Game resource acquisition method and device

By introducing terminal devices with tag information into game peripheral products, the problem of complex game access operations is solved, dynamic combination and efficient access of game resources are achieved, and user interaction and player experience are improved.

CN113941140BActive Publication Date: 2025-09-23BEIJING PERFECT ZEALKING TECH CO LTD
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Patent Information

Application Number
CN202111162594.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-09-30
Publication Date
2025-09-23
Estimated Expiration
2041-09-30

AI Technical Summary

Technical Problem

When users access games in game peripheral products through mobile phones, game consoles and other devices, the operation process is complicated and the access efficiency is low.

Method used

By introducing terminal devices with tag information into game peripheral products, communication connections are established using the tag information of the terminal devices to obtain and match game resources.

Benefits of technology

It realizes the dynamic combination of game resources, improves the efficiency of game access, provides a basis for interaction between users, meets the needs of richer games, and enhances the player experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the present application provides a method and device for obtaining game resources. In this method, for a first terminal carrying tag information, a second terminal establishes a communication connection with the first terminal; the tag information stored in the first terminal is obtained through the communication connection, wherein the tag information includes the tag information of the first terminal and / or the newly added tag information obtained by the first terminal from other terminals; and the game resources matching the first terminal are obtained according to the tag information. This method realizes the dynamic combination of the first terminal and the game resources, expands the method of obtaining game resources by using the tag information of the terminal device, and improves the efficiency of game access. In addition, the newly added tag information stored in the first terminal also provides a basis for multiple users to interact with each other through the first terminals they carry, which can meet richer business needs in the game system and enhance the player experience.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method and device for acquiring game resources. Background Art

[0002] With the development of microelectronics technology, various chips are being embedded in more and more products to realize intelligent functions, such as memory chips, communication chips, and programmable logic processors.

[0003] In related technologies, for example, near-field communication (NFC) chips can be embedded in gaming peripherals to serve as electronic tags for product placement and payment. However, when users access gaming peripherals through devices like mobile phones and game consoles, they often have to go through a complex and cumbersome process, resulting in low access efficiency. Therefore, a solution is needed. Summary of the Invention

[0004] Multiple aspects of the present application provide a method and device for obtaining game resources, which are used to achieve dynamic integration of terminal devices and game resources, expand the method of obtaining game resources by using the tag information of the terminal device, and improve the efficiency of game access.

[0005] The present invention provides a method for obtaining game resources, including:

[0006] For the first terminal carrying the tag information, the second terminal establishes a communication connection with the first terminal;

[0007] Obtaining tag information stored in the first terminal through the communication connection, wherein the tag information includes tag information of the first terminal and / or newly added tag information obtained by the first terminal from other terminals;

[0008] Acquire game resources matching the first terminal according to the tag information.

[0009] The embodiment of the present application further provides a game resource acquisition device, comprising: a processor and a memory storing a computer program; the processor is configured to execute the computer program to:

[0010] For a first terminal carrying the tag information, establishing a communication connection with the first terminal;

[0011] Obtaining tag information stored in the first terminal through the communication connection, wherein the tag information includes tag information of the first terminal and / or newly added tag information obtained by the first terminal from other terminals;

[0012] Acquire game resources matching the first terminal according to the tag information.

[0013] An embodiment of the present application further provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the processor is enabled to implement each step in the above method embodiment.

[0014] In an embodiment of the present application, for a first terminal carrying tag information, a second terminal establishes a communication connection with the first terminal; the tag information stored in the first terminal is obtained through the communication connection, and the tag information includes the tag information of the first terminal and / or the newly added tag information obtained by the first terminal from other terminals; and the game resources matching the first terminal can be obtained based on the tag information. This method realizes the dynamic combination of the first terminal and the game resources, and uses the tag information stored in the first terminal to expand the method of obtaining game resources and improve the efficiency of game access. In addition, the newly added tag information stored in the first terminal also provides a basis for multiple users to interact with each other through the first terminals they carry, which can meet richer business needs in the game system and enhance the player experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0016] Figure 1 A schematic diagram of the structure of a game resource acquisition system provided in an embodiment of the present application;

[0017] Figure 2 A flowchart of a method for obtaining game resources provided in an embodiment of the present application;

[0018] Figure 3 A schematic diagram illustrating the principle of a method for acquiring game resources provided in an embodiment of the present application;

[0019] Figure 4 A schematic diagram of the structure of a game resource acquisition device provided in an embodiment of the present application;

[0020] Figure 5 A block diagram schematically illustrates a computer device / apparatus / system for implementing a method for obtaining game resources; and

[0021] Figure 6 The block diagram schematically shows a computer program product for implementing the game resource acquisition method. DETAILED DESCRIPTION

[0022] To make the purpose, technical solutions, and advantages of this application more clear, the technical solutions of this application will be clearly and completely described below in conjunction with the specific embodiments of this application and the corresponding drawings. Obviously, the embodiments described are only part of the embodiments of this application, not all of them. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of this application.

[0023] In response to the problem of chip resource waste in various peripheral products in the related art, the present application proposes a method and device for obtaining game resources. The specific technical solution is introduced below in conjunction with specific embodiments.

[0024] This embodiment provides a method and device for obtaining game resources. Figure 1 As shown, the game resource acquisition system 100 at least includes: a first terminal 10, a second terminal 20, and a server device 30.

