WO2014192591A1 - Procédé, système et programme de communication de messages - Google Patents

Procédé, système et programme de communication de messages Download PDF

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Publication number
WO2014192591A1
WO2014192591A1 PCT/JP2014/063331 JP2014063331W WO2014192591A1 WO 2014192591 A1 WO2014192591 A1 WO 2014192591A1 JP 2014063331 W JP2014063331 W JP 2014063331W WO 2014192591 A1 WO2014192591 A1 WO 2014192591A1
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WO
WIPO (PCT)
Prior art keywords
game
chat
client
message
server
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PCT/JP2014/063331
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English (en)
Japanese (ja)
Inventor
真人 齊藤
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グリー株式会社
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Publication of WO2014192591A1 publication Critical patent/WO2014192591A1/fr

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
    • H04L51/04Real-time or near real-time messaging, e.g. instant messaging [IM]
    • H04L51/046Interoperability with other network applications or services

Definitions

  • the present invention relates to a technique for transmitting and receiving messages using an information processing terminal.
  • chat service using a computer terminal such as a smartphone is provided. See, for example, Non-Patent Documents 1 and 2.
  • users communicate messages between each other in real time. Specifically, the user has a conversation, that is, chatting, by exchanging messages with the user registered in the group.
  • users communicate with each other using text or a designed illustration called “sticker”.
  • various contents are provided via the network.
  • Some of such content can be shared by multiple people.
  • a game such as a social game in which a plurality of users can participate, the user can play against or cooperate with other users.
  • Patent Document 1 For example, see Patent Document 1.
  • chat applications provide services that allow users in a chat group to play a game together. For example, see Non-Patent Document 3.
  • the logic and visual assets of game applications consisting of native code are bundled with the chat application itself.
  • the chat application main body includes the logic and visual assets of the native game application, the size of the application increases.
  • chat application body In order to add a game or update the game content, it is necessary to update the chat application body. In particular, when adding a new game to the chat application, it is necessary to combine the new game with the code of the chat application. This can create technical and business challenges.
  • chat server provides a chat service
  • the content server provides content
  • the system for constructing the chat server is different from the system for constructing the content server, it is necessary to manage user relevance in each system. Yes (group management). Therefore, user management is complicated.
  • An object of the present invention is to provide a method and system for communicating a message, in which a user can efficiently share various contents with another user with whom the user interacts (for example, a chat destination user). And providing a program.
  • a method for sending and receiving messages using a message communication system includes a message processing unit configured to send and receive messages via a network.
  • the message processing unit obtains identification information and invite information of the web content selected in the client, specifies the chat destination client of the client, and in the chat screen of the chat destination client. Outputting a message about the web content and providing the chat destination client with invite information used when accessing a content server that manages the web content.
  • a message communication system in another aspect, includes a message processing unit configured to send and receive messages via a network.
  • the message processing unit acquires identification information and invite information of the web content selected by the client, specifies the chat destination client of the client, and displays a message about the web content on the chat screen of the chat destination client.
  • the chat destination client is provided with invite information used when accessing the content server that manages the web content.
  • a non-transitory computer readable medium stores a program for performing a method for transmitting and receiving messages using a message communication system.
  • the message communication system includes a message processing unit configured to transmit and receive a message via a network.
  • the message processing unit acquires identification information and invite information of the web content selected in the client, specifies the chat destination client of the client, and in the chat screen of the chat destination client, It outputs a message about web content and functions to provide invite information used when accessing a content server managing the web content to the chat destination client.
  • chat server 10 As shown in FIG. 1, a chat server 10, a user terminal 20, and a game server 30 are used in the system of the present embodiment. Chat server 10, user terminal 20, and game server 30 are connected via a network such as the Internet.
  • the chat server 10 is a computer system that provides a chat service to the user terminal 20 and manages the chat service.
  • the chat server 10 includes a chat management unit 11 including a CPU, a RAM, a ROM, and the like, a user management unit 12, a message storage unit 13, and a game management unit 14.
  • the chat management unit 11 acquires a message from each user terminal 20 and records it in the message storage unit 13.
  • the chat management unit 11 transmits the message to other user terminals 20 belonging to the chat group or the contact information.
  • the user management unit 12 manages information related to chat service users and chat groups.
  • the message storage unit 13 records the message acquired from each user terminal 20 in association with the sender information and chat group information.
