Method for preempting game server and computing device

The game server preemption method enables efficient pre-ordering and character creation for multiple users within a chat room, addressing the inconvenience of separate page navigation and server limitations, facilitating group play in online games.

WO2026023722A1PCT designated stage Publication Date: 2026-01-29NCSOFT CORP
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Patent Information

Application Number
PCT/KR2024/010756
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-24
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

Existing online game pre-registration systems require users to navigate to separate pages to enter pre-order information and lack efficient methods for multiple users to create player characters on the same game server, leading to inconvenience and difficulty in playing together.

Method used

A game server preemption method that allows users to request and allocate player character creation on a specific server, share authentication information, and create player characters for other users using a user interface in a chat room, facilitating bulk pre-ordering and server preemption based on group membership and availability.

Benefits of technology

Enhances convenience by allowing users to easily pre-order games and create player characters for others within a chat room, resolving the challenge of multiple users playing together on the same server by reserving and sharing player character creation slots.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method for preempting a game server and a computing device are disclosed. A method for preempting a game server, according to one embodiment, comprises: an operation of receiving, from a user terminal of a user, a preemption request for an available quantity of preemption among the quantity of player characters that may be created on a target game server; an operation of allocating, on the basis of the preemption request, a preempted quantity determined from the available quantity of preemption in association with the user; an operation of providing, to the user terminal of the user, preemption information including shared authentication information for the preempted quantity; an operation of receiving the shared authentication information from a user terminal of another user; an operation of verifying the validity of the received shared authentication information; and an operation of creating a player character of the other user on the target game server using the remaining portion of the preempted quantity, on the basis of the result of verifying the validity.
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Description

Game server preemption method and computing device

[0001] The disclosed embodiments relate to techniques for creating player characters on a game server.

[0002] Recently, online game service providers have been offering pre-registration events as a marketing tool to increase awareness of upcoming online games and secure early users. Typically, these events offer users who pre-register before the game's release time a special in-game item or the opportunity to create a character before users who did not pre-register.

[0003] Meanwhile, service providers are allowing users to share links to pre-order application pages with other users through chatrooms to boost the promotional impact of game pre-order events. However, this approach presents an inconvenience, requiring other users to navigate to the reservation page linked to the shared link and then separately enter their pre-order information. Furthermore, even if other users pre-order a game through the shared link, interaction between the user who shared the link and the user who pre-ordered the game using the shared link becomes difficult.

[0004] Meanwhile, in the case of online games provided through multiple game servers, such as MMORPGs (Massively Multiplayer Online Role-Playing Games), each user is configured to connect to a game server where he or she has created a player character among the multiple game servers and play the game together with other users connected to the same game server. Therefore, if multiple users wish to play together, they must create player characters on the same game server. However, since there is generally a limit to the number of player characters that can be created on each game server, in the case of popular game servers, users wishing to play the game together may be unable to create player characters on the same game server.

[0005] The disclosed embodiments are intended to provide a game server preemption method and a computing device.

[0006] A game server preemption method according to one embodiment includes: receiving a preemption request from a user terminal of a user for a quantity of player characters that can be preempted from a quantity of player characters that can be created on a game server to be preempted; allocating a quantity of preemption determined from the quantity of player characters that can be preempted based on the preemption request in association with the user; providing preemption information including shared authentication information for the quantity of preemption to a user terminal of the user; receiving the shared authentication information from a user terminal of another user; determining validity of the received shared authentication information; and creating a player character of the other user on the game server to be preempted using a remaining quantity for the quantity of player characters that can be preempted based on a result of determining validity.

[0007] The above preemption request may include server identification information for the game server to be preempted and information about the user's preemption request quantity for the quantity that can be preempted.

[0008] The above-mentioned allocating operation may include an operation of identifying the game server to be preempted among a plurality of game servers based on the server identification information, and determining the preemption quantity based on the preemptible quantity and the preemption request quantity.

[0009] The user may be included in a user group for a game provided through the preemption target game server, and the allocating operation may include an operation of determining the preemption quantity based on the preemptible quantity and the number of group members included in the user group.

[0010] The operation of determining the above-mentioned preemption quantity may include checking whether a player character has been created for each group member included in the user group, and determining the preemption quantity based on the preemptible quantity and the number of group members among the group members who have not created the player character.

[0011] The above-mentioned generating operation may include an operation of generating a player character of the other user in the preemption target game server using the remaining quantity if the shared authentication information is valid; and an operation of deducting the remaining quantity by the number of the player characters of the other user created.

[0012] The above judgment action may determine that the received shared authentication information is invalid if the remaining quantity is completely exhausted.

[0013] The above-mentioned provided operation includes an operation of determining a validity period for the shared authentication information, and the determining operation may determine that the received shared authentication information is invalid if the validity period for the received shared authentication information has expired.

[0014] The operation of determining the validity period may determine the validity period for the shared authentication information based on at least one of the player character creation status of the game server to be preempted and the preemption quantity.

[0015] If the preemptive quantity is not fully exhausted within the validity period for the shared authentication information, an operation of canceling allocation of at least a portion of the preemptive quantity may be further included.

[0016] According to one embodiment, a computing device includes: one or more processors; and a memory storing one or more programs executed by the one or more processors, wherein the one or more processors receive a request for preemption from a user terminal of a user for a preemptible quantity among a quantity of player characters that can be created in a game server to be preempted, and allocate a preemptive quantity determined from the quantity that can be preempted based on the preemptive request in association with the user, provide preemption information including shared authentication information for the preemptive quantity to the user terminal of the user, receive the shared authentication information from a user terminal of another user, determine the validity of the received shared authentication information, and based on a result of the determination of the validity, create a player character of the other user in the game server to be preempted using the remaining quantity for the preemptive quantity.

[0017] The above preemption request may include server identification information for the game server to be preempted and information about the user's preemption request quantity for the quantity that can be preempted.

[0018] The one or more processors can identify the game server to be preempted among the plurality of game servers based on the server identification information, and determine the preemption quantity based on the preemptible quantity and the preemption request quantity.

[0019] The user is included in a user group for a game provided through the preemption target game server, and the one or more processors can determine the preemption quantity based on the preemptible quantity and the number of group members included in the user group.

[0020] The one or more processors can check whether a player character has been created for each group member included in the user group, and determine the preemption quantity based on the number of group members that can be preempted and the number of group members that have not created the player character among the group members.

[0021] The one or more processors may, if the shared authentication information is valid, use the remaining quantity to create a player character of the other user on the game server to be occupied, and deduct the remaining quantity by the number of the created player characters of the other user.

[0022] The one or more processors may determine that the received shared authentication information is invalid if the remaining quantity is completely exhausted.

[0023] The one or more processors may determine a validity period for the shared authentication information, and if the validity period for the received shared authentication information has expired, the received shared authentication information may be determined to be invalid.

[0024] The one or more processors may determine the validity period for the shared authentication information based on at least one of the player character creation status of the game server to be preempted and the preemption quantity.

[0025] The one or more processors may cancel allocation of at least a portion of the preemptive quantity if the preemptive quantity is not fully exhausted within the validity period for the shared authentication information.

[0026] According to the disclosed embodiments, when a user requests to share information about a game pre-order through a chat room, other users participating in the chat room can easily apply for a game pre-order using a UI provided through the chat room without having to move to another page or enter separate information, thereby improving the convenience of game pre-order.

[0027] In addition, according to the disclosed embodiments, when a user requests to share a game pre-order through a chat room, the user who requested to share can apply for a game pre-order in bulk for a group of users including other users participating in the chat room using a UI provided through the chat room, thereby improving the convenience of game pre-order.

[0028] According to the disclosed embodiments, by allowing a user to reserve a number of player characters that can be created on a specific game server and then share the reserved number with other users who wish to play together, the difficulty of creating player characters that may arise when multiple people wish to play together on the same game server can be resolved.

[0029] FIG. 1 illustrates an example of interconnected servers and one or more user terminals for a game service.

[0030] Figures 2a, 2b and 2c illustrate exemplary cases of providing a game-related user experience using multiple user terminals.

[0031] Figures 3a, 3b, 3c and 3d illustrate exemplary functions supported by a game launcher executed by a user terminal.

[0032] FIG. 4 is a block diagram illustrating a computing environment including a computing device according to one embodiment.

[0033] Figure 5 is a flowchart of a game pre-order method according to one embodiment.

[0034] Figure 6 is a flowchart of a game pre-order method according to an additional embodiment.

[0035] Figure 7 is a flowchart of a game pre-order method according to an additional embodiment.

[0036] FIG. 8 and FIG. 9 are drawings for exemplarily explaining a pre-order application UI provided through a chat room screen of a non-pre-order applicant according to one embodiment.

[0037] FIG. 10 is a diagram for exemplarily explaining application status information for game pre-orders provided through a chat room screen of a person who has completed a pre-order according to one embodiment.

[0038] FIG. 11 is a flowchart of a group-based game pre-order method according to one embodiment.

[0039] FIG. 12 is a flowchart of a group-based game pre-order method according to an additional embodiment.

[0040] FIG. 13 and FIG. 14 are drawings for exemplarily explaining a first UI and a second UI according to one embodiment.

[0041] FIGS. 15 and 16 are diagrams illustrating game-related information provided through a new chat room created according to a group-based reservation request according to one embodiment.

[0042] Fig. 17 is a flowchart of a game server preemption method for player character creation according to one embodiment.

[0043] FIG. 18 is a drawing for exemplarily explaining a preemption request screen provided to a user terminal for a preemption request according to one embodiment.

[0044] FIG. 19 is a diagram for exemplarily explaining shared authentication information provided to a user terminal in response to a preemption request through a preemption request screen according to one embodiment.

[0045] FIG. 1 illustrates an example of interconnected servers (e.g., servers (110, 120)) and one or more user terminals (e.g., user terminals (141, 142, 143, 151, 152)) to provide a game service.

[0046] A server (e.g., servers (110, 120)) may include a computer designed to provide server functionality, such as a workstation. Embodiments are not limited thereto, and a server may include a personal computer configured to run a software application, and / or a combination of such personal computers. A server may include a group (or cluster) of the example workstations and / or personal computers.

[0047] In one embodiment, a service provider may provide or operate an automated service using a server. The service may include a game service. The game service may be provided for network-based playing of games such as role-playing games (RPGs), massive multi-user online RPGs (MMORPGs), first-person shooters (FPSs), and / or puzzle games. Through the game service, different users (e.g., users of the game service) may connect with each other over a network, cooperate, or compete. The server may support or execute functions related to the game service (e.g., matching users, providing a virtual space (130) such as a battlefield, trading virtual items such as a market, and / or chatting between users).

[0048] Referring to FIG. 1, servers (110, 120) included in a network are illustrated to provide different services. The server (110) may be configured to relay a user's connection with various game services provided through the network (e.g., a game service provided by the server (120). The services provided through the server (110) may be referred to as game platform services, game launching services, game publishing services, and / or game relay services.