[0025] In this embodiment, the first terminal 10 refers to a terminal device with data storage and communication capabilities, such as an NFC peripheral, a Bluetooth peripheral, or other smart peripherals (or smart peripheral devices). The embodiment of the present application does not limit the implementation form of the above-mentioned first terminal 10, as long as it can be used to send and receive data, it is applicable to the embodiment of the present application. For example, the implementation form of the first terminal 10 can be a card, doll, accessory, game peripheral model (such as a blind box model) with a built-in NFC module. Optionally, the first terminal 10 includes a game peripheral model carrying a communication chip, wherein the communication chip includes any one or more of a Bluetooth chip, an NFC chip, and a wifi chip. In addition, compared to the model carrying an electronic tag in the related art, the first terminal 10 of the present application has added a power supply module, a data storage module, and multiple communication modules, so as to meet the business needs in different scenarios. In fact, the first terminal 10 in the present application has stronger signal receiving and sending capabilities and data storage capabilities to support business needs in various scenarios. The specific functions of the first terminal 10 can be seen in the following embodiments.

[0026] In this embodiment, the second terminal 20 refers to a terminal device that can provide user behavior data, such as a mobile phone, tablet computer, game console, smart bracelet, smart home appliance, etc. The embodiment of the present application is not limited to the implementation form of the above-mentioned second terminal 20, and any device that can provide user behavior data is applicable to the embodiment of the present application.

[0027] In this embodiment, the server device 30 refers to a device for processing and storing data, such as a standalone server, server cluster, cloud server, or other device. In practical applications, the server device 30 includes but is not limited to an account server and / or an application server. The account server can serve as a unified user account interface, responsible for user and device authentication. Specifically, in the implementation of this application, the account server can be used to establish a binding relationship between a user and the first terminal 10, store this binding relationship, manage user status, manage terminal device status, and communicate with the second terminal 20 and the application server. For example, the account server's database is used to record the account information of each game account and the binding relationship with the tag information of the first terminal 10. Optionally, the tag information of the first terminal 10 can also be pre-stored in the account server. After the second terminal 20 scans the first terminal 10, the binding relationship establishment process is initiated to bind the pre-stored tag information to the user of the second terminal 20. The application server is also known as the game server, which implements game-related logic. The account server can be connected to one or more games, and different games correspond to different application servers. The account server can send the tag information bound to a user to the application server, which generates the corresponding game resource data and feeds it back to the game terminal (i.e., the second terminal 20). In fact, for a game, the account server is a unified entry server, and the application server is the specific server of each service.

[0028] Based on the first terminal, the second terminal, and the server introduced above, this application also provides a method for obtaining game resources. Figure 2 A flowchart of a method for obtaining game resources provided in an embodiment of the present application is shown in FIG. Figure 2 As shown, the method includes:

[0029] S1. For a first terminal carrying tag information, a second terminal establishes a communication connection with the first terminal;

[0030] S2. Obtaining tag information stored in the first terminal through a communication connection; wherein the tag information stored in the first terminal includes the tag information of the first terminal and / or newly added tag information obtained by the first terminal from other terminals;

[0031] S3. Acquire game resources matching the first terminal according to the tag information of the first terminal.

[0032] In this embodiment, game resources include, but are not limited to, game activities, game instances, weapons and equipment, props, appearance components, unknown user push information, and user behavior reward information. For example, unknown user push information may include match information with a matched unknown user. This match information refers to in-game battle information with the unknown user. Upon receiving this match information, the second terminal may display the unknown user's identifier and the match information. For example, user behavior reward information may include walking points earned by the user. This dynamic integration of game resources with the first terminal not only avoids wasting chip resources on the first terminal but also expands the ways to obtain game resources through the first terminal, meeting more diverse gaming needs and improving the player experience.

[0033] In this embodiment, the first terminal carrying the tag information is, for example, any one of a card, a doll, an ornament, or a game peripheral model (such as a blind box model) with a built-in NFC module.

[0034] The tag information stored in the first terminal includes, but is not limited to, the tag information of the first terminal and / or newly added tag information obtained by the first terminal from other terminals. Here, the other terminals can be terminal devices of the same type as the first terminal or terminal devices of a different type from the first terminal.

[0035] It is understandable that the tag information of the first terminal includes, but is not limited to, identification information of the first terminal and information about the game to which the first terminal belongs. For example, the game information to which the first terminal belongs includes at least one of the identification of the character to which the first terminal belongs, character skill information, character appearance information, character development information, and identification of the series of game characters to which the first terminal belongs. Taking the example of an NFC chip carried in the first terminal, the tag information of the first terminal can be implemented as NFC tag information. In fact, a unique electronic tag can be configured for the first terminal, and the electronic tag includes the identification of the game character corresponding to the first terminal, the game number to which it belongs, and the Bluetooth module and / or wireless module. That is, the electronic tag contains the model name, series name, unique number of the communication chip, etc. Similarly, the newly added tag information can be the tag information of other terminals. The tag information of other terminals is similar to the tag information of the first terminal described above and will not be repeated here.