  • the game management unit 14 manages game information indicating games that can be provided to each client.
  • the chat server 10 transmits a push notification to the user terminal 20 when the user terminal 20 belonging to the chat group is offline. This push notification can prompt the user terminal 20 to start a chat application.
  • the game server 30 is a server computer that provides various games on the Internet.
  • the game server 30 functions as an HTTP web server that manages game assets and logic.
  • the game server 30 provides game content by HTML including JavaScript (registered trademark).
  • JavaScript registered trademark
  • the game server 30 provides a battle game in which a plurality of users participate as game content.
  • the game server 30 includes a game control unit 31 and a session management unit 32.
  • the game control unit 31 manages a game to be provided to the user terminal 20 according to the type of game.
  • the game control unit 31 transmits a state change notification to the chat server 10 according to a game option to be described later when the state of the game session changes.
  • the session management unit 32 manages game sessions according to the type of game.
  • a game session ID is associated with a game ID that identifies a game, and the number of associated game session IDs depends on the game implementation status.
  • Each game session ID is associated with state information indicating the game state and an invite ID (described later). Note that the game session management method is not limited to these, and can be determined according to the game implementation.
  • options include, for example, “one time”, “continuable”, “valid period”, “person limit”, “result notification”, and the like.
  • a “one-time” game the game session ends when one battle ends.
  • a “continuable” game the game can continue through multiple game sessions. For example, the game can continue in another game session after the end of one game session.
  • the “valid period” game the game can be continued only for a predetermined period.
  • the “number of people restriction” game the number of people who can participate in the game is restricted. When the number of participants in the game reaches a predetermined limited number, that is, when the number is full, new participation in the game is rejected.
  • the “result notification” game the game result is notified to each user such as a user participating in the game. Only one option may be set, or a combination of a plurality of options may be set.
  • the user terminal 20 is a computer terminal (information processing terminal such as a smartphone) of a chat service user.
  • the user accesses the chat server 10 using the user terminal 20, downloads the chat application program to the user terminal 20, and installs it on the user terminal 20.
  • the user terminal 20 includes a control unit including a CPU, RAM, ROM, and the like, a memory for storing data, and an input / output unit for various information.
  • This control unit functions as the chat unit 21 by executing the chat application program.
  • a touch panel display is used as the input / output unit.
  • the chat unit 21 functions as a message processing unit.
  • the chat unit 21 includes a chat screen unit 210, a chat destination management unit 220, a message storage unit 230, a game management unit 240, and a web screen unit 250.
  • the chat screen unit 210 outputs the message transmitted and received in the chat service to the timeline screen displayed on the touch panel display.
  • Chat screen unit 210 includes a transmission processing unit and a reception processing unit.
  • the transmission processing unit displays a message input via the touch panel display as a message of the user of the user terminal 20, that is, as a message of the user, and transmits the message to the chat server 10.
  • the reception processing unit outputs the message acquired from the chat server 10 to the touch panel display as a message from another person such as a message from the user of another user terminal.
  • Each user terminal 20 is connected to the chat server 10 via a chat socket. This chat socket reflects information updates in real time and is shared among the user terminals 20.
  • the chat destination management unit 220 records information on the chat group to which the user of the user terminal 20 belongs and the contact specified on the user terminal 20.
  • the user of the user terminal 20 can send and receive messages between participating users and contact users of this chat group.
  • the message storage unit 230 records messages transmitted and received using the chat service.
  • the game management unit 240 manages game information that can be used in this client.
  • the game management unit 240 downloads game information from the game management unit 14 of the chat server 10 in response to a user request.
  • Each game information is associated with data related to a connection destination of the game server 30 that provides the game and a game ID (content identifier) of the game.
  • the game management unit 240 outputs a game selection screen showing a list of selectable games to the touch panel display. When a game is selected via this game selection screen, the web screen unit 250 is called.
  • the web screen unit 250 displays the screen data acquired from the various game servers 30 in the web view 251 as described later.
  • each user terminal 20 is connected to the game server 30 by a web socket.
  • a connection is established between a server and a client via a native-JS (JavaScript (registered trademark)) bridge. After the connection is established, necessary communication is performed on this connection using a dedicated protocol.
  • JavaScript registered trademark
  • the web view 251 of the web screen unit 250 includes a native bridge 252 and a native UI (user interface) 253.
