EP1719278A1 - Transportable character-centric gaming for wireless lan hotspots - Google Patents
Transportable character-centric gaming for wireless lan hotspotsInfo
- Publication number
- EP1719278A1 EP1719278A1 EP04714547A EP04714547A EP1719278A1 EP 1719278 A1 EP1719278 A1 EP 1719278A1 EP 04714547 A EP04714547 A EP 04714547A EP 04714547 A EP04714547 A EP 04714547A EP 1719278 A1 EP1719278 A1 EP 1719278A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- game
- character
- providing
- gaming
- saved
- Prior art date
- Legal status (The legal status 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 status listed.)
- Withdrawn
Links
- 238000000034 method Methods 0.000 claims description 33
- 238000011161 development Methods 0.000 abstract description 4
- 238000004891 communication Methods 0.000 description 8
- 238000010586 diagram Methods 0.000 description 2
- 238000013459 approach Methods 0.000 description 1
- 230000006870 function Effects 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 230000000717 retained effect Effects 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
- A63F13/327—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/69—Generating 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 by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/404—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection
- A63F2300/405—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection being a wireless ad hoc network, e.g. Bluetooth, Wi-Fi, Pico net
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/51—Server architecture
- A63F2300/513—Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/609—Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the present invention generally relates to gaming, and, more particularly, to a system and method for allowing multi-user gaming at wireless hotspots wherein gaming users can save and transport gaming characters for use in future games and future gaming experiences.
- Typical computer games allow users to develop a character throughout the play of the game.
- Current games allow the user to develop a character (the term "character” as used herein refers to the user's in-game persona, such as a person in the game, a car, robot, etc.) throughout the play of the game in single-user mode.
- the user's saved games store a "point" in the game (i.e., most games have a linear storyline and saving the game merely saves a point in the story).
- the user's character develops during the course of a game, and by the time the game is solved the user has usually created a highly developed character.
- the present invention provides gaming capabilities to users at, e.g., wireless hotspots wherein users can save their gaming characters at any desired point in a game and transport them for play and development in future games which may be the same or different from the original game in which the character was saved, and which may be played at the same or other hotspots.
- a character's development can thus be saved and further developed over time during and for playing with, e.g., different users at different wireless hotspots independent of the original game in which the character was saved.
- a method for providing transportable character-centric gaming at a wireless Local Area Network (WLAN) hotspot to a user comprising the steps of providing a first gaming server at a first WLAN hotspot, wherein the gaming server is accessible from the WLAN hotspot.
- At least one first selectable game is provided at said first gaming server having at least one savable character.
- a method for transportable character-centric gaming comprising the steps of providing at least one first selectable game having at least one savable character, wherein said savable character is savable independent of the first game.
- the capability to save the at least one savable character at an arbitrary point in the at least one first game onto a transportable medium to form a saved character is provided. Further, the capability to load the saved character for play in at least one of said first selectable game or other games is also provided.
- FIG. 1 is an exemplary illustration of a system for the transportable character- centric gaming for wireless hotspots, according to an embodiment of the present invention.
- FIG. 2 is an exemplary flowchart of a method for transportable character- centric gaming for wireless hotspots, according to an embodiment of the present invention.
- FIG. 3 is an exemplary flow diagram depicting an example of the process of step 217 in FIG. 2 for saving and updating characters according to an aspect of the present invention.
- DETAILED DESCRIPTION OF THE INVENTION It should be understood that the elements shown in the FIGS, may be implemented in various forms of hardware, software or combinations thereof.
- these elements are implemented in software on one or more appropriately programmed general-purpose devices, which may include a processor, memory and input/output interfaces.
- the present invention approaches multi-user gaming from a character's perspective and provides users with the ability to develop their character over time as they play with, e.g., other users at different hotspots.
- wireless hotspots offer multi-user gaming wherein a user can play games against other users at the same hotspot.
- the user can play other users who are physically nearby (i.e., connected to the same hotspot).
- the present invention permits the user to save a character onto a transportable medium, e.g., locally on a user's mobile device.
- FIG. 1 depicts an exemplary illustration of a system setup 100 for transportable character-centric gaming for wireless hotspots according to an embodiment of the present invention.
- the system 100 includes a WLAN (wireless local area network) hotspot base station 101 for coordinating communications.
- WLAN wireless local area network
- each hotspot includes a WLAN hotspot gaming server 103 for storing at least one game and/or gaming environment.
- the games(s) may include, for example, any variety of computer games (e.g., car racing, arcade, combat games, role playing games, etc.) and include game-provided characters.
- the gaming environment(s) include, e.g., computer game settings without characters.
- the base station 101 is in communication with the gaming server 103 preferably via, e.g., a wired connection 104.
- the WLAN base station 101 coordinates communications between each WLAN user 107 with other users within the same hotspot, with the gaming server, and with the wireless access server 105.
- a WLAN user 107 is in wireless communication with the base station 101 to access server 105 for connection with, e.g., the Internet.