[0036] In this embodiment, the first terminal provides a new storage method. Specifically, the first terminal can read and write data information stored in the EEPROM. The information storage method in the EEPROM is as follows: Figure 4 As shown. Figure 4The information storage area in the EEPROM can be divided into three areas, including a special data area, an information writing area, and an other person's tag information area. Among them, the special data area is used to store security information and device status information, and can be controlled by basic instructions in the CPU. The information writing area is an area in the EEPROM dedicated to writing information received by the communication module. The other person's tag information area is an area for writing tag information of other first terminals, specifically, it is used to interact with other first terminals and record the other party's electronic tag information. In actual applications, optionally, the special data area is an EEPROM directly under the CPU, and the size of the storage area can be around 1K. The information storage area includes but is not limited to the following information:

[0037] A personal credential code is a unique account identification code generated by the account server after the first terminal is bound to the account server. This code is used to associate the first terminal with the account server. Different first terminals bound to the same account will receive the same personal credential code.

[0038] Erase protection code: It cannot be written. It is the information set in the chip before leaving the factory. When executing the write or erase command, it will be modified and erased only after verifying that the code is correct.

[0039] Encrypted data code: It is non-writable and is information set when the chip leaves the factory. It is used to verify whether the instruction sent from the second terminal is sent by the server. This data can generate different data codes according to different series or batches.

[0040] Other electronic tag address: It is a physical address that records the blank space in the current EEPROM and can record other electronic tags. Each time an electronic tag is written, the address will be updated and the length of the tag will be added.

[0041] Has the account been bound? When binding with the account server for the first time, it will be written after the binding is successful. After that, it will only be read and will not be written again, nor will it accept the account binding command again.

[0042] Antenna switch status: automatically set to on when the first terminal is turned on by the switch. If it is on, the first terminal will send requests at a certain frequency.

[0043] Send your own electronic tag: If a device receives a request, and the antenna status is on and the account is bound, the device will automatically send its own electronic tag to the receiving device. This is off by default and can be enabled in the second terminal app.

[0044] Whether to record other people's electronic tags: If you accept a terminal and receive the electronic tag of the terminal, if this status is closed, it will not be received or written. It is closed by default and can be turned on in the application of the second terminal.

[0045] Whether application information can be written: If a terminal is accepted and a request to write information is received, if this status is closed, it will not be received or written. It is closed by default and can be enabled in the application of the second terminal.

[0046] Is there space for other electronic tags? If there is no space for other electronic tags, the status will be set to off and no electronic tags from other terminals will be accepted. It will be set to on again only after all other electronic tags are erased through the second terminal.

[0047] Is there any space left for the electronic tag you have sent? Same as other people's electronic tags.

[0048] It is worth noting that the above information can be stored in the information storage area to assist in implementing the various steps in the context embodiment.

[0049] The specific implementation of steps S1 to S3 is described below with reference to specific examples.

[0050] In step S1, the method for establishing the communication connection is not limited. For example, taking the first terminal as an NFC peripheral model and the second terminal as a smartphone as an example, the following methods can be used, but are not limited to: Method 1, after the first terminal enters the communication range of the second terminal, the first terminal can initiate a communication connection request with the second terminal, thereby triggering the communication connection establishment process between the first terminal and the second terminal, such as triggering the establishment of a communication connection between the first terminal and the second terminal by an NFC doll (i.e., the first terminal) and the smartphone with NFC communication (i.e., the second terminal); Method 2, after the first terminal enters the communication range of the second terminal, the second terminal actively initiates the communication connection establishment process between the first terminal and the second terminal, such as after the user enters the game in the smartphone (i.e., the second terminal), the smartphone actively scans for available NFC dolls (i.e., the first terminal) in the surrounding area.

[0051] In step S2, there is no limitation on the method of obtaining the tag information stored in the first terminal through the communication connection. For example, the second terminal may initiate a tag verification process. After verification, a tag information acquisition request may be sent to the first terminal to obtain the tag information stored in the first terminal. The tag information acquisition request includes a terminal identifier corresponding to the tag information to be obtained. In actual applications, the user may optionally select the first terminal from the terminal list searched by the second terminal and request to obtain the tag information stored in the first terminal. Alternatively, the first terminal may actively report the information after entering the signal reception range of the second terminal.

[0052] In step S3, the method for obtaining game resources matching the first terminal based on the tag information of the first terminal is not limited. For example, the following methods can be used, but are not limited to: Method 1: Obtain the level of the user bound to the first terminal based on the binding relationship, and select an activity that matches the current level from the lottery activities corresponding to the first terminal based on the user's level, and push it to the user. Method 2: Obtain the user information of the user bound to the first terminal based on the binding relationship, and select a game copy that matches the current user information from the selected game copies corresponding to the first terminal based on the user information, and push it to the user. This can enhance the game copy experience and provide users with a personalized game copy push experience. Method 3: Determine the type of the first terminal based on the binding relationship, and determine the game community to be displayed to the user based on the type of the first terminal. For example, if the first terminal is an NFC gaming peripheral model of the character a series, in this case, the user can be transferred to the community corresponding to character a so that users with similar interests can increase communication.

[0053] The following describes several optional application scenarios with specific examples.

[0054] Scenario 1: Unknown user interaction scenario

[0055] In this implementation, unknown users refer to other users who have not established a clear relationship with the current user, for example, users who have not added a friend relationship, or users who may be acquainted with the current user.

[0056] In step S2, the tag information stored in the first terminal is obtained through the communication connection. Optionally, the following tag information stored in the first terminal can be obtained: the tag information of the first terminal, the newly added tag information obtained by the first terminal from other terminals, and the status type corresponding to the newly added tag information.

[0057] In actual applications, the newly added tag information may be tag information of other terminals paired with the first terminal. Through the newly added tag information, the user bound to the other terminal can be queried in the server, thereby providing a basis for pairing unknown users.

