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WO2008008038A1 - Système de jeu vidéo reposant sur l'incitation - Google Patents

Système de jeu vidéo reposant sur l'incitation Download PDF

Info

Publication number
WO2008008038A1
WO2008008038A1 PCT/SG2006/000195 SG2006000195W WO2008008038A1 WO 2008008038 A1 WO2008008038 A1 WO 2008008038A1 SG 2006000195 W SG2006000195 W SG 2006000195W WO 2008008038 A1 WO2008008038 A1 WO 2008008038A1
Authority
WO
WIPO (PCT)
Prior art keywords
information element
interactive information
game
video game
interactive
Prior art date
Application number
PCT/SG2006/000195
Other languages
English (en)
Inventor
Chee Yue Ho
Original Assignee
Honor Games International Pte Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Honor Games International Pte Ltd filed Critical Honor Games International Pte Ltd
Priority to CNA2006800553111A priority Critical patent/CN101484219A/zh
Priority to PCT/SG2006/000195 priority patent/WO2008008038A1/fr
Publication of WO2008008038A1 publication Critical patent/WO2008008038A1/fr
Priority to US12/352,045 priority patent/US20090176577A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5506Details of game data or player data management using advertisements

Definitions

  • This invention relates to a video game incorporated with at least one interactive information element.
  • the invention also relates to a method of incorporating the at least one interactive information element into a video game.
  • Video games are now generally acknowledged to be a means of entertaining the masses and are no longer perceived to appeal to only people of a younger age group/demographic.
  • the success of standalone gaming consoles like the various iterations of Xbox from Microsoft, and the various iterations of Playstation from Sony provides evidence of the growing acceptance of video games by the mainstream.
  • This successful proliferation of video games into the mainstream has given rise to a multi-million dollar video game industry which is set to grow as the industry is still in its infancy.
  • a method of playing a video game with at least one interactive information element incorporated within the game includes: a player manipulating a control unit to play the game in a preferred mode; and the player having an option to engage the at least one interactive information element when playing the game in the preferred mode. It is advantageous that gameplay is not disrupted when the at least one interactive information element is engaged. Preferably, engagement of the at least one interactive information element is not mandatory for continuation of gameplay.
  • the information element may be either advertisements or public announcement services.
  • the at least one interactive information element may be, for example, an icon in the game, a character in the game or an item in the game.
  • the manipulation of the control unit may be done either physically or neurologically.
  • Engaging the at least one interactive information element may be by, for example, clicking on the interactive information element, highlighting the interactive information element or interacting with the interactive information element.
  • the at least one interactive element may be located at a juncture in the game such as either a specific event in the course of the game or a specific location in the game. It is advantageous that the at least one interactive element is able to be updated.
  • the video game may be run on a device such as, for example, a personal entertainment system, a video games console, a mobile telephone, a personal digital assistant, a notebook or a desktop computer.
  • the video game may be run either online or offline.
  • engagement of the at least one interactive information element may activates an action such as, for example, an on-screen presentation, an electronic token generation system and a combination of the aforementioned.
  • the on-screen presentation may be either within the course of gameplay or in a sub-screen in the game.
  • the electronic tokens may be stored either locally or on a network. It is advantageous that an incidence of interactive information element engagement is countable. The number of counts of the incidence of interactive information element engagement may be stored either locally or on a network.
  • a video game including at least one interactive information element, where gameplay is preferably not disrupted when the at least one interactive information element is engaged.
  • a method of incorporating at least one interactive information element into a video game including: adding an engageable module into the video game; updating the engageable module with the at least one interactive information element; and locating the at least one interactive information element at a juncture in the video game. It is preferable that gameplay is not disrupted when the at least one interactive information element is engaged.
  • the engageable module may be updated either locally or from a remote source via a network.
  • the juncture in the video game may be either a specific event in the course of the game or a specific location in the game.
  • the at least one interactive information element in the video game may be, for example, an icon in the game, a character in the game or an item in the game.
  • Engaging the at least one interactive information element may be by means selected from the group comprising: clicking on the interactive information element, highlighting the interactive information element and interacting with the interactive information element. It is preferable that engagement of the at least one interactive information element is not mandatory for continuation of gameplay.
  • Engagement of the at least one interactive information element may activate an action such as, for example, an on-screen presentation, an electronic token generation system and a combination of the aforementioned.
  • the on-screen presentation may be either within the course of gameplay or in a sub-screen in the game.
  • Electronic tokens may also be stored either locally or on a network.
  • an incidence of interactive information element engagement is countable.
  • the number of counts of the incidence of interactive information element engagement may be stored either locally or on a network. It is preferable that the information element is either advertisements or public announcement services. It is also preferable that the at least one interactive element is able to be updated.
  • Figure 1 shows a flow chart of a preferred method of the present invention.
  • Figure 2 shows a control unit used in the preferred method of the present invention.
  • Figure 3 shows an example of a preferred embodiment of the present invention.
