HK1123115A - Game server system and method for generating revenue therewith - Google Patents
Game server system and method for generating revenue therewith Download PDFInfo
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- HK1123115A HK1123115A HK09100029.6A HK09100029A HK1123115A HK 1123115 A HK1123115 A HK 1123115A HK 09100029 A HK09100029 A HK 09100029A HK 1123115 A HK1123115 A HK 1123115A
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Description
This specification filed a divisional application entitled "revenue generating gaming server system and method" on 3, 12/2004, application number 200410008388.6.
Technical Field
The present invention relates generally to a system and method for generating revenue from an Internet service provider or wireless network provider using a game server.
Background
There are various systems and methods for providing network gaming services to players. In a multiple player network environment, some players typically meet in a lobby provided by a lobby server and select a particular game to play with another player. Some games are provided by game servers to those who play with computers in an internet environment, or by game servers to those who play with mobile phones, portable digital Assistant devices (PDAs), or other mobile devices in a mobile network environment. In most cases, a company provides game server equipment and software in connection with a game that is sold to patrons at a retail outlet. The company may also derive revenue from advertising during game play.
Typically, the lobby servers are used to connect a first player with a second player. For example, U.S. Pat. No. 6,352,479, issued to spackes-two (Sparks II), discloses an interactive (human machine dialog) game server and an online public forum (online community forum). A game system for a plurality of players is implemented on a World Wide Web (WWW) using a plurality of game servers that are dynamically linked to the world Wide Web and controlled by a world Wide Web server (WWW server). As a play game statistics function for each player already stored within the global network server, the global network server may dynamically link the logged-in player to a certain website hosted by it. The game server generates player statistics for each player wagered during and/or after game play and loads the player statistics to the global network server. The global network server matches those players with certain appropriate games that are currently being played on the game server based on skill levels required for the games and corresponding skill levels of other currently-played players as indicated by statistics stored in the global network server and generates dynamic links for the played players to the certain appropriate games. The user may then select which game to play with by one of those dynamic links that are generated.
For example, U.S. patent No. 6,128,660 issued to Grimm et al discloses a network match generation apparatus (match maker). A network match generation system and method is used to match those users in a multi-user network application. Each user is associated with a client computer connected to the network. Those clients are selected based on some attribute of their users, clients, servers, and/or communication links. The network matching generation device works with three different forms of network applications: peer-to-peer, multiple clients to a single server, and multiple clients to multiple servers. In one match generation method, remote servers are matched to client computers. A match generating device receives a plurality of client applications and a plurality of server applications. At least two of those client programs are selected and at least one of those server programs is selected based on the attributes of the clients and servers. Both U.S. patent No. 6,128,660 and U.S. patent No. 6,352,479 are incorporated herein by reference.
In general, a game server is an example of what is used to provide users with certain games. For example, U.S. patent No. 6,203,433 issued to Kume (Kume) discloses a network game system, a network game server, a network game client, a set of player selection programs, a medium storing the player selection programs, and a medium storing the player information collection programs. Upon receiving a program application, a game application response unit returns timing information on the player application to indicate the time when the player application is issued. A player selection processing device determines certain combinations of games within a predetermined timed period. Upon receiving a play player request, a play player request response unit extracts information on those game opponents of a user who issued the play player information from a user information storage, and returns the information to a client (client) as a response to the play player request. A game application device of a client outputs a game application to a server, and receives timing information issued by a player application from the server. When the time indicated in the timing information issued by the player application is reached, a player application device outputs a player application to the server and receives information about game partners from the server.
For example, U.S. patent No. 6,152,824, issued to the inventor of Rothschild, discloses an online game structure. A network computer online game system and a processing method are provided in a client/server online game structure and used to run a number of game programs. Some client computers are configured to run a certain client program. The server computer may communicate with the client computers over a network. Some of the server programs run by the server computer include: a Master Control Program (MCP) for managing access to server programs on the online game structure; a set of server programs (SV) used to create some examples of a server Program; a set of matching generator programs (MM) for supporting a number of rendezvous services; a set of Game instance hierarchical service period programs (GICS) that enable certain games and provide user-to-user communications; a top level protocol Server Program (GULP) capable of supporting the user-to-user communications provided by the aforementioned GICS. Both U.S. patent No. 6,152,824 and U.S. patent No. 6,203,433 are incorporated herein by reference.