  • the web view 251 acquires a game screen from the game server 30 and outputs it as a screen display 254 on the touch panel display.
  • the native UI 253 executes processing related to view control and chat screen connection.
  • connection handling executes processing related to connection with the game server 30 through a game link on the chat screen and connection handling.
  • connection handling it is possible to handle the start of socket communication.
  • session information and a session start event of a chat destination are acquired in content (for example, a battle game) provided from the web view 251.
  • connection handling for example, various event listening and message broadcasting are realized by the following instances.
  • New connection () connection. open connection. onclose connection. send connection. onmessage is an illustration and is not limited to these.
  • the chat management unit 11 of the chat server 10 executes chat management processing (step S1-1). Specifically, the chat management unit 11 manages message exchange between the user terminals 20 connected to the chat server 10 such as clients A and B, for example.
  • a timeline screen is displayed on the touch panel display of the user terminal 20 of each client. On this timeline screen, messages transmitted by the user and messages acquired from the other user are displayed in time series. In the present embodiment, on the timeline screen, the message of the other party is displayed on the left side, and the message of the other party is displayed on the right side.
  • the chat management unit 11 executes a game selection process (step S1-2). Specifically, when a game is played, a desired game is selected on the user terminal 20 (for example, client A). In this case, the chat management unit 11 acquires game information (web content identification information) indicating the selected game from the client A.
  • game information web content identification information
  • the chat management unit 11 executes a game link process (step S1-3). Specifically, the chat management unit 11 transmits a message including a game link to another client in the chat group, that is, a chat partner. For example, when a game is selected in the client A, a message (game link) about the selected game is output to the client B.
  • the chat management unit 11 executes push notification processing (step S1-4). Specifically, when it is detected that another client in the chat group is offline, the chat management unit 11 performs a push notification indicating that there is a game link request to the offline client. . For example, when the client C is offline, the chat management unit 11 transmits a push notification to the client C. In this case, an alert indicating that there is a message on the chat service is output on the touch panel display of the user terminal 20 of the client C.
  • the client accesses the game server 30.
  • the game server 30 starts the game and manages the game session (step S1-5).
  • the game server 30 transmits a state change notification to the chat server 10.
  • the state change includes, for example, progress in the middle of the game, reaching the limited number of people (“full”), ending the game, and the like.
  • the chat management unit 11 executes a state change notification acquisition process (step S1-6). Specifically, the chat management unit 11 acquires a state change notification from the game server 30. This state change notification includes information on the game option.
  • the chat management unit 11 executes message handling processing according to the game option (step S1-7). Specifically, the chat management unit 11 determines the display format of the message based on the status change notification option.
  • the chat management unit 11 executes a game message display change process (step S1-8). Specifically, the chat management unit 11 outputs a message on the chat group timeline screen based on the determined display format.
  • step SE10 the chat management unit 11 displays the game link grayed out on the client timeline screen.
  • step SE20 In a game in which the game option is “continuable”, if the final settlement (win / lose) of the game has not been determined, the game server 30 plays the game even after the end of the one session. Continue (step SE20).
  • the game server 30 executes a state change notification (“game end”) notification process to the chat server 10 when the final settlement of the game is determined (step SE21).
  • game end a state change notification
  • the chat management unit 11 displays the game link grayed out on the client timeline screen.
  • the game server 30 calculates the elapsed time from the session start time.
  • the game server 30 performs a notification process indicating that the validity period is almost due to the chat server 10 as a state change (step SE30).
  • the chat management unit 11 outputs a message indicating that the validity period is almost expired on the client timeline screen.
  • the game server 30 executes notification processing of a state change notification (“game end”) to the chat server 10 (step SE31).
  • the chat management unit 11 displays the game link grayed out on the client timeline screen.
  • step SE40 the game server 30 executes a participant count process.
  • the game server 30 calculates the number of participants in the game by counting the user IDs in the session management record recorded in the session management unit 32.
  • the game server 30 executes notification processing of a state change notification (“full”) to the chat server 10 when the number of participants reaches the limited number (when full) (step SE41).
  • the chat management unit 11 displays the game link grayed out on the client timeline screen.
  • Step SE50 the game server 30 executes a state change notification (“game end”) notification process on the chat server 10 ( Step SE50).
  • This game end notification includes data relating to the user IDs of the game winners and losers.
