U.S. patent application number 13/339568 was filed with the patent office on 2012-07-12 for method for inviting users to game through chatting in mobile platform.
This patent application is currently assigned to NCSOFT CORPORATION. Invention is credited to Jennifer Moon Young CHO, Han Jin OH, Jun Seo SONG.
Application Number | 20120178536 13/339568 |
Document ID | / |
Family ID | 45444494 |
Filed Date | 2012-07-12 |
United States Patent
Application |
20120178536 |
Kind Code |
A1 |
OH; Han Jin ; et
al. |
July 12, 2012 |
METHOD FOR INVITING USERS TO GAME THROUGH CHATTING IN MOBILE
PLATFORM
Abstract
The present invention relates to a method for inviting
smartphone users to a game for smartphones using a social network
among the smartphone users. According to the present invention, a
user may invite another user to a game through a chat window, and
thus it is possible to simply play a game together.
Inventors: |
OH; Han Jin;
(Chungcheongnam-do, KR) ; SONG; Jun Seo;
(Anyang-si, KR) ; CHO; Jennifer Moon Young;
(Seoul, KR) |
Assignee: |
NCSOFT CORPORATION
Seoul
KR
|
Family ID: |
45444494 |
Appl. No.: |
13/339568 |
Filed: |
December 29, 2011 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/575 20130101;
H04M 1/72427 20210101; H04L 67/24 20130101; H04L 12/1822 20130101;
A63F 13/92 20140902; A63F 13/87 20140902; A63F 13/77 20140902; A63F
13/332 20140902; A63F 2300/556 20130101; A63F 13/26 20140902; A63F
2300/572 20130101; H04L 51/046 20130101; H04L 51/38 20130101; A63F
2300/5566 20130101; A63F 13/35 20140902; A63F 13/533 20140902; A63F
13/795 20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 11, 2011 |
KR |
10-2011-0002680 |
Claims
1. A method for inviting users to a game through a chatting in a
mobile platform, the method comprising: providing, by a first
smartphone, a server with account access information, by accessing
the server via a network, the account access information being used
to access an account of the mobile platform; permitting, by the
server, the first smartphone to access an account of the first
smartphone, when the account access information is identical to
pre-stored information; providing, by the server, the first
smartphone with a smartphone list of smartphones of users
registered as friends in the account of the first smartphone, or a
game list of games available in the first smartphone; transmitting,
by the first smartphone, to the server, information on a smartphone
selected by a user of the first smartphone from the smartphone
list, or information on a game selected by the user of the first
smartphone from the game list; pushing, by the server, a message
including an application identifier (ID) of the selected game to a
second smartphone selected by the user of the first smartphone;
parsing, by the second smartphone, a message received from the
first smartphone, the message including the application ID of the
selected game, and a message pushed via the server from the second
smartphone to the first smartphone, among messages pushed by the
server, and displaying the parsed messages on a screen of the
second smartphone in a chronological order; and executing, by the
second smartphone, the game corresponding to the application ID
using a function provided by an Operating System (OS), when the
game is already installed in the second smartphone based on
selection of the message including the application ID from the
screen.
2. The method of claim 1, further comprising, after the executing:
processing, by the server, the first smartphone and the second
smartphone to play the game together.
3. The method of claim 2, further comprising, after the processing:
receiving, by the server, messages received and sent between the
first smartphone and the second smartphone during execution of the
game, and pushing the received messages; parsing, by the first
smartphone and the second smartphone, the messages pushed by the
server, and displaying the parsed messages on a game screen, during
the execution of the game; storing, by the server, the messages
received and sent between the first smartphone and the second
smartphone during the execution of the game; and providing, by the
server, the stored messages to the first smartphone or the second
smartphone, when a request to retrieve the stored messages is
received from the first smartphone or the second smartphone after
the execution of the game is finished.
4. The method of claim 1, further comprising, after the executing:
accessing, by the second smartphone, a page used to buy an app for
smartphones, or launching an app dedicated to buying an app for
smartphones, providing the application ID as a factor, and
displaying, on the screen, a page used to buy the game
corresponding to the application ID, when the game is not installed
in the second smartphone.
