利用无线网络传输模块(35)对伺服主机(10)传送包含定位信息与完成事件的玩家数据,使玩家能通过虚拟世界中的营销事件指示,大幅提升其营销与广告效果。

Description

一种跨界互动营销系统及其方法 技术领域
本发明涉及营销技术领域,具体而言指一种可于虚拟世界中实时得到营销信息与指示、且于真实世界中完成互动的营销系统及其方法。
背景技术
近年来,受到网络科技兴起的影响,各种通过网络进行货物销售的手段越来越多,也越来越吸引人们注意,甚至出现了网上商城,让消费者可以在计算机前完成购物而无需出门,然而,这种网络购物只能看到照片或简介说明,消费者无法实际触摸到商品,也无法进行实时的咨询及挑选,与实际购物的乐趣仍有一段差距,另外,食物、饮品等食物仍是以餐厅、咖啡厅或商场超市等实体商家为主,因此实体商家仍是消费主流,无法为网上商城所取代;
而实体商家的商业营销手法五花八门,为了刺激消费者来店消费且能持续来店,传统上是利用各种集点、累积消费等方式来换取赠品、优惠、折扣或成为会员,以刺激重复性的消费行为。然而,这类的营销手法,其不论是集点还是成为会员所取得的优惠、折扣或赠品的方式及活动空间,大多仅限于消费者在真实世界的行为,且大部分仅适用于原本的商家,故其极为局限,使消费者极易失去持续累积或消费的动力;
另外,受到行动装置与行动网络的风行,前述利用网络系统的电子商务、网络社群及网络游戏等,增加了虚拟世界的丰富性、实用性及趣味性。网络游戏为了增加趣味性、逼真性及参与者的成就感,与参与群体在网络世界中的互动性等理由,常会有点数、代币、道具等设计,而且有时玩家还可彼此交换或交易在游戏中所需要的对象。虽然也有业者结合真实世界及虚拟世界,引入营销及消费信息于游戏平 台中,通过游戏的趣味性及过关的激励性促使消费者愿意加入游戏,并以实体世界的消费优惠做为虚拟世界中达成目标的诱因,从而促进消费者愿意进一步的进行消费累积;
前述的结合虽然增加了乐趣和吸引力,但其仍需是消费者有兴趣的商品或商家,消费者才会愿意进行游戏,当该商家并非是消费者的需求时,其并无法将消费者带到真实世界的商家,因此其广告营销效果仍然有效,对于部分吸引力较弱或新开的商家的营销效果极为有限,同时也无法进行分流,造成部分热门商家无法应付人潮,从而失去委托广告营销的动力。
有鉴于此,本案发明人针对现有真实世界在广告营销上所面临的问题深入探讨,并通过多年从事相关产业的研发与制造经验,经不断努力的改进,终于成功开发出一种可以结合虚拟世界与真实世界商家的营销系统及其方法,以克服现有的缺点与不便。
发明内容
因此,本发明的主要目的在于提供一种跨界互动营销系统,以能将营销事件标示于虚拟世界中的虚拟商家,让玩家以便携设备通过定位技术找到真实世界的相对应的商家,并于商家内完成指定营销事件的互动,以大幅提升商家的营销与广告效果。
又,本发明的主要目的在于提供一种跨界互动营销营销方法,其可以通过虚拟世界引导于真实世界中实现互动,并能将玩家带到真实世界的商家,以突破现有营销的局限。
基于此,本发明提供的跨界互动营销系统,其包含有:
一因特网,其包含有至少一网络系统商的网络服务器、基地台,供以无线技术或有线技术传送数据;
一平台商的伺服主机,其包含至少有一营销处理模块及一传输模块,该营销处理模块为一可执行数据处理与功能操作的后台程序,该 传输模块可以连接该因特网,伺服主机连接至少有一储存玩家识别信息的玩家数据库、一储存商家基本识别信息的商家数据库及一储存营销事件信息的营销数据库;
至少一玩家的便携设备,其至少具有一营销操作模块、一无线网络传输模块、一无线广播模块及一定位模块,其中该营销操作模块可为一供执行功能操作及可显示虚拟世界的应用程序,该无线广播模块可供用于与商家完成营销事件互动,定位模块可供定位玩家于真实世界的位置,无线网络传输模块可供以无线方式通过因特网与伺服主机连接传送数据;
至少一商家的终端装置,其至少具有一营销互动模块、一网络传输模块及一无线广播模块,其中营销互动模块为一供执行功能操作及显示虚拟世界的应用软件,该无线广播模块可以与玩家完成营销事件互动,网络传输模块供以有线或无线方式通过因特网与伺服主机连接传送数据。