[0049] Referring to FIG. 1, a server (110) may cause a server (120) for providing a game service to provide a user experience related to the game service to users of the game platform service. The server (110) may store, in a user database related to users of the game platform service, information indicating one or more game services to which the users have subscribed. The information may further include information for the server (110) to access another server for the game service, such as the server (120), (e.g., account information for logging into the game service, and / or authentication information).

[0050] Referring to FIG. 1, the server (110) may store information indicating at least one game service subscribed to by users of the game platform service in a user database. The user database may include records representing users subscribed to the game platform service. The records may include at least one game service subscribed to by the corresponding user and / or information for accessing (or logging in to) the at least one game service.

[0051] Referring to FIG. 1, users (U1, U2) of a game platform service provided by a server (110) are illustrated. A user (U1) possessing user terminals (141, 142, 143) and a user (U2) possessing user terminals (151, 152) are illustrated, but the number of users of the server (110) and the number of user terminals possessed by each of the users are not limited thereto. Users of the game platform service may be referred to as users.

[0052] Referring to FIG. 1, various appearances of a user terminal (or user equipment) of a user are illustrated. The user terminal may include a smartphone (e.g., user terminals (141, 152)), a smartpad, and / or a tablet PC. The user terminal may include a personal computer such as a desktop (e.g., user terminals (142, 151)) and a laptop. The user terminal may include a portable gaming device (e.g., user terminal (143)) dedicated to a game service and / or a gaming console. The user terminal may include a smart accessory such as a smart watch and / or a head-mounted device (HMD). Embodiments of the user terminal are not limited thereto.

[0053] Referring to FIG. 1, a user (U1) can access a game platform service provided by a server (110) using at least one of the user terminals (141, 142, 143). Similarly, a user (U2) can access the game platform service using at least one of the user terminals (151, 152). A software application for communicating with the server (110) can be installed on at least one of the user terminals (141, 142, 143, 151, 152). The software application can be referred to as a game platform application, a game platform program, a game launcher, and / or a client application.

[0054] Hereinafter, the connection relationship between the user terminal (141), which is one of the user terminals (141, 142, 143, 151, 152), and the server (110) and the user terminal (141) and the server (120) will be described, taking the user terminal (141) as an example.

[0055] For example, a user (U1) can access a game platform service provided by a server (110) using a user terminal (141) that has executed a game launcher. The user terminal (141) that has executed the game launcher can establish a communication link (L1) between the user terminal (141) and the server (110). The communication link (L1) can include a logical connection (e.g., a logical connection distinguished by a session) established for data communication between the user terminal (141) and the server (110) within a network. Similarly, in response to an input from a user (U2) to execute a game launcher on the user terminal (151), the user terminal (151) can establish a communication link (L2) between the server (110) and the user terminal (151).

[0056] The server (110), which detects a user terminal (141) that has executed a game launcher using a communication link (L1), can confirm a user account logged into the user terminal (141). By comparing the user database stored in the server (110) and authentication information (e.g., ID, password, PIN (personal identification number), and / or OTP (one-time password)) transmitted from the user terminal (141), the server (110) can authenticate the user (U1) that has executed the game launcher on the user terminal (141). Based on the authentication, the user terminal (141) can display a screen provided by the game launcher. For example, the state of the user terminal (141) that executes the game launcher can include a state before authenticating the user (U1) (e.g., a locked state and / or a state before logging in) and a state after authenticating the user (U1). The screen displayed by the user terminal (141) based on the above authentication and / or the function provided to the user (U1) are described with reference to FIGS. 3a to 3d.

[0057] Referring to FIG. 1, when users (U1, U2) of user terminals (141, 151) connected to a server (110) via communication links (L1, L2) are authenticated, the server (110) can support interaction between the users (U1, U2). For example, the server (110) can support transmission (e.g., streaming) and / or reception of messages (e.g., text messages), images, videos, sounds (e.g., voice chat), and / or posts between the users (U1, U2). The server (110) configured to provide a game platform service can execute or support functions related to online activities of users (U1, U2) related to games.

[0058] When accessing a game platform service using a user terminal (141), the user (U1) can access a game service connected to the game platform service. For example, a user terminal (141) running a game launcher can receive an input for accessing a game service. In response to an input for accessing a game service detected using the game launcher, the user terminal (141) can transmit a signal related to the input to a server (110) via a communication link (L1). The server (110) receiving the signal can communicate with a server (120) providing the game service indicated by the signal. For example, using a communication link (L3) established between the servers (110 and 120), the server (110) can transmit information related to a user (U1) logged in to the game platform service (e.g., authentication information required for the server (120) providing the game service to authenticate the user (U1). Based on the authentication of a user (U1) using the above information, a communication link (L4) between the user terminal (141) of the user (U1) and the server (120) can be established.

[0059] Similarly, the server (110) may receive a signal from a user terminal (151) to which a user (U2) is logged in, indicating receipt of an input for accessing a game service. The server (110) receiving the signal may transmit a signal to the server (120) using a communication link (L2), which causes a communication link (L5) to be established between the user terminal (151) and the server (120). Direct communication between the user terminal (151) and the server (120) may be performed through the communication link (L5) established by the signal. The embodiment is not limited thereto, and indirect communication between the server (120) providing the game service and the user terminal (151) may be performed using the communication links (L2, L3).

[0060] As described above, in a state where communication links (L4, L5) are established between the user terminals (e.g., user terminals (141, 151)) of the users (U1, U2) and the server (120) so that the game service is provided to each of the user terminals, the server (120) for providing the game service can transmit information about at least a part of the virtual space (130) to each of the user terminals. For example, the server (120) can transmit, to the user terminal (141) of the user (U1), information related to a part of the virtual space (130) including a location (A) associated with the user (U1) (e.g., information for rendering the part of the virtual space (130)). For example, the server (120) can transmit, to the user terminal (151) of the user (U2), information related to another part of the virtual space (130) including a location (B) associated with the user (U2).

[0061] Although an exemplary operation in which a user (e.g., users (U1, U2)) accesses a game service using a server (110) providing a game platform service has been described, the embodiment is not limited thereto. For example, a user may directly access a server (120) for a game service without a server (110) using a game application installed on a user terminal.

[0062] Hereinafter, exemplary operations of a user terminal and / or a server associated with a communication link connected for a game service and / or a game platform service are described with reference to FIGS. 2A and 2B . For example, exemplary operations of a server (110) based on a user (U1) and a user terminal (142) are described, but the embodiment is not limited thereto.

[0063] FIGS. 2A, 2B, and 2C illustrate exemplary cases of providing a game-related user experience using a plurality of user terminals (e.g., user terminals (141, 142)). Referring to FIGS. 2A to 2C, an exemplary state in which communication links (L1, L3, L4) are established between a server (110) for a game platform service, a server (120) for a game service, and a user terminal (142) is illustrated. The server (110) may communicate with the server (120) according to the operation described with reference to FIG. 1, thereby establishing a communication link (L4) between the server (120) and the user terminal (142). For communication between the server (110) and the user terminal (142), a game launcher related to the game platform service may be executed on the user terminal (142).

[0064] Referring to FIGS. 2A to 2C, a user terminal (142) that executes a game launcher can execute the game application in response to an input for executing the game application. The user terminal (142) that executes the game application can display a screen (210) provided by the game application. An exemplary screen (210) including a player character (PC) (215) controllable by an input received through the user terminal (142) is illustrated, but the embodiment is not limited thereto. Using a signal received from the server (120) through a communication link (L4), the user terminal (142) can display a screen (210) including a PC (215) included in a virtual space (130).

[0065] Referring to FIG. 2A, a user terminal (142) executing a game application can output a screen (210) to a user (U1) and receive an input related to the game (e.g., an input for controlling a PC (215)) from the user (U1). The user terminal (142) that has received the input can transmit a first signal representing the input to a server (120) via a communication link (L4). The user terminal (142) can further receive a second signal representing a virtual space (130) and / or a state of the PC (215) changed by the input from the server (120) via the communication link (L4). The user terminal (142) that has received the second signal can at least partially change the screen (210). For example, the user terminal (142) can play an animation related to the PC (215) within the screen (210).

[0066] When an input for executing a game application is received through a game launcher, the user terminal (142) can execute the game application in conjunction with the game launcher. Using the conjunction, the user terminal (142) can execute a function of the game launcher based on the status of the game application. The function may include an operation of transmitting a signal notifying the status to the server (110) (e.g., streaming of a screen (210) for live broadcasting). The function may include a remote play function of the game application executed on the user terminal (142) using another user terminal different from the user terminal (142).

[0067] Referring to FIG. 2B, user terminals (141, 142) connected to each other for remote play functionality are illustrated. The user terminals (141, 142) may be connected via a short-range wireless communication protocol such as Wi-Fi Direct and / or Bluetooth. The embodiment is not limited thereto, and the user terminals (141, 142) may be connected to each other via a cellular protocol such as long-term evolution (LTE), 5G NR (new radio), 6G, and / or above-6G. It is assumed that a game launcher is installed on all user terminals (141, 142), and authentication of a user (U1) on each of the user terminals (141, 142) based on the game launcher is completed.

[0068] When a game application is executed on a user terminal (141) with relatively limited resources, such as a smartphone, the quality of the user experience related to the game may be reduced. The quality may be evaluated by indicators such as frames-per-second (fps), response delay, and / or resolution. The quality of the user experience may be better when the game application is executed on a desktop user terminal (142) than when the game application is executed on a user terminal (141). Referring to FIG. 2B, the user terminal (142) may transmit a screen (220) generated (or rendered) by a processing circuit (e.g., a GPU (graphics processing unit)) of the user terminal (142) to the user terminal (141). The operation of transmitting the screen (220) may include an operation of transmitting a bitstream representing the screen (220) via a communication link (L6) (e.g., streaming).

[0069] In the exemplary state of FIG. 2B where the user terminal (142) displays the screen (220) on the user terminal (141), the user terminal (141) can display the screen (220) on the display based on the execution of the game launcher. For example, without installing and / or executing a game application for communicating with the server (120), the user terminal (141) can display the screen (220) related to the game service provided by the server (120) on the display. The user terminal (141) can display the screen (220) provided by the user terminal (142) based on the execution of the game launcher.

[0070] Referring to FIG. 2B, in one embodiment where the user terminal (142) generates a screen (220) to be displayed by the user terminal (141), the user terminal (142) may display a screen (220) including a UI related to the user terminal (141), which is a smart phone. The UI may include a virtual joystick including a visual object (222) having a shape of a circle that can be dragged (or moved) by a touch input on an area (221) having a shape of a circle. The UI may include a group (223) of touchable visual objects that can control the state of the PC (215). Comparing FIG. 2A and FIG. 2B, the screen (210) of FIG. 2A, which is displayed through the display of the user terminal (142), which is a desktop, may not include the visual object (222) and / or the group (223). In a state where a screen (220) is transmitted to a user terminal (141) which is a smart phone, the user terminal (141) which receives the screen (220) can overlap an area (221) including a visual object (222) and a group (223) on the screen (220). For example, a screen (225) displayed on the display of the user terminal (141) can further include a visual object (222), an area (221), and a group (223) for guiding a touch input.