5. A method for inviting users to a game through a chatting in a
mobile platform, the method comprising: providing, by a first
smartphone, a server with account access information, by accessing
the server via a network, the account access information being used
to access an account of the mobile platform; displaying, by the
first smartphone, a chat window with a second smartphone on a
screen of the first smartphone, when a user of the first smartphone
selects the second smartphone from among smartphones of other users
registered as friends; displaying, by the first smartphone, on the
chat window in a chronological order, a message sent to the second
smartphone via the server, and a message received from the second
smartphone via the server; displaying, by the first smartphone, a
list of pre-installed games on the screen based on an operation of
the user of the first smartphone; and providing, by the first
smartphone, the server with information on a selected game so that
a message including an application identifier (ID) of the selected
game is pushed to the second smartphone, when the user of the first
smartphone selects the game from the list.
6. The method of claim 5, further comprising, after the providing
of the information on the selected game: displaying, by the first
smartphone, the information on the selected game on the chat
window.
7. A method for inviting users to a game through a chatting in a
mobile platform, the method comprising: executing, by a first
smartphone, a pre-installed game based on an operation of a user of
the first smartphone; displaying, by the first smartphone, a friend
list of other users registered as friends on a screen of the first
smartphone, when the user selects a friend invitation function from
a screen of the executed game; and transferring, by the first
smartphone, to a server, an application identifier (ID) of the game
or information used to specify the game, and identification
information of a second smartphone corresponding to a selected
user, when the user of the first smartphone selects the user from
the friend list.
8. The method of claim 7, further comprising, after the
transferring: playing, by the first smartphone, the game together
with the second smartphone under a control of the server, when the
second smartphone executes a same game as the executed game and
accesses the server.
9. A method for inviting users to a game through a chatting in a
mobile platform, the method comprising: displaying, by a second
smartphone, a chat window with a first smartphone on a screen of
the second smartphone, when a message including identification
information of the first smartphone and a game application
identifier (ID) is pushed to the second smartphone; displaying a
link associated with the game application ID on the displayed chat
window; and executing, by the second smartphone, a game
corresponding to the game application ID using a function provided
by an Operating System (OS), when a user selects the link and the
game is already installed in the second smartphone.
10. The method of claim 9, further comprising, after the executing:
accessing, by the second smartphone, a page used to buy an app for
smartphones, or launching an app dedicated to buying an app for
smartphones, providing the game application ID as a factor, and
displaying, on the screen, a page used to buy the game
corresponding to the game application ID, when the game is not
installed in the second smartphone.
11. A method for inviting users to a game through a chatting in a
mobile platform, the method comprising: generating a first message
using identification information and message content of a first
smartphone and pushing the generated first message to the first
smartphone when the identification information and message content
of the first smartphone are received from a second smartphone, and
generating a second message using identification information and
message content of the second smartphone and pushing the generated
second message to the second smartphone when the identification
information and message content of the second smartphone are
received from the first smartphone; and generating a third message
and pushing the generated third message so that information
regarding a game is displayed in the form of a link on a chat
window of the second smartphone, when the identification
information of the second smartphone, an application identifier
(ID) of the game, or information used to specify the game are
received from the first smartphone.
12. The method of claim 11, further comprising, after the
generating of the third message: processing the first smartphone
and the second smartphone to play the game together, when the first
smartphone and the second smartphone simultaneously access the same
game by launching the same game.
13. The method of claim 12, further comprising, after the
processing: receiving messages received and sent between the first
smartphone and the second smartphone during execution of the game,
and pushing the received messages; storing the messages received
and sent between the first smartphone and the second smartphone
during the execution of the game; and providing the stored messages
to the first smartphone or the second smartphone, when a request to
retrieve the stored messages is received from the first smartphone
or the second smartphone after the execution of the game is
finished.
14. A non-transitory computer readable recording medium storing a
program to cause a computer to implement the method of claim 1.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of Korean Patent
Application No. 10-2011-0002680, filed on Jan. 11, 2011, in the
Korean Intellectual Property Office, the disclosure of which is
incorporated herein by reference.
BACKGROUND
[0002] 1. Field of the Invention
[0003] The present invention relates to a method for inviting
smartphone users to a game for smartphones using a social network
among the smartphone users.
[0004] 2. Description of the Related Art
[0005] Recently, due to expansion of markets of an iPhone Operating
System (IOS) and an android OS, smartphones are becoming more and
more popular. Various apps for smartphones are being distributed
for each platform. Users may buy and install desired apps, so that
the apps may be used in various ways, for example gaming,
scheduling, multimedia, and the like.
[0006] Generally, apps are operated independently of each other.
However, recently, a Social Network Service (SNS) is becoming
increasingly popular, and new attempts to connect users are being
made.
