WO2013100592A1 - Method, server, and recording medium for providing club match service in soccer game - Google Patents

Method, server, and recording medium for providing club match service in soccer game Download PDF

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Publication number
WO2013100592A1
WO2013100592A1 PCT/KR2012/011505 KR2012011505W WO2013100592A1 WO 2013100592 A1 WO2013100592 A1 WO 2013100592A1 KR 2012011505 W KR2012011505 W KR 2012011505W WO 2013100592 A1 WO2013100592 A1 WO 2013100592A1
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WIPO (PCT)
Prior art keywords
club
game
score
clubs
user
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PCT/KR2012/011505
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French (fr)
Korean (ko)
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정현초
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(주)네오위즈게임즈
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Publication of WO2013100592A1 publication Critical patent/WO2013100592A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • 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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • G06Q30/0209Incentive being awarded or redeemed in connection with the playing of a video game

Definitions

  • the present application relates to a method, a server, and a recording medium for providing a club game service in a soccer game, and more specifically, since the league results between the members of the club are comprehensively calculated, scores and rankings are determined by the club name.
  • the present invention relates to a method, a server, and a recording medium for providing a club game service in a soccer game that can encourage competition and unity.
  • an online game is a real-time game using the Internet.
  • programs on a hard disk drive and access the Internet server include User Dialogue (MUG) games, Multiple User Graphic (MUG) games, Web-based games that can be played only with a browser, and mobile games using mobile phones.
  • the conventional network game has a limited range set by the gamers due to the characteristic of supporting multiple users at the same time, and thus did not cause continuous interest.
  • Korean Patent Laid-Open No. 10-2001-0001072 a team nurtured by the gamers themselves was developed.
  • the online training simulation soccer game method is shown that can lead and play soccer games with other users through the network.
  • FIG. 1 is a screen of an embodiment of a soccer game according to the prior art.
  • the game process moves the player to advance the team to the other side, the other players move in the manner learned through the team training process, even when the opponent is advancing to the soccer ball owned by the opponent If a nearby person moves according to the soccer ball position, the rest of the players move accordingly as they trained.
  • the present application has been made in order to solve the above problems, by creating a game item in the name of the club that a large number of members of the club, so that when winning the club, not only individual victory but also community victory It is an object of the present invention to provide a method, a server, and a recording medium for providing a pre-club service in a soccer game that can strengthen the solidarity between people.
  • the present application removes elements that can be an obstacle to continuous enjoyment of the game because only one person plays the game, and lacks fun and common purpose, but leaves the element that allows one person to enjoy the game. It aims to provide a method, a server and a recording medium for providing a club game in a minimized soccer game.
  • This application calculates the scores, rankings and wins and losses of each club in different ways, and gives the negative score as much as the level difference when losing the game against the opponent with low level in consideration of the user's level, and with the opponent with the higher level.
  • the objective is to provide a method, a server, and a recording medium for providing a pre-club service in a football game that can give equity by giving a plus score equal to the level difference.
  • the present application does not stop at games with virtual characters, but continuously enters contact with real people such as offline human relationships as a game element, thereby continually stimulating competition mentality with real people to keep the fun of the game long. It is an object of the present invention to provide a method, a server and a recording medium for providing a club game service in a soccer game.
  • the present application provides, among the embodiments, a first step of controlling the controller to store club establishment information in a storage unit when a club is established by a client; A second step of controlling by the control unit to store information about the subscriber in a storage unit when there is a subscriber in the club; A third step of controlling by the control unit to store the result of the game until the end of the club game when any two clubs of the established clubs have applied for a club game; A fourth step of calculating scores, wins, and rankings in the club game result calculation unit based on the result of the game; In the soccer game, including the club is made to solve the problem using the method of providing a service.
  • the fourth step includes determining a win or loss of any two clubs by a total score resulting from the club match; In the football game, characterized in that it further comprises using a method for providing a club war service is made to solve the problem.
  • the fourth step may include calculating a pre-club score based on a level of a game proficiency among information about the subscriber; Determining a ranking based on the score for the club match; In the football game, characterized in that it further comprises using a method for providing a club war service is made to solve the problem.
  • the club match score is a method of providing a club match service in a football game, characterized in that the score is added to a predetermined score when the level is won against other users higher than the user's level. It can be used to solve the problem.
  • the club match score is a method of providing a club match service in a football game, characterized in that the score is given, the score is eliminated, if the level is played with other users lower than the user's level. It can be used to solve the problem.
  • the predetermined score is increased in proportion to at least one of the linear level, stepwise, exponential function according to the level difference of the user and the other user method for providing a club game service in a soccer game. It is made to solve the problem using.
  • the third step may include: inputting a number of people to participate in the club game from the user applying for the club game when the two clubs request the club game;
  • the football game characterized in that it further comprises using a method for providing a club war service is made to solve the problem.
  • the club game is to solve the problem by using a method for providing a club game service in the football game, characterized in that the game proceeds by matching the user 1: 1 to each club.
  • a recording medium recording a program for executing a method for providing a pre-club service in a football game
  • the recording medium comprising: a function of controlling, by a controller, to store club establishment information when a club is opened by a client; A control function of the control unit to store information about the subscriber in a storage unit when there is a subscriber in the club; If any two clubs of the established clubs have applied for a club game, the controller controls the controller to store the game result until the club game ends; A function of calculating a score, win or loss, and ranking in a club game result calculation unit based on the result of the game; It is possible to solve the problem by using a computer-readable recording medium recording a program to implement the.
  • the communication unit for inputting and outputting data through wired or wireless;
  • a control unit for controlling each component;
  • a storage unit for storing a user's unique identifier ID, a game proficiency level, a number of club game participants, and a club game score;
  • a pre-club score determination unit for determining a win / loss based on the score of the club game, calculating a score added or subtracted according to the level of the user who participated in the club game as a club game score, and outputting a club ranking as the club game score; It is made to solve the problem by using a server providing a club game service in a soccer game.
  • the score is given a score that is eliminated a certain score, and the game is won by playing with another user whose level is higher than the user's level.
  • the score is added to a predetermined score, and the predetermined score is increased proportionally to at least one of linear, stepwise and exponential functions according to the level difference between the user's level and another user's level. It is possible to solve the problem by using the server providing the club game service.
  • the disclosed technology of the present application having the configuration as described above generates a game item under the name of a club in which a large number of club members are joined. Rather, the victory of the community can strengthen the solidarity between people, and 2 If only one person is playing the game, there is a lack of fun and common purpose, eliminating the element that can be an obstacle to the continuous enjoyment of the game. The elements that allow you to enjoy this game can be left to minimize vested interests. 3 The club scores, ranks, and wins in different ways, and considers the user's level.
  • level difference equity can be given to give a fair score, and 4 not only stops playing games with virtual characters, but also puts contact with real people, such as offline human relationships, as a game element, thereby continuing the psychology of competition with real people. It can be used to stimulate the game and make the game last longer.
  • FIG. 1 is a screen of an embodiment of a soccer game according to the prior art.
  • FIG. 2 is a block diagram illustrating a server providing a club game service in a soccer game according to the technology disclosed in the present application.
  • FIG. 3 is a block diagram illustrating a driving operation of a server providing a club game service in a soccer game according to the technology disclosed in the present application.
  • FIG. 4 is a screen illustrating an embodiment in which a server that provides a club game service in a soccer game according to the technology disclosed in the present application is implemented.
  • FIG. 5 is a flowchart illustrating a method of providing a club game service in a soccer game according to the technology disclosed in the present application.
  • first and second are intended to distinguish one component from another component, and the scope of rights should not be limited by these terms.
  • first component may be named a second component, and similarly, the second component may also be named a first component.
  • an identification code (e.g., a, b, c, etc.) is used for convenience of description, and the identification code does not describe the order of the steps, and each step clearly indicates a specific order in context. Unless stated otherwise, they may occur out of the order noted. That is, each step may occur in the same order as specified, may be performed substantially simultaneously, or may be performed in the reverse order.
  • the disclosed technology can be embodied as computer readable code on a computer readable recording medium, and the computer readable recording medium includes all kinds of recording devices in which data can be read by a computer system.
  • Examples of computer-readable recording media include ROM, RAM, CD-ROM, magnetic tape, floppy disk, optical data storage device, and the like, and are also implemented in the form of a carrier wave (for example, transmission over the Internet). It also includes.
  • the computer readable recording medium can also be distributed over network coupled computer systems so that the computer readable code is stored and executed in a distributed fashion.
  • the server 1 for providing a club game service in the soccer game according to the present application includes a communication unit 10, a controller 30, a storage unit 50, and a club game result calculation unit 70. do.
  • the communication unit 10 receives data input from a user who wants to enter a game channel to participate in a club game, and is wired or wireless to output the result of the club game to a user who operates each client.
  • the client is defined as the opposite concept of a server that refers to a computer that supplies information
  • the user is defined as a natural person who performs such a client operation.
  • the controller 30 controls each component, and is not only an input and output passage of each data, but when each data is updated, the updated content can be stored in the storage unit 50, and the user can play the club. If data is input to determine the number of persons who can participate before or to participate in a club game, it is input through the communication unit 30, and when the user plays a game through each league, data related to the game is stored in the storage unit 50. To control.
  • the storage unit 50 may include a user information storage unit 51, a club game participation number 53, and a club game score 55, and the user information storage unit 51 may distinguish a user who operates each client. In order to receive and store a unique identification symbol such as ID 51a, the user's game proficiency level 51b is stored.
  • Club Participation Participants 53 should select two arbitrary club heads to participate in a club war. Once this selection is entered through the communication unit 10, the number of users to participate in the club war is limited. If not filled, the game does not start.
  • Club Match Score 55 is a game in which users who participated in a club match play 1: 1 match, and each score is stored, and each of the stored data is based on the user ID 51a or the name of the club. It may be managed as a database table as a standard, but is not limited thereto and may be stored and managed in various forms.
  • the club game result calculation unit 70 calculates the club game score 71 and the club ranking 50 by using the data of the storage unit 50, and indicates which of the clubs in the match has won. It also prints whether or not.
  • the team score 71 is not given to the winning team, but compares each user's level and wins a certain score from the points that can be earned in the case of winning a match against another player with a higher level. If you win more, you win only if you win with other players of the same level, you only get points that you can win when you win, there are no extra points, and you lose if you lose with other users who have lower levels. By subtracting a certain score from a certain score, when the scores of the users are summed up by this mechanism, the added score becomes the score of the club game.
  • the winning score is X
  • the additional score Y is paid if the user wins a higher level than the player. If A wins, the player gets a lower amount of Y. will be.
  • the additional score Y is expressed in the same manner by classifying only three levels, but in the soccer game of the present application, the levels are set in various ways, and the Y value is proportional to the difference in the levels. In other words, it can be linearly, step by step, exponentially proportional, and in case of winning to a lower user than others, the additional points paid in case of victory can be differentially lowered in proportion to the level difference. Can be.