藉此,该伺服主机可对玩家的便携设备传送至少一营销事件于虚拟世界的虚拟商家中,供玩家通过便携设备的定位寻找真实世界中相对应的商家、并完成该营销事件,且完成后便携设备可对伺服主机传送包含定位信息与营销事件的数据,使玩家能通过虚拟世界中的营销事件指示,让玩家与商家于真实世界中完成营销事件的互动,大幅提升其营销与广告效果。
为使审查员能进一步了解本发明的构成、特征及其他目的,以下乃举本发明的较佳实施例,并配合图式详细说明如后,同时让熟悉该项技术领域者能够具体实施。
附图说明
图1为本发明的系统架构示意图,供说明各装置相对关系;
图2为本发明于真实世界中实际的系统配置示意图;
图3为本发明的系统中便携设备所显示的虚拟世界示意图;
图4为本发明的系统的真实世界与虚拟世界的相对应示意图;
图5为本发明的方法流程示意图。
附图标记说明:10-伺服主机;11-营销处理模块;12-传输模块;15-玩家数据库;16-商家数据库;17-营销数据库;20-因特网;30-便携设备;31-营销操作模块;35-无线网络传输模块;36-无线广播模块;37-定位模块;40-终端装置;41-营销互动模块;45-网络传输模块;46-无线广播模块;47-定位模块;200-真实世界;210A、210B-玩家;220A~220D-商家;300-虚拟世界;310A、310B-虚拟玩家;320A~320D-虚拟商家;S01-启动联机;S02-传送定位信息;S02A-商家请求取得玩家定位信息;S02B-商家重新设定营销事件;S02C-回传更新营销事件;S03-发送指定营销事件;S04-回传完成营销事件数据;S05-更新数据;S06-发送更新数据。
具体实施方式
本发明公开了一种跨界互动营销系统及其方法,以下通过特定的具体实施形态说明本发明的技术内容,使熟悉此技艺的人士可由本说明书所揭示的内容轻易地了解本发明的优点与功效。本发明亦可通过其他不同的具体实施形态加以施行或应用。因此随附图例的本发明的具体实施例及其构件中,所有关于前与后、左与右、顶部与底部、上部与下部、以及水平与垂直的参考,仅用于方便进行描述,并非限制本发明,亦非将其构件限制于任何位置或空间方向。图式与说明书中所指定的尺寸,当可在不离开本发明的权利要求范围内,根据本发明的具体实施例的设计与需求而进行变化。
本发明提供的跨界互动营销系统如图1所示,该系统包含有一平台商的伺服主机10、一因特网20、至少一玩家的便携设备30及至少一商家的终端装置40,令伺服主机10可通过因特网20与各该便携设 备30及各该终端装置40进行有线或无线连接,以传送数据,使玩家能于真实世界中寻找至少一指示于虚拟世界(例如电子地图、街道实景图等等)中虚拟商家的营销事件,让玩家与商家于真实世界中互动完成该营销事件,每一营销事件可包含指定的位置(例如商家或特定地点等)、需执行的任务(例如听取商品介绍、试吃、消费或协助宣传等)与可取得的奖励(例如点数、优惠券或现金回馈等)等与广告营销相关的资料;
本发明提供的跨界互动营销系统的详细构成如图1、图2所示,其中所述的伺服主机10包含至少有一营销处理模块11及一传输模块12,该营销处理模块11为一内建的后台程序,供判读、分析、比对及处理各项数据,例如玩家的玩家数据、商家数据、定位数据、时间数据或营销事件数据,该传输模块12可以是以无线技术或有线技术连接该因特网20,供传送或接收玩家的便携设备30或商家的终端装置40的各种数据或营销事件,伺服主机10连接至少有一玩家数据库15、一商家数据库16及一营销数据库17,其中玩家数据库15可用于储存玩家的基本识别数据、定位数据、完成事件数据及各项奖励数据等等,商家数据库16可用于储存商家的基本识别数据、位置数据、指示营销事件数据及提供奖励数据等等,营销数据库17则供储存系统中各玩家与各商家间进行营销事件与奖励的指示、分配、修正与互动数据(即各项广告营销行为);
所述的因特网20即典型供进行有线或无线联机的网络系统,供伺服主机10、便携设备30及终端装置40以无线网络或有线网络联机,供相互传送、交换各项电子数据;