[0007] This situation enables the advent of a Social Network Game
(SNG) that supports multiplaying by applying the SNS, or that
recommends a friend to play a game using a personal network of an
existing SNS. Among games for single player, auxiliary services
enabling sharing of information among users or displaying a ranking
of users are beginning to emerge.
[0008] OpenFeint, Plus+, and the like are currently being used as
platforms used to provide the services.
[0009] The platforms may be understood as combinations of games and
social networks.
[0010] Conventional SNGs enable a user to optionally add, to his or
her game, another user connected via the social network, or to
visit a game space of the other user, so that simple interaction
may be performed. However, there is a limitation that conventional
SNGs are enabled between users having the same games that are
already installed.
[0011] Additionally, there is another limitation that a user needs
to add another user as a friend to play a game together in a
separate online community or in offline, separately from the
game.
[0012] Accordingly, there is a desire for a method that may more
closely combine a communication process via a social network with a
function such as a function of recommending a game or a function of
inviting to a game.
SUMMARY
[0013] According to an aspect of the present invention, there is
provided a method for inviting users to a game through a chatting
in a mobile platform, including: providing, by a first smartphone,
a server with account access information, by accessing the server
via a network, the account access information being used to access
an account of the mobile platform; permitting, by the server, the
first smartphone to access an account of the first smartphone, when
the account access information is identical to pre-stored
information; providing, by the server, the first smartphone with a
smartphone list of smartphones of users registered as friends in
the account of the first smartphone, or a game list of games
available in the first smartphone; transmitting, by the first
smartphone, to the server, information on a smartphone selected by
a user of the first smartphone from the smartphone list, or
information on a game selected by the user of the first smartphone
from the game list; pushing, by the server, a message including an
application identifier (ID) of the selected game to a second
smartphone selected by the user of the first smartphone; parsing,
by the second smartphone, a message received from the first
smartphone, the message including the application ID of the
selected game, and a message pushed via the server from the second
smartphone to the first smartphone, among messages pushed by the
server, and displaying the parsed messages on a screen of the
second smartphone in a chronological order; and executing, by the
second smartphone, the game corresponding to the application ID
using a function provided by an operating system (OS), when the
game is already installed in the second smartphone based on
selection of the message including the application ID from the
screen.
[0014] The method may further include, after the executing,
processing, by the server, the first smartphone and the second
smartphone to play the game together.
[0015] The method may further include, after the processing:
receiving, by the server, messages received and sent between the
first smartphone and the second smartphone during execution of the
game, and pushing the received messages; parsing, by the first
smartphone and the second smartphone, the messages pushed by the
server, and displaying the parsed messages on a game screen, during
the execution of the game; storing, by the server, the messages
received and sent between the first smartphone and the second
smartphone during the execution of the game; and providing, by the
server, the stored messages to the first smartphone or the second
smartphone, when a request to retrieve the stored messages is
received from the first smartphone or the second smartphone after
the execution of the game is finished.
[0016] According to another aspect of the present invention, there
is provided a method for inviting users to a game through a
chatting in a mobile platform, including: providing, by a first
smartphone, a server with account access information, by accessing
the server via a network, the account access information being used
to access an account of the mobile platform; displaying, by the
first smartphone, a chat window with a second smartphone on a
screen of the first smartphone, when a user of the first smartphone
selects the second smartphone from among smartphones of other users
registered as friends; displaying, by the first smartphone, on the
chat window in a chronological order, a message sent to the second
smartphone via the server, and a message received from the second
smartphone via the server; displaying, by the first smartphone, a
list of pre-installed games on the screen based on an operation of
the user of the first smartphone; and providing, by the first
smartphone, the server with information on a selected game so that
a message including an application ID of the selected game is
pushed to the second smartphone, when the user of the first
smartphone selects the game from the list.
[0017] According to still another aspect of the present invention,
there is provided a method for inviting users to a game through a
chatting in a mobile platform, including: executing, by a first
smartphone, a pre-installed game based on an operation of a user of
the first smartphone; displaying, by the first smartphone, a friend
list of other users registered as friends on a screen of the first
smartphone, when the user selects a friend invitation function from
a screen of the executed game; and transferring, by the first
smartphone, to a server, an application ID of the game or
information used to specify the game, and identification
information of a second smartphone corresponding to a selected
user, when the user of the first smartphone selects the user from
the friend list.