Us 6,453,160, issued to Thomas et al, also shows providing certain games to mobile users on a certain mobile network, discloses a system to develop a certain broadcast system to improve the skills of implementing wireless games using position holders (position holders) instead of data. To this end, a wireless data system and a method of propagating digital data to one or more handheld wireless devices are provided. The method comprises the following steps: migrating at least one data segment from the digital data to form a first digital data portion; and replacing the at least one data segment with a position holder embedded in the first digital data portion that holds at least one position. The method further comprises the following steps: forming at least a second digital data portion, the second digital data portion comprising at least one data segment; propagating the first digital data portion to a wireless network; and propagating the at least one second digital data portion to a broadcast transmitter. The method broadcasts a first digital data portion from the wireless network and broadcasts the at least one second digital data portion from the broadcast transmitter. In a handheld wireless device, the method combines the at least one data segment in the at least one second digital data portion into the at least one position holder in the first digital data portion to reconstitute the digital data. U.S. patent No. 6,453,160 is hereby incorporated by reference into this application.
To provide a number of games to players in a network environment of multiple players, the prior art shows a variety of systems and methods. The prior art also shows some games that play wired and wireless networks between multiple players. However, the prior art fails to disclose a system and method for generating revenue from a gaming system other than providing users with copies of a particular game for a fee or generating revenue from advertisements.
It is therefore an object of the present invention to provide a method for a game provider to generate revenue from users using a gaming system over a wireless network.
It is another object of the present invention to provide a system for sharing revenue from users of mobile devices from playing games offered by a gaming system of a game provider.
It is a further object of the present invention to provide a method for a game provider to generate revenue from users using a game system on the internet.
It is yet another object of the present invention to provide a system for sharing revenue from internet users from playing games offered by a game provider's game system.
The foregoing objects and advantages of the invention have been set forth in a general description of certain aspects of the invention, and are not intended to be exhaustive or to limit the various aspects of the invention. These and other objects and advantages of the invention will be apparent from the description herein or may be learned by practice of the invention. Modifications to the specific embodiments described herein, which may be made in view of any variations, may be apparent to those skilled in the art. Accordingly, the invention resides in the novel methods, novel arrangements, novel combinations and novel improvements herein shown and described.
Disclosure of Invention
There is a need in the art for a system and method for generating revenue from a gaming service system, a brief description of which is provided herein. The following brief description is provided for some simplicity or omission in order to emphasize and introduce certain aspects of the present invention. A detailed description of a preferred exemplary embodiment will follow in later sections, sufficient to enable those skilled in the art to make and use the concepts relating to the invention.
The present invention provides a method for game providers to generate revenue from users using a gaming system. The method comprises the following steps: certain wireless services are provided to users, each having a mobile device, that exchange revenue with a wireless network provider on a cost per unit time basis. A signal is sent from one of the removable devices to a game server to request a game session. A game is then launched on the removable device. The time of start and the user's identification are both recorded in the game server's database. The game can then be played on the mobile device. And then records the time of the end in the database of the game server. The total game time can be calculated using the recorded start time and end time. The total game time is then sent from the game server to the wireless network provider. The wireless network provider pays a portion of the collected revenue transfer to the game provider based on the total game time.
The present invention also provides a system for sharing revenue generated from playing a game from mobile device users between a game provider and a wireless network provider. The system includes a wireless network and a game server. The game server communicates with a plurality of mobile devices via the wireless network and includes a database for recording a game start time, a game end time, and an identification of a user, and a processor for calculating a total game time based on the start time and the end time. The system also includes a billing server (billing server) in communication with the game server. The bill server has a database for recording the total game time and the user identification transmitted from the game server. The wireless network provider collects the user's total game time based on the usage and transfers the collected income to the game provider in a percentage.
The present invention additionally provides a method for a game provider to generate revenue from users using a gaming system. The method comprises the following steps: some internet services are provided to users, each having a computer, who exchange revenue from internet providers. A signal is sent from one of those computers to a game server to apply for a game session. A game is then launched on the computer. The time of start and the identification of the user are both recorded in a database of the game server. The game can then be played on the computer. The time of the end is then recorded in a database of the game server. A total play time can be calculated using the recorded start time and end time. The total game time is then transmitted from the game server to the internet provider. The internet provider then transfers a portion of the collected revenue to the game provider based on the total game time.
