Value transfer management method and device between virtual items
By dividing the value of virtual currency into cash and subsidy amounts, the problem of distinguishing between user top-ups and platform-gifted virtual currency is solved, enabling accurate transfer and accounting of the value of virtual items and optimizing financial accounting.
Patent Information
- Application Number
- CN202411819771.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-11
- Publication Date
- 2025-01-07
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing technology cannot effectively distinguish between virtual currency recharged by users and virtual currency given away by the platform, resulting in inaccurate allocation of revenue and costs in financial accounting.
The value of virtual currency is divided into cash and subsidy amounts, which are obtained through user top-ups and platform gifts. These are recorded separately, and the cash and subsidy amounts of gifts are calculated when virtual currency is redeemed for gifts, ensuring the accuracy of the game platform's financial accounting.
It enables accurate transfer and accounting of the value of virtual items, saves financial accounting costs, improves the visibility of revenue and costs, and optimizes business needs.
Smart Images

Figure CN119258537A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of virtual item technology, and in particular to a method and device for managing value transfer between virtual items. Background Art
[0002] Since there are two sources of user virtual currency, which correspond to the platform's income (currency recharge) and subsidies (platform gifts), it is necessary to distinguish between these two sources of virtual currency and transfer them to the corresponding gifts and tokens when exchanging gifts or playing games. Only when virtual currency, gifts, and tokens are used can the respective proportions of income and subsidies in this consumption be confirmed. This solves the problem that financial accounting income cannot distinguish between user recharge and platform gift costs. Summary of the invention
[0003] The purpose of the present invention is to provide a method and device for managing value transfer between virtual items to improve the above-mentioned problems.
[0004] In order to achieve the above objectives, the present application provides the following technical solutions: On the one hand, an embodiment of the present application provides a method for managing value transfer between virtual items, the method comprising: The value of virtual currency owned by the user is divided into cash amount and subsidy amount according to the channel of obtaining virtual currency, among which the value of virtual currency obtained by user recharge is recorded as cash amount, and the value of virtual currency given by the game platform is recorded as subsidy amount; When users use virtual currency to redeem gifts, the cash amount and subsidy amount contained in the gift are calculated based on the corresponding value of the gift and the time when the gift was produced. After the gift is used by the user, the cash amount contained in the gift is used as the income of the game platform, and the subsidy amount contained in the gift is used as the cost of the game platform, so as to help the financial personnel of the game platform to perform cost and income accounting.
[0005] In a second aspect, an embodiment of the present application provides a value transfer management device between virtual items, the device comprising: A division module, used to divide the value of the virtual currency owned by the user into a cash amount and a subsidy amount according to the channel through which the virtual currency is obtained, wherein the value of the virtual currency obtained through user recharge is recorded as the cash amount, and the value of the virtual currency given by the game platform is recorded as the subsidy amount; The accounting module is used to calculate the cash amount and subsidy amount contained in the gift according to the corresponding value of the gift and the time when the gift is produced when the user uses virtual currency to redeem the gift. After the gift is used by the user, the cash amount contained in the gift is used as the income of the game platform, and the subsidy amount contained in the gift is used as the cost of the game platform, so as to help the financial personnel of the game platform to perform cost and income accounting.
[0006] In a third aspect, an embodiment of the present application provides a value transfer management device between virtual items, the device comprising a memory and a processor. The memory is used to store a computer program; the processor is used to implement the steps of the value transfer management method between virtual items when executing the computer program.
[0007] In a fourth aspect, an embodiment of the present application provides a readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the above-mentioned method for managing value transfer between virtual items are implemented.
[0008] The beneficial effects of the present invention are: The present invention distinguishes the cost of virtual currency. When the internal virtual items circulate, the value circulates at the same time, which is convenient for the final accounting of income and cost; it saves time and energy for financial accounting costs; it enables each business to intuitively see the income and cost ratio under its own business, and then optimize subsequent needs. The present invention divides the virtual currency of the user into cash and subsidies, corresponding to different sources. When the user redeems gifts or plays games in the store, the value of the virtual currency is transferred to the corresponding items, and the income is confirmed when the items are consumed. The problem that financial accounting income cannot distinguish between user recharges and platform gift costs is solved. Other features and advantages of the present invention will be explained in the subsequent description, and part of them will become obvious from the description, or be understood by implementing the embodiments of the present invention. The purposes and other advantages of the present invention can be achieved and obtained through the structures specifically pointed out in the written description, claims, and drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for use in the embodiments are briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without creative work.
[0010] Figure 1 is a flow chart of a method for managing value transfer between virtual items in an embodiment of the present invention; Figure 2is a schematic diagram of the structure of a value transfer management device between virtual items in an embodiment of the present invention; Figure 3 It is a schematic diagram of the structure of the value transfer management device between virtual items described in an embodiment of the present invention. DETAILED DESCRIPTION
[0011] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, rather than all of the embodiments. The components of the embodiments of the present invention generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present invention provided in the drawings is not intended to limit the scope of the claimed invention, but merely represents selected embodiments of the present invention. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of the present invention.