[0071] Referring to FIG. 2B, while displaying a screen (225) based on a screen (220) provided by a user terminal (142), the user terminal (141) can receive an input from a user (U1) related to the screen (225). In response to the input, the user terminal (141) can transmit a signal representing the input to the user terminal (142). The user terminal (142) receiving the signal can communicate with the server (120) and use the input corresponding to the signal to at least partially change the state of the virtual space (130) and / or the PC (215). The user (U1) can view the screen (220) representing the state of the virtual space (130) and / or the PC (215) at least partially changed through the user terminal (141).

[0072] As described above, although an embodiment has been described in which the server (120) and the user terminal (142) for providing the game service of FIG. 2B directly communicate, and the user terminal (141) indirectly communicates with the server (120) using the user terminal (142), the embodiment is not limited thereto. For example, the user terminal (141) that receives the input of the user (U1) related to the screen (225) can transmit a signal including information related to the input to the server (120) via the communication link (L7). The signal can be transmitted directly to the server (120) independently of the communication links (L4, L6) established by the user terminal (142). For example, the user terminal (141) can transmit a signal via the communication link (L7) in order to reduce the delay in the input of the user (U1) or to improve the responsiveness of the game service provided by the server (120). The server (120) that receives the signal can transmit a signal (or information) indicating the state of the virtual space (130) that has been changed based on the signal to the user terminal (142) through the communication link (L4). The user terminal (142) that receives the signal can perform rendering of the screen (220) to be provided to the user terminal (141) through the communication link (L6). After the signal related to the rendered screen (220) is transmitted to the user terminal (141) through the communication link (L6), the user terminal (141) can display the screen (225) based on the signal (e.g., a screen in which a visual object (222), an area (221), and a group (223) are overlapped on the screen (220).

[0073] For example, when a communication link (L6) between user terminals (141, 142) is blocked, the user terminal (141) can establish at least one of a direct communication link (L7) between the server (120) for providing a game service and the user terminal (141) and / or a direct communication link (L8) between the server (110) for providing a game platform service and the user terminal (141).

[0074] Although the operation of transmitting a signal representing a screen (220) between user terminals (141, 142) commonly logged in by a user (U1) has been described, the embodiment is not limited thereto. For example, the user terminal (142) may transmit a signal representing a screen (220) to user terminals of other users logged in to the server (110) via the server (110). The function of the user terminal (142) transmitting the signal to user terminals of other users logged in to the server (110) may be referred to as a broadcasting function.

[0075] Referring to FIG. 2C, a server (230) for cloud gaming may be connected to a user terminal (142). For example, when a request for providing a cloud-based game service is identified from a user terminal (142), the server (110) may request the server (230) to provide a cloud service based on the server (230). The request may be transmitted to the server (230) via a communication link (L9) between the server (110) and the server (230). In response to the request, the server (230) may establish a communication link (L10) between the server (120) and the server (230) for the game service and a communication link (L11) between the server (120) and the user terminal (142). The request transmitted via the communication link (L9) may include information related to the user terminal (142) that transmitted the request and / or the game service.

[0076] In one embodiment, the server (230) may perform rendering of a screen (210) to be displayed on a user terminal (142). The server (230) may transmit a signal (or bitstream) related to the screen (210) rendered by the server (230) to the user terminal (142) via a communication link (L11) between the user terminal (142) and the server (230). The user terminal (142) that receives the signal may display the screen (210) indicated by the signal on a display.

[0077] In the exemplary state of FIG. 2c, the user terminal (142) displaying the screen (210) can receive a user input related to the screen (210). In response to the user input received from the user (U1), the user terminal (142) can transmit a signal representing the user input to the server (230) via the communication link (L11). The server (230) receiving the signal can execute a function related to the user input. The server (230) executing the function can include, for example, an operation of at least partially changing the state of the virtual space (130) provided by the server (110) by communicating with the server (110) via the communication link (L10). For example, the server (230) executing the function can include an operation of re-rendering the screen (210) to be transmitted to the user terminal (142) based on the partially changed state of the virtual space (130). For example, the server (230) that executed the above function can further transmit a signal related to the re-rendered screen (210) through the communication link (L11).

[0078] As described above, by using the game launcher, the user terminal (141) can display a screen (220) of a game application running on another user terminal (in one embodiment of FIG. 2B, the user terminal (142)) and respond to the user's (U1) interaction related to the screen (220). The user terminal (141) can indirectly perform graphic rendering (e.g., visualization of a three-dimensional graphical object) by using the resources of the user terminal (142). Even if the user terminal (141) does not have the capacity required to install the game application (e.g., available capacity of flash storage) or the user terminal (141) does not have the resources required to run the game application (e.g., specifications of a GPU and / or CPU), the user terminal (141) running the game launcher can provide a user experience related to the game application.

[0079] Below, exemplary functions supported by a user terminal running a game launcher are described with reference to FIGS. 3A to 3D.

[0080] FIGS. 3A, 3B, 3C, and 3D illustrate exemplary functions supported by a game launcher executed by a user terminal (e.g., user terminals 141, 142, 143, 151, and 152 of FIG. 1). Referring to FIGS. 3A to 3D , exemplary states (301, 302, 303, and 304) of a screen displayed by a user terminal executing a game launcher are illustrated. After completing authentication of a user of the user terminal using the game launcher, the user terminal may display the exemplary screens illustrated in FIGS. 3A to 3D . Referring to FIG. 3A , a user terminal displaying a screen provided by the game launcher may display visual objects (311, 312, 313, and 314) corresponding to each of options for adjusting a mode of the screen. For example, the visual object (311) may correspond to a function for outputting a list of multiple game applications executable by the user terminal. For example, the visual object (312) may correspond to a function for outputting a list of one or more game applications installed on the user terminal. For example, the visual object (313) may correspond to a function for executing a messenger service based on a game platform service. For example, the visual object (314) may correspond to a function for executing a community service for users subscribed to the game platform service.

[0081] In a state (301) where a first option corresponding to a visual object (311) is selected, the user terminal may provide a screen for downloading game applications that can be executed using a game launcher. In a state (302) where a second option corresponding to a visual object (312) is selected, the user terminal may provide a screen related to one or more game applications installed on the user terminal. In a state (303) where a third option corresponding to a visual object (313) is selected, the user terminal may provide a screen for exchanging messages (e.g., sending and / or receiving messages) between users logged in to the game platform service. In a state (304) where a fourth option corresponding to a visual object (314) is selected, the user terminal may provide a screen for exchanging information (e.g., postings) between users subscribed to the game platform service.

[0082] Within the area (315) of the screen of FIG. 3A, the user terminal may display a list of game applications. The list may be provided from a server providing a game platform service (e.g., server (110) of FIG. 1, FIG. 2A, and / or FIG. 2B). One or more icons (e.g., icon (319)) displayed in the area (315) may correspond to specific game applications included in the list. For example, in response to an input for selecting an icon (319), the user terminal may display a UI for downloading a game application corresponding to the icon (319) within the screen.

[0083] In a state (301) of displaying a list of game applications through an area (315), the user terminal may display visual objects (316, 317, 318) for filtering game applications included in the list. The visual object (316) may correspond to an option for displaying all game applications included in the list in the area (315). The visual object (317) may correspond to an option for displaying a sub-list of one or more game applications executable on a personal computer among the game applications included in the list in the area (315). The visual object (318) may correspond to an option for displaying a sub-list of one or more game applications executable on a smartphone among the one or more game applications included in the list in the area (315).

[0084] FIG. 3a is a drawing showing a screen in which a first option is executed in a game launcher of a user terminal by selecting a first visual object (311) capable of outputting a list of game applications that can be executed on a user terminal, for example.

[0085] Referring to the exemplary screen of FIG. 3A, the user terminal may display a visual object (320) mapped to a function for streaming the screen of a game application executed using a game launcher. For example, in response to an input for selecting the visual object (320), the user terminal may display a list of other user terminals in which the user of the user terminal (e.g., users U1 and U2 of FIG. 1) is logged in. For example, if the input is received while streaming the screen of the game application, the user terminal may display a pop-up window indicating that the screen of the game application is being streamed. For example, if the input is received while preparing to stream the screen of the game application, the user terminal may display a pop-up window indicating that streaming of the screen of the game application is about to start. The pop-up window of the example may include a button and / or a hyperlink for receiving an input for stopping or restarting streaming of the screen of the game application. A user terminal that receives an input for selecting another user terminal from the above list can execute a function for transmitting a screen-related signal to the other user terminal selected by the input. FIG. 3b is a diagram illustrating a screen in which a second option is executed in the game launcher of the user terminal by selecting a visual object (312) capable of providing a screen related to a game application installed on the user terminal, for example.

[0086] Referring to FIG. 3B, in a state (302) where a second option corresponding to a visual object (312) is selected, the user terminal can display a list of game applications installed in the user terminal. The user terminal can display an area (324) and visual objects (321, 322, 323) for switching the UI displayed in the area (324). In a state (302) where a visual object (321) is selected, the user terminal can display visual objects representing each of the game applications installed in the user terminal in the area (324) (e.g., visual objects corresponding to game application A and game application B, respectively). In a state (302) where a visual object (321) is selected, the user terminal can further display a visual object (329) for switching to a state (301) for downloading the game application, together with visual objects corresponding to each of the game applications installed in the user terminal in the area (324).

[0087] The visual objects (322, 323) different from the visual object (321) may each correspond to game applications installed on the user terminal. For example, the visual object (322) may correspond to game application A installed on the user terminal, and the visual object (323) may correspond to game application B installed on the user terminal. For example, in response to an input for selecting the visual object (322), the user terminal may display a UI related to game application A in the area (324). The UI may include a visual object for executing game application A.

[0088] In response to an input for selecting a visual object (313), the user terminal may display a screen as shown in state (303) of FIG. 3c. The screen may be displayed as an overlay on a screen running for the game launcher (e.g., a pop-up window).

[0089] FIG. 3c is a drawing showing a screen in which a third option is executed in a game launcher of a user terminal by selecting a third visual object (313) that can provide a screen for exchanging messages between users of a game platform service, for example.

[0090] Referring to FIG. 3C, within the screen, the user terminal may display a list (331) of game applications to which a user logged in to the user terminal is subscribed. The list (331) may include chat channels corresponding to each of the game applications and / or chat channels provided through the game service. For example, the chat channels provided through the game service may include a chat channel dedicated to a guild (or party) provided through the game service, and a one-on-one chat channel (e.g., a whisper channel) indicated by a user account of the user terminal. Within an area (332) of the exemplary screen of FIG. 3C, the user terminal may display one or more messages that have been transmitted or received through any one of the chat channels. The user terminal may display visual objects (333, 334, 335) for transmitting text, emoticons, and / or images (or videos) to the chat channel corresponding to the area (332). The user terminal can display a visual object (336) for uploading text entered in a text box (333) to the chat channel. Through the screen of Fig. 3c, the user terminal can display a visual object (337) mapped to a function for adding a new chat channel.