  • the chat management unit 11 displays the game result and grays out the game link on the timeline screen of the client.
  • a chat application is activated on the user terminal 20.
  • a connection establishment process is performed between the user terminal 20 of the client A and the chat server 10 (step S101). This connection establishment process is performed by a known handshake.
  • the user terminal 20 of the client A executes a data transfer process (step S102).
  • information (payload) necessary for using the chat service is transmitted and received between the user terminal 20 of the client A and the chat server 10.
  • a timeline screen 510 is displayed on the touch panel display of the user terminal 20 as shown in FIG. Also, when using the chat service in the user terminal 20 of the client B, as in the case of the client A, connection establishment processing (step S301), data transfer between the user terminal 20 of the client B and the chat server 10 Processing (step S302) is executed.
  • the game is selected. Specifically, an output of a game selection screen is instructed on the chat screen of the user terminal 20.
  • the game selection screen 520 is displayed on the touch panel display of the user terminal 20 of the client A together with the timeline screen 511.
  • the user terminal 20 of the client A activates a web view (step S103).
  • the web screen unit 250 of the chat unit 21 outputs a game screen to the touch panel display.
  • This game screen includes a web view.
  • the chat screen unit 210 outputs a game message 531 on the timeline screen 530 shown in FIG.
  • a connection establishment process is performed between the user terminal 20 of the client A and the game server 30 (step S104).
  • the web screen unit 250 generates an invite ID as invite information.
  • an invite ID an identifier by which the chat server 10 can grasp the chat destination is used.
  • the invitee's user ID may be added to the invite ID.
  • the chat server 10 may generate an invite ID and provide it to the user terminal 20 of the client A.
  • the user terminal 20 transmits the game ID, the invite ID, and the user ID (A) of the selected game to the game server 30 in the handshake signal.
  • the game control unit 31 of the game server 30 acquires the invite ID from the user terminal 20.
  • the game control unit 31 confirms whether or not the acquired invite ID is recorded in the session management unit 32.
  • the game control unit 31 when the acquired invite ID is not registered in the session management unit 32, that is, when the invite ID is acquired for the first time, the game control unit 31 generates a game session and the game A game session ID is assigned to the session (S501).
  • the game control unit 31 registers a game session ID and a game ID associated with the game session ID in the session management unit 32.
  • the game control unit 31 records a session management record in association with the game session ID.
  • the session management record includes an invite ID acquired from the client A and state information (game state).
  • the game control unit 31 returns a game session ID to the user terminal 20 of the client A.
  • the game control unit 31 records a user ID (here, the user ID of the client A) in association with the game session ID.
  • Data transfer processing is performed between the user terminal 20 of the client A and the game server 30 (step S105).
  • information (payload) necessary for using the game is transmitted and received between the user terminal 20 of the client A and the game server 30.
  • the web screen unit 250 outputs a game screen 550 as shown in FIG.
  • This game screen 550 includes a web view 551.
  • the connection between the user terminal 20 of the client A and the game server 30 is established by the bridge process described above, and as a result, the game logic is developed and started.
  • the game server 30 starts a session (step S502).
  • the game control unit 31 of the game server 30 manages the game session.
  • a game option can be specified according to the game ID of the game corresponding to this session. For example, as the state information of the session management record, the game state (“waiting for battle”) is recorded.
  • the chat management unit 11 transmits a game message to the chat server 10.
  • This game message includes data related to connection destination information, game ID (web content identification information), and invite ID.
  • This connection destination information includes information for specifying the game server 30 of the selected game.
  • information for specifying the game server 30 for example, a URL, an IP address, port information, a host name, and the like can be used.
  • chat server 10 When the chat server 10 acquires a game message from the client A, the chat server 10 executes a game link process (step S201). Specifically, the chat management unit 11 specifies the chat destination of the client A using the user management unit 12. In this case, the chat server 10 stores the chat group and the invite ID. A chat group is associated with an invite ID. Chat server 10 transmits a game message to an online chat destination client (here, client B). This game message includes data related to connection destination information, a game ID, and an invite ID.
  • the user terminal 20 of the client B outputs a game message on the timeline screen displayed on the touch panel display (step S303).
  • the chat screen unit 210 outputs a timeline screen 540 to the touch panel display.
  • This timeline screen 540 includes a game message 541.