[0018] According to yet another aspect of the present invention,
there is provided a method for inviting users to a game through a
chatting in a mobile platform, including: displaying, by a second
smartphone, a chat window with a first smartphone on a screen of
the second smartphone, when a message including identification
information of the first smartphone and a game application ID is
pushed to the second smartphone; displaying a link associated with
the game application ID on the displayed chat window; and
executing, by the second smartphone, a game corresponding to the
game application ID using a function provided by an OS, when a user
selects the link and the game is already installed in the second
smartphone.
[0019] The method may further include accessing, by the second
smartphone, a page used to buy an app for smartphones, or launching
an app dedicated to buying an app for smartphones, providing the
game application ID as a factor, and displaying, on the screen, a
page used to buy the game corresponding to the game application ID,
when the game is not installed in the second smartphone.
[0020] According to a further aspect of the present invention,
there is provided a method for inviting users to a game through a
chatting in a mobile platform, including: generating a first
message using identification information and message content of a
first smartphone and pushing the generated first message to the
first smartphone when the identification information and message
content of the first smartphone are received from a second
smartphone, and generating a second message using identification
information and message content of the second smartphone and
pushing the generated second message to the second smartphone when
the identification information and message content of the second
smartphone are received from the first smartphone; and generating a
third message and pushing the generated third message so that
information regarding a game is displayed in the form of a link on
a chat window of the second smartphone, when the identification
information of the second smartphone, an application ID of the
game, or information used to specify the game are received from the
first smartphone.
BRIEF DESCRIPTION OF THE DRAWINGS
[0021] These and/or other aspects, features, and advantages of the
invention will become apparent and more readily appreciated from
the following description of exemplary embodiments, taken in
conjunction with the accompanying drawings of which:
[0022] FIG. 1 is a diagram illustrating a network configuration to
explain a connection relationship among at least one smartphone, a
server, and a push notification server according to the present
invention;
[0023] FIGS. 2A through 2C are diagrams illustrating examples of a
screen to explain an operation of inviting a friend to a game by
accessing a social network platform using a smartphone according to
the present invention;
[0024] FIGS. 3A through 3C are diagrams illustrating examples of a
screen to explain an operation of executing a game using a
smartphone and inviting a friend to the game according to the
present invention;
[0025] FIGS. 4A through 4C are diagram illustrating examples of a
screen to explain a processing operation of a smartphone invited to
a game according to the present invention;
[0026] FIG. 5 is a chronological flowchart illustrating a method
for inviting users to a game through a chatting in a mobile
platform according to the present invention;
[0027] FIG. 6 is a flowchart illustrating an operation of selecting
a game on a chat window and inviting a friend to the game as
illustrated in FIGS. 2A through 2C;
[0028] FIG. 7 is a flowchart illustrating an operation of executing
a game and inviting a friend to the game as illustrated in FIGS. 3A
through 3C;
[0029] FIG. 8 is a flowchart illustrating a processing operation
after invitation as illustrated in FIGS. 4A through 4C; and
[0030] FIG. 9 is a flowchart illustrating the method of FIG. 5,
from the perspective of a server.
DETAILED DESCRIPTION
[0031] Reference will now be made in detail to exemplary
embodiments of the present invention, examples of which are
illustrated in the accompanying drawings, wherein like reference
numerals refer to the like elements throughout. Exemplary
embodiments are described below to explain the present invention by
referring to the figures.
[0032] FIG. 1 is a diagram illustrating a network configuration to
explain a connection relationship among smartphones, a server, and
a push notification server according to the present invention.
[0033] In FIG. 1, smartphones 1, for example a first smartphone 1-1
and a second smartphone 1-2, may download a plurality of apps, as
well as games, and may install and launch the downloaded apps and
games. A part of the apps may interwork with a social network. A
server 2 may store and manage networks of users of the smartphones
1, and may provide various services through the networks.
[0034] For example, a user of one of the smartphones 1 may
register, in advance, users of other smartphones 1 as friends, and
may communicate with the registered users via a platform provided
by the server 2.
[0035] The users of the smartphones 1 may exchange messages with
each other, and may receive a variety of data provided from the
server 2. An operation of exchanging messages and an operation of
receiving data may be performed directly through a communication
session between peers, or may be performed by pushing messages
using a predetermined scheme that facilitates a communication
between smartphones 1 in which apps dedicated to smartphones are
not executed.
