![]() ADVERTISE METHOD
专利摘要:
The present invention relates to a method of bringing announcement or message to the general public in a playful manner. The method is characterized by the fact that the announcement itself becomes an essential part of a game formula where the announcement becomes available to the participant / the public only when solving the game formula. 公开号:BE1024616B1 申请号:E2017/0089 申请日:2017-06-19 公开日:2018-04-25 发明作者:Michael Kuku;Keersmaecker Jonas De 申请人:Michael Kuku;Keersmaecker Jonas De; IPC主号:
专利说明:
ADVERTISE method TECHNICAL FIELD OF THE INVENTION The present invention relates to a method of bringing announcement or message to the general public in a playful manner. The method is characterized by the fact that the announcement, after all, becomes an essential part of a game formula in which, when solving the game formula, the announcement becomes available to the participant / the public. BACKGROUND OF THE INVENTION Advertising is becoming increasingly difficult because potential customers are becoming insensitive to advertising. Indeed, advertisements have entered the public domain to such an extent and can be found on the street, in paper publications, on public television and radio, in computer-accessible information including websites and in virtual environments created by computer game software, as well as in many other environments . Given the ubiquity of advertising, it is becoming increasingly difficult to maintain attention or attract the attention of potential customers towards advertising. The current forms of advertising with infinite advertising spots on TV, advertising booklets in the letterbox, etc ... are therefore considered by many to be annoying, annoying. Often this problem exists because there is no interaction between the potential customer and the advertising. For example, TV advertising is simply displayed during commercial breaks, and potential customers are not required to pay attention to TV advertising. As a result, the message comes only half or even not to the viewer or consumer. The present invention has for its object to provide a solution to this. BRIEF DESCRIPTION OF THE FIGURES With specific reference to the figures, it is emphasized that the details shown are for exemplary purposes only and for the illustrative discussion of the various embodiments of the present invention. They are presented with the aim of providing what is seen as the most useful and straightforward description of the principles and conceptual aspects of the invention. In this regard, no attempt is made to show more structural details of the invention than is necessary for a fundamental understanding of the invention. The description in combination with the figures makes it clear to those skilled in the art how the various forms of the invention can be practiced. FIG. 1: Logon and registration screens for an embodiment of the present invention. FIG. 2: Game interface for an embodiment according to the present invention. FIG. 3: Schematic representation of the filter scheme as applied in an embodiment of the present invention DETAILED DESCRIPTION OF THE INVENTION In the method as explained in the accompanying figures, the advertising messages are poured into a game form, characterized in that the advertising message is an essential part of the game formula and only becomes fully available to the participant after solving / ending the game formula. In a preferred form it is about an electronic game form, for example available through an app on a mobile device. Computer-implemented games in which the advertisement is part of the game are already known, and are described, for example, in the PCT publication WO2015003244. However, in these known game forms the advertisement is limited to a simple game element, for example a game pawn in a known game environment. The advertisement is not integrated in the game assignment in these existing methods and is therefore present as an additional game element at the start. In the method according to the invention, the participant has the task of unlocking the 'message', i.e. the 'message' only becomes available to the participant after solving / ending the game formula. The people who download the free app have fun solving the game that revolves around the advertising message in question, this ensures that the participants of the app / game will view the advertising message longer, more consciously and without irritation, and the game with pleasure play. When a company or distributor of a certain product, brand invests in the advertising method according to the invention, part of the money invested in the advertising message in the game is made available as prize money. By being able to win the small to higher amount the app participant will be concentrated to the maximum to solve the advertising game, without hidden costs being attached to the game. A possible embodiment is represented in the enclosed figures. In a first series of menus / interfaces (Figure 1 A-D), the user is given the opportunity to log in / register. After choosing a usage language (Figure IA), already registered users can log in and new users can register (Figure 1B). Registering the users (Figure IC) is necessary in the first place to be able to contact them if the player has won prize money through the game. In addition, the user is given the opportunity to share the app with others via this interface. Activating this menu ensures, for example, passing on the app download data to the addressee. This functionality is optional, but in the embodiment of the game shown the user can, for example, acquire tips by sharing the app with a number of friends / new users preset by the app builder. For verification and confirmation the user receives a verification code (Figure 1 D) via SMS and / or email. With this verification code, the user can also log in afterwards without having to go through the registration again. Supplementation with biometric data, eg fingerprint, are of course possible to enable logging into the game without a verification code. A possible game interface is shown in Figure 2. In this game form, a new (editing) message (10) is processed every day (24 hours) in the game interface. As long as the game order has not been successfully completed by a user within these 24 hours, this (advertising) message remains hidden from the public, and a user who logs on will for example see the interface in Figure 2A. A timer (1) runs on this interface that indicates how long the order has been online or will be online. Below that is indicated what the prize money to be earned is. This amount can rise as time goes by, for example an increase every hour the hidden message is online. In this example, the message is camouflaged in the window (2), eg in a puzzle form, hidden behind a partially transparent screen, in the form of a riddle / description, .... The structure of a specific filter for hiding the message in the method according to the present invention is shown in Figure 3. Characteristic of the method is that the window (2) in which the message is hidden is made up of three layers. A first layer (10) contains the unchanged message, such as the unchanged image (advertisement, person or group, film, program, animal, organization, ...) or animation (advertisement, person or