The present invention additionally provides a system for sharing revenue generated from playing a game from computer users between a game provider and an internet provider. The system comprises an internet and a game server. The game server communicates with computers via the internet and includes a database for recording game start time, game end time and an identification of a user, and a processor for calculating a total game time based on the start time and the end time. The system also includes a billing server (billing server) in communication with the game server. The bill server has a database for recording the total game time and the user identification transmitted from the game server. The internet provider pays the game provider a percentage of the revenue collected from the users based on the total game time used.
Drawings
Some of the figures herein are for reference in order to provide a better understanding of the invention.
FIG. 1 shows an overview of a gaming system.
Fig. 2 shows an overview of the lobby server and some of the connecting devices.
Fig. 3 shows a schematic diagram of a virtual lobby server layout.
Fig. 4 shows an overview of the game server and some of the connected devices.
Fig. 5 shows an overview of the billing server.
Detailed Description
Referring now to the drawings, wherein like parts or like steps are designated with like reference numerals throughout, there are disclosed broad aspects of certain preferred embodiments of the present invention.
The system of the present invention is a set of applications that can be executed on a single server or multiple servers. FIG. 1 illustrates a system 100 that can be implemented in the context of a multiple server cluster. The system 100 includes one or more game servers 102 for use with a mobile data network 114 and the internet 112, one or more lobby servers 104 for use with a mobile data network 114 and the internet 112, and a billing server 110. The billing server 110 is connected to the gaming server 102 and to the billing system of an internet provider (or mobile service provider) 116 (also referred to as a network provider). The lobby server 104 is a mobile device 108 operating on a mobile data network 114 (in the sense of a mobile device here, which may be considered to refer to a mobile phone, tablet computer (PDA, or other device operable on some mobile network including a cellular network), the lobby server 104 may also provide an initial man-machine session between computers 106 operating on the internet 112, the game server 102 connects some portable devices 108 or some computers 106 to each other, the billing server 110 communicates with both the game server 102 and the billing system 120 of the network provider 116, the billing server 110 may communicate with the billing system 120 via the internet 112 or a secure connection 118, hi another alternative embodiment, the billing server 110 may then communicate with the billing system 120 through the mobile data network 114.
These server applications may be deployed within a service provider's network or outside of a service provider's internal network. These applications are scalable and can be used to implement and monitor games played over some wired or wireless network. The system includes a game server 102, a lobby server 104 (or player matching server), and a billing server 110. The game server 102 also contains a number of games for download by some removable device 108 or by some computer 106. The billing server 110 contains one or more databases for storing general user information, such as identification codes, user names, telephone numbers or IP (Internet Protocol) addresses specified for a particular user. The database or databases also provide for the storage of some games being played, including the start time and stop time of each game play, and the start time and stop end time of playing a particular game or downloading a particular game. Billing server 110 may communicate with some internet provider or some network service provider 116.
Reference is now made to fig. 2, which is a simplified diagram of the lobby server 104 and illustrates some of the connected systems. The lobby servers 104 are connected to the internet 112 for further connection to computers 106 and to a mobile data network 114 (also referred to herein as a mobile network, a wireless network, or a cellular network) and then to mobile devices 108. The lobby server 104 runs an application that provides a meeting virtual environment for the player and a virtual environment that enables games played by multiple players.
Referring now to fig. 3, a virtual environment 300 viewed by a player appears as a hierarchy of chat rooms 302, each chat room being associated with a particular game or a game type. The virtual environment also contains a main lobby 304 where all the playing players are initially located. The player may roam from the main lobby 304 to some other specialized chat room 302 to meet some other player willing to play a game instance, or play a game instance 306 in which multiple players participate. These players may chat with each other and choose to host or join a game in which the multiple players participate. The lobby server 104 may also function as a matching server. As a match server, the lobby server 104 may automatically associate a first player with a second player based on criteria such as player rating, high score, age, location, or any other suitable criteria for matching players. Such matching may be done, for example, for the purpose of playing certain games.