[0012] It should be noted that similar reference numerals or letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in the subsequent drawings. At the same time, in the description of the present invention, the terms "first", "second", etc. are only used to distinguish the description and cannot be understood as indicating or implying relative importance.
[0013] Example 1 like Figure 1 As shown, this embodiment provides a method for managing value transfer between virtual items, which includes step S1 and step S2.
[0014] Step S1: Divide the value of the virtual currency owned by the user into a cash amount and a subsidy amount according to the channel through which the virtual currency is obtained, wherein the value of the virtual currency obtained through user recharge is recorded as the cash amount, and the value of the virtual currency given by the game platform is recorded as the subsidy amount; This step can be understood as follows: if there is a preset exchange relationship between virtual currency and RMB, that is, the value of 1 virtual currency is 1 yuan, if the user obtains 500 virtual currencies by recharging 300 yuan and the platform giving away, the value of these 500 virtual currencies is 500 yuan, then the cash amount of the value of these 500 virtual currencies is 300 yuan, and the subsidy amount is 200 yuan; at the same time, in this step, the virtual currency given by the game platform can be understood as: when the user completes certain tasks while playing games on the game platform, the game platform will give virtual currency; Step S2: When a user uses virtual currency to redeem a gift, the cash amount and subsidy amount contained in the gift are calculated according to the corresponding value of the gift and the time when the gift is produced. After the gift is used by the user, the cash amount contained in the gift is used as the income of the game platform, and the subsidy amount contained in the gift is used as the cost of the game platform, so as to help the financial personnel of the game platform to perform cost and income accounting.
[0015] In this step, when the user uses virtual currency to exchange gifts, the cash amount and subsidy amount included in the gift are calculated according to the value of the gift and the time when the gift is produced. Three cases are divided to calculate the cash amount and subsidy amount corresponding to the gift. The specific steps include step S21, step S22 and step S23; Step S21: When a user spends virtual currency to purchase a gift of equal value, the cash amount and subsidy amount corresponding to the virtual currency are used as the cash amount and subsidy amount included in the gift, respectively.
[0016] This step can be understood as: through step S1, the cash amount and subsidy amount of the value of the virtual currency owned by the user can be known; if the user has a total of 500 virtual coins, the user spends 500 yuan of virtual coins to buy a gift of equal value of 500 yuan in the store of the game platform. The cash amount corresponding to the 500 yuan of virtual coins is 300 yuan, and the subsidy amount is 200 yuan. Then the cash amount included in the gift is 300 yuan, and the subsidy amount is 200 yuan. If the user has a total of 500 virtual coins, a cash amount of 300 yuan, and a subsidy amount of 200 yuan, and the user spends 400 yuan worth of virtual coins to buy a gift of equal value of 400 yuan in the store of the game platform, the cash amount and subsidy amount corresponding to the 400 yuan worth of virtual coins will be automatically calculated. The specific calculation method is step S211: The value of the virtual currency spent * the ratio of the corresponding cash amount in the total value of the virtual currency to the total value of the virtual currency = the corresponding cash amount in the virtual currency spent, the value of the virtual currency spent * the ratio of the corresponding subsidy amount in the total value of the virtual currency to the total value of the virtual currency = the corresponding subsidy amount in the virtual currency spent; that is, the cash amount: 400*(300 / 500)=240 yuan, the subsidy amount: 400*(200 / 500)=160 yuan, then the cash amount included in the gift is 240 yuan, and the subsidy amount is 160 yuan; Step S22: In a game scenario where T users participate in a time-limited game together and each user needs to invest M virtual coins, and after the game ends, one or more gifts are produced and the value of the produced gifts is equal to the value of T*M virtual coins, the cash amount and subsidy amount contained in each gift are calculated according to the number of gifts produced, wherein when one gift is produced, the cash amount and subsidy amount corresponding to the T*M virtual coins are directly used as the cash amount and subsidy amount contained in the gift respectively; when N gifts are produced in chronological order, N is an integer greater than 1, and when calculating the first N-1 gifts, for each gift, the subsidy amount corresponding to the T*M virtual coins is used as the cash amount and subsidy amount contained in the gift respectively. The ratio of the value of the virtual currency given for each gift to the value of T*M virtual coins is taken as the subsidy ratio, the subsidy amount contained in each gift is multiplied by the subsidy ratio, and the cash amount contained in each gift is deducted from the value of the virtual currency given for each gift. When calculating the Nth gift, the subsidy amount corresponding to T*M virtual coins is deducted from the total subsidy amount corresponding to the first N-1 gifts to obtain the subsidy amount contained in the Nth gift, and the cash amount contained in the Nth gift is deducted from the value of the virtual currency given for the Nth gift to obtain the subsidy amount contained in the Nth gift. T is an integer greater than or equal to 2 and less than or equal to 10, and M is a positive integer.