[0091] FIG. 3D is a drawing showing a screen in which the fourth option is executed in the game launcher of a user terminal by selecting a visual object (314) that can create a post between users of a game platform service, for example.

[0092] Referring to FIG. 3D, in a state (304) where the fourth option corresponding to the visual object (314) is selected, the user terminal may provide a list of posts registered in the game platform service. The user terminal may provide the list through an area (342) within the screen. For example, an element (345) within the area (342) may correspond to a specific post included in the list. In response to an input for selecting the element (345), the user terminal may display a post corresponding to the element (345) within the screen. The user terminal may display visual objects for filtering posts displayed in the area (342) in the area (341). The visual objects displayed in the area (341) may each correspond to hashtags (or keywords) assigned to each post. For example, a visual object (344) may be displayed to provide a list of posts containing an exemplary hashtag (e.g., a hashtag containing the string “#UPDATE”) via area (342). For example, a visual object (343) may be displayed to deselect the hashtags displayed via area (341) to provide a list of all posts in area (342).

[0093] FIG. 4 is a block diagram illustrating a computing environment including a computing device according to one embodiment.

[0094] In the embodiment illustrated in FIG. 4, each component may have different functions and capabilities other than those described below, and may include additional components other than those described below.

[0095] The illustrated computing environment (10) includes a computing device (12). The computing device (12) is for performing a method according to embodiments to be described later, and may be, for example, one or more components included in at least one of the servers (110, 120) illustrated in FIG. 1. As another example, at least some of the components included in the computing device (12) may be included in at least one of the servers (110, 120) illustrated in FIG. 1.

[0096] A computing device (12) includes at least one processor (14), a computer-readable storage medium (16), and a communication bus (18). The processor (14) may cause the computing device (12) to operate according to an exemplary embodiment. For example, the processor (14) may execute one or more programs stored in the computer-readable storage medium (16). The one or more programs may include one or more computer-executable instructions, which, when executed by the processor (14), may be configured to cause the computing device (12) to perform operations according to an exemplary embodiment.

[0097] A computer-readable storage medium (16) is configured to store computer-executable instructions or program code, program data, and / or other suitable forms of information. A program (20) stored in the computer-readable storage medium (16) includes a set of instructions executable by the processor (14). In one embodiment, the computer-readable storage medium (16) may be a memory (volatile memory such as random access memory, non-volatile memory, or a suitable combination thereof), one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, any other form of storage medium that can be accessed by the computing device (12) and store desired information, or a suitable combination thereof.

[0098] A communication bus (18) interconnects various other components of the computing device (12), including the processor (14) and computer-readable storage media (16).

[0099] The computing device (12) may also include one or more input / output interfaces (22) and one or more network communication interfaces (26) that provide interfaces for one or more input / output devices (24). The input / output interfaces (22) and the network communication interfaces (26) are connected to the communication bus (18). The input / output devices (24) may be connected to other components of the computing device (12) via the input / output interfaces (22). Exemplary input / output devices (24) may include input devices such as pointing devices (such as a mouse or trackpad), keyboards, touch input devices (such as a touchpad or touchscreen), voice or sound input devices, various types of sensor devices, and / or photographing devices, and / or output devices such as display devices, printers, speakers, and / or network cards. An exemplary input / output device (24) may be included within the computing device (12) as a component constituting the computing device (12), or may be connected to the computing device (12) as a separate device distinct from the computing device (12).

[0100] Figure 5 is a flowchart of a game pre-order method according to one embodiment.

[0101] According to one embodiment, the method illustrated in FIG. 5 can be performed by the computing device (12) illustrated in FIG. 4.

[0102] Referring to FIG. 5, the computing device (12) receives a request for sharing within the chat room for game pre-registration from a user terminal of a participant participating in the chat room (510).

[0103] Game pre-registration may refer to obtaining user information in advance from users who wish to play the game and registering them in order to determine the demand for server access for game play before the game is officially released or to conduct game-related promotions.

[0104] In one embodiment, a chat room may mean a virtual space that allows multiple participants to exchange text messages, voice messages, images, videos, etc. with each other.

[0105] According to one embodiment, each participant in a chat room can use the chat room through a chat room screen provided by an application (hereinafter referred to as a "chat room providing application") installed on each participant's user terminal to use the chat room providing service (hereinafter referred to as a "chat room providing service"). In this case, the chat room providing service may be provided by, for example, one or more of the servers (110, 120) illustrated in FIG. 1.

[0106] In one embodiment, the chat room service may be a game service that provides a game that is the subject of a requested pre-order (hereinafter referred to as a "pre-order game"). In this case, the chat room may be provided through an application installed on the user terminal of each participant in the chat room, such as a game application or game launcher, for use of the game service for the pre-order game.

[0107] In another embodiment, the chat room provision service may be an associated service linked to a game service that provides a game eligible for pre-order. In this case, the associated service being linked to the game service may mean, for example, that the associated service and the game service can be used through a single integrated account, that the game service can be used using a user account registered with the associated service, or that a game pre-order request for a game eligible for pre-order can be made using user information registered with the associated service. Meanwhile, the associated service may include, for example, a messenger service, a game platform service, and the chat room may be provided through an application installed on the user terminal of each participant participating in the chat room for the purpose of using the associated service, such as a messenger application, a game platform application, and the like.

[0108] Meanwhile, according to one embodiment, a request to share information about game pre-orders within a chat room may be a request for a chat room participant to share information related to game pre-orders with other participants within the chat room.

[0109] According to one embodiment, the computing device (12) may receive a request for sharing game pre-orders in the form of a chat room message including link information related to game pre-orders from a user terminal of a chat room participant. At this time, the link information related to game pre-orders may be, for example, a URL (Uniform Resource Locator) for accessing a game pre-order application page for a game subject to pre-order. For example, the chat room participant may request transmission of a message including link information related to game pre-orders for a game subject to pre-orders through a message input window on a chat room screen provided by a chat room providing application installed on the participant's user terminal. In this case, the computing device (12) may receive a request for sharing game pre-orders within the chat room in the form of a message including the link information entered by the chat room participant from the chat room providing application installed on the participant's user terminal.

[0110] According to another embodiment, the computing device (12) may receive a request to share within a chat room for game pre-order from a user terminal of a chat room participant through a sharing request UI (User Interface) provided through a chat room providing application installed on the user terminal of the chat room participant or a webpage related to game pre-order. In this case, the sharing request UI may be provided through, for example, a chat room screen provided by the chat room providing application, a pre-order application screen provided by the chat room providing application for game pre-order, etc. As another example, the sharing request UI may be provided through a webpage for receiving applications for game pre-order, a webpage for providing information related to game pre-order, etc.

[0111] Meanwhile, when a request to share a game pre-order within a chat room is received from a user terminal of a chat room participant, the computing device (12) checks whether the application for the requested game pre-order has been completed for each other participant in the chat room (520).

[0112] According to one embodiment, the computing device (12) can check whether the game pre-registration application for each other participant has been completed based on the user information of each other participant registered in the chat room providing service.

[0113] Here, according to one embodiment, the user information of each other participant may be information included in the user account of each other participant registered in the chat room providing service. For example, if the chat room providing service is a game service that provides a game eligible for pre-order, the computing device (12) may check whether the pre-order application for each other participant has been completed based on the user information included in the user account of each other participant registered in the game service. As another example, if the chat room providing service is a messenger service linked with the game service that provides a game eligible for pre-order, the computing device (12) may check whether the pre-order application for each other participant has been completed based on the user information included in the user account of each other participant registered in the messenger service.

[0114] Meanwhile, user information used to confirm whether a game pre-order application has been completed may include, but is not necessarily limited to, user ID, phone number, email address, etc., and may include various information that is required when applying for a game pre-order or that can be used to confirm whether a game pre-order application has been completed.

[0115] According to one embodiment, user information for each user who has completed a game pre-order application for a game eligible for pre-order may be registered with the game service. In this case, the user information registered with the game service may be stored in a server associated with the game service, such as the servers (110, 120) illustrated in FIG. 1, or in a database where user information of users who have completed pre-order applications is stored. In addition, the computing device (12) may confirm whether the pre-order application for each other participant has been completed by checking whether user information of each other participant registered in the chat room service is registered in the game service. For example, the computing device (12) may request a server associated with the game service to confirm whether user information of each other participant registered in the chat room service is registered. In this case, the server associated with the game service may confirm whether the requested user information is stored in the server associated with the game service or in the database where user information of users who have completed pre-order applications is stored, and then provide the result to the computing device (12).

[0116] Thereafter, the computing device (12) provides a pre-order application UI for requesting a game pre-order to be shared with user terminals of other participants in the chat room who have not applied for a game pre-order (hereinafter referred to as “non-pre-order applicants”) through the chat room (530).

[0117] At this time, according to one embodiment, the computing device (12) may provide a pre-order application UI through a chat room screen provided to a non-pre-order applicant by a chat room providing application installed on the user terminal of a non-pre-order applicant.

[0118] For example, the pre-order application UI may be provided in the form of a chat message on the chat room screen displayed on the user terminal of a non-pre-order applicant. Specifically, the pre-order application UI may be displayed on the chat room screen displayed on the user terminal of a non-pre-order applicant in the form of a chat message sent by a chat room participant who requests to share the game pre-order information.

[0119] As another example, the pre-order application UI may be provided in the form of a fixed message on the chat room screen displayed on the user terminal of a user who has not applied for a pre-order.

[0120] Meanwhile, the computing device (12) applies for game pre-order for a non-pre-order applicant based on the user input of the non-pre-order applicant for the pre-order application UI (540).

[0121] According to one embodiment, the computing device (12) may receive a pre-order application request for game pre-order from a user terminal of a non-pre-order applicant based on a user input of a non-pre-order applicant for a pre-order application UI.

[0122] Specifically, when a chat room providing application installed on a user terminal of a non-pre-order applicant detects a user input of a non-pre-order applicant for a pre-order application UI provided through a chat room screen, the application may transmit a pre-order application request to a computing device (12). At this time, the user input for the pre-order application UI may be, for example, a click or a touch on the pre-order application UI, but is not necessarily limited thereto, and the user input for the pre-order application UI may vary depending on the form in which the pre-order application UI is displayed, the type of user terminal, the type of input means used for user input for the pre-order application UI (for example, a touch screen, a keyboard, a mouse, etc.), etc.

[0123] Meanwhile, according to one embodiment, if a pre-order request for a game pre-order is received from a user terminal of a non-pre-order applicant, the computing device (12) may request a game pre-order for the non-pre-order applicant. Specifically, the computing device (12) may request a game pre-order for the non-pre-order applicant using the user information of the non-pre-order applicant registered in the chat room service. In this case, the user information of the non-pre-order applicant may be information included in the user account of the non-pre-order applicant registered in the chat room service.

