CN117422194A - Doll machine activity management method, system and storage medium - Google Patents
Doll machine activity management method, system and storage medium Download PDFInfo
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Abstract
本发明提供一种娃娃机活动管理方法、系统及存储介质,涉及娃娃机技术领域,所述方法包括:响应于活动开始信息,获取至少一个活动区域中的交互设备信息以及娃娃机信息;根据交互设备信息,发送活动显示信息至对应的各个交互设备;根据娃娃机信息,发送活动开启指令至对应的各个娃娃机;获取各个娃娃机反馈的活动记录信息;根据活动记录信息以及预设的活动奖励条件,确认奖励目标;发送奖励指令至奖励目标。服务端收集娃娃机的活动记录信息进行判定并发放奖励,使得娃娃机参与进活动中,加强活动与娃娃机的关联度。通过服务端控制交互设备以及娃娃机,实现线上开展和管理活动,有利于在大范围多区域进行活动管理。
The invention provides a claw machine activity management method, system and storage medium, which relate to the technical field of claw machines. The method includes: in response to activity start information, obtaining interactive device information and claw machine information in at least one activity area; according to the interaction Device information, send activity display information to each corresponding interactive device; send activity start instructions to each corresponding claw machine according to the claw machine information; obtain activity record information fed back by each claw machine; use activity record information and preset activity rewards Conditions, confirm the reward target; send reward instructions to the reward target. The server collects the activity record information of the claw machine to determine and issue rewards, so that the claw machine can participate in the activity and strengthen the correlation between the activity and the claw machine. By controlling interactive devices and claw machines through the server, online activities can be carried out and managed, which is conducive to activity management in a wide range of areas.
Description
技术领域Technical field
本发明涉及娃娃机技术领域,尤其涉及一种娃娃机活动管理方法、系统及存储介质。The present invention relates to the technical field of claw machines, and in particular to a method, system and storage medium for activity management of a claw machine.
背景技术Background technique
娃娃机主要采用投币方式启用,随着物联网、互联网技术的发展,娃娃机除了通过投币启用之外,还可以通过扫码等方式,经后台服务器控制娃娃机启用。The claw machine is mainly activated by coin operation. With the development of the Internet of Things and Internet technology, in addition to activation by coin operation, the claw machine can also be activated by scanning a code and controlled by the backend server through the backend server.
然而,现有的娃娃机设备的业务逻辑单一,可以概括为支付后启动使用,功能拓展性较弱,若商户希望举办活动吸引用户,通常只能是买币送币等线下活动方式,存在活动与娃娃机交互关联度低的问题,并且线下活动一般在单片区域中进行,难以大范围同步开展活动,存在活动管理困难的问题。However, the existing claw machine equipment has a single business logic, which can be summarized as starting use after payment, and the function expansion is weak. If merchants want to hold activities to attract users, they can usually only buy coins and give coins and other offline activities. There are There is a problem of low interaction between activities and claw machines, and offline activities are generally carried out in a single area, making it difficult to carry out activities simultaneously on a large scale, and there is a problem of difficulty in activity management.
发明内容Contents of the invention
本发明提供一种娃娃机活动管理方法、系统及存储介质,用以解决现有技术中娃娃机只能采取线下活动以及活动管理困难的缺陷。The invention provides a claw machine activity management method, system and storage medium to solve the defects in the prior art that the claw machine can only take offline activities and that activity management is difficult.
本发明提供一种娃娃机活动管理方法,应用于服务端,包括:The invention provides a claw machine activity management method, which is applied to the server and includes:
响应于活动开始信息,获取至少一个活动区域中的交互设备信息以及娃娃机信息;In response to the activity start information, obtain interactive device information and claw machine information in at least one activity area;
根据所述交互设备信息,发送活动显示信息至对应的各个交互设备,所述活动显示信息用于指示所述交互设备切换至第一活动模式并显示活动参与方式;According to the interactive device information, send activity display information to each corresponding interactive device, where the activity display information is used to instruct the interactive device to switch to the first activity mode and display the activity participation mode;
根据所述娃娃机信息,发送活动开启指令至对应的各个娃娃机,所述活动开启指令用于指示所述娃娃机切换至第二活动模式;According to the claw machine information, send an activity start instruction to each corresponding claw machine, and the activity start instruction is used to instruct the claw machine to switch to the second activity mode;
获取各个所述娃娃机反馈的活动记录信息;Obtain the activity record information fed back by each of the claw machines;
根据所述活动记录信息以及预设的活动奖励条件,确认奖励目标;Confirm the reward target based on the activity record information and preset activity reward conditions;
发送奖励指令至所述奖励目标,所述奖励指令用于指示发放活动奖励。Send a reward instruction to the reward target, where the reward instruction is used to instruct the issuance of event rewards.
根据本发明提供的一种娃娃机活动管理方法,在所述根据所述娃娃机信息,发送活动开启指令至对应的各个娃娃机之后,还包括:According to a claw machine activity management method provided by the present invention, after sending an activity start instruction to each corresponding claw machine according to the claw machine information, the method further includes:
响应于活动结束信息或者达到预设的活动结束时间,发送第一活动停止指令至各个所述娃娃机,所述第一活动停止指令用于指示所述娃娃机退出所述第二活动模式。In response to the activity end information or reaching the preset activity end time, a first activity stop instruction is sent to each of the claw machines, and the first activity stop instruction is used to instruct the claw machine to exit the second activity mode.
根据本发明提供的一种娃娃机活动管理方法,在所述发送奖励指令至所述奖励目标之后,还包括:According to a claw machine activity management method provided by the present invention, after sending the reward instruction to the reward target, it further includes:
根据所述奖励目标,生成奖励显示信息;Generate reward display information according to the reward target;
发送所述奖励显示信息至所述交互设备,所述奖励显示信息用于指示所述交互设备显示奖励关联的信息;Send the reward display information to the interactive device, where the reward display information is used to instruct the interactive device to display reward-related information;
发送第二活动停止指令至各个所述交互设备,所述第二活动停止指令用于指示所述交互设备退出所述第一活动模式。Send a second activity stop instruction to each of the interactive devices, where the second activity stop instruction is used to instruct the interactive device to exit the first activity mode.
