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Internet system for selling wireless amusing products

An Internet and wireless technology, applied in the field of Internet systems, can solve problems such as limited product acquisition channels, difficult protection of intellectual property rights, and damage to the interests of content providers of wireless entertainment products.

Inactive Publication Date: 2006-08-16
邹一峥
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

In 2005, there were 8 million mobile game users in China, of which only 2.5 million obtained mobile game products from various channels through paid channels, and the other 5.5 million mobile game users used free products provided by game manufacturers or simply Use pirated games, and pirated games have greatly damaged the interests of wireless entertainment product content providers, and in the long run, it is not in the interest of mobile entertainment products
[0003] The current purchase and distribution of mobile games and mobile phone audio and video products, either through telecom operators, or through CD-ROM purchases, or mobile phone counter installation, the main problems are: limited product acquisition channels, too single payment channels, and intellectual property rights are also very limited. Difficult to get guarantees, difficult to meet the needs of the increasingly developed wireless entertainment product market

Method used

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  • Internet system for selling wireless amusing products
  • Internet system for selling wireless amusing products
  • Internet system for selling wireless amusing products

Examples

Experimental program
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Embodiment Construction

[0024] Further illustrate the present invention below in conjunction with accompanying drawing:

[0025] Such as figure 1 As shown, wireless entertainment product providers upload wireless entertainment products, product introductions, and picture information through the supply subsystem. The sales subsystem receives the terminal user's wireless entertainment product purchase instruction, and at the same time sends an inquiry instruction for the availability of wireless entertainment products to the supply subsystem. After receiving the sales instruction from the sales subsystem, the payment subsystem decides whether to accept the terminal The user's electronic money. Finally, the data statistics subsystem generates statistical information on wireless entertainment products, sales and end-user consumption according to the received data information from the supply subsystem, sales subsystem and payment subsystem.

[0026] For example: A mobile game company uploads their games ...

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Abstract

An Internet system for selling the wireless entertainment product, that includes the central database server, the mutual signal connective network station server and the terminal device, the subsystem of supply goods, the subsystem of distribution, the subsystem of payment and the subsystem of data statistics, the subsystem of supply goods provide the on sale wireless entertainment product, the subsystem of distribution receive the order about the terminal user purchase the wireless entertainment product and send the inquiry order about whether there are wireless entertainment products to the goods supply subsystem, the subsystem of payment that adopt the electron payment system receive the distribution order from the subsystem of distribution and decide whether or not accept the electron-money from the terminal user, the subsystem of data statistics receive the data information from the subsystem of supply goods, the subsystem of distribution and the subsystem of payment, to create the correlative statistics information of the wireless entertainment product.

Description

technical field [0001] The invention relates to an Internet system for selling wireless entertainment products, in particular to a wired and wireless Internet system for selling mobile games and mobile phone audio and video products. Background technique [0002] Since 2005, countries around the world have gradually warmed up their enthusiasm for the mobile game and mobile streaming media industry, but an increasingly important issue affecting the development of this industry is the anti-piracy work of mobile games, audio and video, and effective sales channels. become increasingly important. In 2005, there were 8 million mobile game users in China, of which only 2.5 million obtained mobile game products from various channels through paid channels, and the other 5.5 million mobile game users used free products provided by game manufacturers or simply The use of pirated games has greatly damaged the interests of content providers of wireless entertainment products, and in th...

Claims

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Application Information

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IPC IPC(8): G06Q30/00G06Q30/02
Inventor 邹一峥
Owner 邹一峥