[0124] For example, if the chat room providing service is a game service that provides a game eligible for pre-order, the computing device (12) can apply for a game pre-order for a non-pre-order applicant using the user information included in the user account of the non-pre-order applicant registered with the game service. As another example, if the chat room providing service is a messenger service linked to the game service that provides a game eligible for pre-order, the computing device (12) can apply for a game pre-order for a non-pre-order applicant using the user information included in the user account of the non-pre-order applicant registered with the messenger service.

[0125] Meanwhile, user information used to apply for game pre-order for those who have not applied for pre-order may include, but is not necessarily limited to, user ID, phone number, email address, etc., but may vary depending on the embodiment.

[0126] Meanwhile, according to one embodiment, a game pre-order application may be performed by the computing device (12) directly storing the user information of a user who has not applied for pre-order in a database in which the user information of a user who has completed the pre-order application is stored, or by transmitting the user information of a user who has not applied for pre-order to a server associated with the game service, such as the server (110, 120) illustrated in FIG. 1, and requesting the server associated with the game service to store the user information of a user who has not applied for pre-order in the server associated with the game service or in the database in which the user information of a user who has completed the pre-order application is stored.

[0127] Meanwhile, in the flowchart illustrated in FIG. 5, at least some of the steps may be performed together by combining with other steps, may be performed by dividing into substeps, or may be performed by adding one or more steps not illustrated.

[0128] Figure 6 is a flowchart of a game pre-order method according to an additional embodiment.

[0129] According to one embodiment, the method illustrated in FIG. 6 may be performed by the computing device (12) illustrated in FIG. 4. Meanwhile, steps 610, 620, and 640 in FIG. 6 are identical to steps 510, 520, and 540 illustrated in FIG. 5, and therefore, a redundant description thereof will be omitted.

[0130] Referring to FIG. 6, the computing device (12) provides a pre-order application UI to user terminals of other participants in the chat room who have not applied for pre-order based on the result of confirmation of whether or not the application for game pre-order has been completed, and provides application status information for game pre-order of participants in the chat room to user terminals of other participants in the chat room who have completed the application for game pre-order (hereinafter referred to as “pre-order completers”) (630).

[0131] At this time, the application status information may include, for example, the number of participants in the chat room who have completed pre-orders and / or have not yet applied for pre-orders, identification information for each participant who has completed pre-orders and / or has not yet applied for pre-orders (e.g., chat name, user name, user ID, etc.), the time remaining until the end of game pre-orders, etc.

[0132] Meanwhile, according to one embodiment, application status information may be provided through a chat room screen provided to a person who has completed a pre-order by a chat room providing application installed on the user terminal of the person who has completed a pre-order.

[0133] For example, application status information may be provided in the form of a chat message on the chat room screen of a user terminal of a person who has completed a pre-order. Specifically, the application status information may be displayed on the chat room screen of a person who has completed a pre-order in the form of a chat message sent by a chat room participant who has requested to share the game pre-order information.

[0134] As another example, application status information may be provided in the form of a fixed message on the chat room screen displayed on the user terminal of a person who has completed a pre-order.

[0135] Meanwhile, after providing application status information, if a game pre-order application for a non-pre-order applicant is completed, the computing device (12) provides updated application status information to the user terminal of a pre-order applicant through a chat room (650).

[0136] For example, if a game pre-order application for at least one of the non-pre-order applicants in the chat room has been completed, the computing device (12) may update the number of pre-order applicants and / or non-pre-order applicants included in the existing application status information, identification information (e.g., nickname, user name, user ID, etc.) for each of the pre-order applicants and / or non-pre-order applicants, and then provide the updated application status information to the user terminal of the pre-order applicant through the chat room.

[0137] Meanwhile, according to one embodiment, updated application status information may be provided to a pre-ordered user through a chat room screen provided by a chat room providing application installed on the user terminal of the user who completed the pre-order. For example, the updated application status information may be provided in the form of a chat message on the chat room screen displayed on the user terminal of the pre-ordered user. Specifically, the updated application status information may be displayed on the chat room screen of the pre-ordered user in the form of a chat message sent by a chat room participant who requested to share the game pre-order information.

[0138] As another example, updated application status information may be provided in the form of a fixed message on the chat room screen displayed on the user terminal of a person who has completed a pre-order.

[0139] Meanwhile, in the flowchart illustrated in FIG. 6, at least some of the steps may be performed together by combining with other steps, may be performed by dividing into substeps, or may be performed by adding one or more steps not illustrated.

[0140] Figure 7 is a flowchart of a game pre-order method according to an additional embodiment.

[0141] According to one embodiment, the method illustrated in FIG. 7 may be performed by the computing device (12) illustrated in FIG. 4. Meanwhile, steps 710, 720, and 730 in FIG. 7 are identical to steps 510, 520, and 530 illustrated in FIG. 5, and therefore, a redundant description thereof will be omitted.

[0142] Referring to FIG. 7, after providing a pre-registration application UI to a user terminal of a non-pre-registration applicant, the computing device (12) checks whether a new participant has been added to the chat room (740).

[0143] When a new participant is added, the computing device (12) checks whether the application for game pre-registration has been completed for the new participant to determine whether the new participant is a non-pre-registration applicant (750).

[0144] Additionally, if a new participant has not applied for a pre-registration, the computing device (12) provides a pre-registration application UI to the new participant's user terminal through the chat room (760).

[0145] At this time, the pre-order application UI provided to the user terminal of the new participant may be provided in the same form as the pre-order application UI provided to the user terminal of the non-pre-order applicant in step 730.

[0146] Thereafter, the computing device (12) applies for game pre-registration for the new participant based on the new participant's user input for the pre-registration application UI (770).

[0147] According to one embodiment, the computing device (12) may receive a pre-order application request for game pre-order from the user terminal of the new participant based on the user input of the new participant for the pre-order application UI. Specifically, the chat room providing application installed on the user terminal of the new participant may transmit the pre-order application request to the computing device (12) when the user input of the new participant for the pre-order application UI provided through the chat room screen is detected. At this time, the user input for the pre-order application UI may be, for example, a click or a touch on the pre-order application UI, but is not necessarily limited thereto, and the user input for the pre-order application UI may vary depending on the form in which the pre-order application UI is displayed, the type of the user terminal, the type of input means used for user input for the pre-order application UI (for example, a touch screen, a keyboard, a mouse, etc.), etc.

[0148] Meanwhile, according to one embodiment, when a pre-registration request for a game pre-registration is received from a user terminal of a new participant, the computing device (12) may request a game pre-registration for the new participant using the user information of the new participant registered with the chat room service. In this case, the user information of the new participant may be information included in the user account of the new participant registered with the chat room service.

[0149] For example, if the chat room providing service is a game service that provides a game eligible for pre-order, the computing device (12) can apply for a game pre-order for the new participant using the user information included in the user account of the new participant registered in the game service. As another example, if the chat room providing service is a messenger service linked to the game service that provides a game eligible for pre-order, the computing device (12) can apply for a game pre-order for the new participant using the user information included in the user account of the new participant registered in the messenger service.

[0150] Meanwhile, user information used to apply for game pre-registration for new participants may include, but is not necessarily limited to, user ID, phone number, email address, etc., and may vary depending on the embodiment.

[0151] Meanwhile, in the flowchart illustrated in FIG. 7, at least some of the steps may be performed together by combining with other steps, may be performed by dividing into substeps, or may be performed by adding one or more steps not illustrated.

[0152] FIG. 8 and FIG. 9 are drawings for exemplarily explaining a pre-order application UI provided through a chat room screen of a non-pre-order applicant according to one embodiment.

[0153] Referring to FIG. 8, in a chat room screen (810) provided by a chat room providing application installed on a user terminal (800) of a user who has not applied for advance reservation, messages sent by other participants in the chat room may be displayed on the left, and messages sent by a user of the user terminal (800) who has not applied for advance reservation may be displayed on the right.

[0154] Meanwhile, if 'User A' among the chat room participants requests sharing of game pre-order within the chat room, the pre-order request UI (820) may be displayed on the chat room screen (810) in the form included in the message sent by 'User A'.

[0155] Specifically, the pre-order application UI (820) may be provided in the form of a button UI as in the illustrated example, and the user terminal (800) may transmit a pre-order request to a non-pre-order applicant to the computing device (12) when the non-pre-order applicant touches or clicks the pre-order application UI (820).

[0156] Meanwhile, when a pre-order request is received from a user terminal (800), the computing device (12) may use the user information (e.g., phone number) of the non-pre-order applicant registered in the chat room provision service to apply for game pre-order for the non-pre-order applicant, and then notify the user terminal (800) that the game pre-order application for the non-pre-order applicant has been completed. In this case, as in the example illustrated in FIG. 9, a message (830) indicating that game pre-order has been completed may be displayed on the chat room screen (810) of the user terminal (800).

[0157] Meanwhile, a message (830) indicating that game pre-order has been completed may include, for example, text (831) for displaying user information used for game pre-order application and a UI (832) for modifying the user information. At this time, the UI (832) for modifying user information may be provided in the form of text (or image) hyperlinked to a page provided to enable a pre-order completion user who has completed game pre-order application to modify the user information used for game pre-order application, but is not necessarily limited to a specific form.

[0158] FIG. 10 is a diagram for exemplarily explaining application status information for game pre-orders provided through a chat room screen of a person who has completed a pre-order according to one embodiment.

[0159] Referring to FIG. 10, in a chat room screen (1010) provided by a chat room providing application installed on a user terminal (1000) of a person who has completed a pre-order, messages sent by other participants in the chat room may be displayed on the left, and messages sent by the person who has completed a pre-order, who is a user of the user terminal (1000), may be displayed on the right.

[0160] Meanwhile, if 'User A' among the chat room participants requests sharing of game pre-order within the chat room, the application status information (1020) of the chat room participants regarding the requested game pre-order can be displayed on the chat room screen (1010) in the form included in the message sent by 'User A'.

[0161] At this time, the application status information (1020) may include the number of participants who have completed the application for game pre-order among the chat room participants as in the example shown, but may also include identification information (e.g., nickname, user name, user ID, etc.) for each participant who has completed the pre-order and / or has not applied for the pre-order, depending on the embodiment.

[0162] FIG. 11 is a flowchart of a group-based game pre-order method according to one embodiment.

[0163] According to one embodiment, the method illustrated in FIG. 11 can be performed by the computing device (12) illustrated in FIG. 4.

[0164] Referring to FIG. 11, a computing device (12) receives a request for sharing within a chat room for game pre-order from a user terminal of one of a plurality of participants participating in the chat room (1110).

[0165] In one embodiment, a request to share information about a game pre-order within a chat room may be a request for a chat room participant to share information related to a game pre-order with other participants within the chat room.