  • Figure 4 shows a flow chart of another preferred method of the present invention.
  • Figure 5 shows a flow chart of a client end and server interaction process in the preferred embodiment of the present invention.
  • Figure 6 shows a screen capture of a specific juncture of the preferred embodiment of the present invention.
  • Figure 7 shows a screen capture of another specific juncture of the preferred embodiment of the present invention.
  • Figure 8 shows a screen capture of yet another specific juncture of the preferred embodiment of the present invention. DESCRIPTION OF PREFERRED EMBODIMENTS
  • Figure 1 shows a flow chart of a method 20 of playing a video game with at least one interactive information element incorporated within the game.
  • the video game may be of any conceivable genre. The example that is presented in a subsequent section of the description is not meant to limit the application of the present invention to video games of that genre.
  • the video game may be run on a device such as, for example, a personal entertainment system, a video games console, a mobile telephone, a personal digital assistant, a notebook and a desktop computer.
  • the personal entertainment system may include entertainment systems installed in the passenger seats of commercial airliners, and long haul buses.
  • the method 20 firstly includes a player manipulating a control unit to play the game in a preferred mode (22).
  • the control unit employed may be similar to the multi-button controller 50 shown in Figure 2 or it may be any other type of control unit such as, for example, a joystick, a keypad, a keyboard and so forth.
  • the control unit may be manipulated either physically or neurologically, where control units that may be manipulated by neurological commands may also be employed to play the video game.
  • selecting the preferred mode in the video game means that the player selects a manner that the video game is played.
  • Certain video games may have the option of playing games either on a network or offline.
  • the player may encounter an option to engage the at least one interactive information element (24).
  • the at least one interactive element may be located at the certain juncture in the game, wherein the juncture is either a specific event in the course of the game or a specific location in the game.
  • the specific event may be at a point along a timeline of the game.
  • the engagement of the at least one interactive information element may not be mandatory for the continuation of gameplay.
  • the at least one interactive information element may be an icon in the game, a character in the game or an item in the game. Referring to Figure 6, the specific juncture of the game is during character selection, such as in an instance of a massively multiplayer online role playing game (MMORPG).
  • MMORPG massively multiplayer online role playing game
  • a representation 200 of a character is shown, with the character's background and capabilities described in a background box 202 and a capabilities box 204 respectively.
  • the interactive information element may be seen in a supplementary box 206.
  • Figure 7 shows another specific juncture of the game. That juncture is a log-in page to log into the MMORPG.
  • the title 208 is shown and the log-in console 210 is also shown.
  • the interactive information elements may be seen in icons 212.
  • Figure 8 shows yet another specific juncture of the game where the game is loading data to proceed.
  • the screen basically shows a scene which is congruent to the game, with a title 214 shown, a progress bar 216 showing the progress of game loading and the interactive information element 218.
  • Figure 3 shows examples of the interactive information elements being incorporated in a MMORPG.
  • a character 52 in the MMORPG controlled by the player may encounter some interactive information elements like a "wings" button 54 to enable the character 52 to fly (an example of an icon in the game), a hamburger monster 56 (an example of a character in the game) and a car 58 (an example of an item in the game).
  • Each interactive information element 54, 56, 58 may be linked/related to a particular advertiser.
  • the interactive information elements 54, 56, 58 may be engaged in different ways. The way of engaging the interactive information elements 54, 56, 58 may depend on the type of element being engaged.
  • the hamburger monster 56 may be engaged only when the character 52 fights and successfully slays the hamburger monster 56.
  • the car 58 may be engaged when the character 52 enters the car 58.
  • the "wings" button 54 may be engaged (for example when the character 52 wishes to fly) by clicking on the icon 54 using a pointer, or using an enclosure moving between different icons to highlight the icon 54 to engage the icon 54.
  • the player If the player chooses not to engage any of the interactive information elements 54, 56, 58, the player then continues to play the game (26) without any interruption, although there may be a possibility of detriment to a conclusion/completion of the game if the player does not engage any of the interactive information elements 54, 56, 58.
  • the detriment to the conclusion/completion of the game may result from not getting "rewarded" for engaging the interactive information elements 54, 56, 58.
  • Rewards may be for example, electronic tokens/credits that will be described later or information that may be provided by engaging the interactive information elements 54, 56, 58 that may aid the player in subsequent portions of the video game. The player may be informed of the reward prior to engaging the at least one interactive information element.
  • an action may be activated (30).
  • highlighting the icon 54 may activate an on-screen presentation that may be within the course of gameplay or in a sub-screen in the game.
  • the on-screen presentation may be, for example, an airliner with a particular airline's (an advertiser) paint scheme flying across the screen (overlaid on the game environment and does not disrupt gameplay) trailing a catchphrase of the airline like "A great way to fly”.
  • making the character 52 enter the car 58 may activate the generation of a roar of an engine starting and revving recorded from an engine of an actual car depicted by the car 58.
  • making the character 52 slay the hamburger monster 56 may generate a sub-screen showing an advertisement of a chain of fast food restaurants.
  • the sub-screen may also be overlaid on the game environment and may not be disruptive to gameplay.
  • the player may continue playing the game (32) after cessation of the on-screen presentation.
  • Engaging the interactive information elements 54, 56, 58 may also enable electronic tokens/credits to be earned if the player does not disrupt the on-screen presentation at any juncture (34).