[0017] In this step, T can be 4, 5, 8, etc., for example; the time limit can range from a few minutes to a few hours; when the gifts are produced in this step, the corresponding virtual currency of each gift will be given at the same time. For example, if the virtual currency given for gift 1 is 10, then the value of gift 1 can also be calculated immediately, that is, 100 yuan (assuming that the value of 1 virtual currency is 1 yuan); At the same time, this step can be understood as: If there are 5 users playing a time-limited game together, and each of them invests 100 virtual coins, then the investment in this game is 500 virtual coins, which is worth 500 yuan (assuming that the value of a virtual coin is 1 yuan). After the game is over, if a gift worth 500 yuan is produced, if the corresponding cash amount of the 500 virtual coins invested is 333 yuan, and the subsidy amount is 167 yuan (the method in step S211 can be used to calculate the cash amount and subsidy amount corresponding to the virtual coins invested by each person, and all cash amounts are added together to obtain the cash amount corresponding to all virtual coins, and all subsidy amounts are added together to obtain the subsidy amount corresponding to all virtual coins), then the cash amount contained in the produced gift is 333 yuan, and the subsidy amount contained is 167 yuan; If multiple gifts are produced, take 3 gifts as an example, namely L, P, and J, with values of 100 virtual coins, 200 virtual coins, and 200 virtual coins.
[0018] The cash amount and subsidy amount included in each gift are calculated according to the subsidy ratio (167 / 500=0.334). When calculating the subsidy ratio, retain up to three decimal places, and round up when calculating the subsidy amount according to the subsidy ratio.
[0019] L: Subsidy amount = 100*0.334 = 33, cash amount = 100-33 = 67 P: Subsidy amount = 200*0.334 = 66, cash amount = 200-66 = 134 J: Subsidy amount = 167-33-66 = 68, cash amount = 200-68 = 132 When calculating J's gift, boundary processing is required, subtracting the subsidy amount of other gifts from the total subsidy to prevent the sum of the subsidy amounts of all gifts from being equal to the total subsidy amount.
[0020] Step S23, in a game scenario where B users participate in a game with no time limit, and each user needs to invest virtual coins, and after investing virtual coins, the user receives gifts during the game, and the time and value of each gift are different; the virtual coins invested by the user are exchanged into tokens of equal value, and a value pool is constructed. The value pool includes six parameters, namely, cash account inflow, cash account outflow, subsidy account inflow, subsidy account outflow, cash balance, and subsidy balance. Cash balance = cash account inflow - cash account outflow, subsidy balance = subsidy account inflow - subsidy account outflow. In the initial state, the six parameters of the value pool are all 0; B is an integer greater than 10; In this step, B can be tens of thousands or even hundreds of thousands, with more participating users, no time limit, and the game can be invested in multiple times. Because there are users investing in the game and producing gifts at any time. It is impossible to calculate the output gift cash and subsidy ratio based on the given input cash subsidy ratio. Therefore, a value pool is maintained, and the user's input flows into the pool, and the output gifts flow out of the pool.
[0021] Step S24, when the user's gifts are obtained, the tokens exchanged by the user will flow into the value pool; among them, if there is only one user's token flowing into the value pool at present, the cash amount C corresponding to the token will be used as the corresponding amount V flowing into the cash account, and the subsidy amount S corresponding to the token will be used as the corresponding amount E flowing into the subsidy account, and then the total cash amount U and the total subsidy amount R contained in all the output gifts will be calculated, and the total cash amount contained in all the gifts will be used as the corresponding amount Z flowing out of the cash account, and the total subsidy amount contained in all the gifts will be used as the corresponding amount W flowing out of the subsidy account, and then the cash balance and subsidy balance of the value pool will be updated, the updated cash balance = V-Z+X1, the updated subsidy balance = E-W+Y1, X1 is the cash balance of the value pool before the update, and Y1 is the subsidy balance of the value pool before the update; if there are H users' tokens flowing into the value pool at the same time Pool, H is a positive integer greater than 1; for each user, calculate the total cash amount U and the total subsidy amount R contained in all the gifts produced; then sum up the total cash amounts corresponding to all users to obtain the total cash amount, and use the total cash amount as the amount Z corresponding to the cash account outflow; sum up the total subsidy amounts corresponding to all users to obtain the total subsidy amount, and use the total subsidy amount as the amount W corresponding to the subsidy account outflow; sum up the cash amount C corresponding to each user's token as the amount V corresponding to the cash account inflow, and sum up the subsidy amount S corresponding to each user's token as the amount E corresponding to the subsidy account inflow; then update the cash balance and subsidy balance of the value pool, the updated cash balance = V-Z+X1, the updated subsidy balance = E-W+Y1, X1 is the cash balance of the value pool before the update, and Y1 is the subsidy balance of the value pool before the update.
[0022] In this step, the tokens of H users are flowing into the value pool at the same time, which can be understood as the time when the gifts of these users are produced are also the same; in addition, in this step, the specific steps of calculating the total cash amount U and the total subsidy amount R contained in all the produced gifts include steps S241-step S243; Step S241, calculating the cash amount and subsidy amount included in each gift received by the user through formulas (1)-(3); SA = round up [A*Q] (1) Q=(Y+S) / (G+X+Y)(2) CA = A - SA (3) Among them, in formulas (1)-(3), SA is the subsidy amount included in each gift, A is the value of each gift, Q is the subsidy ratio, Y is the subsidy balance of the value pool when each gift is obtained, S is the subsidy amount corresponding to the token, G is the value of the token, X is the cash balance of the value pool when each gift is obtained, and CA is the cash amount included in each gift; In this step, the value of the gift is informed when the gift is produced. The subsidy amount corresponding to the token is the subsidy amount corresponding to the virtual currency corresponding to the token, and the cash amount corresponding to the token is the cash amount corresponding to the virtual currency corresponding to the token. The cash balance and subsidy balance of the value pool can be calculated in real time by the method of step S24. The value of the token is the value of the corresponding virtual currency.