[0058] Furthermore, in step S3, optionally, obtaining game resources matching the first terminal according to the tag information can be specifically implemented as follows: according to the newly added tag information and the tag processing strategy corresponding to the status type of the newly added tag information, obtaining users bound to other terminals as unknown users to be recommended from the game server; generating push information for recommending unknown users, and sending the push information to the user logged in to the second terminal.

[0059] In practical applications, push information includes one or a combination of the following: battle invitation information, team invitation information, friend recommendation information, and chat information. For example, through the battle invitation information, the user bound to the first terminal and the unknown user matched with the first terminal enter the same game scene to play against each other, thereby providing users with a new way to enter the game. Specifically, the first terminal sends the battle invitation information to the second terminal logged in by the unknown user, so that the second terminal can query the unknown user whether to accept the battle invitation. In this way, after the second terminal receives the battle invitation information and the unknown user accepts the battle invitation, it obtains the user information, battle venue identifier, and battle entry method of the participating users from the battle invitation information. Based on the above user information, battle venue identifier, and battle entry method, the corresponding game scene is displayed on the second terminal. For example, through the team invitation information, the user bound to the first terminal and the unknown user matched with the first terminal join the same team, thereby triggering a team game copy, thereby providing users with a new way to enter the copy. Specifically, the first terminal sends the team invitation information to the second terminal logged in by the unknown user, so that the second terminal can query the unknown user whether to accept the team invitation. In this way, after the second terminal receives the team invitation information and the unknown user accepts the team invitation, it obtains the user information and team formation method of the participating users from the team invitation information, generates a team formation request based on the user information and team formation method, and sends it to the server, so that the server establishes a team relationship between the participating users. In this way, by pushing information, the social methods in the game system can be enriched and the player experience can be improved.

[0060] Specifically, before S3, user pairing can be performed between the first terminals, and each terminal records the tag information of the unknown user to which it is paired (i.e., the newly added tag information). When the user bound to the first terminal logs in to the second terminal, the tag information of the unknown user recorded in the first terminal is transmitted to the server (e.g., account server, game server) through the second terminal. In fact, the user can carry a first terminal that has established a binding relationship with his own user account. In an offline scenario, if the first terminal detects another first terminal bound to a user account, the two terminals can send each other authorized user information, such as user identification, current location, current time, etc., so that the first terminal can temporarily record the user information of the other party and transmit it to the server side later. Thus, the tag information of the unknown user matched by the first terminal is recorded in the user account of the server, that is, the newly added tag information in the above steps and the tag processing strategy of the first terminal for these newly added tag information.

[0061] For example, in Figure 3In the interactive scenario shown, multiple first terminals can exchange tag information with each other and send each other's newly added tag information, tag processing strategy, and their own tag information to the server device, which is then stored in the user account bound to each first terminal.

[0062] The status type of the newly added tag information includes, but is not limited to, any of the following: cooperative, confrontational, and custom statuses. The cooperative status can be attached when sending an electronic tag to indicate the cooperative attitude of the first terminal. The confrontational status can be attached when sending an electronic tag to indicate the confrontational attitude of the first terminal. For example, when first terminal 1 sends its electronic tag to first terminal 2, it also sends the corresponding status type to first terminal 2, indicating whether first terminal 1 is cooperative or confrontational with second terminal 2. Thus, when there are multiple first terminals, first terminal 2 records the electronic tags and corresponding status types of multiple other first terminals. For first terminals recorded as cooperative, first terminal 2 can initiate further interactions in the game, such as teaming up, adding friends, checking in on other players, or other forms of interaction. For first terminals recorded as confrontational, first terminal 2 cannot initiate further interactions in the game or establish a communication connection with a first terminal in confrontational status. In other words, the cooperative status indicates that the user bound to first terminal 1 allows further interaction with other terminal users, while the confrontational status indicates that the user bound to first terminal 1 does not want to be recognized or disturbed by other terminal users.

[0063] In addition, a custom status is also provided. The custom status can be attached when sending an electronic tag to indicate the attitude of the first terminal in a custom scenario. For example, the custom status allows other terminal users to further interact in certain scenarios. Specifically, it can allow team formation, or it can allow viewing user names and adding methods. Other forms of interaction are also possible and are not limited here.

[0064] In actual applications, the cooperative state, confrontation state, and custom state can optionally be set in the account management of the first terminal. For example, the above-mentioned attitude is set on the last 2 bits of the first terminal and sent to the other terminal when interacting with other terminals. In fact, the above-mentioned state can be stored in the state table of the first terminal, which contains multiple states, each of which is a 1-bit Boolean value. The above-mentioned attitude can be read in real time by the CPU during the execution of various functions, with a total of 1 byte (8 bits). Of course, in some embodiments, the authorization status of user information can also be set by the tag processing policy. For example, if it is in the confrontation state, all user information in the first terminal is not authorized to be sent to the other party. If it is in the cooperative state, some preset user information in the first terminal can be sent to the other party.

[0065] For example, assuming that the tag processing strategy includes a cooperative state and a confrontation state for the newly added tag information, in the above steps, according to the newly added tag information and the tag processing strategy corresponding to the state type of the newly added tag information, obtaining users bound to other terminals from the game server as unknown users to be recommended can be implemented as follows:

[0066] Determine the status type of the newly added tag information; when it is determined that the status type of the newly added tag information is a cooperative state, obtain users bound to other terminals from the game server as unknown users to be recommended; when it is determined that the status type of the newly added tag information is a confrontational state, instruct the first terminal to delete the newly added tag information.