[0166] According to one embodiment, the computing device (12) may receive a request for sharing a game pre-order in the form of a chat room message including link information related to game pre-order from a user terminal of a chat room participant. In this case, the link information related to game pre-order may be, for example, a URL for accessing a pre-order application page for a game subject to pre-order. For example, the chat room participant may request transmission of a message including link information related to pre-order of a game subject to pre-order through a message input window on a chat room screen provided by a chat room providing application installed on the participant's user terminal. In this case, the computing device (12) may receive a request for sharing a game pre-order within the chat room in the form of a message including the link information entered by the chat room participant from the chat room providing application installed on the participant's user terminal.

[0167] According to another embodiment, the computing device (12) may receive a request to share within the chat room for game pre-order from the user terminal of the chat room participant through a sharing request UI provided through a chat room providing application installed on the user terminal of the chat room participant or a webpage related to game pre-order. In this case, the sharing request UI may be provided through, for example, a chat room screen provided by the chat room providing application, a pre-order screen provided by the chat room providing application for game pre-order, etc. As another example, the sharing request UI may be provided through a webpage for receiving applications for game pre-order, a webpage for providing information related to game pre-order, etc.

[0168] Meanwhile, when a request for sharing in the chat room for game pre-order is received from a user terminal of one of the multiple participants participating in the chat room, the computing device (12) checks whether the application for game pre-order requested for sharing has been completed for each of the other participants participating in the chat room (1120).

[0169] According to one embodiment, the computing device (12) can check whether the game pre-registration application for each other participant has been completed based on the user information of each other participant registered in the chat room providing service.

[0170] Here, according to one embodiment, the user information of each other participant may be information included in the user account of each other participant registered in the chat room providing service. For example, if the chat room providing service is a game service that provides a game eligible for pre-order, the computing device (12) may check whether the pre-order application for each other participant has been completed based on the user information included in the user account of each other participant registered in the game service. As another example, if the chat room providing service is a messenger service linked with the game service that provides a game eligible for pre-order, the computing device (12) may check whether the pre-order application for each other participant has been completed based on the user information included in the user account of each other participant registered in the messenger service.

[0171] Meanwhile, user information used to confirm whether a game pre-order application has been completed may include, but is not necessarily limited to, user ID, phone number, email address, etc., and may include various information that is required when applying for a game pre-order or that can be used to confirm whether a game pre-order application has been completed.

[0172] Thereafter, the computing device (12) provides a first UI that allows a user terminal of a participant who has requested sharing of game pre-orders within the chat room (hereinafter referred to as a “sharing requester”) among the participants in the chat room to apply for a group-based reservation for game pre-orders, and provides a second UI that allows the user terminal of another participant in the chat room who has not applied for pre-orders to delegate the right to apply for game pre-orders (1130).

[0173] In this case, according to one embodiment, the first UI may be provided via a chat room screen provided to the share requester by a chat room providing application installed on the user terminal of the share requester. Furthermore, the second UI may be provided via a chat room screen provided to a non-pre-registration requester by a chat room providing application installed on the user terminal of the non-pre-registration requester.

[0174] For example, the first UI may be provided in the form of a conversation message on a chat room screen displayed on the user terminal of the share requester, and the second UI may be provided in the form of a conversation message on a chat room screen displayed on the user terminal of the non-pre-order requester. Specifically, the first UI may be displayed on the chat room screen of the share requester in the form of a conversation message sent by the share requester. Additionally, the second UI may be displayed on the chat room screen of the non-pre-order requester in the form of a conversation message sent by the share requester.

[0175] As another example, the first UI may be provided in the form of a message fixed to a chat room screen displayed on a user terminal of a share requester, and the second UI may be provided in the form of a message fixed to a chat room screen displayed on a user terminal of a non-pre-order requester.

[0176] Meanwhile, the computing device (12) identifies a non-registered user who has delegated the right to apply for game pre-registration to the sharing requester (hereinafter referred to as a 'delegator of authority') based on the user input of the non-registered user for the second UI (1140).

[0177] According to one embodiment, the computing device (12) may receive a request for delegation of authority to delegate the right to apply for game pre-order to a sharing requester from the user terminal of the non-pre-order applicant based on a user input of the non-pre-order applicant for the second UI. Specifically, the chat room providing application installed on the user terminal of the non-pre-order applicant may transmit a request for delegation of authority to the computing device (12) when a user input of the non-pre-order applicant for the second UI displayed through the chat room screen is detected. At this time, the user input for the second UI may be, for example, a click or a touch on the second UI, but is not necessarily limited thereto, and may vary depending on the form in which the pre-order application UI is displayed, the type of the user terminal, the type of input means used for user input for the pre-order application UI (for example, a touch screen, a keyboard, a mouse, etc.), etc.

[0178] Meanwhile, according to one embodiment, the authorization delegation request may include user identification information for identifying the authorization delegatee, and the computing device (12) may identify the authorization delegatee based on the user identification information included in the authorization delegation request. The user identification information may be, for example, a user ID, but is not necessarily limited thereto, and may include various pieces of information that can be used to identify the authorization delegatee among participants in the chat room.

[0179] Meanwhile, according to one embodiment, the computing device (12) may provide information on the status of authorization for game pre-order to at least one user terminal among the sharing requester and the non-pre-order requester based on the result of the authorization delegator identification. In this case, the authorization delegation status information may include the number of authorization delegators among the chat room participants, identification information for each authorization delegator (e.g., nickname, user name, user ID, etc.), and the remaining time until the game pre-order ends.

[0180] Thereafter, the computing device (12) requests a group-based reservation for game pre-order for a user group including a share requester and an authority delegater based on a user input of the share requester for the first UI (1150).

[0181] At this time, according to one embodiment, the group-based reservation application may mean an application method in which game pre-reservation is applied for all group members included in the user group at the request of a specific group member (i.e., a sharing requester) among the group members included in the user group, rather than at the individual request of each group member included in the user group.

[0182] Meanwhile, the computing device (12) may receive a pre-order application request for game pre-order from the user terminal of the sharing requester based on the user input of the sharing requester for the first UI. Specifically, the chat room providing application installed on the user terminal of the sharing requester may transmit a pre-order application request for game pre-order to the computing device (12) when the user input of the sharing requester for the first UI displayed through the chat room screen is detected. At this time, the user input for the first UI may be, for example, a click or a touch on the first UI, but is not necessarily limited thereto, and may vary depending on the form in which the first UI is displayed, the type of the user terminal, the type of input means used for the user input for the first UI (for example, a touch screen, a keyboard, a mouse, etc.), etc.

[0183] Meanwhile, according to one embodiment, when a request for a pre-order for a game pre-order is received from a user terminal of a sharing requester, the computing device (12) may request a group-based reservation for a user group including the sharing requester and the authority delegate based on the user information of each of the sharing requester and the authority delegate registered in the chat room providing service. In this case, the user information of each of the sharing requester and the authority delegate may be information included in the user accounts of each of the sharing requester and the authority delegate registered in the chat room providing service.

[0184] For example, if the chat room providing service is a game service that provides a game eligible for pre-order, the computing device (12) may request a group-based reservation based on the user information included in the user accounts of each of the share requester and the authority delegate registered in the game service. As another example, if the chat room providing service is a messenger service linked with the game service that provides a game eligible for pre-order, the computing device (12) may request a group-based reservation based on the user information included in the user accounts of each of the share requester and the authority delegate registered in the messenger service.

[0185] Meanwhile, user information used to apply for a group-based reservation may include, but is not necessarily limited to, a user ID, phone number, email address, etc., and may vary depending on the embodiment.

[0186] Meanwhile, in the flowchart illustrated in FIG. 11, at least some of the steps may be performed together with other steps, may be performed by dividing into substeps, or may be performed with one or more steps not illustrated added.

[0187] FIG. 12 is a flowchart of a group-based game pre-order method according to an additional embodiment.

[0188] According to one embodiment, the method illustrated in FIG. 12 may be performed by the computing device (12) illustrated in FIG. 4. Meanwhile, steps 1210, 1220, 1230, 1240, and 1250 in FIG. 12 are identical to steps 1110, 1120, 1130, 1140, and 1150 illustrated in FIG. 11, and therefore, a redundant description thereof will be omitted.

[0189] Referring to FIG. 12, after requesting a group-based reservation for a user group, the computing device (12) creates a new chat room including participants included in the user group (i.e., a share requester and an authority delegater) (1260).

[0190] Thereafter, the computing device (12) provides game-related information about the game for which a reservation has been requested through a group-based reservation to the user terminal of each participant included in the user group through the newly created chat room (1270).

[0191] At this time, game-related information may include various information related to the game for which a reservation has been requested, such as information related to events being held for users who have applied for game pre-order (e.g., pre-character creation events, prize provision events, etc.), and the game release schedule.

[0192] FIG. 13 and FIG. 14 are drawings for exemplarily explaining a first UI and a second UI according to one embodiment.

[0193] Specifically, FIG. 13 illustrates an example of a chat room screen (1310) provided to a sharing requester by a chat room providing application installed on a user terminal (1300) of a sharing requester among chat room participants, and FIG. 14 illustrates an example of a chat room screen (1410) provided to a non-pre-registration requester among chat room participants by a chat room providing application installed on a user terminal (1400) of a non-pre-registration requester.

[0194] Referring to FIGS. 13 and 14, a chat room screen (1310) provided to a share requester may display messages sent by the share requester on the right side, and messages sent by other chat room participants on the left side. Furthermore, a chat room screen (1410) provided to a non-pre-registered user may display messages sent by the non-pre-registered user of the user terminal (1400) on the right side, and messages sent by other chat room participants on the left side.

[0195] Meanwhile, if a share requester requests sharing within a chat room for game pre-order, the first UI (1320) may be provided to the share requester in the form included in a message sent by the share requester on the chat room screen (1310) provided to the share requester, and the second UI (1420) may be provided to the share requester in the form included in a message sent by the share requester on the chat room screen (1410) provided to non-pre-order applicants.

[0196] Meanwhile, as in the illustrated example, the first UI (1320) and the second UI (1420) may each be provided in the form of button UIs, and the user terminal (1400) of the non-pre-order applicant may transmit a request for authorization to the computing device (12) when the non-pre-order applicant touches or clicks the second UI (1420). In addition, the user terminal (1300) of the sharing requester may transmit a request for application for an advance reservation to a user group including the sharing requester and the authorization delegater to the computing device (12) when the sharing requester touches or clicks the first UI (1320).

[0197] Meanwhile, the computing device (12) may provide authorization delegation information (1330, 1430) through the chat room screen (1310) provided to the sharing requester and the chat room screen (1410) provided to the non-pre-order requester. At this time, the authorization delegation information (1330, 1430) may include information indicating the number of authorization delegators, but may also include identification information (e.g., nickname, user name, user ID, etc.) for each authorization delegator depending on the embodiment.

[0198] Meanwhile, FIGS. 15 and 16 are diagrams for exemplarily explaining game-related information provided through a new chat room created according to a group-based reservation request according to one embodiment.