  • the electronic tokens/credits may be stored either locally or on a separate server connected in a network (36). The stored electronic tokens/credits should be verifiable to ascertain their authenticity.
  • the electronic tokens/credits may be accumulated and usable in loyalty programmes (either administered by the advertisers or the game publishers) or may be usable for the game being played to bolster the strength/abilities/weapons/prowess of the character 52.
  • An example of a loyalty programme is when the video game is played on entertainment systems installed in the passenger seats of commercial airliners. Passengers on the airliner may earn electronic tokens/credits that may be converted to either frequent flyer points or inflight meal upgrades.
  • the advertisers may also be able to count the incidence of interactive information element engagement by monitoring the issuance of the electronic tokens/credits (37). The advertisers may still be able to count the incidence of interactive information element engagement without the issuance of the electronic tokens/credits if engagement of the interactive information element causes a count to be sent to a counter either locally or on a separate server connected in a network (31 ).
  • the local counter may send the counts of incidence of interactive information element engagement to a separate server connected in a network when the player goes online whether when playing the video game or not.
  • the count for the incidence of interactive information element engagement may enable an advertiser to ascertain a value for placing interactive information elements in a particular video game.
  • the interactive information elements are not only for advertising.
  • the interactive information elements may be used for the propagation of public announcement services, such as emergency announcements like warnings for hurricanes, tsunamis, earthquakes, mobilisation of armed forces and the like.
  • the interactive information elements may be updated by automatically downloading and replacing relevant sub-modules controlling the interactive information elements in the video game. This facilitates the instant transmittal of emergency warnings to players of video games (preferably in a particular state/country/affected area only).
  • the interactive information elements may be updated by automatically downloading and replacing relevant sub-modules controlling the interactive information elements in the video game when the player goes online whether when playing the video game or not.
  • the player may continue playing the game (38) after cessation of the on-screen presentation with the issuance of tokens/credits either completed or on-going.
  • the player may be notified of the number of tokens/credits being issued at any juncture after the cessation of the onscreen presentation.
  • the video game may be of any conceivable genre.
  • the example that is presented in the description is not meant to limit the application of the present invention to video games of that genre.
  • the video game may be run on a device such as, for example, a personal entertainment system, a video games console, a mobile telephone, a personal digital assistant, a notebook and a desktop computer.
  • the personal entertainment system may include entertainment systems installed in the passenger seats of commercial airliners, and long haul buses.
  • a control unit employed for the video game may be similar to the multi- button controller 50 shown in Figure 2 or it may be any other type of control unit such as, for example, a joystick, a keypad, a keyboard and so forth.
  • the control unit may be manipulated either physically or neurologically, where control units that may be manipulated by neurological commands may also be employed to play the video game.
  • the video game may have the option of playing games in several modes, such as either on a network or offline.
  • the player While playing the video game, the player may encounter an option to engage at least one interactive information element in the video game.
  • the at least one interactive element may be located at a juncture in the game, wherein the juncture is either a specific event in the course of the game or a specific location in the game.
  • the specific event may be at a point along a timeline of the game.
  • the engagement of the at least one interactive information element may not be mandatory for the continuation of gameplay.
  • the at least one interactive information element may be an icon in the game, a character in the game or an item in the game.
  • Figure 3 shows examples of the interactive information elements being incorporated in a massively multiplayer online role playing game (MMORPG).
  • MMORPG massively multiplayer online role playing game
  • a character 52 in the MMORPG controlled by the player may encounter some interactive information elements like a "wings" button 54 to enable the character 52 to fly (an example of an icon in the game), a hamburger monster 56 (an example of a character in the game) and a car 58 (an example of an item in the game).
  • Each interactive information element 54, 56, 58 may be linked/related to a particular advertiser.
  • the interactive information elements 54, 56, 58 may be engaged in different ways. The way of engaging the interactive information elements 54, 56, 58 may depend on the type of element being engaged. For example, the hamburger monster 56 may be engaged when the character 52 fights and successfully slays the hamburger monster 56.
  • the car 58 may be engaged when the character 52 enters the car 58.
  • the "wings" icon 54 may be engaged (for example when the character 52 wishes to fly) by clicking on the icon 54 using a pointer, or using an enclosure moving between different icons to highlight the icon 54 to engage the icon 54.
  • a more detailed description of events that occur when the interactive information elements 54, 56, 58 are engaged will be provided in a subsequent section of the description. If the player chooses not to engage any of the interactive information elements 54, 56, 58, the player then continues to play the game without any interruption, although there may be a possibility of detriment to a conclusion/completion of the game if the player does not engage any of the interactive information elements 54, 56, 58.
  • the detriment to the conclusion/completion of the game may result from not getting "rewarded" for engaging the interactive information elements 54, 56, 58.
  • Rewards may be for example, electronic tokens/credits that will be described later or information that may be provided by engaging the interactive information elements 54, 56, 58 that may aid the player in subsequent portions of the video game. The player may be informed of the reward prior to engaging the at least one interactive information element.