  • Club ranking (73) is determined by the club match score (71), that is to compare the scores of several clubs with the score before the club, and list them sequentially in descending order so that the first ranked club is ranked first. Hu will be ranked second and third.
  • FIG. 3 is a block diagram illustrating a driving operation of a server providing a club game service in a soccer game according to the technology disclosed in the present application.
  • 1 1 If there is a user input to operate the client to establish a club through the communication unit 10, 2 control unit 30 to store the opened club information in the storage unit 50, 3 establishment When users join a registered club, 4 store information about the members who joined the club.
  • the information on the subscribers who have joined the club is already a user who has subscribed to the football game, that is, it is stored in the user information storage 51, it may be set to a structure that connects a pointer function or a label indicating the same. It can be changed in various ways.
  • club warfare participation number 53 which is shown in Table 2 below. It can be configured as.
  • the result of the club game result calculation unit 70 calculates the score for each level (51b), that is, the more the difference between the level is given by the relative evaluation, the more the additional score is given or reduced more This will calculate all individual scores for the club game.
  • the victory or loss of the club game is not determined by the club score (71), but is determined by the number of scores, that is, which team has scored more goals. If the output to 30, the control unit 30 is output to the communication unit 10 to send it to the client.
  • FIG. 4 is a screen illustrating an embodiment in which a server that provides a club game service in a soccer game according to the technology disclosed in the present application is implemented.
  • a club game is a game played under its own name, and if the team game is won, the club game scores, and the club game scores are lost. The rankings are decided and compete with each other.
  • the club game is similar to the club game method played in a general FPS game, in which two clubs set the number of players, for example, 5 teams and 8 clubs, each in a 1: 1 game. To do.
  • Club A and Club B played 3 clubs and scored 1: 0, 2: 0, 0: 4, Club A is 2-1, but the total is 3 points. , Club B is 1-2, but with a total of 4 points, Club B wins the club.
  • the club score is determined according to the level of the opponent who fights itself, and in addition to the club score, various points such as a victory score and a multiple score can be received.
  • Club ranking is the best function to activate a club while competing with other clubs.
  • Club ranking is a system in which a team that wins through a club game scores and ranks accordingly.
  • the highest ranking among the entire server may be set to the highest club ranking, which means that the ranking in the club with the highest ranking in the game may be ranked.
  • FIG. 5 is a flowchart illustrating a method of providing a club game service in a soccer game according to the technology disclosed in the present application.
  • the controller when a user opens a club (S10), the controller stores the opened club information in a storage unit (S20), and when there is a subscriber in the corresponding club (S30), information about the subscriber is stored. Save or save in various ways, such as a pointer function (S40).
  • the process of outputting the rankings, wins and losses divides the wins and losses by the total score of the club match (S81), calculates the score of the club match based on the user's level (S83), and calculates the scores by sorting.
  • the ranking is determined (S85).
  • the method for providing a club game service in the above-described soccer game may be executed by an application basically installed in a terminal (which may include a program included in a platform or an operating system basically mounted in the terminal). It may also be executed by an application (ie, a program) installed by the user directly on the master terminal through an application providing server such as an application store server, an application, or a web server associated with the corresponding service.
  • an application ie, a program installed by the user directly on the master terminal through an application providing server such as an application store server, an application, or a web server associated with the corresponding service.
  • the method for providing a club game service in the above-described football game according to the present invention is implemented as an application (ie, a program) which is basically installed in a terminal or directly installed by a user, and can be read by a computer such as a terminal. It can be recorded on the recording medium.
  • an application ie, a program
  • a program implementing the method for providing a club game in a soccer game according to the present invention is a recording medium recording a program for executing a method for providing a club game in a soccer game.
  • Such a program is recorded on a recording medium readable by a computer and executed by a computer so that the above functions can be executed.
  • the above-described program may be read by C, which can be read by a processor (CPU) of the computer.
  • Code may be coded in a computer language such as C ++, JAVA, or machine language.
  • Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure.
  • Such code may further include memory reference related code for additional information or media required for a processor of the computer to execute the above functions at which location (address address) of the computer's internal or external memory should be referenced.
  • the code means that the processor of the computer is responsible for the communication module of the computer (e.g. wired and / or wireless communication module). It may further include communication-related code, such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted and received during communication.
  • Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.
  • the computer-readable recording medium which records the program as described above is distributed to computer systems connected by a network, so that the computer-readable code can be stored and executed in a distributed manner.
  • any one or more of the plurality of distributed computers may execute some of the functions presented above, and transmit the results to one or more of the other distributed computers, and receive the results.
  • the computer may also execute some of the functions presented above, and provide the results to other distributed computers as well.
  • a computer-readable recording medium recording an application which is a program for executing a method of providing a club game service in a soccer game
  • an application such as an application store server, an application, or a web server associated with the service. It may be a storage medium included in an application provider server (eg, a hard disk) or an application providing server itself.
  • a computer that can read a recording medium that records an application which is a program that executes a method of providing a club game service in a soccer game, is not only a general PC such as a desktop or a laptop, but also a smartphone, a tablet PC, and a PDA (Personal Digital). It may include mobile terminals such as assistants) and mobile communication terminals, as well as to be interpreted as all computing devices.
  • a computer capable of reading a recording medium recording an application which is a program for executing a method of providing a club game service in a soccer game
  • a mobile terminal such as a smartphone, a tablet PC, a personal digital assistant (PDA) and a mobile communication terminal
  • the application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.
  • Embodiments according to the present application may be implemented in the form of program instructions that may be executed by various computer means and may be recorded in a computer readable medium.
  • the computer readable medium may include program instructions, file data, data structures, etc. alone or in combination.
  • Program instructions recorded on the media may be those specially designed and constructed for the purposes of the present invention, or they may be of the kind well-known and available to those having skill in the computer software arts.
  • Examples of computer-readable recording media include magnetic media such as hard disks, floppy disks, and magnetic tape, optical media such as CD-ROMs, DVDs, and magnetic disks, such as floppy disks.
  • Examples of program instructions include not only machine code generated by a compiler, but also high-level language code that can be executed by a computer using an interpreter or the like.
  • the hardware device described above may be configured to operate as one or more software modules to perform the operations of the present invention, and vice versa.
  • the present application 1 By creating a game item under the name of the club that a large number of club members are joined, if you win in the club fight, it is possible to strengthen the bond between the actual people as well as the victory of the community as well as individual victory. , 2 If only one person plays the game, the lack of fun and common purpose removes the element that can be an obstacle to continued enjoyment of the game, but leaves the element that allows one person to enjoy the game, minimizing the dissatisfaction of the vested interest. 3
  • the club scores, rankings, and wins are calculated in different ways, and in the case of a match against a low-level opponent considering the user's level, the player gives a negative score equal to the difference between the levels, and a high-level opponent.

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Abstract

A method for providing a club match service in a soccer game comprises: a first step of a control unit controlling so that club creation information is saved to a save unit when clubs are created by a client; a second step of the control unit controlling so that information on club member is saved to the save unit when a member signs up for the club; a third step of the control unit controlling so that game results are saved until a club match is over when two random clubs from the clubs that are created apply for a club match; and a fourth step of a club match result calculation unit calculating a score, wins/losses, and rankings on the basis of the game result.

Description

축구게임에서 클럽전 서비스를 제공하는 방법, 서버 및 기록매체Method, server and recording medium for providing club game service in soccer game
본 출원은 축구게임에서 클럽전 서비스를 제공하는 방법, 서버 및 기록매체에 관한 것으로, 보다 상세하게는, 클럽의 회원들끼리의 리그 결과를 종합적으로 산출하여 클럽 이름으로 점수 및 순위가 정해지므로, 경쟁심과 동시에 단결성까지 북돋을 수 있는 축구게임에서 클럽전 서비스를 제공하는 방법, 서버 및 기록매체에 관한 것이다.The present application relates to a method, a server, and a recording medium for providing a club game service in a soccer game, and more specifically, since the league results between the members of the club are comprehensively calculated, scores and rankings are determined by the club name. The present invention relates to a method, a server, and a recording medium for providing a club game service in a soccer game that can encourage competition and unity.
일반적으로, 온라인게임(Online Game)은 인터넷을 이용한 실시간 게임으로서, 인터넷의 발달로 온라인 게임이 급속도로 성장해오면서, 하드 디스크 드라이브에 프로그램을 설치해두고 인터넷 서버에 접속해 즐길 수 있는 머드(MUD:Multiple User Dialogue)게임, 머그(MUG:Multiple User Graphic)게임, 브라우저만으로 게임을 할 수 있는 웹 기반의 게임, 휴대폰을 이용하는 모바일 게임 등이 이에 속한다.In general, an online game is a real-time game using the Internet. As the development of the Internet has led to the rapid growth of online games, it is possible to install programs on a hard disk drive and access the Internet server. These include User Dialogue (MUG) games, Multiple User Graphic (MUG) games, Web-based games that can be played only with a browser, and mobile games using mobile phones.
온라인 게임은 네트워크로 연결된 서로 다른 컴퓨터를 이용하여 2 인의 게이머간에 팀 또는 상대방이 되어 게임을 진행하는데, 상대방이 사람이기 때문에 게임 진행에 보다 다양한 변수가 작용하고 예측이 불가능하고, 사용자의 다양한 전략과 전술이 요구되므로, 보다 넓은 폭의 게임 내용이 진행되고 있다.Online games are played by teams or opponents between two gamers using different computers connected to the network. Since the opponents are humans, more diverse variables and unpredictable effects on the game progression are generated. As tactics are required, a wider game content is in progress.
종래의 네트워크 게임은 다중 사용자를 동시에 지원해야 하는 특성에 의해 게이머에 의해 설정되는 범위가 한정적이어서 지속적인 흥미를 유발시키지 못하였는데, 한국공개특허 제10-2001-0001072호에서 게이머 자신이 육성한 팀을 이끌고 네트워크를 통하여 다른 사용자들과 축구 게임을 할 수 있는 온라인 육성 시뮬레이션 축구 게임 방법이 게재된다.The conventional network game has a limited range set by the gamers due to the characteristic of supporting multiple users at the same time, and thus did not cause continuous interest. In Korean Patent Laid-Open No. 10-2001-0001072, a team nurtured by the gamers themselves was developed. The online training simulation soccer game method is shown that can lead and play soccer games with other users through the network.
도 1은 종래기술에 따른 축구 게임의 실시예 화면이다. 도 1을 참조하면, 시합 과정은 팀을 상대방 진영으로 전진시키기 위해 선수를 이동시키면, 다른 선수들은 팀 훈련과정을 통해 습득한 방식대로 이동하며, 상대방이 전진해올 때에도 상대방이 가지고 있는 축구공에 가장 가까운 사람이 축구공 위치에 따라 이동하면 나머지 선수들도 그에 따라 훈련한 대로 움직인다.1 is a screen of an embodiment of a soccer game according to the prior art. Referring to Figure 1, the game process moves the player to advance the team to the other side, the other players move in the manner learned through the team training process, even when the opponent is advancing to the soccer ball owned by the opponent If a nearby person moves according to the soccer ball position, the rest of the players move accordingly as they trained.