[0023] Step S242: When calculating the cash amount and subsidy amount included in each gift through formulas (1)-(3), if X + C <= 0, then record the value A of each gift as the subsidy amount included in each gift, and the cash amount included in each gift is 0, where C is the cash amount corresponding to the token, and S + C = G; if Y + S <= 0 and the total value F of all gifts <= X + C, then record the value A of each gift as the cash amount included in each gift, and the subsidy amount included in each gift is 0; if Y + S <= 0 and F > X + C, then the subsidy amount included in each gift is SA = ceiling(A * [(F - X - C) / F]), and the cash amount included in each gift is CA = A - SA; if X + C > 0, Y + S > 0 and X + C + Y + S < F, then the subsidy amount included in each gift is SA = ceiling(A * [(F - X - C) / F]), and the cash amount included in each gift is CA = A - SA; In this step, the total value F of the gifts is the sum of the values of each gift produced for a certain user; Step S243: Sum up the cash amounts included in each gift as the total cash amount U included in all gifts; sum up the subsidy amounts included in each gift as the total subsidy amount R included in all gifts.
[0024] For each user for whom the gift production is completed, through steps S241 - S243, the total cash amount and total subsidy amount included in all gifts produced by this user can be calculated.
[0025] Embodiment 2 As Figure 2 shown, this embodiment provides a value transfer management device between virtual items. The device includes a division module 1 and an accounting module 2.
[0026] The division module 1 is used to divide the value of the virtual currency owned by the user into a cash amount and a subsidy amount according to the channel for obtaining the virtual currency. Among them, record the value of the virtual currency obtained through user recharge as the cash amount, and record the value of the virtual currency gifted by the game platform as the subsidy amount; The accounting module 2 is used to calculate the cash amount and subsidy amount contained in the gift according to the corresponding value of the gift and the time when the gift is produced when the user uses virtual currency to redeem the gift. After the gift is used by the user, the cash amount contained in the gift is used as the income of the game platform, and the subsidy amount contained in the gift is used as the cost of the game platform, so as to help the financial personnel of the game platform to perform cost and income accounting.
[0027] In a specific implementation of the present disclosure, the accounting module 2 includes a first accounting unit 21; The first accounting unit 21 is used for, when a user spends virtual currency to purchase a gift of equal value, using the cash amount and subsidy amount corresponding to the virtual currency as the cash amount and subsidy amount included in the gift, respectively.
[0028] In a specific implementation of the present disclosure, the accounting module 2 includes a second accounting unit 22; The second accounting unit 22 is used for calculating the cash amount and subsidy amount contained in each gift according to the number of gifts produced in a game scenario in which T users participate in a time-limited game together, and each user needs to invest M virtual coins. After the game is over, one or more gifts are produced and the value of the produced gifts is equal to the value of T*M virtual coins. When one gift is produced, the cash amount and subsidy amount corresponding to T*M virtual coins are directly used as the cash amount and subsidy amount contained in the gift respectively; when N gifts are produced in chronological order, N is an integer greater than 1, and when calculating the first N-1 gifts, for each gift, the subsidy amount corresponding to T*M virtual coins is used as the cash amount and subsidy amount contained in the gift respectively. The ratio of the subsidy amount to the value of T*M virtual coins is taken as the subsidy ratio, the value of the virtual coins given for each gift is multiplied by the subsidy ratio as the subsidy amount contained in each gift, and the cash amount contained in each gift is deducted from the value of the virtual coins given for each gift. When calculating the Nth gift, the subsidy amount corresponding to T*M virtual coins is deducted from the total subsidy amount corresponding to the first N-1 gifts to obtain the subsidy amount contained in the Nth gift, and the cash amount contained in the Nth gift is deducted from the value of the virtual coins given for the Nth gift as the subsidy amount contained in the Nth gift. T is an integer greater than or equal to 2 and less than or equal to 10, and M is a positive integer.