[0036] Accordingly, the server 2 may generate a message to be
pushed to the smartphones 1, and may transmit the generated message
to a push notification server 3. In other words, pushing may be
performed through a communication between the push notification
server 3 and the smartphones 1.
[0037] Additionally, a network connected among the smartphones 1,
the server 2 and the push notification server 3 may include, for
example, a third generation (3G) network, or a wireless or wired
Internet network.
[0038] Hereinafter, an operation of inviting users to a game
through a chatting among the smartphones 1, the server 2 and the
push notification server 3 that are connected to each other will be
described with reference to FIG. 5.
[0039] FIG. 5 chronologically illustrates a method for inviting
users to a game through a chatting in a mobile platform according
to the present invention. Referring to FIG. 5, in operation S101,
the first smartphone 1-1 may provide the server 2 with account
access information, by accessing the server 2 via a network. The
account access information may be used to access an account of the
mobile platform.
[0040] The server 2 may store an account of each of the smartphones
1. Desirably, an account may include information on the other
accounts registered as friends.
[0041] When an app for an access to the server 2 is launched, the
first smartphone 1-1 may provide account access information, so
that the server 2 may identify itself. Here, the account access
information may include information that a user manually enters,
for example, an identifier (ID) and a password. However, the
smartphones 1 may provide the account access information to the
server 2 by directly withdrawing a pre-stored value, regardless of
a user's input, for example a device ID of a smartphone.
[0042] When the account access information received from the first
smartphone 1-1 is identical to pre-stored information, the server 2
may permit the first smartphone 1-1 to access an account of the
first smartphone 1-1 in operation S102.
[0043] Here, the expression "accessing an account" is used,
however, does not necessarily indicate an access to information
stored in the account by inputting a password and an ID. In other
words, "accessing an account" may indicate that the server 2
specifies the account of the first smartphone 1-1 using a device ID
and processes an access to information stored in a corresponding
account.
[0044] The first smartphone 1-1, accessing the account of the first
smartphone 1-1, may receive, from the server 2, an account list of
accounts of other smartphones 1 registered as friends of the first
smartphone 1-1, and may display the received account list on a
screen of the first smartphone 1-1, as shown in FIG. 3C.
Additionally, there is no need to receive and update the account
list for each access to the server 2.
[0045] The first smartphone 1-1 may also receive a game list of
available games from the server 2, and may display the received
game list on the screen of the first smartphone 1-1, as shown in
FIG. 3B. However, there is no need to receive the game list
separately from the server 2, when a list of games that are already
installed in the first smartphone 1-1 is displayed.
[0046] When the account list or the game list is provided from the
server 2 in operation S103, a user of the first smartphone 1-1 may
determine a friend the user desires to invite and a desired game,
as shown in FIGS. 2A through 3C.
[0047] For example, a game may be selected from among games
installed in the first smartphone 1-1, as shown in FIG. 2B.
Additionally, a friend may be selected from among friends, as shown
in FIG. 3C.
[0048] When the game and the friend are selected, the first
smartphone 1-1 may transmit the selected game and the selected
friend to the server 2 in operation S104.
[0049] The server 2 may push a message to the second smartphone
1-2, namely, a smartphone of the friend selected by the user of the
first smartphone 1-1 from among users registered as friends in the
account of the first smartphone 1-1.
[0050] Specifically, when information used to identify the second
smartphone 1-2 is received from the first smartphone 1-1, the
server 2 may withdraw a pre-stored device ID of the second
smartphone 1-2. The information used to identify the second
smartphone 1-2 may include, for example, a phone number, an e-mail
address, an account ID, and the like.
[0051] The second smartphone 1-2 may join, in advance, in a
platform provided by the server 2, and may have an account.
Desirably, during joining, a device ID, namely, a unique value
dependent on hardware may be provided to the server 2. The server 2
may store the provided device ID, and may withdraw the device ID
when generating a message to be sent to the second smartphone
1-2.
[0052] Information that is used to identify the selected game and
that is provided from the first smartphone 1-1 to the server 2 may
include a title, a file size, a path and a version of the selected
game and the like, and desirably may be an application ID assigned
to each app for smartphones.
[0053] The application ID may be a value defined by a predetermined
data structure, and may desirably be assigned to each of apps for
smartphones. Accordingly, the smartphones 1 and the server 2 may
specify apps using application IDs only.
[0054] When the information used to identify the game selected by
the user of the first smartphone 1-1 is received, the server 2 may
search for an application ID corresponding to the received
information, and may include the application ID in message content
to be sent to the second smartphone 1-2.