Reference is now made to fig. 4, which is a simplified illustration of the game server 102 and shows some of the components that are connected. The game server 102 provides games to the computer 106 or some of the removable devices 108, either through the internet 112 or through the mobile data network 114. The game server 102 is a server capable of running highly scalable applications that are enabled for the internet and mobile networks, which can perform two tasks: serving and communicating with certain games running on certain computers 106 or certain removable devices 108. The game server 102 is also in communication with the lobby server 104 and the billing server 110 (shown in fig. 1). The game server 102 provides game data to some games running on the computer 106 or the mobile device 108. The game information includes some high scores (leader board information), some images, text descriptions, game level information, and other miscellaneous game content that is needed in connection with playing the game with the device. The game server 102 is responsible for receiving client and player information, game play data, and player score data. The game server 102 may also authenticate the identities of those playing players. The data collected by the game server 102 is stored in one or more databases. The game server 102 also stores a number of games for the player to download.
Reference is now made to fig. 5, which is a simplified diagram of billing server 110 and illustrates some of the connected systems. Billing server 110 is coupled to game server 102 and billing system 120 of network provider 116. The billing server 110 contains a billing database, a batch processor, and/or a real-time processor and billing data output module (or billing data output module). The billing server 110 collects game play information for the client and each time a game is played on the internet 112 or wireless network 114 and stores the information in the billing database. The billing database may be implemented as a single database or multiple databases. The collected information includes: a client identification tag, a game identification tag, a start date and time of a game, an end date and time of a game, a completion status of a game, and some optional set of information (optional field) required for a specific game. This information may be retrieved directly from the game server 102 component of the system. The batch processor packages the billing data into a billing data output module and transmits the billing data to an Information Service Provider (ISP) or a billing system 120 of a mobile network provider. The batch processor is configured to run periodically, typically once per day, and to send the billing data accumulated during the period to the billing data output module. In another alternative, the real-time processor may package the billing data into a billing data output module. The real-time processor operates continuously and sends out the billing data as it is received.
The billing data output module performs the task of communicating directly with the information service provider or mobile network provider 116. It communicates directly with the billing system 120 of the information service provider or mobile network provider 116 and can package the billing data according to the selected format. The billing data output module may communicate over the internet 112 or wireless network 114 through some secure wired connection 118. As for some security protocols (security protocols) used, it is relevant to the selected delivery medium.
Operating conditions
The method described herein primarily involves interaction between a game provider using the game server system 100 as described above and an internet provider or a mobile network provider 116. A user or player using the internet 112 via a computer 106 or a mobile network 114 via a mobile device 108, such as a PDA or cellular telephone, will pay for the time he spends on the internet or the mobile network. The game provider and game server system 100 will provide an environment and system to encourage users or gamers to use time on the network. This incentive in turn generates revenue for the internet provider or a mobile network provider 116. Each of the internet providers or mobile network providers 116 then compensate the game provider for the revenue generated from the playing game by a percentage.
This approach is primarily concerned with providing certain internet or wireless services to a user having a computer 106 or mobile device 108 in order to exchange revenue on a cost per unit time basis. The player's mobile device 108 sends a signal to the game server 102 requesting a game session. Once the application is approved, a gaming session is initiated on the computer 106 or the mobile device 108. The game may be a game played by a single person. However, it is common for a game of multiple players to play peer-to-peer between users who are connected to each other through the lobby server 104. The game server 102 records the start time of the game and the user's identification in the game server's database. The game is then played and the end time is recorded in the database of the game server. The billing server 110 then receives the recorded information from the game server 102 and calculates a total game time using the start time and the end time. The billing server 110 then sends the information to the billing system 120 of the internet provider or mobile network provider 116. The internet provider or mobile network provider 116 in turn pays a portion of the collected revenue transfer to the game provider based on the total game time.
A player having a computer 106 or mobile device 108 first connects to the lobby server 104. The player may chat with other players in virtual environment 300 and seek a particular player to begin playing a game. In another alternative, a player may utilize a matching server to match another player. The matching server runs an application that can match some of the playing players who want to play a particular game with other playing players who also want to play the same game. These players may be matched by any one of a number of criteria, such as the level of the game played, previous high scores, location, or other stored and searchable information. Once the player match is successful, some addresses of the host device are exchanged between the computer 106 or the mobile device 108 according to the identification of a game instance. These computers 106 or mobile devices 108 then contact the game server 102.