- Each WLAN user 107 is also in wireless communication with the base station 101 for connection to/communication with the gaming server 103.
- each user 107 preferably utilizes e.g., a mobile device which is in wireless communication with the base station 101 via e.g., a transceiver.
- a mobile device which is in wireless communication with the base station 101 via e.g., a transceiver.
- Such mobile device may comprise, for example, a laptop computer, PDA, hand-held gaming device, etc.
- Each user 107 has the capability to save a game character locally on, e.g., the mobile device.
- the term "character” denotes the person/object that the user controls in the game.
- a game character may be saved and is usable independent of the actual game in which it was initially saved. Thus, instead of saving the user's progress in a particular game, the user can save a character (person, car, robot, etc.).
- FIG. 2 is an exemplary flowchart 200 of a method for transportable character- centric gaming for wireless hotspots, according to an embodiment of the present invention.
- a user logs onto a wireless LAN hotspot.
- the user may access a hotspot gaming server and select a game for play (step 203).
- the gaming server preferably offers at least two forms of games, games with characters (i.e., games having game-provided characters) and gaming environments (i.e., gaming settings without characters).
- step 204 the user proceeds to decision step 205, where it is ascertained whether the user has a previously saved character pertinent to/usable with the selected game which is desired to be used for play again.
- the saved character has been saved onto a transportable medium, e.g., a laptop, PDA, floppy, disk, etc. If no, the user commences play of the game (step 209). It is to be noted that if the user does not have a previously saved character and/or if the user does not desire to use a previously saved character, the user would typically have to start off with a 'new' character (e.g., an existing game- provided character) to commence play of the game.
- a 'new' character e.g., an existing game- provided character
- step 207 the transportable medium including the saved character is loaded onto the gaming server and the saved character is loaded/entered for use in the selected game (step 207) and play of the game is then commenced (step 209) using the saved character.
- step 206 the process proceeds to step 207. It is to be noted that for a user to utilize the gaming environment for play, it is necessary for the user to already have a previously saved character.
- step 207 the user then may enter the saved character (from e.g., the user's mobile device, a CD, floppy disk, etc.) for play in the gaming environment. Thus, the process proceeds to step 209. At decision step 211 , it is ascertained whether the user wishes to discontinue play.
- step 209 If no, play is continued (return to step 209). If yes, decision box 213 ascertains whether the user desires to save the current character (i.e., the character developed up to the point of the game at which the user desires to discontinue play). If no, the game is ended (step 215). If yes, the character is saved (step 217), preferably on a transportable medium (e.g., onto a mobile device such as a laptop, PDA, etc.; onto storage media such as a floppy disk, CD, etc.). Thus, the user may save the character at any arbitrary point in the game (i.e., at any desired time during play of the game). After saving, the user is logged off.
- a transportable medium e.g., onto a mobile device such as a laptop, PDA, etc.; onto storage media such as a floppy disk, CD, etc.
- FIG. 3 is an exemplary flow diagram 300 depicting an example of the process of step 217 in FIG. 2 for saving and updating characters according to an aspect of the present invention.
- decision box 301 it is ascertained whether any previously saved character(s) exists for the selected game. If no, the current character is saved to form a current saved character (step 303), the user is logged off and the process returns to step 201 of FIG. 2 (step 305).
- decision box 307 it is ascertained whether the user would like to delete any of the previously saved character(s) and replace same with the current character. If yes, the user selects the desired previously saved character(s) to be deleted which is then replaced with the current character (step 309) and the user is logged off. If no, the previously saved character(s) is retained while the current character is additionally saved and the user is logged off (step 311 ). Following both steps 309 and 311 , the process may then return to step 201 if the user desires to log on again. It is to be noted that the present invention may further provide wherein multiple instances of the same character (e.g., different versions/levels of the same character) may be saved.
- multiple instances of the same character e.g., different versions/levels of the same character
- a user may desire to save a particular car, but according to an aspect of the present invention may save multiple versions of the same car, e.g., one version of the same car which is outfitted for highway racing and another version of the car which is equipped for off-road racing.
- the present invention provides functions which permit a user to delete any saved characters as desired and to update saved characters at any time thus permitting the user to effectively and conveniently manage saved characters at the user's discretion.
- a user may log onto a wireless hotspot with a mobile device (e.g., laptop, PDA) and access a hotspot gaming server, where the user will have the option of selecting a variety of games to play.
- a mobile device e.g., laptop, PDA
- Examples of games include car racing, fighting/shooting games, or role- playing games.
- Examples of the user's character can include, for instance, a person in the game, a robot, or a car.
- the user's character can include, for instance, a person in the game, a robot, or a car.
- the user's character will be slow; if it is a shooter game, the user won't have powerful weapons or armor, and if it is a role-playing game (RPG), the user's character won't have much experience points or skills.