根据本发明提供的一种娃娃机活动管理方法,所述根据所述活动记录信息以及预设的活动奖励条件,确认奖励目标,包括:According to a claw machine activity management method provided by the present invention, confirming the reward target based on the activity record information and preset activity reward conditions includes:
根据预设的活动奖励条件,筛选满足所述活动奖励条件的所述活动记录信息;Screen the activity record information that meets the activity reward conditions according to the preset activity reward conditions;
将筛选后所述活动记录信息对应的所述娃娃机作为奖励目标,或者,将筛选后所述活动记录信息对应所述娃娃机绑定的用户账户作为奖励目标。The claw machine corresponding to the filtered activity record information is used as a reward target, or the user account bound to the claw machine corresponding to the filtered activity record information is used as a reward target.
根据本发明提供的一种娃娃机活动管理方法,所述活动记录信息包括按键次数信息,所述活动奖励条件包括奖励按键次数最大的目标;在所述获取各个所述娃娃机反馈的活动记录信息之后,还包括:According to a claw machine activity management method provided by the present invention, the activity record information includes information on the number of key presses, and the activity reward conditions include the goal of rewarding the maximum number of key presses; in the step of obtaining the activity record information fed back by each of the claw machines After that, it also includes:
根据所述按键次数信息,确定按键次数最大的所述娃娃机作为凸显设备;According to the information on the number of key presses, determine the doll machine with the largest number of key presses as the highlighting device;
发送凸显指令至所述交互设备,所述凸显指令用于指示所述交互设备以所述凸显设备为目标显示预设特效。Send a highlighting instruction to the interactive device, where the highlighting instruction is used to instruct the interactive device to display a preset special effect targeting the highlighting device.
根据本发明提供的一种娃娃机活动管理方法,所述活动记录信息包括投币次数信息以及出礼次数信息,所述活动奖励条件包括奖励投币次数与出礼次数之和最大的目标;在所述获取各个所述娃娃机反馈的活动记录信息之后,还包括:According to a claw machine activity management method provided by the present invention, the activity record information includes information on the number of coin inputs and the number of gifts given out, and the activity reward conditions include a goal of maximizing the sum of the number of coin inputs and the number of gifts given out; in After obtaining the activity record information fed back by each of the claw machines, it also includes:
根据所述投币次数信息以及所述出礼次数信息,确定投币次数与出礼次数之和最大的所述娃娃机作为凸显设备;According to the information on the number of coins inserted and the number of gifts given out, determine the doll machine with the largest sum of the number of coins inserted and the number of gifts given out as the highlighting device;
发送凸显指令至所述交互设备,所述凸显指令用于指示所述交互设备以所述凸显设备为目标显示预设特效。Send a highlighting instruction to the interactive device, where the highlighting instruction is used to instruct the interactive device to display a preset special effect targeting the highlighting device.
根据本发明提供的一种娃娃机活动管理方法,所述根据所述交互设备信息,发送活动显示信息至对应的各个交互设备,包括:According to a claw machine activity management method provided by the present invention, sending activity display information to corresponding interactive devices according to the interactive device information includes:
根据所述交互设备信息,确认所述活动区域中的各个交互设备;Confirm each interactive device in the activity area according to the interactive device information;
发送活动显示信息至各个所述交互设备;Send activity display information to each of the interactive devices;
侦听各个所述交互设备的第一应答信息;Listen for the first response information of each interactive device;
若经过第一预设时间后未获取到所述第一应答信息,则重新发送所述活动显示信息至对应的所述交互设备直至达第一预设次数;If the first response information is not obtained after the first preset time, resend the activity display information to the corresponding interactive device until the first preset number of times is reached;
若达到所述第一预设次数,则生成活动开启失败信息并发送至产生所述活动开始信息的操控设备;If the first preset number of times is reached, generate activity start failure information and send it to the control device that generated the activity start information;
和/或,所述根据所述娃娃机信息,发送活动开启指令至对应的各个娃娃机,包括:and/or, sending an activity start instruction to each corresponding claw machine according to the claw machine information, including:
根据所述娃娃机信息,确认所述活动区域中的各个娃娃机;Confirm each claw machine in the activity area according to the claw machine information;
发送活动开启指令至各个所述娃娃机;Send activity opening instructions to each of the claw machines;
侦听各个所述娃娃机的第二应答信息;Listen for the second response information of each of the claw machines;
若经过第二预设时间后未获取所述第二应答信息,则重新发送所述活动开启指令至对应的所述娃娃机直至达第二预设次数。If the second response information is not obtained after the second preset time, the activity start command is re-sent to the corresponding claw machine until the second preset number of times is reached.
本发明还提供一种娃娃机活动管理方法,应用于娃娃机,包括:The invention also provides a claw machine activity management method, which is applied to the claw machine and includes:
响应于活动开启指令,切换至第二活动模式;In response to the activity start instruction, switch to the second activity mode;
处于所述第二活动模式时,根据运行状态生成活动记录信息并按照预设周期上传至服务端;When in the second activity mode, generate activity record information according to the running status and upload it to the server according to a preset period;
响应于活动停止指令或达到预设停止时间,退出所述第二活动模式;Exiting the second activity mode in response to an activity stop instruction or reaching a preset stop time;
其中,所述活动记录信息包括按键次数信息、投币次数信息以及出礼次数信息中的至少一个。Wherein, the activity record information includes at least one of information on the number of key presses, the number of coin inputs, and the number of times a gift is given.
本发明还提供一种非暂态计算机可读存储介质,其上存储有计算机程序,其特征在于,所述计算机程序被处理器执行时实现上述一种娃娃机活动管理方法。The present invention also provides a non-transitory computer-readable storage medium on which a computer program is stored. The feature is that when the computer program is executed by a processor, the above-mentioned claw machine activity management method is implemented.