  • the chat server 10 detects an offline chat destination client (here, client C)
  • the chat server 10 executes a push notification process (step S202).
  • the chat management unit 11 notifies the offline user terminal 20 that a game message from another client A of the chat group has arrived.
  • the user terminal 20 of the client C outputs an alert indicating that there is a message on chat on the touch panel display.
  • a chat application is activated on the user terminal 20 of the client C (step S401).
  • a connection establishment process (step S402) between the user terminal 20 of the client C and the chat server 10 is executed.
  • Chat server 10 executes a game link process (step S203).
  • the user terminal 20 of the client C outputs a game message on the timeline screen displayed on the touch panel display (step S403).
  • step S311 When a game battle is desired in the client B, the user terminal 20 executes an open process (step S311). For example, when the game message 541 is selected on the timeline screen displayed on the touch panel display shown in FIG. 7, the user terminal 20 executes an open process.
  • the user terminal 20 of the client B executes web view processing (step S312). Specifically, the web screen unit 250 of the chat unit 21 outputs a game screen to the touch panel display. This game screen includes a web view. In this case, the web screen unit 250 accesses the game server 30 using the connection destination information included in the game message.
  • a connection establishment process is executed between the user terminal 20 of the client B and the game server 30 (step S313).
  • the client B transmits the game ID and the invite ID acquired from the chat server 10. Furthermore, the client B transmits data regarding the user ID (B) to the game server 30.
  • a data transfer process is executed between the user terminal 20 of the client B and the game server 30 (step S314).
  • information (payload) necessary for using the game is transmitted and received between the user terminal 20 of the client B and the game server 30.
  • the game server 30 performs a game session management process (step S511). Again, the game control unit 31 confirms whether or not the acquired invite ID is recorded in the session management unit 32. When the acquired invite ID is registered in the session management unit 32 and the game session is already maintained, the game control unit 31 uses the user ID for the game session ID in the session management unit 32. "B" is added as The game control unit 31 returns the game session ID associated with the invite ID to the user terminal 20 of the newly participating client B. Thereby, the game server 30 starts the game between the client A and the client B, and records the start of the battle as the state information of the session management record, for example.
  • the game server 30 outputs a game screen 610 on the web screen portions 250 of the clients A and B.
  • the game server 30 detects a change in state during the game (step S512).
  • the game control unit 31 updates the state information in the session management record of the session management unit 32 according to the detected state change.
  • the game control unit 31 determines whether or not the state change notification is necessary according to the game option of the game.
  • This state change notification includes data regarding an invite ID and an option (game option).
  • the chat server 10 executes a game state management process (step S211). Specifically, the chat management unit 11 specifies the display form of the message according to the option of the state change notification. Next, the chat management unit 11 specifies a chat group based on the invite ID. The chat management unit 11 transmits a state change notification to each client.
  • the state change notification includes an invite ID and data regarding options.
  • the user terminal 20 of each client (A to C) outputs a message corresponding to the notified state change.
  • a battle is performed on the web screen portions 250 of the clients A and B, and the game is finally finished.
  • the game server 30 executes a session end process (step S514).
  • the game control unit 31 records the end of the game as state information in the session management record of the session management unit 32.
  • This state change notification (“game end”) includes data related to an invite ID and an option (game option).
  • the chat server 10 executes a game end management process (step S212). Specifically, the chat management unit 11 specifies a message display form as described later according to the game option. Next, the chat management unit 11 specifies a chat group based on the invite ID. The chat management unit 11 transmits an end notification to each client. This end notification includes an invite ID and data regarding options.
  • the user terminal 20 of each client executes a game end process (steps S111, S315, S411). Specifically, the chat screen unit 210 of the chat unit 21 maintains or changes the display of the message according to the option.
  • the chat screen unit 210 of the chat unit 21 outputs a message based on information about the win / loss included in the end notification.
  • the web screen unit 250 of the client A outputs a timeline screen 620
  • the web screen unit 250 of the client B outputs a timeline screen 630.
  • the game message is grayed out and cannot be selected.
  • the game server 30 outputs a game screen 710 on the web screen section 250 of the clients A and B.
  • the chat screen unit 210 of the chat unit 21 outputs timeline screens 720 and 730 including a message indicating that the game is continuing.
  • the game message is displayed without being grayed out and can be selected later.