그러나, 이러한 팀간의 결속력은 1 인의 팀 내의 캐릭터들의 결속일 뿐, 가상이 아닌 실제적인 사람들간의 결속력을 가져다주지는 못하며, 종래의 축구 게임이 1:1 로 경기를 실시하기 때문에 개인주의 성향이 강해진 요즘 단체를 고려하는 사고가 점차적으로 사라질 수 있고, 1인 만이 게임을 실시하는 경우, 재미와 공동의 목적이 부족해져 게임을 지속적으로 즐기는데 걸림돌로 작용할 수 있으며, 가상의 인물과의 게임은 경쟁심리를 자극하는데 한계가 있는 등의 문제점이 있었다.However, the cohesion between these teams is not only the cohesion of the characters in one team, but also does not bring the cohesion between the real and non-virtual people. Group-based thinking can gradually disappear, and if only one person plays the game, the lack of fun and common purpose can be an obstacle to the continued enjoyment of the game, and the game with virtual characters stimulates competitive psychology. There was a problem such as limited.
본 출원은 상기한 문제점을 해결하기 위하여 안출한 것으로, 다수의 클럽원이 가입되어 있는 클럽의 이름을 걸고 하는 게임 아이템을 생성함으로써, 클럽전에서 승리하는 경우, 개인의 승리뿐만 아니라 공동체의 승리로 실제적인 사람간의 결속력을 다지게 할 수 있는 축구게임에서 클럽전 서비스를 제공하는 방법, 서버 및 기록매체를 제공하는 것을 목적으로 한다.The present application has been made in order to solve the above problems, by creating a game item in the name of the club that a large number of members of the club, so that when winning the club, not only individual victory but also community victory It is an object of the present invention to provide a method, a server, and a recording medium for providing a pre-club service in a soccer game that can strengthen the solidarity between people.
본 출원은 1인 만이 게임을 실시하는 경우, 재미와 공동의 목적이 부족해져 게임을 지속적으로 즐기는데 걸림돌로 작용할 수 있는 요소를 제거하되, 1인이 게임을 즐길 수 있도록 하는 요소는 남겨 기득권의 불만을 최소화시킨 축구게임에서 클럽전 서비스를 제공하는 방법, 서버 및 기록매체를 제공하는 것을 목적으로 한다.The present application removes elements that can be an obstacle to continuous enjoyment of the game because only one person plays the game, and lacks fun and common purpose, but leaves the element that allows one person to enjoy the game. It aims to provide a method, a server and a recording medium for providing a club game in a minimized soccer game.
본 출원은 클럽전 점수, 랭킹, 승패를 각각 다른 방식으로 산정하고, 사용자의 레벨을 고려하여 레벨이 낮은 상대와의 경기에서 진 경우에는 레벨 차이만큼의 마이너스 점수를 주고, 레벨이 높은 상대와의 경기에서 이긴 경우에는 레벨 차이만큼의 플러스 점수를 주어 형평성을 줄 수 있는 축구게임에서 클럽전 서비스를 제공하는 방법, 서버 및 기록매체를 제공하는 것을 목적으로 한다.This application calculates the scores, rankings and wins and losses of each club in different ways, and gives the negative score as much as the level difference when losing the game against the opponent with low level in consideration of the user's level, and with the opponent with the higher level. In the case of winning the game, the objective is to provide a method, a server, and a recording medium for providing a pre-club service in a football game that can give equity by giving a plus score equal to the level difference.
본 출원은 가상의 인물과의 게임에서 그치지 않고, 오프라인의 인간관계와 같은 실제적인 사람과의 접촉을 게임 요소로 넣음으로써, 실제적인 인물과의 경쟁 심리를 계속적으로 자극시켜 게임의 재미를 오래 지속시킬 수 있는 축구게임에서 클럽전 서비스를 제공하는 방법, 서버 및 기록매체를 제공하는 것을 목적으로 한다.The present application does not stop at games with virtual characters, but continuously enters contact with real people such as offline human relationships as a game element, thereby continually stimulating competition mentality with real people to keep the fun of the game long. It is an object of the present invention to provide a method, a server and a recording medium for providing a club game service in a soccer game.
상기한 바와 같은 목적을 달성하기 위하여 본 출원은 실시예들 중에서, 클라이언트에 의해 클럽이 개설되면, 클럽 개설 정보를 저장부에 저장하도록 제어부에서 제어하는 제1 단계; 상기 클럽에 가입자가 있는 경우, 상기 가입자에 대한 정보를 저장부에 저장하도록 제어부에서 제어하는 제2 단계; 상기 개설된 클럽 중 임의의 두 클럽이 클럽전을 신청한 경우, 상기 클럽전이 종료될 때까지 경기 결과를 저장하도록 제어부에서 제어하는 제3 단계; 상기 경기 결과를 토대로 클럽전 결과 산출부에서 점수, 승패, 순위를 산출하는 제4 단계; 를 포함하는 축구게임에서 클럽전 서비스를 제공하는 방법을 이용하여 과제를 해결할 수 있도록 이루어진다.In order to achieve the above object, the present application provides, among the embodiments, a first step of controlling the controller to store club establishment information in a storage unit when a club is established by a client; A second step of controlling by the control unit to store information about the subscriber in a storage unit when there is a subscriber in the club; A third step of controlling by the control unit to store the result of the game until the end of the club game when any two clubs of the established clubs have applied for a club game; A fourth step of calculating scores, wins, and rankings in the club game result calculation unit based on the result of the game; In the soccer game, including the club is made to solve the problem using the method of providing a service.
일 실시예에서, 상기 제4 단계는 상기 클럽전의 결과인 총 득점으로 상기 임의의 두 클럽의 승패를 결정하는 단계; 를 더 포함하는 것을 특징으로 하는 축구게임에서 클럽전 서비스를 제공하는 방법을 이용하여 과제를 해결할 수 있도록 이루어진다.In one embodiment, the fourth step includes determining a win or loss of any two clubs by a total score resulting from the club match; In the football game, characterized in that it further comprises using a method for providing a club war service is made to solve the problem.
일 실시예에서, 상기 제4 단계는 상기 가입자에 대한 정보 중 게임의 숙련도인 레벨을 기준으로 클럽전 점수를 산출하는 단계; 상기 클럽전 점수에 따라 랭킹이 결정되는 단계; 를 더 포함하는 것을 특징으로 하는 축구게임에서 클럽전 서비스를 제공하는 방법을 이용하여 과제를 해결할 수 있도록 이루어진다.In an embodiment, the fourth step may include calculating a pre-club score based on a level of a game proficiency among information about the subscriber; Determining a ranking based on the score for the club match; In the football game, characterized in that it further comprises using a method for providing a club war service is made to solve the problem.
일 실시예에서, 상기 클럽전 점수는 상기 레벨이 사용자의 레벨보다 높은 다른 사용자와 경기하여 이긴 경우, 일정 점수가 추가된 점수가 부여되는 것을 특징으로 하는 축구게임에서 클럽전 서비스를 제공하는 방법을 이용하여 과제를 해결할 수 있도록 이루어진다.In one embodiment, the club match score is a method of providing a club match service in a football game, characterized in that the score is added to a predetermined score when the level is won against other users higher than the user's level. It can be used to solve the problem.
일 실시예에서, 상기 클럽전 점수는 상기 레벨이 사용자의 레벨보다 낮은 다른 사용자와 경기하여 진 경우, 일정 점수가 제거된 점수가 부여되는 것을 특징으로 하는 축구게임에서 클럽전 서비스를 제공하는 방법을 이용하여 과제를 해결할 수 있도록 이루어진다.In one embodiment, the club match score is a method of providing a club match service in a football game, characterized in that the score is given, the score is eliminated, if the level is played with other users lower than the user's level. It can be used to solve the problem.
일 실시예에서, 상기 일정 점수는 상기 사용자의 레벨과 다른 사용자의 레벨 차이에 따라 선형적, 단계적, 지수함수적 중 적어도 하나로 비례하여 증가하는 것을 특징으로 하는 축구게임에서 클럽전 서비스를 제공하는 방법을 이용하여 과제를 해결할 수 있도록 이루어진다.In one embodiment, the predetermined score is increased in proportion to at least one of the linear level, stepwise, exponential function according to the level difference of the user and the other user method for providing a club game service in a soccer game. It is made to solve the problem using.
일 실시예에서, 상기 제3 단계는 상기 임의의 두 클럽이 클럽전을 신청할 때, 상기 클럽전을 신청하는 사용자로부터 클럽전에 참가할 인원을 입력받는 단계; 를 더 포함하는 것을 특징으로 하는 축구게임에서 클럽전 서비스를 제공하는 방법을 이용하여 과제를 해결할 수 있도록 이루어진다.In an embodiment, the third step may include: inputting a number of people to participate in the club game from the user applying for the club game when the two clubs request the club game; In the football game, characterized in that it further comprises using a method for providing a club war service is made to solve the problem.
일 실시예에서, 상기 클럽전은 각 클럽에 가입된 사용자를 1:1 매칭시켜 경기를 진행하는 것을 특징으로 하는 축구게임에서 클럽전 서비스를 제공하는 방법을 이용하여 과제를 해결할 수 있도록 이루어진다.In one embodiment, the club game is to solve the problem by using a method for providing a club game service in the football game, characterized in that the game proceeds by matching the user 1: 1 to each club.
실시예들 중에서, 축구게임에서 클럽전 서비스를 제공하는 방법을 실행시키기 위한 프로그램을 기록한 기록매체에 있어서, 클라이언트에 의해 클럽이 개설되면, 클럽 개설 정보를 저장부에 저장하도록 제어부에서 제어하는 기능; 상기 클럽에 가입자가 있는 경우, 상기 가입자에 대한 정보를 저장부에 저장하도록 제어부에서 제어하는 기능; 상기 개설된 클럽 중 임의의 두 클럽이 클럽전을 신청한 경우, 상기 클럽전이 종료될 때까지 경기 결과를 저장하도록 제어부에서 제어하는 기능; 상기 경기 결과를 토대로 클럽전 결과 산출부에서 점수, 승패, 순위를 산출하는 기능; 을 구현하는 프로그램을 기록한 컴퓨터로 읽을 수 있는 기록매체를 이용하여 과제를 해결할 수 있도록 이루어진다.In one embodiment, a recording medium recording a program for executing a method for providing a pre-club service in a football game, the recording medium comprising: a function of controlling, by a controller, to store club establishment information when a club is opened by a client; A control function of the control unit to store information about the subscriber in a storage unit when there is a subscriber in the club; If any two clubs of the established clubs have applied for a club game, the controller controls the controller to store the game result until the club game ends; A function of calculating a score, win or loss, and ranking in a club game result calculation unit based on the result of the game; It is possible to solve the problem by using a computer-readable recording medium recording a program to implement the.