本发明提供的一种娃娃机活动管理方法,至少具有以下有益效果:服务端获取到活动开始信息并响应,获取对应活动区域中的交互设备信息以及娃娃机信息,能够确认活动涉及的交互设备以及娃娃机。据此,服务端发送活动显示信息至各个交互设备,使得交互设备显示活动参与方式,令用户能够参与活动,服务端向各个娃娃机发送活动开启指令,使得娃娃机切换至第二活动模式以反馈活动记录信息,进而服务端能够根据活动记录信息以及预设的活动奖励条件,确认奖励目标并且向其发送奖励指令。以此,通过服务端收集娃娃机的活动记录信息进行判定并发放奖励,使得娃娃机参与进活动中,加强活动与娃娃机的关联度,同时不同娃娃机通过活动记录信息能够相互之间产生互动,有利于提高趣味性。通过服务端控制交互设备以及娃娃机,实现线上开展和管理活动,有利于在大范围多区域进行活动管理。The invention provides a claw machine activity management method that at least has the following beneficial effects: the server obtains the activity start information and responds, obtains the interactive device information and the claw machine information in the corresponding activity area, and can confirm the interactive devices involved in the activity and Claw machine. Accordingly, the server sends activity display information to each interactive device, so that the interactive device displays the activity participation method so that the user can participate in the activity. The server sends an activity start instruction to each claw machine, causing the claw machine to switch to the second activity mode for feedback. Activity record information, and then the server can confirm the reward target and send reward instructions to it based on the activity record information and preset activity reward conditions. In this way, the activity record information of the doll machine is collected through the server to determine and issue rewards, so that the doll machine can participate in the activity and strengthen the correlation between the activity and the doll machine. At the same time, different doll machines can interact with each other through the activity record information. , which helps to improve the fun. By controlling interactive devices and claw machines through the server, online activities can be carried out and managed, which is conducive to activity management in a wide range of areas.
附图说明Description of the drawings
为了更清楚地说明本发明或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作一简单地介绍,显而易见地,下面描述中的附图是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the present invention or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings in the following description are of the present invention. For some embodiments of the invention, those of ordinary skill in the art can also obtain other drawings based on these drawings without exerting creative efforts.
图1是本发明提供应用于服务端的一种娃娃机活动管理方法的流程示意图之一;Figure 1 is one of the schematic flow diagrams of a claw machine activity management method provided by the present invention and applied to the server;
图2是本发明提供应用于服务端的一种娃娃机活动管理方法的流程示意图之二;Figure 2 is the second schematic flow chart of a claw machine activity management method provided by the present invention and applied to the server;
图3是本发明提供应用于服务端的一种娃娃机活动管理方法的流程示意图之三;Figure 3 is the third schematic flow chart of a claw machine activity management method provided by the present invention and applied to the server;
图4是本发明提供应用于服务端的一种娃娃机活动管理方法的流程示意图之四;Figure 4 is the fourth schematic flow chart of a claw machine activity management method provided by the present invention and applied to the server;
图5是本发明提供应用于服务端的一种娃娃机活动管理方法的流程示意图之五;Figure 5 is the fifth schematic flow chart of a claw machine activity management method provided by the present invention and applied to the server;
图6是本发明提供应用于服务端的一种娃娃机活动管理方法的流程示意图之六;Figure 6 is a schematic flow chart of the sixth claw machine activity management method provided by the present invention and applied to the server;
图7是本发明提供应用于服务端的一种娃娃机活动管理方法的流程示意图之七;Figure 7 is the seventh flow diagram of a claw machine activity management method provided by the present invention and applied to the server;
图8是本发明提供应用于服务端的一种娃娃机活动管理方法的流程示意图之八;Figure 8 is the eighth schematic flowchart of a claw machine activity management method provided by the present invention and applied to the server;
图9是本发明提供应用于娃娃机的一种娃娃机活动管理方法的流程示意图;Figure 9 is a schematic flow chart of a claw machine activity management method applied to a claw machine provided by the present invention;
图10是本发明提供的一种娃娃机活动管理方法其中一种实施例的信令图;Figure 10 is a signaling diagram of one embodiment of a claw machine activity management method provided by the present invention;
图11是本发明提供的电子设备的结构示意图。Figure 11 is a schematic structural diagram of the electronic device provided by the present invention.
具体实施方式Detailed ways
为使本发明的目的、技术方案和优点更加清楚,下面将结合本发明中的附图,对本发明中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。In order to make the purpose, technical solutions and advantages of the present invention more clear, the technical solutions in the present invention will be clearly and completely described below in conjunction with the accompanying drawings of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention. , not all examples. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without making creative efforts fall within the scope of protection of the present invention.
下面结合图1至图8和图10描述本发明的一种娃娃机活动管理方法,应用于服务端,包括:The following describes a claw machine activity management method of the present invention in conjunction with Figures 1 to 8 and 10, which is applied to the server and includes:
S100:响应于活动开始信息,获取至少一个活动区域中的交互设备信息以及娃娃机信息;S100: In response to the activity start information, obtain interactive device information and claw machine information in at least one activity area;
S200:根据所述交互设备信息,发送活动显示信息至对应的各个交互设备,所述活动显示信息用于指示所述交互设备切换至第一活动模式并显示活动参与方式;S200: Send activity display information to each corresponding interactive device according to the interactive device information. The activity display information is used to instruct the interactive device to switch to the first activity mode and display the activity participation mode;
S300:根据所述娃娃机信息,发送活动开启指令至对应的各个娃娃机,所述活动开启指令用于指示所述娃娃机切换至第二活动模式;S300: According to the claw machine information, send an activity start instruction to each corresponding claw machine. The activity start instruction is used to instruct the claw machine to switch to the second activity mode;
S400:获取各个所述娃娃机反馈的活动记录信息;S400: Obtain the activity record information fed back by each of the claw machines;
S500:根据所述活动记录信息以及预设的活动奖励条件,确认奖励目标;S500: Confirm the reward target based on the activity record information and the preset activity reward conditions;
S600:发送奖励指令至所述奖励目标,所述奖励指令用于指示发放活动奖励。S600: Send a reward instruction to the reward target, where the reward instruction is used to instruct the issuance of activity rewards.
服务端获取到活动开始信息并响应,获取对应活动区域中的交互设备信息以及娃娃机信息,能够确认活动涉及的交互设备以及娃娃机。据此,服务端发送活动显示信息至各个交互设备,使得交互设备显示活动参与方式,令用户能够参与活动,服务端向各个娃娃机发送活动开启指令,使得娃娃机切换至第二活动模式以反馈活动记录信息,进而服务端能够根据活动记录信息以及预设的活动奖励条件,确认奖励目标并且向其发送奖励指令。以此,通过服务端收集娃娃机的活动记录信息进行判定并发放奖励,使得娃娃机参与进活动中,加强活动与娃娃机的关联度,同时不同娃娃机通过活动记录信息能够相互之间产生互动,有利于提高趣味性。通过服务端控制交互设备以及娃娃机,实现线上开展和管理活动,有利于在大范围多区域进行活动管理。The server obtains the activity start information and responds, obtains the interactive device information and claw machine information in the corresponding activity area, and can confirm the interactive devices and claw machines involved in the activity. Accordingly, the server sends activity display information to each interactive device, so that the interactive device displays the activity participation method so that the user can participate in the activity. The server sends an activity start instruction to each claw machine, causing the claw machine to switch to the second activity mode for feedback. Activity record information, and then the server can confirm the reward target and send reward instructions to it based on the activity record information and preset activity reward conditions. In this way, the activity record information of the doll machine is collected through the server to determine and issue rewards, so that the doll machine can participate in the activity and strengthen the correlation between the activity and the doll machine. At the same time, different doll machines can interact with each other through the activity record information. , which helps to improve the fun. By controlling interactive devices and claw machines through the server, online activities can be carried out and managed, which is conducive to activity management in a wide range of areas.