group, film, program, animal, organization , ...) which must be guessed by the user, also called the original image or animation. An intermediate or raster layer (100) is built on top of this first layer. The raster layer (100) is based on a raster through which the original image is divided into equally large pieces. Preferably the grid is based on a number of rows & columns extending over the entire surface of the original image, i.e. which divides the window (2) into a grid of an equal number of columns and rows to arrive at equally large pieces. Subsequently, certain blocks in the grid are left open and others are entered into the grid. The coloring of the blocks in the grid can be done completely randomized, but in a preferred form a number of blocks in the grid will be given a higher priority and thus be colored longer depending on the time. The priority of the blocks is dictated by the recognisability of the elements from the original message, which can be found in the grid of the intermediate layer through the blocks concerned. Or, in other words, elements from the original message which are characteristic of the original message and thus easily give it away, are shielded from the user in this manner. By filling in blocks in the grid we hide certain parts of the original image. Filling in the blocks in the grid changes based on a time interval (number of seconds / minutes). After each time interval we show other blocks and others do not. The administrator determines the importance of the blocks, by making this grid interactive, the administrator can choose which blocks he wants to hide. Because of the importance, the developer knows which blocks may be more easily visible. This is therefore timer bound, we animate the most important blocks every 2 minutes for a few seconds, for example. We have less important blocks animated every few seconds. The two previous layers, first layer (10) and raster layer (100), are the minimum required to hide the message in window (2). However, when developing the method, it was determined that the user's eye tends to follow the animate of the staggered blocks in the raster layer (100). Responding to this and further distracting the user, the filter for hiding the message in a preferred form will contain an additional layer (200). This last layer, also called the upper layer or sub filter, fulfills this function by having a continuous animation play in window (2). Any animation is suitable, such as animated objects (eg. Balloons, fireworks, confection, a spinning wheel, waves, advertising banners ...). The animation can continuously be the same animation, but also varied in function of time. An additional tip can be earned via interface (3) for example by paying an amount, by adding additional users, by answering additional questions, .... Optionally, a timer starts after logging in. Within the time in this timer, the user must post a reply (4), if not, for example, part of the prize money to be won or the user loses access to the game for a time set in advance by the app builder. Even when giving an incorrect answer, the same actions as after the timer has expired can be activated. The user will be informed of this by means of a notification (Figure 2C). After giving the answer, a 'wait screen' (Figure 2B) will appear in the embodiment shown, also a verification screen in which the user may see an advertising film from another advertiser. If wrong answers An error message appears. The game returns to screen Figure 2A, with a countdown timer at the bottom. Only after the time in this timer has elapsed can the user post a new answer. If answer correct For the remaining time of the 24 hours, the amount won, the guessed message, and an identification of the won player are displayed. A new game starts after 24 hours. The app ensures that a new way of advertising can be conducted, where the advertising message is part of the game assignment and becomes poorly visible after successful completion of the assignment by a player / user. Since the users are registered and the GSP location is known, it is possible to adjust the game content to the users, for example, one can work per country, per province, and even per city. This is how we keep consumers interested because there is simply an amount to it. Companies make advertising costs anyway, and by using part of the advertising cost as prize money, consumers become even more interested in advertising, and this is a win-win for entrepreneurs and consumers. It also allows this app to be 100% free to download
权利要求:
Claims (11) [1] CONCLUSIONS A computer-implemented advertising method comprising; a. A 'message' hidden at the start b. A game assignment; and c. A user interface for executing the game command, wherein the 'message' becomes available after successful completion of the game command, and wherein the message is hidden by means of a filter made up of at least two layers, comprising a first layer (10), which is the contains an unchanged message and a second layer (100) by means of which the message is divided into equally large pieces. [2] A computer-implemented advertising method according to claim 1, wherein the second layer (100) divides the message into a frame of an equal number of columns and rows. [3] A computer-implemented advertising method according to claims 2 or 3, wherein certain pieces (blocks) in the second layer or the grid are left open and other blocks in the grid are entered, and wherein filling in the blocks in the second layer or the grid changes based on a time interval. [4] A computer-implemented advertising method according to claim 3, wherein a number of blocks in the grid are given a higher priority and are therefore colored longer as a function of time. [5] A computer-implemented advertising method according to claim 4, wherein the administrator can determine the priority of the blocks. [6] A computer-implemented advertising method according to claims 1 to 5, wherein the message hiding filter comprises an additional layer (200), characterized in that said additional layer (200) causes a continuous animation to be played in window (2) . [7] A computer-implemented advertising method according to claim 1, wherein the message is an advertising message. [8] A computer-implemented advertising method according to claim 1, wherein the message is adapted to the users. [9] A computer-implemented advertising method according to claim 1, wherein the message is adapted to the users based on the GPS location of the device to which the computer-implemented advertising method is implemented. [10] An implemented advertising method according to claim 1, further comprising a registration of the users. [11] A computer-implemented advertising method according to claim 1, wherein the message is adapted to the users based on the registration data of the users
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同族专利:
公开号 | 公开日
引用文献:
公开号 | 申请日 | 公开日 | 申请人 | 专利标题 WO2015003244A1|2013-07-08|2015-01-15|Stephane Leblanc|Method of advertising in a game using advertisement gameplay elements|
法律状态:
2018-06-15| FG| Patent granted|Effective date: 20180425 |
优先权:
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申请号 | 申请日 | 专利标题 BE201700008|2017-01-24| BE2017/0008|2017-01-24| 相关专利
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