又所述的便携设备30可以是玩家的智能手机、平板计算机等,其至少具有一营销操作模块31、一无线网络传输模块35、一无线广播模块36及一定位模块37,其中该营销操作模块31为一内建于便携设备30的应用程序(APP),如图3、图4所示,其包含有人机接口及可显 示的虚拟世界(例如电子地图),且该虚拟世界与真实世界的建筑、道路等位置相对应,供用于导引玩家寻找虚拟世界中标示于虚拟商家的营销事件地点及完成营销事件,该无线广播模块36可以是红外线传输元件、高频无线通信元件(NFC)、蓝牙传输元件、无线射频卷标或其读取器、条形码或其读取器(如智能手机的相机与条形码识别程序)等短距离通讯元件,供玩家以便携设备30的无线广播模块36与真实世界的商家完成营销事件互动,定位模块37可以是全球定位系统(GPS),可供配合营销操作模块31指引玩家寻找真实世界中商家或地点,又无线网络传输模块35可供以无线方式通过因特网20与伺服主机10连接传送指示或玩家的数据;
所述的终端装置40可以是商家的终端机、桌面计算机、笔记本电脑等,其至少具有一营销互动模块41、一网络传输模块45及一无线广播模块46,其中营销互动模块41为一内建于终端装置40的应用软件,其包含有人机接口及可显示的虚拟世界(例如电子地图),供用于设定、修改及登录营销事件、且与玩家的便携设备30互动,该无线广播模块46可以是红外线传输元件、高频无线通信元件(NFC)、蓝牙传输元件、无线射频卷标或其读取器、条形码或其读取器(如智能手机的相机与条形码识别程序)等短距离通讯元件,供商家以该无线广播模块46与玩家便携设备30的无线广播模块36完成营销事件互动(例如扫描条形码等),又网络传输模块45供以有线或无线方式通过因特网20与伺服主机10连接传送指示或商家位置的数据,该终端装置40进一步包含有一定位模块47,该定位模块47可供配合营销互动模块41标示商家地点;
藉此,形成一种可结合虚拟世界与真实世界、且将玩家有效导引至真实世界中商家的跨界互动营销系统者。
本发明于实际使用时,如图1、图2所示,通过本系统中的伺服主机10可对玩家的便携设备30传送虚拟世界中虚拟商家的营销事件, 供玩家通过便携设备30的营销操作模块31中的定位数据、配合显示的虚拟世界寻找真实世界中相对应的商家并完成营销事件,且令便携设备30对伺服主机10传送包含定位信息与营销事件信息的数据,使伺服主机10可有效记录、储存、统计及管理玩家完成指示的营销事件数据,以供后续奖励、营销管理之用,该跨界互动营销方法的流程步骤为,如图3、图4及图5所示:
步骤S01:启动联机,首先由该平台商开启伺服主机10的营销处理模块11,真实世界200的各该玩家210A、210B依需要开启其便携设备30的任务操作模块31,又各该真实世界200的商家220A~220D也依需要开启其终端装置40的任务互动模块41,且已开启的便携设备30与终端装置40可分别通过无线网络传输模块35与网络传输模块45经因特网20与伺服主机10的传输模块12形成联机状态,供传送或接收数据;
步骤S02:传送定位信息,各该玩家210A、210B的便携设备30可通过定位模块37进行真实世界200所在位置的定位,并将该玩家210A、210B以一虚拟玩家310A、310B身份显示于便携设备30的营销处理模块11或终端装置40的任务互动模块41的虚拟世界300中,接着将玩家210A、210B的身份识别信息、定位信息等通过便携设备30经因特网20传送至伺服主机10,供伺服主机10接收后供营销处理模块11进行数据处理。如该商家220A~220D为固定式商家时,则通过其终端装置40经因特网20传送其预设的定位位置至伺服主机10,且将该商家220A~220D以一虚拟商家320A~320D显示于前述的营销处理模块11或任务互动模块41的虚拟世界300中,且如该商家为移动式商家时,则通过其终端装置40会进一步具有定位模块47,供进行位置的定位,并传送其定位位置至伺服主机10,以显示于该虚拟世界300中;
步骤S03:发送指定营销事件,该伺服主机10于接收到玩家210A、 210B便携设备30所传送来的定位数据后,该伺服主机10可利用营销处理模块11可依玩家数据库15、商家数据库16及营销数据库17中的数据进行分析比对,并利用因特网20派送至少一营销事件,该营销事件并会标示于玩家210A、210B便携设备30的营销处理模块11的虚拟世界300中的虚拟商家320A~320D,且每一个营销事件可以包含有指定的位置(例如商家或特定地点等)、需执行的任务(例如听取商品介绍、试吃、消费或协助宣传等)与可取得的奖励(例如点数、优惠券或现金回馈等)等与广告营销相关的资料;