[0067] In this embodiment, by adding user information, the interaction strategy between the first terminal and other terminals can be enriched, further expanding the gameplay and improving the gaming experience. At the same time, the tag processing strategy can lower the authorization threshold for user information, thus providing a basis for unknown user interaction scenarios.

[0068] Scenario 2: Game Function Interaction Scenario

[0069] In step S3, optionally, obtaining game resources matching the first terminal according to the tag information may be specifically implemented as follows:

[0070] The tag information of the first terminal is transmitted to the account server through the second terminal, so that the account server can establish a binding relationship between the users of the first terminal and the second terminal based on the tag information; and the game resources corresponding to the first terminal are displayed in the second terminal logged in by the user based on the binding relationship.

[0071] In the above steps, first, the tag information of the first terminal is transmitted to the account server via the second terminal, so that the account server can establish a binding relationship between the users of the first terminal and the second terminal according to the tag information.

[0072] This embodiment does not limit the method for establishing the binding relationship between the first terminal and the user. Specifically, the first terminal 10 may be bound to a corresponding user account through registration on the first terminal, or the user account may be proactively specified when uploading tag information to the account server. Regardless of the method, the key is to transmit the tag data to the account server, thereby providing a foundation for the subsequent establishment of the binding relationship between the first terminal and the user.

[0073] Furthermore, in an optional implementation, the game resources corresponding to the first terminal are displayed in the second terminal logged in by the user according to the binding relationship, specifically:

[0074] The virtual character type corresponding to the first terminal is obtained from the account server according to the binding relationship; the game resources corresponding to the first terminal are determined according to the correspondence between the game resources and the virtual character types; and the game resources are displayed in the second terminal logged in by the user.

[0075] Specifically, assuming the virtual character type corresponding to the first terminal is a pet character, the pet character corresponding to the first terminal is retrieved from the account server based on the binding relationship. Based on the correspondence between game resources and virtual character types, the corresponding game resources for the pet character, such as pet appearance and pet skills, are determined. Furthermore, the game effects corresponding to the pet character are displayed on the second terminal logged in by the user.

[0076] Scenario 3: Interaction scenario based on user behavior

[0077] Still taking the above steps corresponding to step S3 as an example, in the above steps, another optional embodiment of displaying the game resources corresponding to the first terminal in the second terminal logged in by the user according to the binding relationship is as follows:

[0078] The user behavior data of the first terminal is obtained from the account server based on the binding relationship. The user behavior data is stored in the account server by the public device after the first terminal interacts with the public device. The user behavior data corresponds to the game resources in the game; the game resources corresponding to the user behavior data are displayed in the second terminal where the user logs in.

[0079] In the above steps, the process of obtaining the user behavior data of the first terminal from the account server according to the binding relationship can be implemented as: obtaining the verification operation data of the first terminal on the public device.

[0080] Furthermore, the process of displaying the game resources corresponding to the user behavior data in the second terminal where the user logs in can be implemented as follows: responding to the user login instruction of the second terminal, determining the game resources corresponding to the verification operation data, and displaying the game resources in the display interface of the second terminal.

[0081] Taking an exhibition as an example, suppose that public equipment with NFC communication capabilities is set up at the exhibition. Assume that the public equipment is multiple game check-in points connected to the server. Assume that the first terminal is an NFC game peripheral model carried by the user. Based on this, the user uses the NFC game peripheral model to check in at various game check-in points at the exhibition. Specifically, the NFC game peripheral model is connected to the game check-in point, and the verification operation is completed. The game opening point then uploads the verified NFC game peripheral model identifier and check-in information to the user account bound to the NFC game peripheral model.

[0082] Assuming that the number of check-ins for the NFC gaming peripheral model exceeds a set threshold, a corresponding reward can be obtained. In this case, the server detects whether the number of check-ins recorded in the user account has reached the set threshold. If so, the corresponding reward (i.e., the game resources corresponding to the verified operation data) is issued to the user account. Thus, when the user logs in to the second terminal, they can obtain the reward issued by the server based on the user account and display the corresponding game effect of the reward on the display interface of the second terminal.

[0083] In this embodiment, the game effects corresponding to the rewards include, but are not limited to, game activities, game dungeons, weapons and equipment, props, appearance components, coupons, and event tickets. In addition, virtual scenes related to the rewards can also be pushed. For example, if the reward is a dragon, the corresponding dragon summoning scene can be pushed to the user.

[0084] Still using the competition as an example, let's assume that public devices with NFC communication capabilities are set up during the competition. Let's assume that the public devices are multiple competition check-in points connected to the server. Let's assume that the first terminal is an NFC gaming peripheral model carried by the user, and let's assume that the NFC gaming peripheral model stores walking data collected by a smart bracelet.

[0085] Based on the above assumptions, users also use the NFC gaming peripheral model to check in at various check-in points during the competition. Specifically, the NFC gaming peripheral model connects to the check-in point, completes the verification operation, and the game opening point uploads the verified NFC gaming peripheral model identifier and walking data to the user account associated with the NFC gaming peripheral model. Subsequently, users can be rewarded based on their walking data. The similarities with the above example are not repeated here.