실시예들 중에서, 유,무선을 통해 데이터가 입출력되는 통신부; 각 구성 요소를 제어하는 제어부; 사용자의 고유 식별 기호인 ID, 게임 숙련도인 레벨, 클럽전 참여 인원, 클럽전 득점을 저장하는 저장부; 상기 클럽전 득점으로 승패를 판단하고, 상기 클럽전에 참가한 사용자의 레벨에 따라 가중치가 가감된 점수를 클럽전 점수로 산출하며, 상기 클럽전 점수로 클럽 랭킹을 출력하는 클럽전 결과 산출부; 를 포함하는 축구게임에서 클럽전 서비스를 제공하는 서버를 이용하여 과제를 해결할 수 있도록 이루어진다.Among the embodiments, the communication unit for inputting and outputting data through wired or wireless; A control unit for controlling each component; A storage unit for storing a user's unique identifier ID, a game proficiency level, a number of club game participants, and a club game score; A pre-club score determination unit for determining a win / loss based on the score of the club game, calculating a score added or subtracted according to the level of the user who participated in the club game as a club game score, and outputting a club ranking as the club game score; It is made to solve the problem by using a server providing a club game service in a soccer game.
일 실시예에서, 상기 클럽전 점수는 상기 레벨이 사용자의 레벨보다 낮은 다른 사용자와 경기하여 진 경우, 일정 점수가 제거된 점수가 부여되고, 상기 레벨이 사용자의 레벨보다 높은 다른 사용자와 경기하여 이긴 경우, 일정 점수가 추가된 점수가 부여되되, 상기 일정 점수는 상기 사용자의 레벨과 다른 사용자의 레벨 차이에 따라 선형적, 단계적, 지수함수적 중 적어도 하나로 비례하여 증가하는 것을 특징으로 하는 축구게임에서 클럽전 서비스를 제공하는 서버를 이용하여 과제를 해결할 수 있도록 이루어진다.In one embodiment, if the level is played with another user whose level is lower than the user's level, the score is given a score that is eliminated a certain score, and the game is won by playing with another user whose level is higher than the user's level. In the case of a soccer game, the score is added to a predetermined score, and the predetermined score is increased proportionally to at least one of linear, stepwise and exponential functions according to the level difference between the user's level and another user's level. It is possible to solve the problem by using the server providing the club game service.
이상에서 설명한 바와 같이, 상기와 같은 구성을 갖는 본 출원의 개시된 기술은 ① 다수의 클럽원이 가입되어 있는 클럽의 이름을 걸고 하는 게임 아이템을 생성함으로써, 클럽전에서 승리하는 경우, 개인의 승리뿐만 아니라 공동체의 승리로 실제적인 사람간의 결속력을 다지게 할 수 있고, ② 1인 만이 게임을 실시하는 경우, 재미와 공동의 목적이 부족해져 게임을 지속적으로 즐기는데 걸림돌로 작용할 수 있는 요소를 제거하되, 1인이 게임을 즐길 수 있도록 하는 요소는 남겨 기득권의 불만을 최소화시킬 수 있으며, ③ 클럽전 점수, 랭킹, 승패를 각각 다른 방식으로 산정하고, 사용자의 레벨을 고려하여 레벨이 낮은 상대와의 경기에서 진 경우에는 레벨 차이만큼의 마이너스 점수를 주고, 레벨이 높은 상대와의 경기에서 이긴 경우에는 레벨 차이만큼의 플러스 점수를 주어 형평성을 줄 수 있으며, ④ 가상의 인물과의 게임에서 그치지 않고, 오프라인의 인간관계와 같은 실제적인 사람과의 접촉을 게임 요소로 넣음으로써, 실제적인 인물과의 경쟁 심리를 계속적으로 자극시켜 게임의 재미를 오래 지속시킬 수 있는 등의 효과를 거둘 수 있다.As described above, the disclosed technology of the present application having the configuration as described above generates a game item under the name of a club in which a large number of club members are joined. Rather, the victory of the community can strengthen the solidarity between people, and ② If only one person is playing the game, there is a lack of fun and common purpose, eliminating the element that can be an obstacle to the continuous enjoyment of the game. The elements that allow you to enjoy this game can be left to minimize vested interests. ③ The club scores, ranks, and wins in different ways, and considers the user's level. If you win minus points as much as level difference, if you win a match with a higher level opponent, only level difference Equity can be given to give a fair score, and ④ not only stops playing games with virtual characters, but also puts contact with real people, such as offline human relationships, as a game element, thereby continuing the psychology of competition with real people. It can be used to stimulate the game and make the game last longer.
도 1은 종래기술에 따른 축구 게임의 실시예 화면이다.1 is a screen of an embodiment of a soccer game according to the prior art.
도 2는 본 출원에 개시된 기술에 따른 축구게임에서 클럽전 서비스를 제공하는 서버를 도시한 블록도이다.2 is a block diagram illustrating a server providing a club game service in a soccer game according to the technology disclosed in the present application.
도 3은 본 출원에 개시된 기술에 따른 축구게임에서 클럽전 서비스를 제공하는 서버의 구동 동작을 설명하는 블록도이다.3 is a block diagram illustrating a driving operation of a server providing a club game service in a soccer game according to the technology disclosed in the present application.
도 4는 본 출원에 개시된 기술에 따른 축구게임에서 클럽전 서비스를 제공하는 서버가 구현된 실시예를 도시한 화면이다.4 is a screen illustrating an embodiment in which a server that provides a club game service in a soccer game according to the technology disclosed in the present application is implemented.
도 5는 본 출원에 개시된 기술에 따른 축구게임에서 클럽전 서비스를 제공하는 방법을 설명하는 흐름도이다.5 is a flowchart illustrating a method of providing a club game service in a soccer game according to the technology disclosed in the present application.
개시된 기술에 관한 설명은 구조적 내지 기능적 설명을 위한 실시예에 불과하므로, 개시된 기술의 권리범위는 본문에 설명된 실시예에 의하여 제한되는 것으로 해석되어서는 아니 된다. 즉, 실시예는 다양한 변경이 가능하고 여러 가지 형태를 가질 수 있으므로 개시된 기술의 권리범위는 기술적 사상을 실현할 수 있는 균등물들을 포함하는 것으로 이해되어야 한다. 또한, 개시된 기술에서 제시된 목적 또는 효과는 특정 실시예가 이를 전부 포함하여야 한다거나 그러한 효과만을 포함하여야 한다는 의미는 아니므로, 개시된 기술의 권리범위는 이에 의하여 제한되는 것으로 이해되어서는 아니 될 것이다.Description of the disclosed technology is only an embodiment for structural or functional description, the scope of the disclosed technology should not be construed as limited by the embodiments described in the text. That is, since the embodiments may be variously modified and may have various forms, the scope of the disclosed technology should be understood to include equivalents capable of realizing the technical idea. In addition, the objects or effects presented in the disclosed technology does not mean that a specific embodiment should include all or only such effects, and thus the scope of the disclosed technology should not be understood as being limited thereto.
한편, 본 출원에서 서술되는 용어의 의미는 다음과 같이 이해되어야 할 것이다.On the other hand, the meaning of the terms described in the present application should be understood as follows.
"제1", "제2" 등의 용어는 하나의 구성요소를 다른 구성요소로부터 구별하기 위한 것으로, 이들 용어들에 의해 권리범위가 한정되어서는 아니 된다. 예를 들어, 제1 구성요소는 제2 구성요소로 명명될 수 있고, 유사하게 제2 구성요소도 제1 구성요소로 명명될 수 있다.Terms such as "first" and "second" are intended to distinguish one component from another component, and the scope of rights should not be limited by these terms. For example, the first component may be named a second component, and similarly, the second component may also be named a first component.
어떤 구성요소가 다른 구성요소에 "연결되어"있다고 언급된 때에는, 그 다른 구성요소에 직접적으로 연결될 수도 있지만, 중간에 다른 구성요소가 존재할 수도 있다고 이해되어야 할 것이다. 반면에, 어떤 구성요소가 다른 구성요소에 "직접 연결되어"있다고 언급된 때에는 중간에 다른 구성요소가 존재하지 않는 것으로 이해되어야 할 것이다. 한편, 구성요소들 간의 관계를 설명하는 다른 표현들, 즉 "~사이에"와 "바로 ~사이에" 또는 "~에 이웃하는"과 "~에 직접 이웃하는" 등도 마찬가지로 해석되어야 한다.When a component is referred to as being "connected" to another component, it should be understood that there may be other components in between, although it may be directly connected to the other component. On the other hand, when a component is referred to as being "directly connected" to another component, it should be understood that there is no other component in between. On the other hand, other expressions describing the relationship between the components, such as "between" and "immediately between" or "neighboring to" and "directly neighboring", should be interpreted as well.
단수의 표현은 문맥상 명백하게 다르게 뜻하지 않는 한 복수의 표현을 포함하는 것으로 이해되어야 하고, "포함하다"또는 "가지다" 등의 용어는 설시된 특징, 숫자, 단계, 동작, 구성요소, 부분품 또는 이들을 조합한 것이 존재함을 지정하려는 것이며, 하나 또는 그 이상의 다른 특징이나 숫자, 단계, 동작, 구성요소, 부분품 또는 이들을 조합한 것들의 존재 또는 부가 가능성을 미리 배제하지 않는 것으로 이해되어야 한다.Singular expressions should be understood to include plural expressions unless the context clearly indicates otherwise, and terms such as "comprise" or "have" refer to features, numbers, steps, operations, components, parts, or parts thereof described. It is to be understood that the combination is intended to be present and does not exclude in advance the possibility of the presence or addition of one or more other features or numbers, steps, operations, components, parts or combinations thereof.
각 단계들에 있어 식별부호(예를 들어, a, b, c 등)는 설명의 편의를 위하여 사용되는 것으로 식별부호는 각 단계들의 순서를 설명하는 것이 아니며, 각 단계들은 문맥상 명백하게 특정 순서를 기재하지 않는 이상 명기된 순서와 다르게 일어날 수 있다. 즉, 각 단계들은 명기된 순서와 동일하게 일어날 수도 있고 실질적으로 동시에 수행될 수도 있으며 반대의 순서대로 수행될 수도 있다.In each step, an identification code (e.g., a, b, c, etc.) is used for convenience of description, and the identification code does not describe the order of the steps, and each step clearly indicates a specific order in context. Unless stated otherwise, they may occur out of the order noted. That is, each step may occur in the same order as specified, may be performed substantially simultaneously, or may be performed in the reverse order.