[0029] In a specific implementation of the present disclosure, the accounting module 2 includes a third accounting unit 23 and a calculation unit 24; The third accounting unit 23 is used for converting the virtual coins invested by the users into tokens of equal value and constructing a value pool in a game scenario where B users participate in a game with no time limit and each user needs to invest virtual coins. After investing virtual coins, the users receive gifts during the game, and the time and value of each gift are different. The value pool includes six parameters, namely, cash account inflow, cash account outflow, subsidy account inflow, subsidy account outflow, cash balance, and subsidy balance. Cash balance = cash account inflow - cash account outflow, subsidy balance = subsidy account inflow - subsidy account outflow. In the initial state, the six parameters of the value pool are all 0. B is an integer greater than 10. The calculation unit 24 is used to flow the tokens exchanged by the user into the value pool after the user's gifts are obtained; wherein, if only one user's token flows into the value pool at present, the cash amount C corresponding to the token is used as the corresponding amount V flowing into the cash account, and the subsidy amount S corresponding to the token is used as the corresponding amount E flowing into the subsidy account, and then the total cash amount U and the total subsidy amount R contained in all the output gifts are calculated, and the total cash amount contained in all the gifts is used as the corresponding amount Z flowing out of the cash account, and the total subsidy amount contained in all the gifts is used as the corresponding amount W flowing out of the subsidy account, and then the cash balance and subsidy balance of the value pool are updated, and the updated cash balance = V-Z+X1, and the updated subsidy balance = E-W+Y1, X1 is the cash balance of the value pool before the update, and Y1 is the subsidy balance of the value pool before the update; if there are H users' tokens flowing into the value pool at the same time Value pool, H is a positive integer greater than 1; for each user, calculate the total cash amount U and the total subsidy amount R contained in all the gifts produced; then sum up the total cash amounts corresponding to all users to get the total cash amount, and use the total cash amount as the amount Z corresponding to the cash account outflow; sum up the total subsidy amounts corresponding to all users to get the total subsidy amount, and use the total subsidy amount as the amount W corresponding to the subsidy account outflow; sum up the cash amount C corresponding to each user's token as the amount V corresponding to the cash account inflow, and sum up the subsidy amount S corresponding to each user's token as the amount E corresponding to the subsidy account inflow; then update the cash balance and subsidy balance of the value pool, the updated cash balance = V-Z+X1, the updated subsidy balance = E-W+Y1, X1 is the cash balance of the value pool before the update, and Y1 is the subsidy balance of the value pool before the update.
[0030] In a specific implementation of the present disclosure, the computing unit 24 includes a first computing subunit 241, a second computing subunit 242, and a third computing subunit 243; A first calculation subunit 241, used to calculate the cash amount and subsidy amount included in each gift obtained by the user through formulas (1)-(3); SA = round up [A*Q] (1) Q = (Y + S) / (G + X + Y) (2) CA = A - SA (3) Among them, in formulas (1)-(3), SA is the subsidy amount included in each gift, A is the value of each gift, Q is the subsidy ratio, Y is the subsidy balance of the value pool when each gift is obtained, S is the subsidy amount corresponding to the token, G is the value of the token, X is the cash balance of the value pool when each gift is obtained, and CA is the cash amount included in each gift; The second calculation subunit 242 is used to, when calculating the cash amount and subsidy amount included in each gift through formulas (1)-(3), if X + C <= 0 is encountered, record the value A of each gift as the subsidy amount included in each gift, and the cash amount included in each gift is 0, where C is the cash amount corresponding to the token and S + C = G; if Y + S <= 0 is encountered and the total value F of all gifts <= X + C, record the value A of each gift as the cash amount included in each gift, and the subsidy amount included in each gift is 0; if Y + S <= 0 is encountered and F > X + C, the subsidy amount included in each gift is SA = ceiling(A * [(F - X - C) / F]), and the cash amount included in each gift is CA = A - SA; if X + C > 0, Y + S > 0 and X + C + Y + S < F, the subsidy amount included in each gift is SA = ceiling(A * [(F - X - C) / F]), and the cash amount included in each gift is CA = A - SA; The third calculation subunit 243 is used to sum the cash amounts included in each gift as the total cash amount U included in all gifts; sum the subsidy amounts included in each gift as the total subsidy amount R included in all gifts.
[0031] It should be noted that regarding the device in the above embodiments, the specific manners in which each module performs operations have been described in detail in the embodiments related to the method, and will not be elaborated here in detail.
[0032] Embodiment 3 Corresponding to the above method embodiment, the present disclosure embodiment also provides a value transfer management device for virtual items. The value transfer management device for virtual items described below can be mutually corresponding and referred to with the value transfer management method for virtual items described above.
[0033] Figure 3 is a block diagram of a value transfer management device 300 for virtual items shown according to an exemplary embodiment. As Figure 3As shown, the value transfer management device 300 between virtual items may include: a processor 301, a memory 302. The value transfer management device 300 between virtual items may also include one or more of a multimedia component 303, an I / O interface 304, and a communication component 305.
[0034] The processor 301 is used to control the overall operation of the value transfer management device 300 between virtual items to complete all or part of the steps in the above-mentioned value transfer management method between virtual items. The memory 302 is used to store various types of data to support the operation of the value transfer management device 300 between virtual items. These data may include, for example, instructions for any application or method used to operate on the value transfer management device 300 between virtual items, and application-related data, such as contact data, sent and received messages, pictures, audio, video, etc. The memory 302 can be implemented by any type of volatile or non-volatile storage 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, disk or optical disk. The multimedia component 303 may include a screen and an audio component. The screen may be, for example, a touch screen, and the audio component is used to output and / or input audio signals. For example, the audio component may include a microphone for receiving external audio signals. The received audio signal may be further stored in the memory 302 or sent via the communication component 305. The audio component also includes at least one speaker for outputting audio signals. The I / O interface 304 provides an interface between the processor 301 and other interface modules, and the above-mentioned other interface modules can be keyboards, mice, buttons, etc. These buttons can be virtual buttons or physical buttons. The communication component 305 is used for wired or wireless communication between the value transfer management device 300 and other devices between the virtual items. Wireless communication, such as Wi-Fi, Bluetooth, Near Field Communication (NFC), 2G, 3G or 4G, or a combination of one or more of them, so the corresponding communication component 305 can include: Wi-Fi module, Bluetooth module, NFC module.