服务端接收到活动开始信息,可以是根据活动开始信息的发送地址,确认所需要开始活动的活动区域;亦可以是活动开始信息包括需要开始活动的活动区域的信息,以此根据活动开始信息确认活动区域。各个区域中的交互设备信息以及娃娃机信息可以是预先保存在服务端中,服务端在确定活动区域后选取对应的交互设备信息以及娃娃机信息。活动开始信息可以包括开展的活动类型,服务端后续产生的活动显示信息以及活动开启指令与活动类型相对应。When the server receives the activity start information, it can confirm the activity area where the activity needs to start based on the sending address of the activity start information; it can also confirm based on the activity start information that the activity start information includes information about the activity area where the activity needs to start. activity area. The interactive device information and claw machine information in each area may be stored in the server in advance, and the server selects the corresponding interactive device information and claw machine information after determining the active area. The activity start information may include the type of activity being carried out, the activity display information subsequently generated by the server, and the activity start instruction corresponding to the activity type.
交互设备可以是包括显示屏、触摸屏等具有显示功能的器件,交互设备在包括显示功能的器件的基础上还可以包括氛围灯、扬声器等器件。交互设备信息可以是包括显示功能器件的网络地址或MAC地址等信息,以使得服务端能够根据交互设备信息,向交互设备发送数据信息。交互设备可以是与娃娃机一一对应,亦可以是活动区域中的娃娃机共用一台交互设备。在共用的情况下,可以是共用一个显示屏,氛围灯与扬声器与娃娃机一一对应配置的实施方式。服务端可以是为服务器等设备,活动开始信息可以是商户通过计算机、手机等操控设备产生发送至服务端。The interactive device may include a display screen, a touch screen, and other devices with display functions. In addition to the devices including display functions, the interactive device may also include devices such as ambient lights and speakers. The interactive device information may include information such as the network address or MAC address of the display function device, so that the server can send data information to the interactive device based on the interactive device information. The interactive device may be in one-to-one correspondence with the claw machine, or the claw machines in the activity area may share one interactive device. In the case of sharing, it may be an implementation in which a display screen is shared, and the ambient lights and speakers are configured in one-to-one correspondence with the claw machine. The server can be a device such as a server, and the activity start information can be generated by the merchant through a computer, mobile phone, or other control device and sent to the server.
交互设备根据活动显示信息显示活动参与方式,可以是显示活动规则、活动时间以及活动二维码等信息,用户扫描活动二维码进行交互,用户终端扫描二维码后与服务端进行交互,进而服务端分配对应的娃娃机给用户参与活动。The interactive device displays the activity participation method according to the activity display information, which can display activity rules, activity time, activity QR code and other information. The user scans the activity QR code to interact, and the user terminal scans the QR code to interact with the server, and then The server allocates the corresponding claw machine to the user to participate in the activity.
各个娃娃机上传活动记录信息至服务端,服务端能够根据活动记录信息令各个娃娃机之间产生互动,例如,活动为在一段时间中夹出娃娃数量最大的用户获得奖励,能够令不同娃娃机的用户之间产生互动,令娃娃机产生一定的竞技性,能够丰富娃娃机的活动方式,提高趣味性。Each claw machine uploads activity record information to the server. The server can interact with each claw machine based on the activity record information. For example, the activity rewards the user who pinches the largest number of dolls in a period of time, which can make different claw machines The interaction between users makes the claw machine have a certain competitiveness, which can enrich the activities of the claw machine and increase the fun.
娃娃机的第二活动模式,是指娃娃机从正常的工作流程切换至活动的工作流程,以产生活动记录信息并上传至服务端。娃娃机在正常的工作流程下,只会上传出礼数和投币数,以便于及时补充娃娃和回收硬币,并且上传的时间间隔较长,一般为数小时或一天。而娃娃机进入游戏模式,会根据运行状态产生活动记录信息,活动记录信息可以是包括按键次数、投币次数、出礼次数、摇杆动作等信息,并且以短间隔周期上传活动记录信息,如可以是每间隔200毫秒上传一次,也就是说,在第二活动模式下,娃娃机的至少部分数据上报频率从第一频率增加到第二频率,第二频率大于第一频率。交互设备的第一活动模式,可以是控制交互设备中的氛围灯、扬声器切换工作模式,以营造活动氛围。The second activity mode of the claw machine means that the claw machine switches from the normal workflow to the active workflow to generate activity record information and upload it to the server. Under the normal working process of the doll machine, only the number of gifts and coins will be uploaded to facilitate timely replenishment of dolls and recovery of coins, and the upload time interval is relatively long, usually several hours or one day. When the claw machine enters the game mode, it will generate activity record information based on the running status. The activity record information can include information such as the number of button presses, the number of coin inputs, the number of gifts, joystick movements, etc., and the activity record information will be uploaded at short intervals, such as It may be uploaded every 200 milliseconds. That is to say, in the second activity mode, at least part of the data reporting frequency of the claw machine increases from the first frequency to the second frequency, and the second frequency is greater than the first frequency. The first activity mode of the interactive device may be to control the ambient lights and speakers in the interactive device to switch working modes to create an activity atmosphere.
在本发明的一些实施例中,当服务端获取到启用请求信息,若娃娃机处于第二活动模式时,返回提示暂不可用信息,所述启用请求信息由用户扫描娃娃机对应的正常启用二维码所产生。即在进行活动时,参与活动的娃娃机,暂时不提供正常扫码启用的使用方式,便于进行活动管理。In some embodiments of the present invention, when the server obtains the activation request information and if the claw machine is in the second activity mode, it returns information indicating that it is temporarily unavailable. The activation request information is obtained by the user scanning the normal activation code corresponding to the claw machine. Generated by QR code. That is to say, when an event is taking place, the claw machines participating in the event will not be able to be used normally by scanning the QR code to facilitate event management.