개시된 기술은 컴퓨터가 읽을 수 있는 기록매체에 컴퓨터가 읽을 수 있는 코드로서 구현될 수 있고, 컴퓨터가 읽을 수 있는 기록 매체는 컴퓨터 시스템에 의하여 읽혀질 수 있는 데이터가 저장되는 모든 종류의 기록 장치를 포함한다. 컴퓨터가 읽을 수 있는 기록 매체의 예로는 ROM, RAM, CD-ROM, 자기 테이프, 플로피 디스크, 광 데이터 저장 장치 등이 있으며, 또한, 캐리어 웨이브(예를 들어 인터넷을 통한 전송)의 형태로 구현되는 것도 포함한다. 또한, 컴퓨터가 읽을 수 있는 기록 매체는 네트워크로 연결된 컴퓨터 시스템에 분산되어, 분산 방식으로 컴퓨터가 읽을 수 있는 코드가 저장되고 실행될 수 있다.The disclosed technology can be embodied as computer readable code on a computer readable recording medium, and the computer readable recording medium includes all kinds of recording devices in which data can be read by a computer system. . Examples of computer-readable recording media include ROM, RAM, CD-ROM, magnetic tape, floppy disk, optical data storage device, and the like, and are also implemented in the form of a carrier wave (for example, transmission over the Internet). It also includes. The computer readable recording medium can also be distributed over network coupled computer systems so that the computer readable code is stored and executed in a distributed fashion.
여기서 사용되는 모든 용어들은 다르게 정의되지 않는 한, 개시된 기술이 속하는 분야에서 통상의 지식을 가진 자에 의해 일반적으로 이해되는 것과 동일한 의미를 가진다. 일반적으로 사용되는 사전에 정의되어 있는 용어들은 관련 기술의 문맥상 가지는 의미와 일치하는 것으로 해석되어야 하며, 본 출원에서 명백하게 정의하지 않는 한 이상적이거나 과도하게 형식적인 의미를 지니는 것으로 해석될 수 없다.All terms used herein have the same meaning as commonly understood by one of ordinary skill in the art unless otherwise defined. Generally, the terms defined in the dictionary used are to be interpreted to coincide with the meanings in the context of the related art, and should not be interpreted as having ideal or excessively formal meanings unless clearly defined in the present application.
이하, 본 출원에 따른 실시예를 첨부된 예시도면을 참고로 하여 상세하게 설명한다.Hereinafter, embodiments of the present application will be described in detail with reference to the accompanying drawings.
도 2는 본 출원에 개시된 기술에 따른 축구게임에서 클럽전 서비스를 제공하는 서버를 도시한 블록도이다. 도 2를 참조하면, 본 출원에 따른 축구게임에서 클럽전 서비스를 제공하는 서버(1)는 통신부(10), 제어부(30), 저장부(50), 클럽전 결과 산출부(70)를 포함한다.2 is a block diagram illustrating a server providing a club game service in a soccer game according to the technology disclosed in the present application. Referring to FIG. 2, the server 1 for providing a club game service in the soccer game according to the present application includes a communication unit 10, a controller 30, a storage unit 50, and a club game result calculation unit 70. do.
통신부(10)는 클럽전에 참가하기 위해 게임 채널에 입장하고자 하는 사용자로부터 입력되는 데이터를 입력받고, 클럽전의 결과를 각각의 클라이언트를 조작하는 사용자에게 출력하도록 유, 무선으로 이루어진다.The communication unit 10 receives data input from a user who wants to enter a game channel to participate in a club game, and is wired or wireless to output the result of the club game to a user who operates each client.
본 출원에서 클라이언트는 정보를 공급하는 컴퓨터를 말하는 서버의 반대 개념으로 정의하고, 사용자는 이러한 클라이언트의 조작 등을 실시하는 자연인으로 정의한다.In the present application, the client is defined as the opposite concept of a server that refers to a computer that supplies information, and the user is defined as a natural person who performs such a client operation.
제어부(30)는 각 구성 요소를 제어하고, 각각의 데이터의 입, 출력 통로일 뿐만 아니라, 각각의 데이터가 업데이트되면, 저장부(50)에 업데이트된 내용이 저장될 수 있도록 하고, 사용자가 클럽전에 참가하거나 클럽전에 참가할 수 있는 인원을 정하는 데이터를 입력하면, 이는 통신부(30)를 통해 입력되고, 사용자가 각각의 리그를 통해 경기를 치르면, 경기에 관련된 데이터가 저장부(50)에 저장될 수 있도록 제어한다.The controller 30 controls each component, and is not only an input and output passage of each data, but when each data is updated, the updated content can be stored in the storage unit 50, and the user can play the club. If data is input to determine the number of persons who can participate before or to participate in a club game, it is input through the communication unit 30, and when the user plays a game through each league, data related to the game is stored in the storage unit 50. To control.
저장부(50)는 사용자 정보 저장부(51), 클럽전 참여 인원(53), 클럽전 득점(55)을 포함하고, 사용자 정보 저장부(51)는 각각의 클라이언트를 조작하는 사용자를 구분할 수 있도록 ID(51a) 등과 같은 고유 식별 기호를 입력받아 저장하며, 사용자의 게임 능숙도인 레벨(51b)을 저장한다.The storage unit 50 may include a user information storage unit 51, a club game participation number 53, and a club game score 55, and the user information storage unit 51 may distinguish a user who operates each client. In order to receive and store a unique identification symbol such as ID 51a, the user's game proficiency level 51b is stored.
클럽전 참여 인원(53)은 클럽전에 참여할 인원을 임의의 두 클럽장들이 선택해야 하는데, 이러한 선택이 통신부(10)를 통해 입력되고 나면, 해당 클럽전에 참가해야할 사용자의 수가 한정되게 되고, 그 수가 채워지지 않으면 게임은 시작하지 않도록 이루어진다.Club Participation Participants 53 should select two arbitrary club heads to participate in a club war. Once this selection is entered through the communication unit 10, the number of users to participate in the club war is limited. If not filled, the game does not start.
클럽전 득점(55)은 클럽전에 참가한 사용자들은 1:1 매칭으로 경기를 치르게 되는데, 각각의 득점수를 저장하게 되며, 이러한 각각의 저장 데이터들은 사용자 ID(51a)를 기준으로 또는 클럽의 이름을 기준으로 데이터베이스 테이블로 관리될 수도 있는데, 이에 한정되지는 않으며 다양한 형태로 저장 및 관리될 수 있다. Club Match Score 55 is a game in which users who participated in a club match play 1: 1 match, and each score is stored, and each of the stored data is based on the user ID 51a or the name of the club. It may be managed as a database table as a standard, but is not limited thereto and may be stored and managed in various forms.
클럽전 결과 산출부(70)는 저장부(50)의 각 데이터를 이용하여 클럽전 점수(71)와 클럽 랭킹(50)을 산출하게 되며, 대전을 펼친 클럽 중 어느 클럽이 승리를 거두었는지의 여부도 함께 출력하게 된다.The club game result calculation unit 70 calculates the club game score 71 and the club ranking 50 by using the data of the storage unit 50, and indicates which of the clubs in the match has won. It also prints whether or not.
즉, 클럽의 승리 여부는 각각의 사용자의 매치 결과인 득점수를 합산한 총 합을 가지고 비교를 하므로, 각각의 사용자의 골의 합이 더 많은 클럽이 승리를 거두게 되는 것이다.In other words, whether or not the club wins is compared with the total sum of the scores that are the result of each user's match, so that the sum of the goals of each user wins more clubs.
클럽전 점수(71)는 승리를 한 팀에게 주어지는 것이 아니라, 각 사용자의 레벨을 비교하여 한 사용자를 기준으로 레벨이 높은 다른 사용자와의 경기에서 이긴 경우, 승리시 획득할 수 있는 점수에서 일정 점수를 더 받을 수 있고, 레벨이 동등한 다른 사용자와의 경기에서 이긴 경우, 승리시 획득할 수 있는 점수만을 획득하고 추가 점수는 없으며, 레벨이 낮은 다른 사용자와의 경기에서 진 경우, 졌을 때 획득할 수 있는 점수에서 일정 점수를 깎는 방식으로, 이러한 매커니즘에 의해 각 사용자들의 점수들이 합산되면, 합산된 점수가 클럽전의 점수가 되는 것이다.The team score 71 is not given to the winning team, but compares each user's level and wins a certain score from the points that can be earned in the case of winning a match against another player with a higher level. If you win more, you win only if you win with other players of the same level, you only get points that you can win when you win, there are no extra points, and you lose if you lose with other users who have lower levels. By subtracting a certain score from a certain score, when the scores of the users are summed up by this mechanism, the added score becomes the score of the club game.
이와 같은 점수 산정 방식은 하기 표 1과 같다.Such a scoring method is shown in Table 1 below.
표 1
A B 획득 점수
레벨 높음 레벨 높음 X
레벨 보통 X
레벨 낮음 X
레벨 보통 레벨 높음 X+Y
레벨 보통 X
레벨 낮음 X
레벨 낮음 레벨 높음 X+Y
레벨 보통 X+Y
레벨 낮음 X
Table 1
A B Score
High High X
Level normal X
Low X
Level normal High X + Y
Level normal X
Low X
Low High X + Y
Level normal X + Y
Low X
A가 이겼을 때, 승리시 획득점수가 X라고 하면, 자신보다 높은 레벨의 사용자를 이긴 경우에는 추가 점수 Y가 더 지급되는 것이고, 자신 보다 낮은 레벨의 사용자에게도 진 경우에는 Y만큼을 더 깎아서 지급하는 것이다.When A wins, if the winning score is X, the additional score Y is paid if the user wins a higher level than the player. If A wins, the player gets a lower amount of Y. will be.
상기 표 1에서는 레벨을 3 개만으로 분류하여 추가 점수 Y가 동일하게 표현이 되었으나, 본 출원에서의 축구 게임에서는 레벨이 다양하게 설정되어 있어, Y 값은 레벨이 얼마나 차이가 나는지에 따라 비례하여, 즉 선형적으로, 단계적으로, 지수함수적으로 비례할 수도 있고, 자신보다 더 낮은 사용자에게 이겼을 경우에는 승리시 지급하는 추가 점수를 레벨 차에 비례하여 차등적으로 낮게 지급할 수도 있고 이는 다양하게 설정할 수 있다.In Table 1, the additional score Y is expressed in the same manner by classifying only three levels, but in the soccer game of the present application, the levels are set in various ways, and the Y value is proportional to the difference in the levels. In other words, it can be linearly, step by step, exponentially proportional, and in case of winning to a lower user than others, the additional points paid in case of victory can be differentially lowered in proportion to the level difference. Can be.
클럽 랭킹(73)은 클럽전 점수(71)에 의해 결정되는데, 즉 클럽전 점수를 가지고 여러 클럽의 점수를 비교해보고, 이를 순차적으로 내림차순 나열하여 가장 먼저 랭크된 클럽이 1위가 되는 것이고, 그 후는 2위, 3위 등으로 순위가 매겨지게 된다.Club ranking (73) is determined by the club match score (71), that is to compare the scores of several clubs with the score before the club, and list them sequentially in descending order so that the first ranked club is ranked first. Hu will be ranked second and third.
이하, 상술한 구성을 가지고 그 구동 동작을 상세히 설명한다.Hereinafter, the driving operation will be described in detail with the above configuration.