  • an action may be activated.
  • highlighting the icon 54 may activate an on-screen presentation that may be within the course of gameplay or in a sub-screen in the game.
  • the on-screen presentation may be, for example, an airliner with a particular airline's (an advertiser) paint scheme flying across the screen (overlaid on the game environment and does not disrupt gameplay) trailing a catchphrase of the airline like "A great way to fly".
  • making the character 52 enter the car 58 may activate the generation of a roar of an engine starting and revving recorded from an engine of an actual car depicted by the car 58.
  • making the character 52 slay the hamburger monster 56 would generate a sub-screen showing an advertisement of a chain of fast food restaurants.
  • the sub-screen may also be overlaid on the game environment and may not be disruptive to gameplay.
  • the player may continue playing the game after cessation of the on-screen presentation.
  • Engaging the interactive information elements 54, 56, 58 may enable electronic tokens/credits to be earned if the player does not disrupt the on-screen presentation at any juncture.
  • the electronic tokens/credits may be stored either locally or on a separate server connected in a network. The stored electronic tokens/credits should be verifiable to ascertain their authenticity.
  • the electronic tokens/credits may be accumulated and usable in loyalty programmes (either administered by the advertisers or the game publishers) or may be usable for the game being played to bolster the strength/abilities/weapons/prowess of the character 52.
  • An example of a loyalty programme is when the video game is played on entertainment systems installed in the passenger seats of commercial airliners. Passengers on the airliner may earn electronic tokens/credits that may be converted to either frequent flyer points or inflight meal upgrades.
  • the advertisers may be able to count the incidence of interactive information element engagement by monitoring the issuance of the electronic tokens/credits. The advertisers may still be able to count the incidence of interactive information element engagement without the issuance of the electronic tokens/credits if engagement of the interactive information element causes a count to be sent to a counter either locally or on a separate server connected in a network.
  • the local counter may send the counts of incidence of interactive information element engagement to a separate server connected in a network when the player goes online whether when playing the video game or not.
  • the count for the incidence of interactive information element engagement may enable an advertiser to ascertain a value for placing interactive information elements in a particular video game.
  • the interactive information elements are not only for advertising.
  • the interactive information elements may be used for the propagation of public announcement services, such as emergency announcements like warnings for hurricanes, tsunamis, earthquakes, mobilisation of armed forces and the like.
  • the interactive information elements may be updated by automatically downloading and replacing relevant sub-modules controlling the interactive information elements in the video game. This facilitates the instant transmittal of emergency warnings to players of video games (preferably in a particular state/country/affected area only).
  • the interactive information elements may be updated by automatically downloading and replacing relevant sub-modules controlling the interactive information elements in the video game when the player goes online whether when playing the video game or not.
  • the player may continue playing the game after cessation of the on-screen presentation with the issuance of tokens/credits either completed or on-going.
  • the player may be notified of the number of tokens/credits being issued at any juncture after the cessation of the on-screen presentation.
  • a method of incorporating at least one interactive information element into a video game there may be a video game that has been published or in the midst of development (80).
  • a module may be added to the video game that may either be published or in the midst of development (82).
  • the module may enable the at least one interactive information element to be added such that the at least one interactive information element appears in the video game and is engageable.
  • the module may allow the at least one interactive information element to be updated by automatically downloading and replacing relevant sub-modules of the interactive information elements in the video game whenever the player goes online.
  • the module may also enable the location of the at least one interactive information element at a juncture in the video game (84).
  • the client end device such as, for example, a personal entertainment system, a video games console, a mobile telephone, a personal digital assistant, a notebook and a desktop computer may be activated and subsequently connected to a server via a network (100).
  • the server may then obtain data from the client end device and determine whether the interactive information element(s) is legitimate (102) as the interactive information element(s) may be illegally modified.
  • the interactive information element(s) is then removed from the client end device (104). If the interactive information element(s) is found to be legitimate, the server check information on the client end device relating to the interactive information element(s) (106) and may include the downloading of the incidence of interactive information element(s) activation for processing as described in an earlier portion of the description. Subsequently, the server then determines whether the interactive information element(s) needs to be changed/renewed (108). If the interactive information element(s) needs to be changed/renewed, then new interactive information element(s) are sent to the client end device (112).
  • the interactive information element(s) remains the same in the client end device (110). It should be noted that if the client end device is constantly connected to the server via a network, this method may be carried out at periodic intervals or at the user's preference. If the client end device is not constantly connected to the server via a network, the client end device may automatically connect to the server to carry out this method whenever the client end device is connected to the server via a network, or the method may be carried out at the user's preference whenever the client end device is connected to the server via a network.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