参考图2,在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,在所述S300之后,还包括:Referring to Figure 2, in some embodiments of a claw machine activity management method applied to the server side of the present invention, after the S300, it also includes:
S310:响应于活动结束信息或者达到预设的活动结束时间,发送第一活动停止指令至各个所述娃娃机,所述第一活动停止指令用于指示所述娃娃机退出所述第二活动模式。S310: In response to the activity end information or reaching the preset activity end time, send a first activity stop command to each of the claw machines. The first activity stop command is used to instruct the claw machine to exit the second activity mode. .
服务端接收到活动结束信息,或者达到活动预设的活动结束时间后,通过发送第一活动停止指令至各个娃娃机,令娃娃机退出第二活动模式恢复正常的工作模式。以此,通过服务端线上控制娃娃机切换第二活动模式和正常工作模式,便于进行活动管理。After the server receives the activity end information or reaches the preset activity end time of the activity, it sends a first activity stop command to each claw machine to cause the claw machine to exit the second activity mode and return to the normal working mode. In this way, the server can control the claw machine online to switch between the second activity mode and the normal working mode, which facilitates activity management.
可以理解的是,奖励处理步骤可以是在活动持续过程中同步进行,亦可以是在活动结束后才进行,具体根据预设的活动奖励条件选择,例如,当活动奖励条件为每进行N局游戏便奖励M局游戏,此时奖励处理步骤在活动过程中同步进行;当活动奖励条件为出礼次数最大的用户奖励M局游戏,此时奖励处理步骤在活动结束后进行。It can be understood that the reward processing steps can be carried out simultaneously during the continuation of the activity, or can be carried out after the end of the activity. The specific selection is based on the preset activity reward conditions. For example, when the activity reward conditions are every N games, M games will be rewarded, and the reward processing steps will be performed simultaneously during the event; when the event reward condition is that the user with the largest number of gifts will be rewarded M games, the reward processing steps will be performed after the event ends.
参考图3,在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,在所述S600之后,还包括:Referring to Figure 3, in some embodiments of a claw machine activity management method of the present invention applied to the server, after the S600, it also includes:
S610:根据所述奖励目标,生成奖励显示信息;S610: Generate reward display information according to the reward target;
S620:发送所述奖励显示信息至所述交互设备,所述奖励显示信息用于指示所述交互设备显示奖励关联的信息;S620: Send the reward display information to the interactive device, where the reward display information is used to instruct the interactive device to display reward-related information;
S630:发送第二活动停止指令至各个所述交互设备,所述第二活动停止指令用于指示所述交互设备退出所述第一活动模式。S630: Send a second activity stop instruction to each interactive device, where the second activity stop instruction is used to instruct the interactive device to exit the first activity mode.
服务端在确定奖励目标后,生成对应的奖励显示信息发送至交互设备进行显示,以便于让用户获知活动结果,然后发送第二活动停止指令至交互设备,使交互设备退出第一活动模式恢复正常的工作模式。以此,通过服务端线上控制交互设备切换第一活动模式和正常工作模式,便于进行活动管理。After determining the reward target, the server generates corresponding reward display information and sends it to the interactive device for display, so that the user can know the activity results, and then sends a second activity stop command to the interactive device to make the interactive device exit the first activity mode and return to normal. working mode. In this way, the interactive device is controlled online by the server to switch between the first activity mode and the normal working mode, which facilitates activity management.
参考图4,在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,所述S500,包括:Referring to Figure 4, in some embodiments of a claw machine activity management method applied to the server side of the present invention, the S500 includes:
S501:根据预设的活动奖励条件,筛选满足所述活动奖励条件的所述活动记录信息;S501: Screen the activity record information that meets the activity reward conditions according to the preset activity reward conditions;
S502:将筛选后所述活动记录信息对应的所述娃娃机作为奖励目标,或者,将筛选后所述活动记录信息对应所述娃娃机绑定的用户账户作为奖励目标。S502: Use the claw machine corresponding to the filtered activity record information as a reward target, or use the user account bound to the claw machine corresponding to the filtered activity record information as a reward target.
根据满足活动奖励条件的活动记录信息,确定对应的娃娃机,当使用该娃娃机的用户没有绑定用户账户时,将该娃娃机作为奖励目标,服务端向该娃娃机发送奖励指令,以发放奖励,可以是奖励预设局数的游戏等;当使用该娃娃机的用户绑定了用户账户时,将用户账户作为奖励目标,服务端向用户账户发送奖励指令,以发放奖励,可以是奖励预设局数的游戏或者兑奖码等。以此,将娃娃机或者用户账户作为奖励目标,能够令奖励的发放方式更加多样,满足不同的应用场景,令活动内容和奖励更加丰富。According to the activity record information that meets the event reward conditions, the corresponding claw machine is determined. When the user using the claw machine does not bind a user account, the claw machine is used as the reward target, and the server sends a reward instruction to the claw machine to issue the reward Rewards can be games that reward a preset number of games, etc.; when the user using the claw machine binds a user account, the user account is used as the reward target, and the server sends a reward instruction to the user account to issue the reward, which can be a reward Games with a preset number of rounds or redemption codes, etc. In this way, using the claw machine or user account as the reward target can make the reward distribution methods more diverse, meet different application scenarios, and enrich the activity content and rewards.
在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,所述活动记录信息包括按键次数信息,所述活动奖励条件包括奖励按键次数最大的目标。In some embodiments of a claw machine activity management method of the present invention applied to the server, the activity record information includes information on the number of key presses, and the activity reward conditions include a target of rewarding the maximum number of key presses.
作为一种活动类型,活动内容为奖励活动时间内按键次数最大的用户。通过获取娃娃机反馈的活动记录信息,根据活动记录信息中的按键次数信息,确定各个娃娃机的按键次数,根据活动奖励条件,确定按键次数最大的娃娃机,进而将该娃娃机作为奖励目标或者该娃娃机对应的用户账户作为奖励目标。以此,能够令各个娃娃机的用户之间产生互动,产生竞技性,拓展娃娃机的使用方式,令娃娃机与活动内容深度关联,提高趣味性。As an activity type, the content of the activity is to reward the user who presses the most keys during the activity period. By obtaining the activity record information fed back by the claw machine, and based on the number of key presses in the activity record information, the number of key presses of each claw machine is determined, and according to the event reward conditions, the claw machine with the largest number of key presses is determined, and then the claw machine is used as a reward target or The user account corresponding to the claw machine is used as the reward target. In this way, users of each claw machine can interact with each other, create competitiveness, expand the use of the claw machine, deeply connect the claw machine with the activity content, and increase the fun.