[0035] In an exemplary embodiment, the value transfer management device 300 between virtual items can be implemented by one or more application specific integrated circuits (Application Specific Integrated Circuit, referred to as ASIC), digital signal processors (Digital Signal Processing Device, referred to as DSP), digital signal processing devices (Digital Signal Processing Device, referred to as DSPD), programmable logic devices (Programmable Logic Device, referred to as PLD), field programmable gate arrays (Field Programmable Gate Array, referred to as FPGA), controllers, microcontrollers, microprocessors or other electronic components, and are used to execute the above-mentioned value transfer management method between virtual items.
[0036] In another exemplary embodiment, a computer-readable storage medium including program instructions is also provided, and when the program instructions are executed by a processor, the steps of the above-mentioned value transfer management method between virtual items are implemented. For example, the computer-readable storage medium can be the above-mentioned memory 302 including program instructions, and the above-mentioned program instructions can be executed by the processor 301 of the value transfer management device 300 between virtual items to complete the above-mentioned value transfer management method between virtual items.
[0037] Example 4 Corresponding to the above method embodiment, the embodiment of the present disclosure further provides a readable storage medium. The readable storage medium described below and the value transfer management method between virtual items described above can be referred to in correspondence with each other.
[0038] A readable storage medium stores a computer program, which, when executed by a processor, implements the steps of the method for managing value transfer between virtual items in the above method embodiment.
[0039] The readable storage medium may specifically be a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, or other readable storage medium that can store program codes.
[0040] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. For those skilled in the art, the present invention may have various modifications and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention shall be included in the protection scope of the present invention.
Claims
1. A method for managing value transfer between virtual items, characterized in that: include: The value of virtual currency owned by the user is divided into cash amount and subsidy amount according to the channel of obtaining virtual currency, among which the value of virtual currency obtained by user recharge is recorded as cash amount, and the value of virtual currency given by the game platform is recorded as subsidy amount; When users use virtual currency to redeem gifts, the cash amount and subsidy amount contained in the gift are calculated based on the corresponding value of the gift and the time when the gift was produced. After the gift is used by the user, the cash amount contained in the gift is used as the income of the game platform, and the subsidy amount contained in the gift is used as the cost of the game platform, so as to help the financial personnel of the game platform to perform cost and income accounting.
2. The method for managing value transfer between virtual items according to claim 1, characterized in that: When users use virtual currency to redeem gifts, the cash amount and subsidy amount included in the gift are calculated based on the value of the gift and the time when the gift is produced, including: When a user spends virtual currency to purchase a gift of equal value, the cash amount and subsidy amount corresponding to the virtual currency will be used as the cash amount and subsidy amount included in the gift respectively.
3. The value transfer management method between virtual items according to claim 1, characterized in that: When users use virtual currency to redeem gifts, the cash amount and subsidy amount included in the gift are calculated based on the value of the gift and the time when the gift is produced, including: In a game scenario where T users participate in a time-limited game together, and each user needs to invest M virtual coins, and after the game ends, one or more gifts are produced and the value of the produced gifts is equal to the value of T*M virtual coins, the cash amount and subsidy amount contained in each gift are calculated according to the number of gifts produced, wherein when one gift is produced, the cash amount and subsidy amount corresponding to T*M virtual coins are directly used as the cash amount and subsidy amount contained in the gift respectively; when N gifts are produced in chronological order, N is an integer greater than 1, and when calculating the first N-1 gifts, for each gift, the subsidy amount corresponding to T*M virtual coins is added to T*M virtual coins. The ratio of the values of M virtual coins is used as the subsidy ratio, the value of the virtual coins given for each gift is multiplied by the subsidy ratio as the subsidy amount contained in each gift, and the cash amount contained in each gift is deducted from the value of the virtual coins given for each gift. When calculating the Nth gift, the subsidy amount corresponding to T*M virtual coins is deducted from the total subsidy amount corresponding to the first N-1 gifts to obtain the subsidy amount contained in the Nth gift, and the cash amount contained in the Nth gift is deducted from the value of the virtual coins given for the Nth gift to obtain the subsidy amount contained in the Nth gift. T is an integer greater than or equal to 2 and less than or equal to 10, and M is a positive integer.