[0055] Desirably, as shown in FIG. 4A, message content may be
processed so that an icon or image of a corresponding game may be
displayed on a chat window of the second smartphone 1-2. The
message content may further include, for example, a phrase "Gildong
HONG has invited" in the form of text.
[0056] When message content including the application ID of the
game is generated, the server 2 may generate a message by combining
the generated content with the device ID of the second smartphone
1-2, and may transmit the generated message to the push
notification server 3, so that a pushing operation may be performed
in operation S105.
[0057] When the second smartphone 1-2 receives the message by
accessing the push notification server 3, the pushing operation may
be completed.
[0058] When the message is pushed, the second smartphone 1-2 may
display the message on a chat window on which chat content with the
first smartphone 1-1 is displayed, as shown in FIG. 3A.
[0059] The expression "chatting" is used herein, however, does not
necessarily indicate that chatting is performed in real time when a
session is connected, unlike instant messengers for Personal
Computer (PC). A Short Message Service (SMS) enabling exchange of
short text messages may be displayed on a chat window, as shown in
FIG. 4A. SMS apps employing the form of a chat window have been
widespread, and may display, in the form of chatting, messages
exchanged in non-real time and intermittently.
[0060] Accordingly, in operation S106, the second smartphone 1-2
may display the received message on a chat window with the first
smartphone 1-1. Here, there is no need to chat with the first
smartphone 1-1 in real time.
[0061] When the chat window with the first smartphone 1-1 is
displayed on a screen based on an operation of a user of the second
smartphone 1-2, the second smartphone 1-2 may display, in a
chronological order, the message received in operation S105,
together with chat content with the first smartphone 1-1 before and
after the message.
[0062] As shown in FIG. 4A, the chat content with the first
smartphone 1-1 may be displayed before and after the message
including the application ID of the game is received in operation
S105.
[0063] Referring to FIG. 4A, it can be found that the message
including the application ID of the game may be displayed with a
game icon together with a link such as "Start Game" link. The
second smartphone 1-2 may parse the received message and display
the parsed message in a predefined form.
[0064] When the message including the application ID of the game is
displayed in the form of a link, the user may select the link by
touching a touch screen of the second smartphone 1-2.
[0065] When the link is selected, the second smartphone 1-2 may
call a function provided by an Operating System (OS) of a
smartphone using the application ID as a factor, and may attempt to
execute a game corresponding to the application ID in operation
S107.
[0066] When the game corresponding to the application ID is already
installed, a screen of FIG. 3A may be changed to a screen of FIG.
3B, and the game may be executed.
[0067] When the same game is launched by the first smartphone 1-1
and the second smartphone 1-2, the first smartphone 1-1 and the
second smartphone 1-2 may access the server 2 to play the game
together.
[0068] The server 2 may process the first smartphone 1-1 and the
second smartphone 1-2 to play the game together in operation
S108.
[0069] Here, the expression "playing the game together" does not
necessarily indicate multiplayer gaming, and may include a
connection of respective game spaces, for example a social network
game (SNG).
[0070] Accordingly, the first smartphone 1-1 and the second
smartphone 1-2 may enjoy the game together through the server 2,
even in a remote place.
[0071] Additionally, a game app may support chatting during the
game.
[0072] Specifically, when the user of the first smartphone 1-1 and
the user of the second smartphone 1-2 have a conversation with each
other, the server 2 may push the conversation in the form of
messages to the first smartphone 1-1 and the second smartphone 1-2
in operation S109.
[0073] The first smartphone 1-1 and the second smartphone 1-2 may
parse the received massages, and may overlay and display the parsed
messages on a game screen in operation S110.
[0074] Content of chatting during the game may also be understood
as part of interworking with a social network. The content may
desirably be stored and shared by the user of the first smartphone
1-1 and the user of the second smartphone 1-2.
[0075] However, when chatting is performed between the first
smartphone 1-1 and the second smartphone 1-2 as shown in FIG. 4A, a
log may be stored in the platform or in a local of the smartphones
1, and accordingly no problem may occur. Instead, since the
chatting is performed on the game app, separate measures may be
required.
[0076] In particular, since game apps are mainly manufactured
independently of the platform provided by the server 2, the server
2 may store conversation between the first smartphone 1-1 and the
second smartphone 1-2 during the game in operation S111.