参考图5,在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,在所述S400之后,还包括:Referring to Figure 5, in some embodiments of a claw machine activity management method applied to the server side of the present invention, after the S400, it also includes:
S411:根据所述按键次数信息,确定按键次数最大的所述娃娃机作为凸显设备;S411: Based on the information on the number of key presses, determine the doll machine with the largest number of key presses as the highlighting device;
S412:发送凸显指令至所述交互设备,所述凸显指令用于指示所述交互设备以所述凸显设备为目标显示预设特效。S412: Send a highlighting instruction to the interactive device, where the highlighting instruction is used to instruct the interactive device to display a preset special effect targeting the highlighting device.
在活动过程中,将按键次数最大的娃娃机作为凸显设备,服务端发送凸显指令至交互设备,令交互设备通过显示预设特效令凸显设备凸出显示,便于让用户在活动进行过程中获知当前领先的用户,及时获得活动反馈,有利于营造更佳的活动氛围。During the activity, the claw machine with the largest number of key presses is used as a highlighting device, and the server sends a highlighting command to the interactive device, causing the interactive device to highlight the device by displaying the preset special effects, so that the user can know the current status during the activity. Leading users can obtain timely feedback on activities, which is conducive to creating a better event atmosphere.
亦可以在活动结束后,按键次数最大的娃娃机作为凸显设备,能够让活动区域中的所有用户获知得到奖励的设备和对应的用户。You can also use the claw machine with the largest number of key presses as a highlighted device after the event to let all users in the event area know the rewarded device and the corresponding user.
在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,所述活动记录信息包括投币次数信息以及出礼次数信息,所述活动奖励条件包括奖励投币次数与出礼次数之和最大的目标。In some embodiments of a claw machine activity management method of the present invention applied to the server, the activity record information includes information on the number of coin inputs and the number of gifts given out, and the activity reward conditions include the number of coin inputs and the number of rewards given out. The sum of the maximum goals.
作为另一种活动类型,活动内容为奖励投币次数以及出礼次数之和最大的用户。根据获取的活动记录信息中投币次数信息以及出礼次数信息,能够获知各个娃娃机的投币次数以及出礼次数,确定投币次数与出礼次数之和最大的娃娃机,进而将该娃娃机作为奖励目标或者该娃娃机对应的用户账户作为奖励目标。以此,能够让用户在正常进行夹娃娃时参与到活动中,不影响娃娃机的主要用途。As another activity type, the activity content is to reward the user with the largest number of coin inputs and number of gifts. According to the information about the number of coins put in and the number of gifts given out in the obtained activity record information, the number of coins put in and the number of gifts given out of each doll machine can be learned, and the claw machine with the largest sum of the number of coins put in and the number of gifts given out can be determined, and then the doll machine can be The machine is used as the reward target or the user account corresponding to the claw machine is used as the reward target. In this way, users can participate in activities during normal doll clamping without affecting the main purpose of the doll machine.
商户在通过操控设备产生的活动开始信息中,可以包括活动类型信息,以选择开展的活动类型。Merchants can include activity type information in the activity start information generated by controlling the device to select the type of activity to carry out.
参考图6,在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,在所述S400之后,还包括:Referring to Figure 6, in some embodiments of a claw machine activity management method of the present invention applied to the server, after the S400, it also includes:
S421:根据所述投币次数信息以及所述出礼次数信息,确定投币次数与出礼次数之和最大的所述娃娃机作为凸显设备;S421: Based on the information on the number of coin inputs and the number of gifts given out, determine the claw machine with the largest sum of the number of coin inputs and the number of gifts given out as the highlighting device;
S422:发送凸显指令至所述交互设备,所述凸显指令用于指示所述交互设备以所述凸显设备为目标显示预设特效。S422: Send a highlighting instruction to the interactive device, where the highlighting instruction is used to instruct the interactive device to display a preset special effect targeting the highlighting device.
在活动过程中,将投币次数与出礼次数之和最大的所述娃娃机作为凸显设备,服务端发送凸显指令至交互设备,令交互设备通过显示预设特效令凸显设备凸出显示,便于让用户在活动进行过程中获知当前领先的用户,及时获得活动反馈,有利于营造更佳的活动氛围。During the activity, the doll machine with the largest sum of the number of coins and the number of gifts is used as a highlighting device, and the server sends a highlighting command to the interactive device, causing the interactive device to highlight the device by displaying the preset special effects command, which is convenient for Let users know the current leading users during the event and get timely feedback on the event, which will help create a better event atmosphere.
亦可以在活动结束后,投币次数与出礼次数之和最大的所述娃娃机作为凸显设备,能够让活动区域中的所有用户获知得到奖励的设备和对应的用户。It is also possible that after the event ends, the claw machine with the largest sum of the number of coin inputs and the number of gifts given out can be used as a highlighted device, allowing all users in the event area to know the rewarded devices and corresponding users.
参考图7,在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,所述S200,包括:Referring to Figure 7, in some embodiments of a claw machine activity management method applied to the server side of the present invention, the S200 includes:
S201:根据所述交互设备信息,确认所述活动区域中的各个交互设备;S201: Confirm each interactive device in the activity area according to the interactive device information;
S202:发送活动显示信息至各个所述交互设备;S202: Send activity display information to each interactive device;
S203:侦听各个所述交互设备的第一应答信息;S203: Listen to the first response information of each interactive device;
S204:若经过第一预设时间后未获取到所述第一应答信息,则重新发送所述活动显示信息至对应的所述交互设备直至达第一预设次数;S204: If the first response information is not obtained after the first preset time, resend the activity display information to the corresponding interactive device until the first preset number of times is reached;
S205:若达到所述第一预设次数,则生成活动开启失败信息并发送至产生所述活动开始信息的操控设备。S205: If the first preset number of times is reached, generate activity start failure information and send it to the control device that generated the activity start information.