4. The method for managing value transfer between virtual items according to claim 1, characterized in that: When users use virtual currency to redeem gifts, the cash amount and subsidy amount included in the gift are calculated based on the value of the gift and the time when the gift is produced, including: In a game scenario where B users participate in a time-unlimited game and each user needs to invest virtual currency, after investing virtual currency, the user will receive gifts during the game, and the time and value of each gift are different; the virtual currency invested by the user is exchanged into tokens of equal value, and a value pool is constructed. The value pool contains six parameters, namely, cash account inflow, cash account outflow, subsidy account inflow, subsidy account outflow, cash balance, and subsidy balance. Cash balance = cash account inflow - cash account outflow, subsidy balance = subsidy account inflow - subsidy account outflow. In the initial state, the six parameters of the value pool are all 0; B is an integer greater than 10; When the user's gifts are obtained, the tokens exchanged by the user will flow into the value pool; among them, if there is only one user's token flowing into the value pool, the cash amount C corresponding to the token will be used as the corresponding amount V flowing into the cash account, and the subsidy amount S corresponding to the token will be used as the corresponding amount E flowing into the subsidy account. Then calculate the total cash amount U and the total subsidy amount R contained in all the output gifts, and use the total cash amount contained in all the gifts as the corresponding amount Z flowing out of the cash account, and the total subsidy amount contained in all the gifts as the corresponding amount W flowing out of the subsidy account. Then update the cash balance and subsidy balance of the value pool. The updated cash balance = V-Z+X1, the updated subsidy balance = E-W+Y1, X1 is the cash balance of the value pool before the update, and Y1 is the subsidy balance of the value pool before the update; if there are H users' tokens flowing into the value pool at the same time, H is a positive integer greater than 1; for each user, calculate the total cash amount U and the total subsidy amount R contained in all the gifts produced; then sum up the total cash amounts corresponding to all users to obtain the total cash amount, and use the total cash amount as the amount Z corresponding to the outflow of the cash account; sum up the total subsidy amounts corresponding to all users to obtain the total subsidy amount, and use the total subsidy amount as the amount W corresponding to the outflow of the subsidy account; sum up the cash amount C corresponding to each user's token as the amount V corresponding to the inflow of the cash account, and sum up the subsidy amount S corresponding to each user's token as the amount E corresponding to the inflow of the subsidy account; then update the cash balance and subsidy balance of the value pool, the updated cash balance = V-Z+X1, the updated subsidy balance = E-W+Y1, X1 is the cash balance of the value pool before the update, and Y1 is the subsidy balance of the value pool before the update.
5. The method for managing value transfer between virtual items according to claim 4, characterized in that: Then calculate the total cash amount U and the total subsidy amount R of all the gifts produced, including: Calculate the cash amount and subsidy amount included in each gift received by the user through formulas (1)-(3); SA = round up [A*Q] (1) Q = (Y+S) / (G+X+Y) (2) CA=A-SA (3) Among them, in formulas (1)-(3), SA is the subsidy amount included in each gift, A is the value of each gift, Q is the subsidy ratio, Y is the subsidy balance of the value pool when each gift is obtained, S is the subsidy amount corresponding to the token, G is the value of the token, X is the cash balance of the value pool when each gift is obtained, and CA is the cash amount included in each gift; When calculating the cash amount and subsidy amount included in each gift through formulas (1)-(3), if X + C <= 0, then the value A of each gift is recorded as the subsidy amount included in each gift, and the cash amount included in each gift is 0, where C is the cash amount corresponding to the token and S + C = G; if Y + S <= 0 and the total value F of all gifts <= X + C, then the value A of each gift is recorded as the cash amount included in each gift, and the subsidy amount included in each gift is 0; if Y + S <= 0 and F > X + C, then the subsidy amount included in each gift is SA = ceiling(A * [(F - X - C) / F]), and the cash amount included in each gift is CA = A - SA; if X + C > 0, Y + S > 0 and X + C + Y + S < F, then the subsidy amount included in each gift is SA = ceiling(A * [(F - X - C) / F]), and the cash amount included in each gift is CA = A - SA; Sum up the cash amounts included in each gift as the total cash amount U included in all gifts; sum up the subsidy amounts included in each gift as the total subsidy amount R included in all gifts.
6. A value transfer management device between virtual items, characterized in that: Including: A partitioning module, configured to partition the value of the virtual currency owned by the user into a cash amount and a subsidy amount according to the channel through which the virtual currency is obtained. Among them, the value of the virtual currency obtained through user recharge is recorded as the cash amount, and the value of the virtual currency gifted by the game platform is recorded as the subsidy amount; An accounting module, configured to calculate the cash amount and subsidy amount included in a gift according to the value of the gift and the time when the gift is produced when the user exchanges the virtual currency for the gift, and after the gift is used by the user, take the cash amount included in the gift as the income of the game platform and the subsidy amount included in the gift as the cost of the game platform to help the financial staff of the game platform conduct cost-income accounting.
7. The value transfer management device between virtual items according to claim 6, characterized in that: The accounting module includes: A first accounting unit, configured to, when the user spends virtual currency to purchase a gift of equal value, respectively take the cash amount and subsidy amount corresponding to the virtual currency as the cash amount and subsidy amount included in the gift.