도 3은 본 출원에 개시된 기술에 따른 축구게임에서 클럽전 서비스를 제공하는 서버의 구동 동작을 설명하는 블록도이다. 도 3a를 참조하면, ① 통신부(10)를 통해 클럽을 개설한다는 클라이언트를 조작하는 사용자의 입력이 있으면, ② 제어부(30)에서는 개설된 클럽 정보를 저장부(50)에 저장하도록 하고, ③ 개설된 클럽에 사용자들이 가입하게 되면, ④ 해당 클럽에 가입한 가입자에 대한 정보를 저장한다.3 is a block diagram illustrating a driving operation of a server providing a club game service in a soccer game according to the technology disclosed in the present application. Referring to Figure 3a, ① ① If there is a user input to operate the client to establish a club through the communication unit 10, ② control unit 30 to store the opened club information in the storage unit 50, ③ establishment When users join a registered club, ④ store information about the members who joined the club.
해당 클럽에 가입한 가입자에 대한 정보는 해당 축구 게임에 이미 가입한 사용자이므로, 즉 사용자 정보 저장부(51)에 저장이 되어 있으므로, 이를 가리키는 포인터 함수나 레이블을 연결하는 구조로 설정될 수도 있고, 다양하게 변경될 수 있다.Since the information on the subscribers who have joined the club is already a user who has subscribed to the football game, that is, it is stored in the user information storage 51, it may be set to a structure that connects a pointer function or a label indicating the same. It can be changed in various ways.
⑤ 임의의 두 클럽이 클럽전을 신청을 한 경우, ⑥ 클럽전에 참여할 참여 인원을 통신부(10)를 통해 입력받았으므로, 이를 클럽전 참여 인원(53)에 저장하는데, 이에 대한 테이블은 하기 표 2와 같이 구성될 수 있다.⑤ When any two clubs applied for a club war, ⑥ Since the number of participants to participate in the club war was input through the communication unit 10, it is stored in the club warfare participation number 53, which is shown in Table 2 below. It can be configured as.
표 2
A클럽 B클럽
ID 레벨 점수 ID 레벨 점수
X1 - - Y1 - -
X2 - - Y2 - -
X3 - - Y3 - -
X4 - - Y4 - -
X5 - - Y5 - -
총점 - 총점 -
TABLE 2
A club B club
ID level score ID level score
X1 - - Y1 - -
X2 - - Y2 - -
X3 - - Y3 - -
X4 - - Y4 - -
X5 - - Y5 - -
Total score - Total score -
클럽전 참여 인원(53)이 총 5 명이라고 가정하고, 각각의 ID가 X, Y로 시작하는 5명씩의 클럽 가입자가 있다고 가정하면, 각각의 ID에 해당하는 레벨이 저장되거나 또는 포인터 함수로 끌어올 수도 있으며, 점수는 각각의 사용자들이 경기를 끝낼 때마다 득점수를 저장하게 된다.Suppose there are 5 members in total before the club fight, and there are 5 club members whose IDs start with X and Y. The level corresponding to each ID is stored or dragged to the pointer function. Scores will be saved as each user finishes a match.
도 3b를 참조하면, ① 클럽전 결과가 각각의 클라이언트로부터 전송이 되면, ② 클럽전의 결과를 클럽전 득점(55)에 저장을 하게 되고, 즉 표 2의 점수란에 각각의 득점을 기록하게 되고, ③ 제어부(30)는 클럽전 참여인원에 맞는 수의 결과가 모두 채워질 때까지 저장을 실시하며, 모든 경기가 종료되면, ④ 저장부(50)로부터 데이터를 요청하며, ⑤ 저장부(50)의 데이터가 제어부(30)로 출력되면, ⑥ 제어부(30)는 이를 다시 클럽전 결과 산출부(70)로 출력한다.Referring to Figure 3b, ① When the club game results are transmitted from each client, ② The club game results are stored in the club game score (55), that is, each score is recorded in the score column of Table 2 , ③ The control unit 30 stores until all results of the number corresponding to the number of participants in the club match are filled, and when all the matches are finished, ④ requests data from the storage unit 50, ⑤ storage unit 50 When the data of the output to the control unit 30, ⑥ control unit 30 outputs it back to the club game result calculation unit 70.
⑦ 클럽전 결과 산출부(70)가 각각의 레벨(51b)에 맞는 점수를 산출하게 되고, 즉 상대 평가를 실시해 레벨의 차이가 많이 날수록 추가점수가 더 많이 주어지게 되거나 또는 더 많이 감해지게 되는 방식으로 클럽전의 개별 점수를 모두 계산하게 된다.⑦ The result of the club game result calculation unit 70 calculates the score for each level (51b), that is, the more the difference between the level is given by the relative evaluation, the more the additional score is given or reduced more This will calculate all individual scores for the club game.
⑧ 이렇게 모두 계산된 각각의 점수를 합산하여 점수를 출력하면, ⑨ 클럽전 랭킹(73)을 매기게 되는데, 점수를 순차적으로 정렬하여 점수의 순이 곧 랭킹이 되는 방식으로 랭킹을 매기게 된다.⑧ If you output the score by summing up all the scores calculated in this way, ⑨ will be ranked before the club ranking 73, the ranking is ranked in such a way that the order of the scores are ordered soon.
마지막으로, 클럽전의 승패는 클럽전 점수(71)로 결정되는 것이 아니라, 해당 득점수, 즉 골을 어느 팀이 더 많이 넣었는지의 여부로 결정이 되며, 이렇게 승패, 점수, 랭킹을 모두 제어부(30)로 ⑩ 출력하면, ⑪ 제어부(30)는 이를 클라이언트에게 보낼 수 있도록 통신부(10)로 출력하게 된다.Lastly, the victory or loss of the club game is not determined by the club score (71), but is determined by the number of scores, that is, which team has scored more goals. If the output to 30, the control unit 30 is output to the communication unit 10 to send it to the client.
도 4는 본 출원에 개시된 기술에 따른 축구게임에서 클럽전 서비스를 제공하는 서버가 구현된 실시예를 도시한 화면이다. 도 4a를 참조하면, 클럽전은 자신의 이름을 걸고 하는 게임으로, 이러한 클럽전에서 이기게 되면 클럽전 점수를 받게 되고, 지게 되면 점수를 받지 못할 수 있으며, 각각의 클럽은 이러한 클럽전 점수를 얻어 랭킹이 정해지고 서로 경쟁하게 된다.4 is a screen illustrating an embodiment in which a server that provides a club game service in a soccer game according to the technology disclosed in the present application is implemented. Referring to FIG. 4A, a club game is a game played under its own name, and if the team game is won, the club game scores, and the club game scores are lost. The rankings are decided and compete with each other.
클럽전을 하려면, 우측 상단의 클럽 아이콘을 클릭하여 클럽 화면 안에서 클럽전 채널을 선택하고, 클럽전 로비로 입장을 해야하며, 클럽전 로비에서는 일반 매치가 아닌, 클럽전 매치만이 가능하고, 여기서 방을 만들고 경기를 진행하는 방식은 일반 매치 모드와 동일할 수 있다.To play a club match, click on the club icon in the top right corner to select the club match channel in the club screen and enter the club match lobby, where you can only match the club, not the regular match. The manner of creating a room and playing the game may be the same as in normal match mode.
도 4b를 참조하면, 클럽전은 일반 FPS 게임에서 진행되는 클럽전 방식과 유사한데, 두 클럽이 인원수를 정해서, 예를 들면 5 명 클럽전, 8명 클럽전과 같이 인원수를 정해서 각각 1:1 경기를 하는 것이다.Referring to FIG. 4B, the club game is similar to the club game method played in a general FPS game, in which two clubs set the number of players, for example, 5 teams and 8 clubs, each in a 1: 1 game. To do.
여기서, 클럽전의 승패를 나눠주는 것은 각 클럽원간에 하는 경기의 승패가 아니라, 각 클럽원의 득점을 모두 더해서 승패를 나눈다.Here, it is not the win or loss of the game between club members that divides the win or loss of the club game, but the sum of the scores of each club member is added to divide the win or loss.
예를 들면, 클럽 A와 클럽 B가 3명 클럽전을 해서 스코어가 1:0, 2:0, 0:4의 결과를 거두었다고 하면, 클럽 A가 2승 1패이지만, 총 득점이 3점이고, 클럽 B는 1승 2패이지만, 총 득점이 4점이기 때문에 클럽 B가 이 클럽전에서 승리를 하게 되는 것이다.For example, if Club A and Club B played 3 clubs and scored 1: 0, 2: 0, 0: 4, Club A is 2-1, but the total is 3 points. , Club B is 1-2, but with a total of 4 points, Club B wins the club.
도 4c를 참조하면, 클럽전에서 승패와는 무관하게, 클럽 점수는 자신과 싸우는 상대방의 레벨에 따라 결정되게 되며, 이러한 클럽 점수 외에도 승리 점수와 다득점 등 여러가지 포인트도 받을 수가 있다.Referring to FIG. 4C, regardless of whether or not the club game is won or not, the club score is determined according to the level of the opponent who fights itself, and in addition to the club score, various points such as a victory score and a multiple score can be received.
클럽 랭킹은 다른 클럽들과 경쟁을 하면서, 클럽을 활성화시켜주는 가장 좋은 기능이며, 클럽 랭킹은 클럽전을 통해 이기는 팀이 점수를 획득하고, 그 점수대로 랭킹을 정하는 시스템이다.Club ranking is the best function to activate a club while competing with other clubs. Club ranking is a system in which a team that wins through a club game scores and ranks accordingly.
클럽 내에서 랭킹을 확인할 수가 있는데, 전체 서버에서 랭킹이 제일 높은 사람이 클럽 랭킹도 가장 높게 설정될 수도 있으며, 이는 해당 게임에서 랭킹이 가장 높은 순위로 클럽 내의 랭킹이 매겨질 수도 있다는 의미이다.You can check the rankings in the club, the highest ranking among the entire server may be set to the highest club ranking, which means that the ranking in the club with the highest ranking in the game may be ranked.
도 5는 본 출원에 개시된 기술에 따른 축구게임에서 클럽전 서비스를 제공하는 방법을 설명하는 흐름도이다. 도 5a를 참조하면, 클럽을 사용자가 개설한 경우(S10), 개설된 클럽 정보를 제어부에서 저장부로 저장하도록 하고(S20), 해당 클럽에 가입자가 있는 경우에는(S30), 가입자에 대한 정보를 저장하거나 포인터 함수로 불러오거나 하는 등의 다양한 방법으로 저장한다(S40).5 is a flowchart illustrating a method of providing a club game service in a soccer game according to the technology disclosed in the present application. Referring to FIG. 5A, when a user opens a club (S10), the controller stores the opened club information in a storage unit (S20), and when there is a subscriber in the corresponding club (S30), information about the subscriber is stored. Save or save in various ways, such as a pointer function (S40).
임의의 두 클럽이 클럽전을 신청한 경우(S50), 클럽전 경기 결과를 저장하되(S60), 모든 경기가 종료될 때까지 계속적으로 해당 경기 결과를 저장하고(S70), 클럽전 결과 산출부에서 랭킹, 승패, 점수를 출력하게 되며(S80), 이는 본 서비스가 종료될 때까지 계속적으로 루프를 돌며 순환한다(S90).If any two clubs have applied for a club game (S50), save the game result of the club game (S60), but continue to store the result of the game until all the games are finished (S70), the club game result calculation unit In the ranking, win or lose, the score will be output (S80), which continuously loops and loops until the end of this service (S90).