The player is gradually matched successfully with another player in the system. Whereupon a certain game is started. The removable device 108 or computer 106 attempts to connect with the game server 102. Upon success of the connection, the game passes the client's identification, notification of the start of the game, and any application for bonus game data to the game server 102. The game server 102 confirms the number of successful connections and logins and provides the device with the additional information needed. Once all of the game data is supplied to the user or both users, play of the game can begin and be played in a peer-to-peer manner, over the Internet 112 (in the case of using the computer 106) or over the mobile data network 114 (in the case of using the mobile device 108).
During game play, activity may be monitored with a game monitoring server. The monitoring unit searches for or receives information from some mobile devices 108 or some computers 106 that are playing a certain game. The information may include whether a game is currently playing or has been played. The game server 102 may request information from the computer 106 or the mobile device 108. In another alternative, the item of information may be automatically sent to the game monitoring server from either the computer 106 or the mobile device 108. The automatic transmission may be performed as a message module (or message block) of a game application running on the computer 106 or the mobile device 108.
All of the information is collected by the game server 102 and the game monitoring server and stored in one or more databases. This information may be sent to billing server 110 periodically or on the fly. In another alternative, billing server 110 may request the information from game server 102. This information is used to calculate the total time it takes for the user to play the game. The information may include the number of times certain games were played and whether the user downloaded the game for the first time. The billing server 110 then formats the information, including calculating the total game time, and sends the formatted information to the billing system 120 of the internet service provider or mobile network provider.
The internet service provider or mobile network provider 116 generates revenue by billing the user for collection based on the time the user is on the network or based on a certain amount specified for the time packet used by the entire network. The generated revenue is then shared with the game provider. The game provider receives, in a percentage, the revenue collected from the amount of time the user spends on the network. The player may also receive a bill for downloading and playing a particular game. For these situations, the player may receive a bill directly from the game provider or indirectly through the information service provider or the mobile network provider.
In addition, revenue may be generated through other activities performed by the user or the player. In particular, the game provider may charge the user a specified fee for the initial download of certain specific games. The game provider may also charge the user a specified fee for each play of a particular game. The game provider may also provide the player with an agreement that the player pays directly to the game provider. In this case, the game provider would be able to send a bill directly to the user for downloading and/or playing a particular game. This may be accomplished, for example, on a fee basis per play of the game. In another alternative, the network provider may bill the player for those downloads, or on a fee basis for each game played, and transfer all or a portion of the collected revenue to the game provider.
While the invention has been described in detail with particular reference to certain preferred embodiments thereof, it will be understood that the invention is capable of other and different embodiments, and its several details are capable of modifications in various obvious respects. It will be readily apparent to those skilled in the art that various modifications or variations can be made without departing from the spirit and scope of the invention. Accordingly, the foregoing disclosure, description, and figures are for illustrative purposes only and are not intended to limit in any way the claims of the present invention which follow.
Claims (33)
1. A method for generating revenue from users of a gaming system, each user having a mobile device available for playing a game, the method comprising the steps of:
the mobile device sends a signal for applying for a game session to a certain game server through a mobile data network;
initiating a game on the mobile device over the mobile data network stored on the game server;
recording the identity of the user of the mobile device in a database of the game server via the mobile data network; playing a game stored on the game server on the mobile device over the mobile data network;
calculating a total game time;
the total game time data is transmitted to the mobile data network provider through the internet or a local area network.
2. The method of claim 1, wherein the game server has a plurality of games available for download, and further comprising the step of downloading one of the games from the game server to one of the removable devices.
3. The method of claim 2, further comprising the step of sending a bill to the user by the game provider for downloading one of those games.
4. The method of claim 2, further comprising the step of sending a bill to the user by the game provider through the mobile data network provider for downloading one of those games.
5. The method of claim 2, further comprising the step of transmitting a bill to the user by the game provider for playing one of the games.
6. The method of claim 2, further comprising the step of sending a bill from the game provider to the user based on a fee paid for playing the game.
7. The method of claim 2, further comprising the step of sending a bill to the user by the game provider through the mobile data network provider for playing one of the games.
8. The method of claim 2, further comprising the step of sending a bill to the user by the game provider through the mobile data network provider upon a fee for playing the game.