8. The value transfer management device between virtual items according to claim 6, characterized in that: The accounting module includes: The second accounting unit is used for calculating the cash amount and subsidy amount contained in each gift according to the number of gifts produced in a game scenario in which T users participate in a time-limited game together, and each user needs to invest M virtual coins. After the game is over, one or more gifts are produced and the value of the produced gifts is equal to the value of T*M virtual coins. When a gift is produced, the cash amount and subsidy amount corresponding to T*M virtual coins are directly used as the cash amount and subsidy amount contained in the gift respectively; when N gifts are produced in chronological order, N is an integer greater than 1. When calculating the first N-1 gifts, for each gift, the subsidy amount corresponding to T*M virtual coins is used as the cash amount and subsidy amount contained in the gift. The subsidy ratio is the ratio of the amount to the value of T*M virtual coins, the value of the virtual coins given for each gift is multiplied by the subsidy ratio as the subsidy amount contained in each gift, and the cash amount contained in each gift is deducted from the value of the virtual coins given for each gift. When calculating the Nth gift, the subsidy amount corresponding to T*M virtual coins is deducted from the total subsidy amount corresponding to the first N-1 gifts to obtain the subsidy amount contained in the Nth gift, and the cash amount contained in the Nth gift is deducted from the value of the virtual coins given for the Nth gift. T is an integer greater than or equal to 2 and less than or equal to 10, and M is a positive integer.
9. The value transfer management device between virtual items according to claim 6, characterized in that: Accounting modules include: The third accounting unit is used for a game scenario in which B users participate in a game with no time limit, and each user needs to invest virtual currency. After investing virtual currency, the user gets gifts during the game, and the time and value of each gift are different. The virtual currency invested by the user is exchanged into tokens of equal value, and a value pool is constructed. The value pool contains six parameters, namely, cash account inflow, cash account outflow, subsidy account inflow, subsidy account outflow, cash balance, and subsidy balance. Cash balance = cash account inflow - cash account outflow, subsidy balance = subsidy account inflow - subsidy account outflow. In the initial state, the six parameters of the value pool are all 0; B is an integer greater than 10; The calculation unit is used to flow the tokens exchanged by the user into the value pool after the user's gifts are obtained; wherein, if only one user's token flows into the value pool at present, the cash amount C corresponding to the token is used as the corresponding amount V flowing into the cash account, and the subsidy amount S corresponding to the token is used as the corresponding amount E flowing into the subsidy account, and then the total cash amount U and the total subsidy amount R contained in all the output gifts are calculated, and the total cash amount contained in all the gifts is used as the corresponding amount Z flowing out of the cash account, and the total subsidy amount contained in all the gifts is used as the corresponding amount W flowing out of the subsidy account, and then the cash balance and subsidy balance of the value pool are updated, the updated cash balance = V-Z+X1, the updated subsidy balance = E-W+Y1, X1 is the cash balance of the value pool before the update, and Y1 is the subsidy balance of the value pool before the update; if there are H users' tokens flowing into the value pool at the same time Pool, H is a positive integer greater than 1; for each user, calculate the total cash amount U and the total subsidy amount R contained in all the gifts produced; then sum up the total cash amounts corresponding to all users to obtain the total cash amount, and use the total cash amount as the amount Z corresponding to the cash account outflow; sum up the total subsidy amounts corresponding to all users to obtain the total subsidy amount, and use the total subsidy amount as the amount W corresponding to the subsidy account outflow; sum up the cash amount C corresponding to each user's token as the amount V corresponding to the cash account inflow, and sum up the subsidy amount S corresponding to each user's token as the amount E corresponding to the subsidy account inflow; then update the cash balance and subsidy balance of the value pool, the updated cash balance = V-Z+X1, the updated subsidy balance = E-W+Y1, X1 is the cash balance of the value pool before the update, and Y1 is the subsidy balance of the value pool before the update.
10. The value transfer management device between virtual items according to claim 9, characterized in that: Computing unit, including: A first calculation subunit, used to calculate the cash amount and subsidy amount included in each gift received by the user through formulas (1)-(3); SA = round up [A*Q] (1) Q = (Y+S) / (G+X+Y) (2) CA=A-SA (3) Among them, in formulas (1)-(3), SA is the subsidy amount included in each gift, A is the value of each gift, Q is the subsidy ratio, Y is the subsidy balance of the value pool when each gift is obtained, S is the subsidy amount corresponding to the token, G is the value of the token, X is the cash balance of the value pool when each gift is obtained, and CA is the cash amount included in each gift; The second calculation subunit is used to, when calculating the cash amount and subsidy amount included in each gift through formulas (1)-(3), if X + C <= 0 is encountered, record the value A of each gift as the subsidy amount included in each gift, and the cash amount included in each gift is 0, where C is the cash amount corresponding to the token, and S + C = G; if Y + S <= 0 and the total value F of all gifts <= X + C are encountered, record the value A of each gift as the cash amount included in each gift, and the subsidy amount included in each gift is 0; if Y + S <= 0 and F > X + C are encountered, the subsidy amount included in each gift is SA = ceiling(A * [(F - X - C) / F]), and the cash amount included in each gift is CA = A - SA; if X + C > 0, Y + S > 0 and X + C + Y + S < F are encountered, the subsidy amount included in each gift is SA = ceiling(A * [(F - X - C) / F]), and the cash amount included in each gift is CA = A - SA; The third calculation subunit is used to sum up the cash amount included in each gift as the total cash amount U included in all gifts; sum up the subsidy amount included in each gift as the total subsidy amount R included in all gifts.