  • the chat management unit 11 When the chat management unit 11 obtains a state change notification indicating that the “valid period” is approaching from the game server 30, the chat management unit 11 outputs a timeline screen 740 including a message indicating that the period is about to expire.
  • the web screen unit 250 of the chat unit 21 outputs a web page based on the screen data acquired from the game server 30 to the web view.
  • web contents can be utilized in the chat application created by the native code.
  • An increase in the binary size of the chat application can be suppressed.
  • Game assets can also be installed in the content server.
  • the shared content is taken in from the outside, there is no burden of updating the chat application itself even when the content of the shared content is updated, a new stage is distributed, or the game type itself is increased.
  • the latest game can be provided to end users with a sense of speed by utilizing web-based game assets with a fast development speed.
  • the user terminal 20 of the client A transmits data including the game ID and the invite ID of the selected game to the game server 30 to the game server 30.
  • the user terminal 20 of the client B transmits data including the invite ID acquired from the client A to the game server 30 via the chat server 10.
  • web content can be shared based on user relevance on chat. For example, since the opponent (web content sharing destination) has a relationship in which communication is already performed on the chat, it is possible to efficiently specify the opponent in the game server 30 using this relationship.
  • the invite ID is a session identifier on chat
  • user relevance on chat can be determined using the session identifier. Therefore, the user can be easily called in the game server 30 without implementing a user authentication system or a mechanism for inviting the user.
  • the chat management unit 11 transmits a game message to the chat server 10.
  • This game message includes data related to connection destination information, game ID, and invite ID.
  • the client of the chat partner can efficiently access the game server 30.
  • the chat partner client can specify the location of the game server 30 and access it, and can also specify the game provided in the game server 30.
  • the chat server 10 transmits a push notification to the user terminal 20.
  • the chat server 10 transmits a push notification to the user terminal 20.
  • an opponent can be easily called for a communication battle via a chat application.
  • a web socket is used for connection with the game server 30. As a result, communication can be performed efficiently without establishing a new connection.
  • the state change notification includes information related to the game option.
  • the chat management unit 11 executes a message handling process corresponding to the game option (step S1-7). Thereby, the sharing situation of the content, for example, the game situation and the game result can be reflected in the chat, and can be grasped on the chat.
  • the shared content was a battle game provided from the game server 30.
  • the shared content is not limited to a game, and may be any content shared in another content server based on the relationship in chat.
  • the session management in the game server 30 is not limited to the above embodiment. What is necessary is just to be able to create a game session by specifying a content sharing partner and a chat used for sharing (chat branch) using an invite ID that can be grasped in the chat server 10.
  • the game option is not limited to “one time”, “continuable”, “valid period”, “number of people limit”, and “result notification”, and may be any game option that can be reflected in the chat.
  • a game option that limits the number of times of use can be set.
  • the game server 30 counts the number of uses for the same invite ID. When the usage count reaches the limit count, the game server 30 transmits a state change notification (“game end”) to the chat server 10.
  • the information used in the construction method of the invite ID is not limited to the game ID and the chat group ID, and any information that can identify the relevance of the user in the chat can be used.
  • information based on a session ID (session identifier) used for communication with the chat server 10 can be used as the invite ID.
  • a chat destination can be specified based on this session ID.
  • -Information used in the construction method of invite ID is It is not limited to game ID and chat group ID.
  • the same game can be played in the same chat group in different game sessions by including information that can specify the time of invitation such as the invitation time.

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  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

Ce système de communication de messages est pourvu d'une unité de traitement de messages qui envoie et reçoit des messages par le biais d'un réseau. L'unité de traitement de messages obtient des informations d'identification et des informations d'invite à partir du contenu Web sélectionné par un client, spécifie un client cible de discussion du client, et génère un message concernant le contenu Web sur un écran de discussion du client cible de la discussion. L'unité de traitement de messages fournit au client de cible de la discussion des informations d'invite à utiliser pour accéder à un serveur de contenu qui gère le contenu Web.
PCT/JP2014/063331 2013-05-29 2014-05-20 Procédé, système et programme de communication de messages WO2014192591A1 (fr)

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JP2013-113506 2013-05-29
JP2013113506A JP5807038B2 (ja) 2013-05-29 2013-05-29 メッセージ通信方法、メッセージ通信システム及びメッセージ通信プログラム

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WO2014192591A1 true WO2014192591A1 (fr) 2014-12-04

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