9. The method of claim 1, further comprising the step of periodically sending a signal from the removable device to the game server indicating to the game server that the user is still playing the game.
10. The method of claim 9, wherein the game server further comprises a game monitoring component that dynamically monitors games being played on the mobile data network.
11. The method of claim 10, wherein the game monitoring component records a start time, an end time, and the user's identification in a database of the game server.
12. The method of claim 11, wherein the game monitoring component receives periodic signals from the removable device to monitor the end time of the game.
13. The method of claim 12, wherein the game monitoring unit comprises a timeout component for recording the end time of the game if no signal is received from the removable device after a predetermined time has elapsed.
14. The method of claim 10, further comprising the step wherein the mobile device may send an end signal to the game monitoring unit indicating that the user has finished playing the game.
15. The method of claim 1, further comprising the step of recording a game start time and a game end time in a database of the game server and calculating a total game time using the start time and the end time.
16. The method of claim 15, further comprising the step of providing a billing server, the billing server being coupled to the game server, obtaining the start time and the end time from the game server, calculating a total game time using the start time and the end time, and transmitting the total game time to the mobile data network provider.
17. The method of claim 16, further comprising the step of transmitting user identification indicia information, game identification indicia, game start time, game end time, game completion status, and certain optional information required for a particular game received from the game server by the billing server to the mobile data network provider in formatted billing data packages.
18. The method of claim 17, further comprising the step of transmitting billing data to the mobile data network provider instantaneously or periodically via the billing server.
19. The method of claim 17, further comprising the step of providing a secure wired network connecting the bill server and the game server.
20. The method of claim 1, further providing the step of recording the played game via the database of the billing server, enabling the mobile data network provider to collect revenue from the played game to the users on the basis of a fee paid for playing the game.
21. A system for sharing revenue generated by users playing a game using mobile devices between a game provider and a mobile data network provider, comprising:
a mobile data network;
a game server that can communicate with the mobile device via the mobile data network, and play a game stored on the game server on the mobile device via the mobile data network; it also has a database for recording the identification mark of a certain user;
an internet or local area network;
a billing server, communicatively coupled to the game server, for collecting total game time data for a user's game of play and sending the total game time data to the mobile data network provider via the internet or local area network.
22. The system of claim 21, wherein the game server further comprises a plurality of games for download by the removable devices.
23. The system of claim 21, further comprising a secure wired network for connecting the billing server to the game server.
24. The system of claim 21, wherein the game server further comprises a game monitoring component that dynamically monitors games being played on the mobile data network.
25. The system of claim 24, wherein the game monitoring component records the identification of the user, a number of start times of the game, and a number of end times of the game into a database of the game server.
26. The system of claim 24, wherein the mobile device periodically sends a signal to the game server indicating to the game monitoring unit that the user is still playing the game.
27. The system of claim 26, wherein the game monitoring unit comprises a game pause unit for recording the end time of the game if no signal is received from the removable device after a predetermined time has elapsed.
28. The system of claim 24, wherein the mobile device is operable to send an end signal to the game server indicating to the game monitoring unit that the user has finished playing the game.
29. The system of claim 21, wherein the database of the billing server further records the played game, and the mobile data network provider collects revenue to the users from the played game on the basis of a fee paid for the played game.
30. The system of claim 21, wherein the database of the game server is operable to record a start time and an end time of the game, the start time and the end time being operable to calculate a total game time.
31. The system of claim 30, wherein the billing server calculates a total game time using the start time and the end time of the game obtained from the game server and sends the total game time to the mobile data network facilitator.
32. The system of claim 30, wherein the billing server further comprises a batch processor or a real-time processor, and a billing data output module, the batch processor periodically formatting the user billing data into packets and transmitting the packets to the mobile data network facilitator via the billing data output module; when receiving the bill data, the real-time processor immediately packages the bill data and sends the bill data to a mobile data network service provider through a bill data output module;
the account data may include user identification indicia information, game identification indicia, start time of the game, end time of the game, total game time of the game, completion status of the game, and some optional information required for a particular game.
33. The system of claim 30, wherein the game server further comprises a processor for calculating a total game time based on the start time and the end time.
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US10/396,390 | 2003-03-26 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| HK1123115A true HK1123115A (en) | 2009-06-05 |
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