步骤S04:回传完成营销事件数据,玩家210A、210B依据便携设备30上营销处理模块11的虚拟世界300于相对应的真实世界200中移动,并由该便携设备30的定位模块37持续定位、且重新更新位置,令虚拟玩家310A、310B向标示于虚拟世界300的虚拟商家320A~320D前进,最后让玩家210A、210B可寻找到真实世界200中相对应的商家220A~220D或特定地点,从而进行指定营销事件的动作,并以玩家210A、210B的便携设备30的无线广播模块36读取商家220A~220D的终端装置40的无线广播模块46(例如以无线射频或条形码读取器扫描读取无线射频卷标或条形码),供完成营销事件的认证,且便携设备30或终端装置40并整合定位信息将完成营销事件的相关数据回传至伺服主机10;
步骤S05:更新数据,该伺服主机10于接收真实世界200中该玩家210A、210B的便携设备30或该商家220A~220D的终端装置40所回传的完成营销事件数据后,可利用伺服主机10的营销处理模块11进行整合、分析与管理,并更新虚拟世界300中该玩家210A、210B相对应的虚拟玩家310A、310B或该商家220A~220D相对应的虚拟商家320A~320D的数据,且进一步分别储存于伺服主机10的玩家数据库15、商家数据库16或营销数据库17中;
步骤S06:发送更新数据,该伺服主机10可依真实世界200中该 玩家210A、210B通过便携设备30或该商家220A~220D通过终端装置40的请求,传送更新后的相对应虚拟玩家310A、310B或虚拟商家320A~320D的营销数据,并显示于该玩家210A、210B的便携设备30的营销处理模块11或该商家220A~220D的终端装置40的任务互动模块41中,使真实世界200的玩家210A、210B可依相对应的虚拟玩家310A、310B所取得的奖励等级或项目于真实世界200的相对应商家220A~220D中进行消费或享受优惠,且于完成消费或优惠后重新发回伺服主机10,进行步骤S05的程序。
通过上述方法的流程步骤,让真实世界的玩家可利用显示于虚拟世界的相对应虚拟玩家寻找标示于虚拟商家或特定地点的营销事件,从而于真实世界的相对应商家或地点完成该营销事件的任务,且将完成的营销任务记录、储存于相对应的虚拟玩家上,让真实世界的相对应玩家能于商家中获得奖励、优惠,如此可将消费者有效导引至商家,大幅提高其营销效果。
又如图3、图4及图5所示,该跨界互动营销方法的流程步骤进一步可以于步骤S02与步骤S03中增加下列步骤,其包含:
步骤S02A:商家请求取得玩家定位信息,该真实世界200的商家220A~220D可利用终端装置40的任务互动模块41通过因特网20向伺服主机10请求所在位置特定范围内的玩家210A、210B,并由伺服主机10回传后,显示于该终端装置40的任务互动模块41的虚拟世界300中,让商家220A~220D可以实时掌握该特定范围内有多少虚拟玩家310A、310B及其消费特性或数据;
步骤S02B:商家重新设定营销事件,该商家220A~220D可依掌握的玩家210A、210B数据利用任务互动模块41重新设定或调整新的营销事务;
步骤S02C:回传更新营销事件,该商家220A~220D通过终端装置40回传新的营销事件至伺服主机10,由伺服主机10继续依步骤S03 发送新的营销事件,供实时吸引真实世界200中该特定范围内的玩家210A、210B至相对应商家220A~220D来完成营销事件的互动,可进一步增进其营销效果。
经由前述可知,本发明中的伺服主机10可对玩家的便携设备30传送虚拟世界中的营销事件,供玩家通过便携设备30的定位寻找真实世界中相对应的商家并完成该营销事件,且对伺服主机10传送包含定位信息与营销事件信息的数据,使玩家能通过虚拟世界中的营销事件指示,让玩家与商家于真实世界中完成营销事件的互动,大幅提升其营销与广告的效果,从而增加产品的附加价值,并提升其经济效益。

Claims (7)