通过发送活动显示信息后,侦听交互设备的第一应答信息,当获取到第一应答信息,能够确保交互设备获取到活动显示信息;而在第一预设时间后未获取到第一应答信息,可能是通信拥堵等偶然因素导致,再次发送活动显示信息;当重复发送活动显示信息达第一预设次数时,则可以认为交互设备出现故障或通信故障,不能够开展活动,生成活动开启失败信息发送至商户的操控设备。以此,有利于避免偶然因素导致交互设备没有获取到活动显示信息,提高对交互设备控制的可靠性,并且在不能开展活动时,及时向商户反馈,有利于商户进行排障。After sending the activity display information, the first response information of the interactive device is listened to. When the first response information is obtained, it can be ensured that the interactive device obtains the activity display information; but the first response information is not obtained after the first preset time. , it may be caused by accidental factors such as communication congestion, and the activity display information is sent again; when the activity display information is repeatedly sent for the first preset number of times, it can be considered that the interactive device has a fault or a communication failure, and the activity cannot be carried out, and the generated activity fails to start. The information is sent to the merchant's control device. In this way, it is helpful to avoid accidental factors causing the interactive device to not obtain the activity display information, improve the reliability of the control of the interactive device, and provide timely feedback to the merchant when the activity cannot be carried out, which is helpful for the merchant to troubleshoot.
参考图8,在本发明应用于服务端的一种娃娃机活动管理方法的一些实施例中,所述S300,包括:Referring to Figure 8, in some embodiments of a claw machine activity management method applied to the server side of the present invention, the S300 includes:
S301:根据所述娃娃机信息,确认所述活动区域中的各个娃娃机;S301: Confirm each claw machine in the activity area according to the claw machine information;
S302:发送活动开启指令至各个所述娃娃机;S302: Send activity opening instructions to each of the claw machines;
S303:侦听各个所述娃娃机的第二应答信息;S303: Listen for the second response information of each claw machine;
S304:若经过第二预设时间后未获取所述第二应答信息,则重新发送所述活动开启指令至对应的所述娃娃机直至达第二预设次数。S304: If the second response information is not obtained after the second preset time, resend the activity start command to the corresponding claw machine until the second preset number of times is reached.
通过发送活动开启指令后,侦听娃娃机的第二应答信息,当获取到第二应答信息,能够确保娃娃机获取到活动开启指令;而在第二预设时间后未获取到第二应答信息,可能是通信拥堵等偶然因素导致,再次发送第二应答信息;当重复发送活动显示信息达第二预设次数时,则可以认为娃娃机出现故障或通信故障,不再发送活动开启指令。以此,有利于避免偶然因素导致娃娃机没有获取到第二应答信息,提高对娃娃机控制的可靠性。After sending the activity opening command, the second response information of the claw machine is listened to. When the second response information is obtained, it can be ensured that the claw machine obtains the activity opening command; but the second response information is not obtained after the second preset time. , it may be caused by accidental factors such as communication congestion, and the second response message is sent again; when the activity display information is repeatedly sent for the second preset number of times, it can be considered that there is a malfunction or communication failure in the claw machine, and the activity opening command will no longer be sent. In this way, it is helpful to avoid accidental factors causing the claw machine to fail to obtain the second response information, and improve the reliability of the control of the claw machine.
由于活动区域中都会包括多台娃娃机,个别娃娃机出现故障对活动的影响不大,无需停止活动。而交互设备可能在活动区域中只配置有一个,缺少其不能够开展活动,因此在交互设备出现故障时,对活动开展影响较大,需要及时向商户反馈。Since the activity area will include multiple claw machines, the failure of individual claw machines will have little impact on the activity and there is no need to stop the activity. However, there may be only one interactive device configured in the activity area, and activities cannot be carried out without it. Therefore, when the interactive device fails, it will have a greater impact on the activity, and timely feedback needs to be provided to the merchant.
在本发明的一些实施例中,还包括:In some embodiments of the invention, it also includes:
当获取到第二应答信息,将对应的所述娃娃机标记为正常设备;When the second response information is obtained, mark the corresponding claw machine as a normal device;
当重新发送所述活动开启指令至所述娃娃机达第二预设次数时,将对应的所述娃娃机标记为故障设备;When the activity start command is re-sent to the claw machine for the second preset number of times, the corresponding claw machine is marked as a faulty device;
当正常设备的数量与故障设备的数量之和等于所述娃娃机的总数时,向所述正常设备发送同步开始信息,所述同步开始信息用于指示所述正常设备同时开始活动计时。When the sum of the number of normal devices and the number of faulty devices is equal to the total number of the claw machines, synchronization start information is sent to the normal devices, where the synchronization start information is used to instruct the normal devices to start activity timing at the same time.
当正常设备的数量与故障设备的数量之和等于所述娃娃机的总数时,即在确认全部娃娃机的状态后,再发送同步开始信息,有利于正常工作的娃娃机同步开始活动计时,减少用户使用不同娃娃机参与活动的差异,有利于提高公平性。When the sum of the number of normal devices and the number of faulty devices is equal to the total number of the claw machines, that is, after confirming the status of all the claw machines, the synchronization start information will be sent, which is conducive to the synchronization of the normally working claw machines to start the activity timing and reduce The differences in users' participation in activities using different claw machines are conducive to improving fairness.
相应地,所述响应于活动结束信息或者达到预设的活动结束时间,发送第一活动停止指令至各个所述娃娃机,包括:Correspondingly, in response to the activity end information or reaching the preset activity end time, sending a first activity stop instruction to each of the claw machines includes:
响应于活动结束信息或者达到预设的活动结束时间,向所述正常设备发送同步停止信息,所述同步停止信息用于指示所述正常设备同时结束活动计时。In response to the activity end information or reaching the preset activity end time, synchronization stop information is sent to the normal device, where the synchronization stop information is used to instruct the normal device to end activity timing at the same time.
向正常设备发送同步停止信息,令正常工作的娃娃机同步结束活动技术,有利于令用户使用不同娃娃机参与活动的时间一致,有利于提高公平性。The technology of sending synchronous stop information to normal devices so that the normally working claw machines end their activities synchronously is conducive to ensuring that users use different claw machines to participate in activities at the same time, and is conducive to improving fairness.
参考图9和图10,本发明还提供一种娃娃机活动管理方法,应用于娃娃机,包括:Referring to Figures 9 and 10, the present invention also provides a claw machine activity management method, which is applied to the claw machine and includes:
S700:响应于活动开启指令,切换至第二活动模式;S700: In response to the activity start command, switch to the second activity mode;
S710:处于所述第二活动模式时,根据运行状态生成活动记录信息并按照预设周期上传至服务端;S710: When in the second activity mode, generate activity record information according to the running status and upload it to the server according to the preset period;
S720:响应于活动停止指令或达到预设停止时间,退出所述第二活动模式;S720: In response to the activity stop instruction or reaching the preset stop time, exit the second activity mode;
其中,所述活动记录信息包括按键次数信息、投币次数信息以及出礼次数信息中的至少一个。Wherein, the activity record information includes at least one of the number of key presses, the number of coins, and the number of gifts.