[0086] In this embodiment, user behavior data can be used to clarify the interaction intent between the first terminal and the public device, thereby providing corresponding game resources to the user associated with the first terminal, further expanding gameplay and enhancing the gaming experience. Furthermore, transmitting authorization information through the first terminal avoids the leakage of user privacy data that would be caused by directly using the second terminal, further ensuring the security of user information.

[0087] It should be noted that the execution entity of each step of the method provided in the above embodiment can be the same device, or the method can be executed by different devices. For example, the execution entity of steps S1 to S3 can be device A; for another example, the execution entity of steps S1 and S2 can be device A, and the execution entity of step S3 can be device B; and so on.

[0088] In addition, some of the processes described in the above embodiments and the accompanying drawings include multiple operations that appear in a specific order, but it should be clearly understood that these operations may not be executed in the order in which they appear in this article or may be executed in parallel. The sequence numbers of the operations, such as S1, S2, etc., are only used to distinguish between different operations, and the sequence numbers themselves do not represent any execution order. In addition, these processes may include more or fewer operations, and these operations may be executed in sequence or in parallel. It should be noted that the descriptions of "first", "second", etc. in this article are used to distinguish different messages, devices, modules, etc., and do not represent the order of precedence, nor do they limit "first" and "second" to different types.

[0089] The embodiment of the present application also provides a game resource acquisition device, Figure 4 This is a schematic diagram of the structure of an embodiment of the present application, such as Figure 4 As shown, the game resource acquisition device includes: a processor 41 and a memory 42 storing a computer program; wherein, the processor 41 and the memory 42 can be one or more.

[0090] Memory 42 is primarily used to store computer programs. These computer programs are executable by processor 41, causing processor 41 to control the game resource acquisition device to implement corresponding functions, actions, or tasks. In addition to storing computer programs, memory 42 can also be configured to store various other data to support operations on the game resource acquisition device. Examples of such data include instructions for any application or method operating on the game resource acquisition device.

[0091] The memory 42 can be implemented by any type of volatile or non-volatile memory device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk.

[0092] In the embodiment of the present application, the implementation form of the processor 41 is not limited, and it can be, for example, but not limited to, a CPU, a GPU, or an MCU. The processor 41 can be regarded as a control system of the game resource acquisition device, which can be used to execute the computer program stored in the memory 42 to control the game resource acquisition device to achieve corresponding functions and complete corresponding actions or tasks. It is worth noting that depending on the implementation form of the game resource acquisition device and the different scenarios in which it is located, the functions, actions, or tasks to be achieved will be different; accordingly, the computer programs stored in the memory 42 will also be different, and the processor 41 executing different computer programs can control the game resource acquisition device to achieve different functions and complete different actions or tasks.

[0093] In some optional embodiments, such as Figure 4 As shown, the game resource acquisition device may further include: a communication component 43, a display 44, an audio component 45, a power supply component 46 and other components. Figure 4 Only some components are shown schematically, which does not mean that the game resource acquisition device only includes Figure 4 The components shown are as follows. According to different application requirements, the game resource acquisition device may further include other components, which may depend on the product form of the game resource acquisition device.

[0094] In an embodiment of the present application, when the processor 41 executes the computer program in the memory 42, it is used to: establish a communication connection with a first terminal carrying tag information; obtain tag information stored in the first terminal through the communication connection, wherein the tag information includes the tag information of the first terminal and / or the newly added tag information obtained by the first terminal from other terminals; and obtain game resources matching the first terminal based on the tag information.

[0095] In an optional embodiment, the first terminal further stores user information of the other terminal, and the user information of the other terminal includes the status type of the newly added tag information.

[0096] When the processor 41 obtains game resources matching the first terminal according to the tag information, it is used to: obtain the user bound to the other terminal as the unknown user to be recommended from the game server according to the newly added tag information and the tag processing strategy corresponding to the status type of the newly added tag information; generate push information for recommending the unknown user, and send the push information to the user logged in to the second terminal.

[0097] In an optional embodiment, the tag processing strategy includes any one of a cooperative state and a confrontation state for the newly added tag information.

[0098] When the processor 41 obtains the user bound to the other terminal as the unknown user to be recommended from the game server according to the newly added tag information and the tag processing strategy corresponding to the status type of the newly added tag information, it is configured to:

[0099] Determine the status type of the newly added tag information;

[0100] When determining that the status type of the newly added tag information is a cooperative status, obtaining the user bound to the other terminal from the game server as an unknown user to be recommended;

[0101] When it is determined that the state type of the newly added label information is a confrontation state, the first terminal is instructed to delete the newly added label information.

[0102] In an optional embodiment, the push information includes one or a combination of the following: battle invitation information, team invitation information, friend recommendation information, and chat information.

[0103] In an optional embodiment, when the processor 41 obtains the game resources matching the first terminal according to the tag information, it is configured to:

[0104] transmitting the tag information of the first terminal to the account server through the second terminal, so that the account server establishes a binding relationship between the users of the first terminal and the second terminal according to the tag information;

[0105] The game resources corresponding to the first terminal are displayed in the second terminal logged in by the user according to the binding relationship.

[0106] In an optional embodiment, when displaying the game resources corresponding to the first terminal in the second terminal logged in by the user according to the binding relationship, the processor 41 is configured to:

[0107] Obtaining the virtual character type corresponding to the first terminal from the account server according to the binding relationship;

[0108] Determining the game resources corresponding to the first terminal according to the correspondence between the game resources and the virtual character types;

[0109] The game resources are displayed in the second terminal where the user logs in.