[0199] Referring to FIGS. 15 and 16, when a group-based reservation is requested for a user group, a new chat room including participants included in the user group (i.e., a share requester and an authority delegater) may be created, and a chat room screen (1510) of the new chat room may be provided to each participant's user terminal (1500). At this time, the chat room screen (1510) may be provided, for example, by a chat room providing application installed on the user terminal (1500).

[0200] Meanwhile, as illustrated in the example of FIG. 15, a message (1520) may be displayed on the chat room screen (1510) to provide information (e.g., game release schedule, game update schedule, etc.) related to a game for which a reservation has been requested through group-based reservation. In this case, the message (1520) may include, for example, a UI (1521) hyperlinked to a page providing information related to the game.

[0201] Additionally, as illustrated in the example of FIG. 16, the chat room screen (1510) may display a message (1530) related to an event provided in connection with a game for which a reservation has been requested through group-based reservation, such as a pre-character creation event. In this case, the message (1530) may include, for example, information (1531) regarding the event participation status of participants included in the new chat room and a UI (1532) hyperlinked to a page providing information related to the event or a page for requesting the event.

[0202] Fig. 17 is a flowchart of a game server preemption method for player character creation according to one embodiment.

[0203] According to one embodiment, the method illustrated in FIG. 17 may be performed by the computing device (12) illustrated in FIG. 4.

[0204] Referring to FIG. 17, the computing device (12) receives a preemption request for a preemptible quantity among the number of player characters that can be created on the preemption target game server from the user terminal of the user (1710).

[0205] According to one embodiment, the number of player characters that can be created on a game server may refer to the maximum number of player characters that can be created on the game server. For example, in the case of an online game provided through multiple game servers, such as a Massively Multiplayer Online Role-Playing Game (MMORPG), multiple users who have connected to a specific game server among the multiple game servers may be configured to play simultaneously using player characters created by each user on the specific game server. In this case, the number of player characters that can be created may be set for each game server, and when the number of player characters created on a specific game server reaches the number of player characters that can be created on the specific game server, the creation of additional player characters may not be permitted until the player characters that have already been created are deleted.

[0206] In another embodiment, the number of player characters that can be created on a game server may be the maximum number of player characters that can be created through pre-character creation prior to the game's release. For example, a game service provider may offer a pre-character creation event for users who have pre-registered for a game to be released, allowing them to create player characters in advance of the game's release. In this case, the number of player characters that can be created on the game server may be the maximum number of player characters that can be created on the game server through the pre-character creation event.

[0207] Meanwhile, according to one embodiment, the number of player characters that can be created on the game server may be preset by the game service provider.

[0208] Meanwhile, the number of player characters that can be created on a game server that can be preempted (hereinafter referred to as the “number of player characters that can be preempted on a game server”) may be, for example, the number of player characters that can be created on a game server minus the number of player characters that have been created and the number of preempted characters allocated in relation to a specific user.

[0209] As another example, if the number of player characters that can be created on the game server is the maximum number of player characters that can be created through pre-character creation before the game is released, the number of player characters that can be pre-empted on the game server may be the number of player characters that can be created on the game server minus the number of player characters created through pre-character creation and the number of pre-empted characters allocated in relation to a specific user.

[0210] Meanwhile, depending on the embodiment, a portion of the number of player characters that can be created on the game server may be preset as preemptive. In this case, the number of possible preemptive characters on the game server may be, for example, the number of player characters created through preemptive character creation minus the number of preemptive characters assigned to a specific user, minus the number of preemptive characters preset as preemptive characters on the game server.

[0211] Meanwhile, according to one embodiment, the user's preemption request may include server identification information (e.g., server name, server identification code, etc.) for the target game server for preemption and information on the preemption request quantity. Specifically, according to one embodiment, the computing device (12) may provide the user terminal with information on a game server selectable for the preemption request among a plurality of game servers and the quantity that can be preempted in each selectable game server through a web page or application software related to a game provided through a plurality of game servers (hereinafter referred to as the "target game"). In this case, the computing device (12) may receive a preemption request including at least one of server identification information for the target game server for preemption selected by the user among the selectable game servers and the user's preemption request quantity for the quantity that can be preempted in the target game server for preemption.

[0212] Meanwhile, according to one embodiment, the user of the user terminal that sent the preemption request (hereinafter referred to as the "preemption requester") may be a user included in a user group for the target game, and the application software related to the target game may be a chat room providing application installed on the user terminal for using a chat room providing service that provides a chat room in which users included in the user group participate. At this time, according to one embodiment, each user included in the user group for the target game may be a user who has applied for a pre-order for the target game through a group-based reservation application.

[0213] Meanwhile, the computing device (12) allocates a preemption quantity determined from among the quantities available for preemption on the preemption target game server based on a preemption request received from a user terminal of a preemption requester in association with the preemption requester (1720).

[0214] According to one embodiment, the computing device (12) can identify a game server to be preempted among a plurality of game servers based on server identification information included in a preemption request received from a user terminal of a preemption requester. Furthermore, the computing device (12) can determine a preemption quantity for the preemption requester based on the number of game servers available for preemption and the number of preemption requests included in the received preemption request.

[0215] Specifically, the computing device (12) may determine the preemption request quantity as the preemption quantity for the preemption requester if the quantity available for preemption on the preemption target game server is greater than the preemption request quantity. On the other hand, if the quantity available for preemption on the preemption target game server is less than the preemption request quantity, the computing device (12) may determine the preemption quantity as the preemption quantity for the preemption requester.

[0216] Meanwhile, according to one embodiment, if the preemption requester is a user included in a user group that has applied for a game pre-order through a group-based reservation application, the computing device (12) may determine the preemption quantity for the preemption requester based on the quantity available for preemption in the preemption target game server and the number of group members included in the user group.

[0217] For example, if the number of preemptible items is greater than or equal to the number of group members included in the user group that includes the preemption requester, the computing device (12) may determine the number of group members included in the user group as the preemption quantity for the preemption requester. On the other hand, if the number of preemptible items is less than the number of group members included in the user group that includes the preemption requester, the computing device (12) may determine the number of preemptible items as the preemption quantity for the preemption requester.

[0218] Meanwhile, according to an embodiment, the computing device (12) may determine the preemption quantity for the preemption requester after checking whether each group member included in the user group has created a player character, and then based on the preemptible quantity in the preemption target game server and the number of group members who have not created player characters. For example, if the preemptible quantity is greater than the number of group members who have not created player characters, the computing device (12) may determine the quantity equivalent to the number of group members who have not created player characters as the preemption quantity for the preemption requester. On the other hand, if the preemptible quantity is less than the number of group members who have not created player characters, the computing device (12) may determine the preemptible quantity as the preemption quantity for the preemption requester.

[0219] Meanwhile, according to one embodiment, allocating the determined preemption quantity in relation to the preemption requester may mean that the determined preemption quantity is allocated to the preemption requester, but the preemption requester can create his / her user character by consuming the allocated preemption quantity, or another user who has received shared authentication information for the preemption quantity allocated from the preemption requester, as described below, can create his / her user character by consuming the allocated preemption quantity.

[0220] Thereafter, the computing device (12) provides preemption information including shared authentication information for the preemption quantity allocated in association with the preemption requester from the preemption target game server to the user terminal of the preemption requester (1730).

[0221] According to one embodiment, the computing device (12) may generate shared authentication information in the form of a string code consisting of a string containing at least one of letters, numbers, and special characters, and then provide the generated shared authentication information to the user terminal of the preemptive requester. The string may be randomly generated, but the method of generating the string is not necessarily limited to a specific example.

[0222] According to another embodiment, the computing device (12) may generate shared authentication information and then provide link information (e.g., URL) including the generated shared authentication information to the user terminal of the preemptive requester.

[0223] According to another embodiment, the computing device (12) may generate a code image by encoding shared authentication information or link information including shared authentication information, and then provide the generated code image to the user terminal of the preemptive requester. At this time, the code image may be, for example, a one-dimensional code (e.g., a bar code) or a two-dimensional code (e.g., a QR code (Quick Response code)).

[0224] Meanwhile, the type, method of creation, and form of provision of shared authentication information are not necessarily limited to the examples described above and may vary depending on the embodiment.

[0225] Meanwhile, according to one embodiment, the computing device (12) may determine the validity period for the shared authentication information provided to the preemption requester. For example, the computing device (12) may determine the period from the time of generation or provision of the shared authentication information to the time when a preset period has elapsed as the validity period for the shared authentication information. As another example, the computing device (12) may determine the validity period for the shared authentication information based on at least one of the player character creation status of the preemption target game server and the preemption quantity allocated in association with the preemption requester. At this time, the player character creation status of the preemption target game server may include, for example, the quantity that can be preempted in the preemption target game server, the ratio of the preemption quantity to the quantity of characters that can be created in the preemption target game server, the preemption speed in relation to the quantity of player characters that can be created in the preemption target game server (for example, the number of preemption quantities preempted during a certain period), the player character creation speed in the preemption target game server (for example, the number of player characters created during a certain period), etc.

[0226] For example, the computing device (12) can set the validity period of the shared authentication information to be shorter as the number of preemptible characters in the target game server is smaller. As another example, the computing device (12) can set the validity period of the shared authentication information to be shorter as the ratio of the number of preemptible characters to the number of player characters that can be created in the target game server is lower. As another example, the computing device (12) can set the validity period of the shared authentication information to be shorter as the generation speed of player characters in the target game server is faster. As another example, the computing device (12) can set the validity period of the shared authentication information provided to the sharing requester to be longer as the number of preemptible characters allocated in relation to the sharing requester is larger.

[0227] Meanwhile, the method for setting the validity period for shared authentication information is not necessarily limited to the above-described example and may vary depending on the embodiment.

[0228] Meanwhile, according to one embodiment, the preemption information provided to the preemption requester may include, in addition to shared authentication information, information about, for example, the preemption target server, the preemption quantity, and the remaining quantity of the preemption quantity.

[0229] Thereafter, the computing device (12) receives shared authentication information from another user's user terminal (1740).

[0230] According to one embodiment, the preemptive requester can share the acquired shared authentication information with other users, and the computing device (12) can receive the shared authentication information shared by the preemptive requester from the user terminal of the other user.

[0231] Specifically, according to one embodiment, the preemption requester can share shared authentication information with other chat room participants through the chat room in which the preemption requester participated. For example, if the preemption requester and another user are part of a user group that has completed a group-based reservation request according to the aforementioned embodiment, the preemption requester can share shared authentication information with the other users in the user group through the user group's chat room. However, the method of sharing authentication information is not necessarily limited to a specific example and may vary depending on the embodiment.

[0232] Meanwhile, according to one embodiment, when shared authentication information is provided to a preemptive requester in the form of a string code or included in link information, the computing device (12) can receive shared authentication information entered by another user from a user terminal of another user or shared authentication information included in link information entered by another user.