도 5b를 참조하면, 랭킹, 승패, 점수를 출력하는 과정은 클럽전 총 득점으로 승패를 나누고(S81), 사용자의 레벨을 기준으로 클럽전 점수를 산출하며(S83), 산출된 점수는 정렬하여 순위가 정해진다(S85).Referring to FIG. 5B, the process of outputting the rankings, wins and losses, divides the wins and losses by the total score of the club match (S81), calculates the score of the club match based on the user's level (S83), and calculates the scores by sorting. The ranking is determined (S85).
이상에서 설명한 부분과 중복되는 내용은 생략하며, 중복되는 내용은 설명하지 않도록 한다.The overlapping contents with those described above are omitted, and the overlapping contents will not be described.
이상에서 전술한 본 발명에 따른 축구게임에서 클럽전 서비스를 제공하는 방법은, 단말기에 기본적으로 설치된 애플리케이션(이는 단말기에 기본적으로 탑재된 플랫폼이나 운영체제 등에 포함된 프로그램을 포함할 수 있음)에 의해 실행될 수 있고, 사용자가 애플리케이션 스토어 서버, 애플리케이션 또는 해당 서비스와 관련된 웹 서버 등의 애플리케이션 제공 서버를 통해 마스터 단말기에 직접 설치한 애플리케이션(즉, 프로그램)에 의해 실행될 수도 있다.The method for providing a club game service in the above-described soccer game according to the present invention may be executed by an application basically installed in a terminal (which may include a program included in a platform or an operating system basically mounted in the terminal). It may also be executed by an application (ie, a program) installed by the user directly on the master terminal through an application providing server such as an application store server, an application, or a web server associated with the corresponding service.
이러한 의미에서, 본 발명에 따른 전술한 축구게임에서 클럽전 서비스를 제공하는 방법은 단말기에 기본적으로 설치되거나 사용자에 의해 직접 설치된 애플리케이션(즉, 프로그램)으로 구현되고 단말기에 등의 컴퓨터로 읽을 수 있는 기록매체에 기록될 수 있다.In this sense, the method for providing a club game service in the above-described football game according to the present invention is implemented as an application (ie, a program) which is basically installed in a terminal or directly installed by a user, and can be read by a computer such as a terminal. It can be recorded on the recording medium.
본 발명에 따른 축구게임에서 클럽전 서비스를 제공하는 방법을 구현한 프로그램은, 축구게임에서 클럽전 서비스를 제공하는 방법을 실행시키기 위한 프로그램을 기록한 기록매체에 있어서, 클라이언트에 의해 클럽이 개설되면, 클럽 개설 정보를 저장부에 저장하도록 제어부에서 제어하는 기능; 상기 클럽에 가입자가 있는 경우, 상기 가입자에 대한 정보를 저장부에 저장하도록 제어부에서 제어하는 기능; 상기 개설된 클럽 중 임의의 두 클럽이 클럽전을 신청한 경우, 상기 클럽전이 종료될 때까지 경기 결과를 저장하도록 제어부에서 제어하는 기능; 상기 경기 결과를 토대로 클럽전 결과 산출부에서 점수, 승패, 순위를 산출하는 기능; 등을 구현한다.A program implementing the method for providing a club game in a soccer game according to the present invention is a recording medium recording a program for executing a method for providing a club game in a soccer game. A function of controlling by the controller to store club establishment information in a storage unit; A control function of the control unit to store information about the subscriber in a storage unit when there is a subscriber in the club; If any two clubs of the established clubs have applied for a club game, the controller controls the controller to store the game result until the club game ends; A function of calculating a score, win or loss, and ranking in a club game result calculation unit based on the result of the game; And so on.
이러한 프로그램은 컴퓨터에 의해 읽힐 수 있는 기록매체에 기록되고 컴퓨터에 의해 실행됨으로써 전술한 기능들이 실행될 수 있다.Such a program is recorded on a recording medium readable by a computer and executed by a computer so that the above functions can be executed.
이와 같이, 컴퓨터가 기록매체에 기록된 프로그램을 읽어 들여 프로그램으로 구현된 콘텐츠 리스트에 대한 그룹 감상 서비스를 제공하는 방법을 실행시키기 위하여, 전술한 프로그램은 컴퓨터의 프로세서(CPU)가 읽힐 수 있는 C,C++, JAVA, 기계어 등의 컴퓨터 언어로 코드화된 코드(Code)를 포함할 수 있다.As described above, in order to execute a method in which a computer reads a program recorded on a recording medium and provides a group appreciation service for a content list implemented by the program, the above-described program may be read by C, which can be read by a processor (CPU) of the computer. Code may be coded in a computer language such as C ++, JAVA, or machine language.
이러한 코드는 전술한 기능들을 정의한 함수 등과 관련된 기능적인 코드(Function Code)를 포함할 수 있고, 전술한 기능들을 컴퓨터의 프로세서가 소정의 절차대로 실행시키는데 필요한 실행 절차 관련 제어 코드를 포함할 수도 있다.Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure.
이러한 코드는 전술한 기능들을 컴퓨터의 프로세서가 실행시키는데 필요한 추가 정보나 미디어가 컴퓨터의 내부 또는 외부 메모리의 어느 위치(주소 번지)에서 참조 되어야 하는지에 대한 메모리 참조 관련 코드를 더 포함할 수 있다.Such code may further include memory reference related code for additional information or media required for a processor of the computer to execute the above functions at which location (address address) of the computer's internal or external memory should be referenced.
컴퓨터의 프로세서가 전술한 기능들을 실행시키기 위하여 원격(Remote)에 있는 어떠한 다른 컴퓨터나 서버 등과 통신이 필요한 경우, 코드는 컴퓨터의 프로세서가 컴퓨터의 통신 모듈(예: 유선 및/또는 무선 통신 모듈)을 이용하여 원격(Remote)에 있는 어떠한 다른 컴퓨터나 서버 등과 어떻게 통신해야만 하는지, 통신 시 어떠한 정보나 미디어를 송수신해야 하는지 등에 대한 통신 관련 코드를 더 포함할 수도 있다.If the processor of the computer needs to communicate with any other computer or server that is remote in order to carry out the functions described above, the code means that the processor of the computer is responsible for the communication module of the computer (e.g. wired and / or wireless communication module). It may further include communication-related code, such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted and received during communication.
본 발명을 구현하기 위한 기능적인(Functional) 프로그램과 이와 관련된 코드 및 코드 세그먼트 등은, 기록매체를 읽어서 프로그램을 실행시키는 컴퓨터의 시스템 환경 등을 고려하여, 본 발명이 속하는 기술분야의 프로그래머들에 의해 용이하게 추론되거나 변경될 수도 있다.Functional programs for implementing the present invention, code and code segments related thereto, by the programmers of the technical field to which the present invention belongs, in consideration of the system environment of a computer that reads a recording medium and executes the program. It may be easily inferred or changed.
이상에서 전술한 바와 같은 프로그램을 기록한 컴퓨터로 읽힐 수 있는 기록매체는, 일 예로, ROM, RAM, CD-ROM, 자기 테이프, 플로피디스크, 광 미디어 저장장치 등이 있다.Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.
전술한 바와 같은 프로그램을 기록한 컴퓨터로 읽힐 수 있는 기록매체는 네트워크로 커넥션된 컴퓨터 시스템에 분산되어, 분산방식으로 컴퓨터가 읽을 수 있는 코드가 저장되고 실행될 수 있다. 이 경우, 다수의 분산된 컴퓨터 중 어느 하나 이상의 컴퓨터는 상기에 제시된 기능들 중 일부를 실행하고, 그 결과를 다른 분산된 컴퓨터들 중 하나 이상에 그 실행 결과를 전송할 수 있으며, 그 결과를 전송받은 컴퓨터 역시 상기에 제시된 기능들 중 일부를 실행하여, 그 결과를 역시 다른 분산된 컴퓨터들에 제공할 수 있다.The computer-readable recording medium which records the program as described above is distributed to computer systems connected by a network, so that the computer-readable code can be stored and executed in a distributed manner. In this case, any one or more of the plurality of distributed computers may execute some of the functions presented above, and transmit the results to one or more of the other distributed computers, and receive the results. The computer may also execute some of the functions presented above, and provide the results to other distributed computers as well.
특히, 축구게임에서 클럽전 서비스를 제공하는 방법을 실행시키기 위한 프로그램인 애플리케이션을 기록한 컴퓨터로 읽을 수 있는 기록매체는, 애플리케이션 스토어 서버(Application Store Server), 애플리케이션 또는 해당 서비스와 관련된 웹 서버 등의 애플리케이션 제공 서버(Application Provider Server)에 포함된 저장매체(예: 하드디스크 등)이거나, 애플리케이션 제공 서버 그 자체일 수도 있다.In particular, a computer-readable recording medium recording an application, which is a program for executing a method of providing a club game service in a soccer game, may be an application such as an application store server, an application, or a web server associated with the service. It may be a storage medium included in an application provider server (eg, a hard disk) or an application providing server itself.
축구게임에서 클럽전 서비스를 제공하는 방법을 실행시키기 위한 프로그램인 애플리케이션을 기록한 기록매체를 읽을 수 있는 컴퓨터는, 일반적인 데스크 탑이나 노트북 등의 일반 PC 뿐만 아니라, 스마트 폰, 태블릿 PC, PDA(Personal Digital Assistants) 및 이동통신 단말기 등의 모바일 단말기를 포함할 수 있으며, 이뿐만 아니라, 컴퓨팅(Computing) 가능한 모든 기기로 해석되어야 할 것이다.A computer that can read a recording medium that records an application, which is a program that executes a method of providing a club game service in a soccer game, is not only a general PC such as a desktop or a laptop, but also a smartphone, a tablet PC, and a PDA (Personal Digital). It may include mobile terminals such as assistants) and mobile communication terminals, as well as to be interpreted as all computing devices.
축구게임에서 클럽전 서비스를 제공하는 방법을 실행시키기 위한 프로그램인 애플리케이션을 기록한 기록매체를 읽을 수 있는 컴퓨터가 스마트 폰, 태블릿 PC, PDA(Personal Digital Assistants) 및 이동통신 단말기 등의 모바일 단말기인 경우, 애플리케이션은 애플리케이션 제공 서버에서 일반 PC로 다운로드 되어 동기화 프로그램을 통해 모바일 단말기에 설치될 수도 있다.When a computer capable of reading a recording medium recording an application, which is a program for executing a method of providing a club game service in a soccer game, is a mobile terminal such as a smartphone, a tablet PC, a personal digital assistant (PDA) and a mobile communication terminal, The application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.