[0110] In an optional embodiment, when displaying the game resources corresponding to the first terminal in the second terminal logged in by the user according to the binding relationship, the processor 41 is configured to:

[0111] Obtaining user behavior data of the first terminal from the account server according to the binding relationship, wherein the user behavior data is stored in the account server by the public device after the first terminal interacts with the public device, and the user behavior data corresponds to game resources in the game;

[0112] The game resources corresponding to the user behavior data are displayed in the second terminal where the user logs in.

[0113] In an optional embodiment, when the processor 41 obtains the user behavior data of the first terminal from the account server according to the binding relationship, it is configured to: obtain verification operation data of the first terminal on the public device.

[0114] When displaying the game resources corresponding to the user behavior data in the second terminal where the user logs in, the processor 41 is used to: respond to the user login instruction of the second terminal, determine the game resources corresponding to the verification operation data, and display the game resources in the display interface of the second terminal.

[0115] In an optional embodiment, the game resources include any one or a combination of the following: game activities, game copies, weapons and equipment, props, appearance components, unknown user push information, and user behavior reward information.

[0116] Accordingly, an embodiment of the present application further provides a computer-readable storage medium storing a computer program, which, when executed, can implement the steps that can be performed by the game resource acquisition device in the above method embodiment.

[0117] above Figure 4 The communication component is configured to facilitate wired or wireless communication between the device where the communication component is located and other devices. The device where the communication component is located can access a wireless network based on a communication standard, such as WiFi, 2G, 3G, 4G / LTE, 5G and other mobile communication networks, or a combination thereof. In an exemplary embodiment, the communication component receives a broadcast signal or broadcast-related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component also includes a near field communication (NFC) module to facilitate short-range communication. For example, the NFC module can be implemented based on radio frequency identification (RFID) technology, infrared data association (IrDA) technology, ultra-wideband (UWB) technology, Bluetooth (BT) technology and other technologies.

[0118] above Figure 4 The display in the embodiment includes a screen, which may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen may be implemented as a touch screen to receive input signals from a user. The touch panel includes one or more touch sensors to sense touches, slides, and gestures on the touch panel. The touch sensor may not only sense the boundaries of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation.

[0119] above Figure 4 The power supply component in a device provides power to various components of the device in which the power supply component is located. The power supply component may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power to the device in which the power supply component is located.

[0120] above Figure 4The audio component in the device may be configured to output and / or input audio signals. For example, the audio component includes a microphone (MIC), and when the device where the audio component is located is in an operating mode, such as a call mode, a recording mode, and a voice recognition mode, the microphone is configured to receive an external audio signal. The received audio signal may be further stored in a memory or sent via a communication component. In some embodiments, the audio component also includes a speaker for outputting audio signals.

[0121] The device embodiments described above are merely illustrative, wherein the modules described as separate components may or may not be physically separate. Some or all of the modules may be selected based on actual needs to achieve the objectives of the present embodiment. Persons of ordinary skill in the art will be able to understand and implement the present invention without inventive effort.

[0122] As needed, the systems, methods, and devices of the various embodiments of the present invention can be implemented as pure software (such as a software program written in Java), as pure hardware (such as a dedicated ASIC chip or FPGA chip), or as a system that combines software and hardware (such as a firmware system that stores fixed code or a system with a general-purpose memory and processor).

[0123] Another aspect of the present invention is a computer-readable medium having computer-readable instructions stored thereon, which, when executed, can implement the game resource acquisition method of various embodiments of the present invention.

[0124] The various component embodiments of the present invention can be implemented in hardware, or implemented in a software module running on one or more processors, or implemented in a combination thereof. Those skilled in the art will appreciate that a microprocessor or digital signal processor (DSP) can be used in practice to implement some or all of the functions of some or all of the components in the game resource acquisition device according to an embodiment of the present invention. The present invention can also be implemented as a program / instruction (e.g., computer program / instruction and computer program product) for executing a part or all of the equipment or device of the method described herein. Such a program / instruction realizing the present invention can be stored in a computer-readable medium, or can exist in the form of one or more signals, and such a signal can be downloaded from an Internet website, or provided on a carrier signal, or provided in any other form.

[0125] Computer-readable media include permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. The information can be computer-readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic disk storage, quantum memory, graphene-based storage media or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device.

[0126] Figure 5 A computer device / apparatus / system that can implement the method for obtaining game resources according to the present invention is schematically shown. The computer device / apparatus / system includes a processor 510 and a computer-readable medium in the form of a memory 520. The memory 520 is an example of a computer-readable medium and has a storage space 530 for storing a computer program / instruction 531. When the computer program / instruction 531 is executed by the processor 510, the various steps of the method for obtaining game resources described above can be implemented.

[0127] Figure 6 The block diagram of a computer program product for implementing the method according to the present invention is schematically shown. The computer program product comprises a computer program / instruction 610, which is executed by a computer such as Figure 5 When executed by a processor such as the processor 510 shown, each step of the game resource acquisition method described above can be implemented.

[0128] While the foregoing description of specific embodiments of this specification is intended to encompass all other embodiments within the scope of the appended claims, in some cases, the actions or steps recited in the claims may be performed in a different order than that described in the embodiments and still achieve the desired results. Furthermore, the processes depicted in the accompanying drawings do not necessarily need to follow the specific order or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also feasible or advantageous.