[0077] The first smartphone 1-1 and the second smartphone 1-2 may
send, to the server 2, a request to retrieve conversation exchanged
during the game, after the game is finished. Here, the server 2 may
provide pre-stored messages to the smartphones 1 that send a
retrieval request in operation S112.
[0078] In operation S107, it is assumed that the game corresponding
to the application ID is installed. However, when the game is not
installed, the execution of the game may be failed.
[0079] Specifically, when the game is not installed, the second
smartphone 1-2 may access a page used to buy an app for
smartphones, or launch an app dedicated to buying an app for
smartphones, and may provide the application ID as a factor in
operation S113.
[0080] When the application ID is provided as a factor, an access
to a page used to buy a corresponding game may be enabled, and
accordingly the second smartphone 1-2 may display the page on the
screen.
[0081] The user of the second smartphone 1-2 may buy the game from
the displayed page, and may install the game in the second
smartphone 1-2. Subsequently, the game may be executed, and
operation S108 may be performed.
[0082] Hereinafter, an operation of selecting a game from a chat
window and inviting a friend to the game using the first smartphone
1-1 will be described with reference to FIGS. 2A through 2C and
6.
[0083] In operation S201, the first smartphone 1-1 may provide the
server 2 with account access information, by accessing the server 2
via a network based on an operation of the user. The account access
information may be used to access an account of the mobile
platform.
[0084] For example, several function taps, for example, "Friends,"
"Chat," "Featured," "Games," and "Settings" may be displayed on a
lower portion of the screen of the first smartphone 1-1 accessing
the server 2, as shown in FIG. 2A.
[0085] The user may select the "Chat" tap, and may chat with users
of the other smartphones 1 registered as friends.
[0086] When a friend is selected from a friend list as shown in
FIG. 2A, the first smartphone 1-1 may display, on the screen, a
chat window with the second smartphone 1-2, namely a smartphone
corresponding to the selected friend, as shown in FIG. 4A in
operation S202.
[0087] In operation S203, the first smartphone 1-1 may display, on
the chat window in a chronological order, a message sent via the
server 2 to the second smartphone 1-2 and a message received via
the server 2 from the second smartphone 1-2.
[0088] When the user selects the "Games" tap, the first smartphone
1-1 may display, on the screen, a game list of games that are
installed in advance in the first smartphone 1-1, as shown in FIG.
2B, in operation S204.
[0089] The games of the game list installed in the first smartphone
1-1 may be limited to games interworking with the platform provided
by the server 2.
[0090] When the user selects a game from the displayed game list,
the first smartphone 1-1 may provide the server 2 with information
used to identify the selected game in operation S205. The
information used to identify the game may desirably include an
application ID of the game.
[0091] When the user of the first smartphone 1-1 selects a game and
a friend as described above, an invitation message may be pushed
via the server 2 to the second smartphone 1-2, so that the
invitation message may be displayed on a chat window of the second
smartphone 1-2.
[0092] Also, the invitation message may be displayed on the chat
window of the first smartphone 1-1, as shown in FIG. 4A, in
operation S206.
[0093] Hereinafter, an operation by which the first smartphone 1-1
invites a friend after executing a game will be described with
reference to FIGS. 3A through 3C and 7.
[0094] Unlike the embodiment of FIGS. 2A through 2C and 6, the user
of the first smartphone 1-1 may launch a game app, and may then
execute a function module of the game app interworking with the
platform of the server 2, to invite a friend.
[0095] In operation S301, the first smartphone 1-1 may execute the
pre-installed game based on the operation of the user, as shown in
FIG. 3A.
[0096] When the user selects a friend invitation function from a
screen of the executed game, as shown in FIG. 3B, the first
smartphone 1-1 may display, on the screen, a friend list of other
users registered as friends in operation S302.
[0097] When the user selects a user from the displayed friend list,
the first smartphone 1-1 may transfer, to the server 2, an
application ID of the executed game, and identification information
of the second smartphone 1-2, namely, a smartphone corresponding to
the selected user in operation S303.
[0098] Accordingly, the invitation message may be pushed to the
second smartphone 1-2, as shown in FIG. 4A.
[0099] When the second smartphone 1-2 executes the same game and
accesses the server 2, in response to the invitation message, the
first smartphone 1-1 may play the game together with the second
smartphone 1-2 under the control of the server 2 in operation
S304.
[0100] Hereinafter, an operation by which the second smartphone 1-2
accepts an invitation will be described with reference to FIGS. 4A
through 4C and 8.