[0233] According to another embodiment, if the shared authentication information is provided to the preemptive requester in the form of a code image, the computing device (12) can receive the shared authentication information obtained by decoding the code image from the user terminal of another user.

[0234] According to another embodiment, if shared authentication information is provided to a preemptive requester in the form of link information and then shared with another user in the form of a hyperlink to the link information, the computing device (12) may receive the shared authentication information included in the link information from the user terminal of the other user based on a user input (e.g., click, touch, etc.) of the other user for the hyperlink.

[0235] Thereafter, the computing device (12) determines the validity of shared authentication information received from another user's user terminal (1750).

[0236] In one embodiment, the computing device (12) may determine the validity of received shared authentication information based on whether preemption information corresponding to the shared authentication information received from another user's user terminal exists. Specifically, if preemption information corresponding to the shared authentication information received from another user's user terminal does not exist, the computing device (12) may determine that the received shared authentication information is invalid.

[0237] Additionally, according to one embodiment, even if there is preemption information corresponding to shared authentication information received from another user's user terminal, the computing device (12) may determine that the received shared authentication information is invalid if the preemption quantity included in the preemption information is completely exhausted.

[0238] Meanwhile, according to one embodiment, if a validity period is set for the shared authentication information, the computing device (12) can determine whether the validity period of the shared authentication information received from another user's user terminal has expired, and if it has expired, determine that the received shared authentication information is invalid.

[0239] Thereafter, the computing device (12) creates a player character of another user on the game server to be preempted using the remaining quantity of the preemption quantity allocated in relation to the preemption requester based on the result of the judgment on the validity of the shared authentication information (1760).

[0240] Specifically, according to one embodiment, if the shared authentication information received from the user terminal of another user is valid, the computing device (12) may identify a game server to be preempted and a remaining quantity for the preemption quantity from the preemption information corresponding to the received shared authentication information, and then provide information on the identified game server to be preempted and the remaining quantity to the user terminal of the other user. Thereafter, if a request for creation of a player character of another user is received from the user terminal of the other user, the computing device (12) may create a player character of the other user on the game server to be preempted using the identified remaining quantity, and then deduct the remaining quantity by the number of the created player characters of the other user.

[0241] Meanwhile, according to one embodiment, if the shared authentication information received from the user terminal of another user is invalid, the computing device (12) may provide a message indicating that the shared authentication information is invalid to the user terminal of the other user.

[0242] For example, if the validity period of shared authentication information has expired, a message indicating that the validity period has expired may be provided to the other user's user terminal. As another example, if there is no preemptive information corresponding to the shared authentication information, a message indicating that no preemptive information exists may be provided to the other user's user terminal. As another example, if there is preemptive information corresponding to the shared authentication information but the preemptive quantity has been exhausted, a message indicating that there are no remaining preemptive quantities may be provided to the other user's user terminal.

[0243] Meanwhile, according to one embodiment, the computing device (12) may cancel the allocation of at least a portion of the allocated preemption quantity in association with the preemption requester if the preemption quantity corresponding to the shared authentication information is not completely exhausted within the validity period set for the shared authentication information.

[0244] For example, if the preemptive quantity corresponding to the shared authentication information is not exhausted within the validity period set for the shared authentication information, the computing device (12) may cancel the allocation for the remaining quantity that has not been exhausted.

[0245] As another example, if the preemptive quantity corresponding to the shared authentication information is not fully exhausted within the validity period set for the shared authentication information, the computing device (12) may cancel the allocation of the entire preemptive quantity. Specifically, if the player character creation using the preemptive quantity is a pre-character creation provided before the game launch and the preemptive quantity corresponding to the shared authentication information is not fully exhausted within the validity period, the computing device (12) may cancel the allocation of the entire preemptive quantity. In this case, the creation of player characters already created using the preemptive quantity may be canceled.

[0246] FIG. 18 is a drawing for exemplarily explaining a preemption request screen provided to a user terminal for a preemption request according to one embodiment, and FIG. 19 is a drawing for exemplarily explaining shared authentication information provided to a user terminal in response to a preemption request through a preemption request screen.

[0247] Referring to FIG. 18, a preemption request screen (1810) provided to a user terminal (1800) may include a quantity selection UI (1820) for inputting a preemption request quantity of the user terminal (1800), a server selection UI (1830) for selecting a preemption target server, and a preemption request UI (1840) for transmitting a preemption request.

[0248] The server selection UI (1830) may include a button UI corresponding to each of a plurality of game servers, and among the plurality of game servers, game servers that can be preempted (i.e., game servers that have a non-zero number of player characters that can be pre-created or pre-empted) and game servers that cannot be preempted (i.e., game servers that have a non-zero number of player characters that can be pre-created or pre-empted) may be displayed so as to be visually distinguished.

[0249] Meanwhile, if the user terminal (1800) selects the server 'A-6' as the preemption target server and selects the preemption request quantity as 6 through user input for the quantity selection UI (1820) and server selection UI (1830) displayed on the preemption request screen (1810), and then detects a user input for the preemption request UI (1840), the user terminal (1800) can transmit a preemption request including server identification information and the preemption request quantity for the server 'A-6' to the computing device (12).

[0250] Meanwhile, the computing device (12) may allocate six quantities, which are the quantity requested for preemption, from among the quantities available for preemption in the 'A-6' server based on the preemption request received from the user terminal (1800), to the user of the user terminal (1800), and then transmit preemption information including information on shared authentication information, the preemption target server, and the preemption quantity to the user terminal.

[0251] In this case, the user terminal (1800) may display a preemption result provision screen (1910) such as the example illustrated in FIG. 18 based on the received preemption information. Specifically, the preemption result provision screen (1910) may include a preemption target server display area (1920), a shared authentication information display area (1930), a preemption quantity display area (1940), and a validity period display area (1950) for the shared authentication information. Meanwhile, when the preemption information includes shared authentication information (1931) in the form of a URL and shared authentication information (1932) in the form of a string code, both the URL-type shared authentication information (1931) and the string-type shared authentication information (1932) may be displayed in the shared authentication information display area (1930). In addition, the preemption quantity display area (1940) may display the preemption quantity (i.e., 6) and the remaining quantity (i.e., '1') for the preemption quantity together.

[0252] While the present invention has been described in detail above through representative examples, those skilled in the art will appreciate that various modifications to the above-described embodiments are possible without departing from the scope of the present invention. Therefore, the scope of the present invention should not be limited to the described embodiments, but should be defined not only by the claims set forth below but also by equivalents thereof.

Claims

1. A method performed by a computing device including one or more processors, An action of receiving a preemption request for a preemptible quantity among the number of player characters that can be created on a game server to be preempted from a user terminal of a user; An action of allocating a preemption quantity determined from among the preemptible quantities based on the preemption request to the user; An action of providing preemption information including shared authentication information for the above preemption quantity to the user terminal of the user; An action of receiving the shared authentication information from a user terminal of another user; An operation for determining the validity of the shared authentication information received above; and A game server preemption method, comprising an action of creating a player character of another user on the preemption target game server using the remaining quantity for the preemption quantity based on the result of the judgment on the validity.

2. In claim 1, A game server preemption method, wherein the preemption request includes server identification information for the game server to be preempted and information on the user's preemption request quantity for the preemptible quantity.

3. In claim 2, The above allocation action is, A game server preemption method, comprising an operation of identifying a game server to be preempted among a plurality of game servers based on the server identification information, and determining the preemption quantity based on the preemptible quantity and the preemption request quantity.

4. In claim 1, The above user is included in the user group for the game provided through the above preemptive target game server, The above allocation action is, A game server preemption method, comprising an operation of determining the preemption quantity based on the preemptible quantity and the number of group members included in the user group.

5. In claim 4, A game server preemption method in which the operation of determining the above preemption quantity checks whether a player character has been created for each group member included in the user group, and determines the preemption quantity based on the preemptible quantity and the number of group members among the group members who have not created the player character.

6. In claim 1, The above generating action is an action of generating a player character of the other user on the target game server using the remaining quantity if the shared authentication information is valid; and A method for preempting a game server, comprising an action of deducting the remaining quantity by the number of player characters of the other user created above.

7. In claim 1, The above-mentioned judging action is a game server preemption method in which the received shared authentication information is judged to be invalid when the remaining quantity is completely exhausted.

8. In claim 1, The above-mentioned provided operation includes an operation of determining a validity period for the shared authentication information, The above-described judging action is a game server preemption method in which the received shared authentication information is judged to be invalid if the validity period for the received shared authentication information has expired.

9. In claim 8, A method for preempting a game server, wherein the operation of determining the validity period determines the validity period for the shared authentication information based on at least one of the player character creation status of the game server to be preempted and the preemption quantity.

10. In claim 8, A game server preemption method further comprising an action of canceling allocation of at least a portion of the preemption quantity if the preemption quantity is not fully exhausted within the validity period of the shared authentication information.

11. One or more processors; and A memory storing one or more programs executed by the one or more processors, One or more of the above processors, Receive a preemption request for a preemptible quantity among the number of player characters that can be created on the preemption target game server from the user's user terminal, Based on the above preemption request, the preemption quantity determined from the preemptible quantity is allocated to the user, and Providing preemption information including shared authentication information for the above preemption quantity to the user terminal of the user; Receive the shared authentication information from another user's user terminal, Determine the validity of the shared authentication information received above, A computing device that creates a player character of another user on the game server targeted for preemption using the remaining quantity for the preemption quantity based on the result of the judgment on the validity.

12. In claim 11, A computing device, wherein the preemption request includes server identification information for the game server to be preempted and information about the quantity of the user's preemption request for the quantity that can be preempted.

13. In claim 12, A computing device in which the one or more processors identify the game server to be preempted among a plurality of game servers based on the server identification information, and determine the preemption quantity based on the preemptible quantity and the preemption request quantity.

14. In claim 11, The above user is included in the user group for the game provided through the above preemptive target game server, A computing device wherein the one or more processors determine the preemption quantity based on the preemptible quantity and the number of group members included in the user group.

15. In claim 14, A computing device in which the one or more processors check whether a player character has been created for each group member included in the user group, and determine the preemption quantity based on the number of group members that can be preempted and the number of group members that have not created the player character among the group members.

16. In claim 11, The one or more processors, if the shared authentication information is valid, create a player character of the other user on the preemption target game server using the remaining quantity, A computing device that deducts the remaining quantity by the number of player characters of the other user created above.

17. In claim 11, A computing device wherein said one or more processors determine that the received shared authentication information is invalid when the remaining quantity is completely exhausted.

18. In claim 11, The one or more processors determine a validity period for the shared authentication information, A computing device that determines that the received shared authentication information is invalid when the validity period for the received shared authentication information has expired.

19. In claim 18, A computing device in which the one or more processors determine a validity period for the shared authentication information based on at least one of the player character creation status of the game server to be preempted and the preemption quantity.

20. In claim 18, A computing device wherein said one or more processors cancel allocation of at least a portion of said preemptive quantity if said preemptive quantity is not fully exhausted within the validity period of said shared authentication information.

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