娃娃机接收到活动开启指令并响应,切换至活动模型,以根据运行过程中的按键、投币、出礼等状态信息,生成活动记录信息按预设周期上传至服务端,使得服务端能够根据活动记录信息发放活动奖励。以此,实现基于娃娃机开展线上活动,并且令娃娃机参与至活动中,加强娃娃机与活动的关联度,同时不同娃娃机通过活动记录信息能够相互之间产生互动,有利于提高趣味性。The claw machine receives the activity start command and responds, switching to the activity model to generate activity record information and upload it to the server in a preset cycle based on status information such as button presses, coin inputs, and gift giving during operation, so that the server can Activity record information is used to issue activity rewards. In this way, online activities based on the claw machine can be carried out, and the claw machine can participate in the activity, strengthening the correlation between the claw machine and the activity. At the same time, different claw machines can interact with each other through activity record information, which is conducive to improving the fun. .
娃娃机自身设置有传感器,能够检测按键、投币、出礼等动作,无需对娃娃机的结构进行改造,便可以生成活动记录信息,适用于通常的娃娃机,降低实施成本。The claw machine itself is equipped with sensors that can detect actions such as pressing buttons, inserting coins, and giving out gifts. It can generate activity record information without modifying the structure of the claw machine. It is suitable for ordinary claw machines and reduces implementation costs.
参考图10,本发明还提供一种娃娃机活动管理系统,包括:后台服务设备、娃娃机以及交互设备,所述娃娃机与所述交互设备均与所述后台服务设备通信连接,所述后台服务设备能够执行上述应用于服务端的一种娃娃机活动管理方法,所述娃娃机能够执行上述应用于娃娃机的一种娃娃机活动管理方法。Referring to Figure 10, the present invention also provides a claw machine activity management system, which includes: a background service device, a claw machine and an interactive device. Both the claw machine and the interactive device are communicatively connected with the background service device. The background The service device can execute the above-mentioned claw machine activity management method applied to the server side, and the claw machine can execute the above-mentioned claw machine activity management method applied to the claw machine.
商户通过操控设备产生活动开始信息发送至后台服务设备,后台服务设备获取到活动开始信息并响应,获取对应活动区域中的交互设备信息以及娃娃机信息,能够确认活动涉及的交互设备以及娃娃机。据此,后台服务设备发送活动显示信息至各个交互设备,使得交互设备显示活动参与方式,令用户能够参与活动,服务端向各个娃娃机发送活动开启指令,使得娃娃机切换至第二活动模式以反馈活动记录信息,进而后台服务设备能够根据活动记录信息以及预设的活动奖励条件,确认奖励目标并且向其发送奖励指令。以此,通过后台服务设备收集娃娃机的活动记录信息进行判定并发放奖励,使得娃娃机参与进活动中,加强活动与娃娃机的关联度,同时不同娃娃机通过活动记录信息能够相互之间产生互动,有利于提高趣味性。通过后台服务设备控制交互设备以及娃娃机,实现线上开展和管理活动,有利于在大范围多区域进行活动管理。The merchant controls the device to generate activity start information and sends it to the backend service device. The backend service device obtains the activity start information and responds, obtains the interactive device information and claw machine information in the corresponding activity area, and can confirm the interactive equipment and claw machine involved in the activity. Accordingly, the background service device sends activity display information to each interactive device, so that the interactive device displays the activity participation mode so that the user can participate in the activity. The server sends an activity start instruction to each claw machine, causing the claw machine to switch to the second activity mode to Feedback activity record information, and then the background service device can confirm the reward target and send reward instructions to it based on the activity record information and preset activity reward conditions. In this way, the activity record information of the doll machine is collected through the background service equipment to determine and issue rewards, so that the doll machine can participate in the activities and strengthen the correlation between the activities and the doll machine. At the same time, different doll machines can interact with each other through the activity record information. Interaction is helpful to increase fun. Control interactive devices and claw machines through background service equipment to realize online activities and management, which is conducive to activity management in large areas and multiple areas.
图11示例了一种电子设备的实体结构示意图,如图11所示,该电子设备可以包括:处理器(processor)810、通信接口(Communications Interface)820、存储器(memory)830和通信总线840,其中,处理器810,通信接口820,存储器830通过通信总线840完成相互间的通信。处理器810可以调用存储器830中的逻辑指令,以执行一种娃娃机活动管理方法。Figure 11 illustrates a schematic diagram of the physical structure of an electronic device. As shown in Figure 11, the electronic device may include: a processor (processor) 810, a communications interface (Communications Interface) 820, a memory (memory) 830 and a communication bus 840. Among them, the processor 810, the communication interface 820, and the memory 830 complete communication with each other through the communication bus 840. The processor 810 can call logical instructions in the memory 830 to execute a claw machine activity management method.
上述的一种电子设备可以是作为服务器、娃娃机或其中部分组件使用。The above-mentioned electronic device may be used as a server, a claw machine, or some components thereof.
此外,上述的存储器830中的逻辑指令可以通过软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本发明各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。In addition, the above-mentioned logical instructions in the memory 830 can be implemented in the form of software functional units and can be stored in a computer-readable storage medium when sold or used as an independent product. Based on this understanding, the technical solution of the present invention essentially or the part that contributes to the existing technology or the part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium, including Several instructions are used to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk and other media that can store program code. .
另一方面,本发明还提供一种非暂态计算机可读存储介质,其上存储有计算机程序,该计算机程序被处理器执行时实现以执行上述各方法提供的一种娃娃机活动管理方法。On the other hand, the present invention also provides a non-transitory computer-readable storage medium on which a computer program is stored. The computer program is implemented when executed by a processor to execute a claw machine activity management method provided by the above methods.
最后应说明的是:以上实施例仅用以说明本发明的技术方案,而非对其限制;尽管参照前述实施例对本发明进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本发明各实施例技术方案的精神和范围。Finally, it should be noted that the above embodiments are only used to illustrate the technical solution of the present invention, but not to limit it; although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that it can still be used Modifications are made to the technical solutions described in the foregoing embodiments, or equivalent substitutions are made to some of the technical features; however, these modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.
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Application publication date: 20240119 |