[0129] It should also be noted that the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, commodity, or apparatus that includes a series of elements includes not only those elements but also other elements not explicitly listed, or includes elements inherent to such process, method, commodity, or apparatus. In the absence of further limitations, an element defined by the phrase "comprises a ..." does not exclude the presence of other identical elements in the process, method, commodity, or apparatus that includes the element.

[0130] It should be understood that the above embodiments are merely illustrative of the present invention and are not intended to limit the present invention. Those skilled in the art may also implement the present invention in other ways without departing from the basic spirit and characteristics of the present invention. The scope of the present invention shall be determined by the appended claims, and any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of one or more embodiments of this specification shall be encompassed.

Claims

1. A method for acquiring game resources, characterized in that: include: For the first terminal carrying the tag information, the second terminal establishes a communication connection with the first terminal; Obtain tag information stored in the first terminal through the communication connection, wherein the tag information includes tag information of the first terminal and newly added tag information obtained by the first terminal from other terminals; the newly added tag information is user pairing between the first terminal and other terminals, and records tag information of the paired unknown user; wherein, the user pairing includes: the first terminal is a terminal carried by the user, and the first terminal has established a binding relationship with the user account of the user. In an offline scenario, the first terminal detects another first terminal bound to a user account, sends authorized user information to each other, temporarily records the user information of the other party, and subsequently transmits it to the server to record the tag information of the unknown user matched by the first terminal in the user account of the server; wherein, the authorized user information of the first terminal refers to the user information of the user, and the authorized user information of another first terminal bound to a user account refers to the user information of the unknown user; obtain game resources matching the first terminal according to the tag information.

2. The method according to claim 1, characterized in that The first terminal further stores user information of the other terminal, where the user information of the other terminal includes the status type of the newly added tag information; The acquiring of game resources matching the first terminal according to the tag information includes: According to the newly added tag information and a tag processing strategy corresponding to the status type of the newly added tag information, obtaining the user bound to the other terminal from the game server as the unknown user to be recommended; Generate push information for recommending the unknown user, and send the push information to the user who logs in to the second terminal.

3. The method according to claim 2, characterized in that The state type of the newly added tag information includes any one of a cooperative state and a confrontation state; According to the newly added tag information and a tag processing strategy corresponding to the status type of the newly added tag information, obtaining the user bound to the other terminal from the game server as the unknown user to be recommended includes: Determine the status type of the newly added tag information; When determining that the status type of the newly added tag information is a cooperative status, obtaining the user bound to the other terminal from the game server as an unknown user to be recommended; When it is determined that the state type of the newly added label information is a confrontation state, the first terminal is instructed to delete the newly added label information.

4. The method according to claim 2, characterized in that The push information includes one or a combination of the following: battle invitation information, team invitation information, friend recommendation information, and chat information.

5. The method according to claim 1, wherein The acquiring of game resources matching the first terminal according to the tag information includes: transmitting the tag information of the first terminal to the account server through the second terminal, so that the account server establishes a binding relationship between the users of the first terminal and the second terminal according to the tag information; The game resources corresponding to the first terminal are displayed in the second terminal logged in by the user according to the binding relationship.

6. The method according to claim 5, characterized in that The displaying of the game resources corresponding to the first terminal in the second terminal logged in by the user according to the binding relationship includes: Obtaining the virtual character type corresponding to the first terminal from the account server according to the binding relationship; Determining the game resources corresponding to the first terminal according to the correspondence between the game resources and the virtual character types; The game resources are displayed in the second terminal where the user logs in.

7. The method according to claim 5, characterized in that The displaying of the game resources corresponding to the first terminal in the second terminal logged in by the user according to the binding relationship includes: Obtaining user behavior data of the first terminal from the account server according to the binding relationship, wherein the user behavior data is stored in the account server by the public device after the first terminal interacts with the public device, and the user behavior data corresponds to game resources in the game; The game resources corresponding to the user behavior data are displayed in the second terminal where the user logs in.

8. The method according to claim 7, characterized in that The obtaining the user behavior data of the first terminal from the account server according to the binding relationship includes: Acquiring verification operation data of the first terminal on the public device; The displaying of game resources corresponding to the user behavior data in the second terminal logged in by the user includes: In response to a user login instruction from the second terminal, game resources corresponding to the verification operation data are determined, and the game resources are displayed on a display interface of the second terminal.

9. The method according to any one of claims 1 to 8, characterized in that: The game resources include any one or a combination of the following: game activities, game copies, weapons and equipment, props, appearance components, unknown user push information, and user behavior reward information.

10. A game resource acquisition device, characterized in that: include: a processor and a memory storing a computer program; The processor is configured to execute the computer program to: For a first terminal carrying the tag information, establishing a communication connection with the first terminal; Obtaining tag information stored in the first terminal through the communication connection, wherein the tag information includes tag information of the first terminal and newly added tag information obtained by the first terminal from other terminals; the newly added tag information is the user pairing of the first terminal with other terminals, and recording of tag information of the paired unknown user; wherein, the user pairing includes: the first terminal is a terminal carried by the user, and the first terminal has established a binding relationship with the user account of the user, in an offline scenario, the first terminal detects another first terminal bound to a user account, sends authorized user information of itself to each other, temporarily records the user information of the other party, and subsequently transmits it to the server to record the tag information of the unknown user matched by the first terminal in the user account of the server; wherein, the authorized user information of the first terminal refers to the user information of the user, and the authorized user information of the other first terminal bound to a user account refers to the user information of the unknown user; Acquire game resources matching the first terminal according to the tag information.