  1. 一种跨界互动营销系统,其特征在于,包含有:
    一因特网;
    一平台商的伺服主机,其包含至少有一营销处理模块及一传输模块,该营销处理模块为一可执行数据处理与功能操作的后台程序,该传输模块可以连接该因特网,伺服主机连接有至少一储存玩家识别信息的玩家数据库、一储存商家基本识别信息的商家数据库及一储存营销事件信息的营销数据库;
    至少一玩家的便携设备,其至少具有一营销操作模块、一无线网络传输模块、一无线广播模块及一定位模块,其中该营销操作模块为一供执行功能操作及可显示虚拟世界的应用程序,该无线广播模块供用于与商家完成营销事件互动,定位模块供定位玩家于真实世界的位置,无线网络传输模块供以无线方式通过因特网与伺服主机连接传送数据;
    至少一商家的终端装置,其至少具有一营销互动模块、一网络传输模块及一无线广播模块,其中营销互动模块为一供执行功能操作及显示虚拟世界的应用软件,该无线广播模块能够与玩家完成营销事件互动,网络传输模块供以有线或无线方式通过因特网与伺服主机连接以传送数据。
  2. 根据权利要求1所述的跨界互动营销系统,其特征在于,该便携设备是智能手机或平板计算机。
  3. 根据权利要求1所述的跨界互动营销系统,其特征在于,该多个无线广播模块是红外线传输元件、高频无线通信元件、蓝牙传输元件、无线射频卷标或其读取器、条形码或其读取器。
  4. 根据权利要求1所述的跨界互动营销系统,其特征在于,该终端装置包含有一定位模块,移动式的商家能够利用该定位模块标示商家地点。
  5. 一种应用权利要求1~4中任一项所述的跨界互动营销系统的跨界互动营销方法,其特征在于,至少包含以下步骤:
    步骤S01:启动联机,令平台商的伺服主机、该多个玩家的便携设备及该多个商家的终端装置与因特网形成联机状态,供传送或接收数据;
    步骤S02:传送定位信息,该多个玩家的便携设备通过定位模块定位后传送至伺服主机,并将该玩家以一虚拟玩家身份显示于便携设备或终端装置的虚拟世界中,该多个商家的终端装置将自身的位置传送至伺服主机,并将该商家以一虚拟商家身份显示于便携设备或终端装置的虚拟世界中;
    步骤S03:发送指定营销事件,该伺服主机利用因特网派送至少一营销事件于虚拟世界中的虚拟商家;
    步骤S04:回传完成营销事件数据,真实世界的玩家依据便携设备的虚拟世界于相对应的真实世界中向具营销事件的虚拟商家移动,让玩家可寻找到真实世界中相对应的商家或特定地点,从而进行指定营销事件的动作,且便携设备或终端装置整合定位信息并将完成营销事件的相关数据回传至伺服主机;
    步骤S05:更新数据,该伺服主机于接收该多个便携设备或该多个终端装置所回传的完成营销事件数据后,利用伺服主机更新虚拟世界中该玩家相对应的虚拟玩家或该商家相对应的虚拟商家的数据。
  6. 根据权利要求5所述的跨界互动营销方法,其特征在于,该步骤S05之后进一步具有一步骤S06,
    步骤S06:发送更新数据,该伺服主机根据真实世界中该玩家或该 商家的请求,传送更新后的相对应虚拟玩家或虚拟商家的营销数据,使真实世界的玩家可根据相对应的虚拟玩家所取得的奖励等级或项目于真实世界的相对应商家中进行消费或享受优惠,且于完成消费或优惠后重新发回伺服主机,进行步骤S05的更新程序。
  7. 根据权利要求5或6所述的跨界互动营销方法,其特征在于,该步骤S02与步骤S03中增加下列步骤,其包含以下步骤:
    步骤S02A:商家请求取得玩家定位信息,该真实世界的商家利用终端装置通过因特网向伺服主机请求所在位置特定范围内的玩家,并由伺服主机回传后,显示于该终端装置的虚拟世界中,让商家可以实时掌握该特定范围内有多少玩家及其消费特性或数据;
    步骤S02B:商家重新设定营销事件,该商家可依掌握的玩家数据重新设定或调整新的营销事务;
    步骤S02C:回传更新营销事件,该商家通过终端装置回传新的营销事件至伺服主机,由伺服主机继续依步骤S03发送新的营销事件,供实时吸引真实世界中该特定范围内的玩家至相对应商家来完成营销事件的互动。
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