[0101] In operation S401, the second smartphone 1-2 may display the
chat window with the first smartphone 1-1 based on the operation of
the user of the second smartphone 1-2. Here, a message including
the identification information of the first smartphone 1-1 and a
game application ID may be pushed to the second smartphone 1-2.
[0102] In operation S402, the "Start Game" link and game icon
associated with the game application ID may be displayed, as shown
in FIG. 4A.
[0103] When the user of the second smartphone 1-2 selects the link,
and when a game corresponding to the game application ID is already
installed, the second smartphone 1-2 may execute the game using a
function provided by an OS in operation S403.
[0104] Conversely, when the game is not installed, the second
smartphone 1-2 may access a page used to buy an app for smartphones
or launch an app dedicated to buying an app for smartphones, may
provide the application ID as a factor, and may display, on the
screen, a page used to buy the game corresponding to the
application ID in operation S404.
[0105] The user may buy the game from the displayed page, and may
install the game.
[0106] Hereinafter, the method for inviting users to a game through
a chatting in a mobile platform according to the present invention
will be described from the perspective of the server 2 with
reference to FIG. 9.
[0107] In operation S501, the server 2 may generate messages with
chat content between the first smartphone 1-1 and the second
smartphone 1-2, and may transfer the generated messages.
[0108] Specifically, when identification information and message
content of the second smartphone 1-2 are received from the first
smartphone 1-1, a message may be generated using the identification
information and message content of the second smartphone 1-2, and
may be transferred to the push notification server 3, so that
pushing may be performed to the second smartphone 1-2. Similarly,
pushing may be performed to the first smartphone 1-1.
[0109] When the identification information of the second smartphone
1-2 and a game application ID are received from the first
smartphone 1-1, a message may be generated by combining the
received identification information with the received game
application ID, and the generated message may be transferred to the
push notification server 3, so that pushing may be performed to the
second smartphone 1-2 in operation S502.
[0110] Accordingly, the "Game Start" link may be displayed together
with the game icon on the chat window on the screen of the second
smartphone 1-2 that receives a game invitation message, as shown in
FIG. 4A.
[0111] Subsequently, when the first smartphone 1-1 and the second
smartphone 1-2 individually access the server 2 by executing the
same game corresponding to the application ID, the server 2 may
process the first smartphone 1-1 and the second smartphone 1-2 to
play the game together in operation S503.
[0112] The expression "playing the game together" is used herein,
however, there is no limitation to a classical multiplayer gaming
such as a conventional online game. Additionally, the expression
"executing the game together" may include connecting users in their
respective game spaces, for example an SNG.
[0113] When the first smartphone 1-1 and the second smartphone 1-2
chat with each other while playing the game, the server 2 may
receive content received and sent between the first smartphone 1-1
and the second smartphone 1-2, may generate messages, and may push
the generated messages in operation S504.
[0114] When chatting is performed during the game, the server 2 may
store the messages in operation S505.
[0115] Subsequently, when a request to retrieve the stored messages
is received from the first smartphone 1-1 and the second smartphone
1-2 after the game is finished, the server 2 may provide the stored
messages to the smartphones 1 that send a retrieval request in
operation S506.
[0116] As described above, the method for inviting users to a game
through a chatting in a mobile platform according to the present
invention may be recorded in computer-readable media manufactured
in the form of computer programs, and may be performed in the
smartphones 1 or the server 2.
[0117] Additionally, the term "server 2" has been used herein,
however does not necessarily indicate a target configured with
single hardware, and should be understood to include a collection
of server groups interworking with the smartphones 1.
[0118] Conventionally, to play a game in offline space or separate
online space, users need to individually install the game and to be
registered with each other. However, according to the present
invention, a user may invite another user to a game through a chat
window, and thus it is possible to simply play a game together.
[0119] Additionally, when an invited user simply selects a link
displayed on a chat window, a game may be automatically executed,
so that users may play the game together. Furthermore, even when
the game is not installed, a page used to buy the game may be
automatically connected, and thus it is possible to buy the game
from the displayed page and install the game to play the game
together.
[0120] Hence, it is possible to maximize synergy by interworking
between a social network and a game for smartphones.
[0121] Although a few exemplary embodiments of the present
invention have been shown and described, the present invention is
not limited to the described exemplary embodiments. Instead, it
would be appreciated by those skilled in the art that changes may
be made to these exemplary embodiments without departing from the
principles and spirit of the invention, the scope of which is
defined by the claims and their equivalents.
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