La présente invention concerne un procédé permettant de jouer à un jeu vidéo à l'aide d'au moins un élément d'information interactif incorporé dans le jeu. Le procédé comprend un joueur maniant une unité de commande afin de jouer au jeu selon un mode préféré. Le joueur a la possibilité d'introduire l'élément d'information interactif lorsqu'il joue au jeu selon son mode préféré. La partie présente l'avantage de ne pas être interrompue lorsque l'élément d'information interactif est introduit. Idéalement, l'introduction de l'élément d'information interactif n'est pas nécessaire pour continuer la partie. L'élément d'information peut de préférence correspondre à des publicités ou des annonces publiques. Dans un autre mode de réalisation, l'invention porte sur un jeu vidéo comprenant au moins un élément d'information interactif et dans lequel, idéalement, une partie ne s'interrompt pas lorsque l'élément d'information interactif est introduit. Enfin, l'invention a également trait à un procédé permettant d'incorporer au moins un élément d'information interactif dans un jeu vidéo. Le procédé consiste à : ajouter un module engageable dans le jeu vidéo; actualiser le module engageable avec l'élément d'information interactif; et localiser l'élément d'information interactif au niveau d'une jonction dans le jeu vidéo. L'idéal serait que la partie ne soit pas interrompue lorsque l'élément d'information interactif est introduit. Le module engageable peut de préférence être actualisé localement ou depuis une source éloignée à l'aide d'un réseau. La jonction présente dans le jeu vidéo peut correspondre à un événement spécifique se produisant au cours de la partie ou un emplacement spécifique dans la partie.
PCT/SG2006/000195 2006-07-12 2006-07-12 Système de jeu vidéo reposant sur l'incitation WO2008008038A1 (fr)

Priority Applications (3)

Application Number Priority Date Filing Date Title
CNA2006800553111A CN101484219A (zh) 2006-07-12 2006-07-12 一种基于激励的视频游戏系统
PCT/SG2006/000195 WO2008008038A1 (fr) 2006-07-12 2006-07-12 Système de jeu vidéo reposant sur l'incitation
US12/352,045 US20090176577A1 (en) 2006-07-12 2009-01-12 Incentive-Based Video Gaming System

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/SG2006/000195 WO2008008038A1 (fr) 2006-07-12 2006-07-12 Système de jeu vidéo reposant sur l'incitation

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US12/352,045 Continuation US20090176577A1 (en) 2006-07-12 2009-01-12 Incentive-Based Video Gaming System

Publications (1)

Publication Number Publication Date
WO2008008038A1 true WO2008008038A1 (fr) 2008-01-17

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/SG2006/000195 WO2008008038A1 (fr) 2006-07-12 2006-07-12 Système de jeu vidéo reposant sur l'incitation

Country Status (3)

Country Link
US (1) US20090176577A1 (fr)
CN (1) CN101484219A (fr)
WO (1) WO2008008038A1 (fr)

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