본 출원에 따른 실시예들은 다양한 컴퓨터 수단을 통하여 수행될 수 있는 프로그램 명령 형태로 구현되어 컴퓨터 판독 가능 매체에 기록될 수 있다. 상기 컴퓨터 판독 가능 매체는 프로그램 명령, 파일 데이터, 데이터 구조 등을 단독으로 또는 조합하여 포함할 수 있다. 상기 매체에 기록되는 프로그램 명령은 본 발명을 위하여 특별히 설계되고 구성된 것들이거나 컴퓨터 소프트웨어 당업자에게 공지되어 사용 가능한 것일 수도 있다. 컴퓨터 판독 가능 기록 매체의 예에는 하드 디스크, 플로피 디스크 및 자기 테이프와 같은 자기 매체(magnetic media), CD-ROM, DVD와 같은 광기록 매체(optical media), 플롭티컬 디스크(Floptical disk)와 같은 자기-광 매체(magneto-optical media), 및 롬(ROM), 램(RAM), 플래시 메모리 등과 같은 프로그램 명령을 저장하고 수행하도록 특별히 구성된 하드웨어 장치가 포함된다. 프로그램 명령의 예에는 컴파일러에 의해 만들어지는 것과 같은 기계어 코드뿐만 아니라 인터프리터 등을 사용해서 컴퓨터에 의해서 실행될 수 있는 고급 언어 코드를 포함한다. 상기된 하드웨어 장치는 본 발명의 동작을 수행하기 위해 하나 이상의 소프트웨어 모듈로서 작동하도록 구성될 수 있으며, 그 역도 마찬가지이다.Embodiments according to the present application may be implemented in the form of program instructions that may be executed by various computer means and may be recorded in a computer readable medium. The computer readable medium may include program instructions, file data, data structures, etc. alone or in combination. Program instructions recorded on the media may be those specially designed and constructed for the purposes of the present invention, or they may be of the kind well-known and available to those having skill in the computer software arts. Examples of computer-readable recording media include magnetic media such as hard disks, floppy disks, and magnetic tape, optical media such as CD-ROMs, DVDs, and magnetic disks, such as floppy disks. Magneto-optical media, and hardware devices specifically configured to store and execute program instructions, such as ROM, RAM, flash memory, and the like. Examples of program instructions include not only machine code generated by a compiler, but also high-level language code that can be executed by a computer using an interpreter or the like. The hardware device described above may be configured to operate as one or more software modules to perform the operations of the present invention, and vice versa.
본 출원은 ① 다수의 클럽원이 가입되어 있는 클럽의 이름을 걸고 하는 게임 아이템을 생성함으로써, 클럽전에서 승리하는 경우, 개인의 승리뿐만 아니라 공동체의 승리로 실제적인 사람간의 결속력을 다지게 할 수 있고, ② 1인 만이 게임을 실시하는 경우, 재미와 공동의 목적이 부족해져 게임을 지속적으로 즐기는데 걸림돌로 작용할 수 있는 요소를 제거하되, 1인이 게임을 즐길 수 있도록 하는 요소는 남겨 기득권의 불만을 최소화시킬 수 있으며, ③ 클럽전 점수, 랭킹, 승패를 각각 다른 방식으로 산정하고, 사용자의 레벨을 고려하여 레벨이 낮은 상대와의 경기에서 진 경우에는 레벨 차이만큼의 마이너스 점수를 주고, 레벨이 높은 상대와의 경기에서 이긴 경우에는 레벨 차이만큼의 플러스 점수를 주어 형평성을 줄 수 있으며, ④ 가상의 인물과의 게임에서 그치지 않고, 오프라인의 인간관계와 같은 실제적인 사람과의 접촉을 게임 요소로 넣음으로써, 실제적인 인물과의 경쟁 심리를 계속적으로 자극시켜 게임의 재미를 오래 지속시킬 수 있다.The present application ① By creating a game item under the name of the club that a large number of club members are joined, if you win in the club fight, it is possible to strengthen the bond between the actual people as well as the victory of the community as well as individual victory. , ② If only one person plays the game, the lack of fun and common purpose removes the element that can be an obstacle to continued enjoyment of the game, but leaves the element that allows one person to enjoy the game, minimizing the dissatisfaction of the vested interest. ③ The club scores, rankings, and wins are calculated in different ways, and in the case of a match against a low-level opponent considering the user's level, the player gives a negative score equal to the difference between the levels, and a high-level opponent. If you win the match, you can give equality by giving a plus score equal to the level difference. By not only stopping the game, but also putting in touch with real people, such as offline relationships, as a game element, it is possible to continue to stimulate the mentality of competition with real people, thereby making the game fun longer.
상기에서는 본 출원의 바람직한 실시예를 참조하여 설명하였지만, 해당 기술 분야의 숙련된 당업자는 하기의 특허 청구의 범위에 기재된 본 출원의 사상 및 영역으로부터 벗어나지 않는 범위 내에서 본 출원을 다양하게 수정 및 변경시킬 수 있음을 이해할 수 있을 것이다.Although described above with reference to a preferred embodiment of the present application, those skilled in the art various modifications and changes to the present application without departing from the spirit and scope of the present application described in the claims below I can understand that you can.

Claims (7)

  1. 서버에 의하여 수행되는 축구게임에서 클럽전 서비스를 제공하는 방법에 있어서,In the method of providing a club game service in the soccer game performed by the server,
    클라이언트로부터 클럽의 개설 요청을 수신하여 클럽을 개설하는 단계;Receiving a request to open a club from a client to establish a club;
    상기 개설된 클럽에 사용자가 가입하면 상기 개설된 클럽에 가입한 가입자에 대한 정보를 저장하는 단계;Storing information about a subscriber who has joined the established club when the user joins the established club;
    상기 개설된 클럽 중 두 개의 클럽에 의한 클럽전에 관한 신청을 수신하여 상기 두 개의 클럽 각각에 있는 클럽전 참여 인원에 의한 1:1 경기를 수행하도록 하는 단계;Receiving an application for a club war by two clubs of the established clubs so as to perform a 1: 1 game by a club warring member in each of the two clubs;
    클럽전의 점수 산정과 무관하게 상기 두 개의 클럽 각각의 골 득점을 기초로 상기 클럽전의 승패를 결정하는 단계; 및Determining a win or loss of the club game based on a goal score of each of the two clubs regardless of the score of the club game; And
    상기 클럽전 참여 인원의 경기 레벨에 따른 상대 평가를 통해 상기 클럽전의 점수를 산정하는 단계를 포함하는 클럽전 서비스를 제공하는 방법.Calculating the score of the club game through the relative evaluation according to the game level of the number of participants in the club game.
  2. 제1항에 있어서, 상기 클럽전의 점수를 산정하는 단계는The method of claim 1, wherein calculating the score of the club game is as follows.
    상기 클럽전 참여 인원에 대한 경기 레벨의 차이를 기초로 상기 경기 레벨의 차이에 비례하는 일정 점수를 결정하는 단계를 더 포함하는 것을 특징으로 하는 클럽전 서비스를 제공하는 방법.And determining a predetermined score proportional to the difference in the game level based on the difference in the game level for the number of participants in the club match.
  3. 제2항에 있어서, 상기 클럽전의 점수를 산정하는 단계는3. The method of claim 2, wherein calculating the score of the club match is
    상기 클럽전 참여 인원에서 상대적으로 경기 레벨이 낮은 사용자가 승리하면 해당 사용자에 상기 결정된 일정 정수를 추가하는 단계를 더 포함하는 것을 특징으로 하는 클럽전 서비스를 제공하는 방법.And adding the determined predetermined constant to the user when the user who has a relatively low game level wins the club.
  4. 제2항에 있어서, 상기 클럽전의 점수를 산정하는 단계는3. The method of claim 2, wherein calculating the score of the club match is
    상기 클럽전 참여 인원에서 상대적으로 경기 레벨이 높은 사용자가 승리하면 해당 사용자에 상기 결정된 일정 정수를 감산하는 단계를 더 포함하는 것을 특징으로 하는 클럽전 서비스를 제공하는 방법.And subtracting the determined predetermined constant from the user when the user who has a relatively high game level wins the club competition participant.
  5. 제2항에 있어서, 상기 일정 점수는The method of claim 2, wherein the predetermined score is
    상기 경기 레벨의 차이에 따라 선형적, 단계적, 지수함수적 중 적어도 하나로 비례하는 것을 특징으로 하는 클럽전 서비스를 제공하는 방법.And proportional to at least one of linear, stepwise, and exponential functions according to the difference in the game level.
  6. 제1항에 있어서,The method of claim 1,
    상기 산정된 클럽전의 점수를 기초로 클럽전 랭킹을 결정하는 단계를 더 포함하는 것을 특징으로 하는 클럽전 서비스를 제공하는 방법.And determining a club match ranking based on the calculated score of the club match.
  7. 서버에 의하여 수행되는 축구게임에서 클럽전 서비스를 제공하는 프로그램을 기록한 기록매체에 있어서,In the recording medium recording a program for providing a club game in a soccer game played by the server,
    클라이언트로부터 클럽의 개설 요청을 수신하여 클럽을 개설하는 기능;Receiving a request to open a club from a client to establish a club;
    상기 개설된 클럽에 사용자가 가입하면 상기 개설된 클럽에 가입한 가입자에 대한 정보를 저장하는 기능;Storing information about a subscriber who has joined the opened club when a user joins the established club;
    상기 개설된 클럽 중 두 개의 클럽에 의한 클럽전에 관한 신청을 수신하여 상기 두 개의 클럽 각각에 있는 클럽전 참여 인원에 의한 1:1 경기를 수행하도록 하는 기능;Receiving a request for a club war by two clubs of the established clubs so as to perform a 1: 1 game by a club warring member in each of the two clubs;
    클럽전의 점수 산정과 무관하게 상기 두 개의 클럽 각각의 골 득점을 기초로 상기 클럽전의 승패를 결정하는 기능; 및Determining a win or loss of the club game based on a goal score of each of the two clubs regardless of the score of the club game; And
    상기 클럽전 참여 인원의 경기 레벨에 따른 상대 평가를 통해 상기 클럽전의 점수를 산정하는 기능을 포함하는 기록매체.And a function of calculating the score of the club game through the relative evaluation according to the game level of the participating team members.
PCT/KR2012/011505 2011-12-30 2012-12-26 Method, server, and recording medium for providing club match service in soccer game WO2013100592A1 (en)

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KR100861034B1 (en) * 1999-07-14 2008-10-01 가부시키가이샤 세가 Communication game system and processing method thereof
KR100865387B1 (en) * 2004-09-15 2008-10-24 가부시키가이샤 코나미 데지타루 엔타테인멘토 Game result evaluation method, game result evaluation device and computer readable medium on which game result evaluation program is recorded

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KR100861034B1 (en) * 1999-07-14 2008-10-01 가부시키가이샤 세가 Communication game system and processing method thereof
KR20010106739A (en) * 2000-05-23 2001-12-07 이규선 Ranking service system for battle game
KR100865387B1 (en) * 2004-09-15 2008-10-24 가부시키가이샤 코나미 데지타루 엔타테인멘토 Game result evaluation method, game result evaluation device and computer readable medium on which game result evaluation program is recorded
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