- RPG role-playing game
- the user can play against, e.g., other users who are physically present at the same hotspot, or can play against users at other hotspots. If it's a racing game, the user might win a few races which could earn money in the game for the user. This money might be spent to buy a faster car. If it's a shooter game, the user might have picked up extra armor or more powerful weapons. If it's a RPG, the user might have earned more experience points and gained new skills. Thus, the user's character is continuously developed as the user plays the game. The present invention would then allow the user to save the "character" at any time locally on, e.g., the mobile device (i.e., as opposed to a network).
- the user is not saving the "game” (i.e., the point in the particular game being played) as prior art games allow a user to do. Instead, the user is able to save his/her character independent of the game.
- the invention further permits the user to "transport" the character for use in playing future games.
- Such future games may comprise, e.g., the same game or different games than the original game in which the character was originally saved. It is to be noted that these different games should preferably comprise the same type/genre/format of game as the original game for most effective use of the saved character. Further, it is to be noted that the user can later go to a hotspot (the same hotspot or a completely different one) and use the saved developed character to play others at that location.
- the present invention introduces the concept of a saved developed and transportable character.
- This saved character can be transported to and used in different gaming environments. For example, suppose the user goes to a given hotspot and races a car on the tracks available there. The user can save the car at any time during the game and take the saved character to another hotspot. That new hotspot might offer different race tracks there and the user advantageously can use the same car to race the users at the new hotspot.
- the present invention provides for weapons, skills and other attributes of a character to be developed over time and used in a variety of different environments (e.g., one hotspot might let the users fight in a city environment whereas another hotspot might let the users fight in a forest environment).
- the present invention offers wireless hotspot providers a means for attracting users to visit their hotspot and stay logged on longer (thus generating more airtime revenue). It also offers users games with more replay value because it provides the ability for users to continually develop their characters over time instead of just playing a linear game, solving it and having to start over again. For example, as the user goes to different hotspots, he can continue to use and develop his character in games against other users at those hotspots.
- the present invention provides gaming servers at hotspots which may offer games that provide various environments/settings without characters (i.e., "gaming environments"). Users could play with any of their saved characters in these various environments.
- users may select from a number of different environments in which to use their saved characters for play, and users may play each other using their respective saved characters from other games.
- users who are outside of a particular hotspot may access the gaming server of that hotspot via, e.g., the Internet, to play users at that hotspot.
- the concept of the present invention can apply to conventional gaming consoles as well.
- users of a gaming console (such as the Sony Playstation® 2 or XBox®) can save their characters on the console's portable memory cards and take them to, e.g., other users' homes to play other users in new games.
- the gaming console could offer games which provide various gaming environments/settings and users could input their saved characters for play in these various environments.
- users may select from a number of different environments in which to use their saved characters and also, play with other users having different saved characters.
- a potentially limitless number gaming environment/character combinations exist for providing a unique gaming experience each time.
- steps 201 and 203 of FIG. 2 may be substituted, for example, with a step 202 in which a game is accessed and selected from a gaming console.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Computer Networks & Wireless Communication (AREA)
- Mobile Radio Communication Systems (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Small-Scale Networks (AREA)
Abstract
Description
Claims
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/US2004/005467 WO2005086399A1 (en) | 2004-02-25 | 2004-02-25 | Transportable character-centric gaming for wireless lan hotspots |
Publications (2)
Publication Number | Publication Date |
---|---|
EP1719278A1 true EP1719278A1 (en) | 2006-11-08 |
EP1719278A4 EP1719278A4 (en) | 2008-03-26 |
Family
ID=34920946
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP04714547A Withdrawn EP1719278A4 (en) | 2004-02-25 | 2004-02-25 | TRANSPORTABLE CENTRIQUE CHARACTER SET FOR ACTIVE WIRELESS LAN AREAS |
Country Status (7)
Country | Link |
---|---|
US (1) | US20070135217A1 (en) |
EP (1) | EP1719278A4 (en) |
JP (1) | JP2007524327A (en) |
KR (1) | KR101105347B1 (en) |
CN (1) | CN1918836A (en) |
BR (1) | BRPI0418537A (en) |
WO (1) | WO2005086399A1 (en) |
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US8858332B2 (en) | 2006-01-27 | 2014-10-14 | Wms Gaming Inc. | Handheld device for wagering games |
AU2007255019B2 (en) | 2006-06-02 | 2012-04-05 | Wms Gaming Inc. | Handheld wagering game system and methods for conducting wagering games thereupon |
WO2008005389A2 (en) | 2006-06-30 | 2008-01-10 | Wms Gaming Inc. | Method and apparatus for use of movement and position sensors with portable handheld wagering devices |
US8520570B2 (en) | 2008-06-17 | 2013-08-27 | Nintendo Co., Ltd. | Data communication system, information processing apparatus and storage medium having stored thereon information processing program |
JP4334602B1 (en) | 2008-06-17 | 2009-09-30 | 任天堂株式会社 | Information processing apparatus, information processing system, and information processing program |
US20100331084A1 (en) * | 2009-06-24 | 2010-12-30 | Aperture Investments Llc | System and method for a wrap-around gaming experience |
CN101753566B (en) * | 2009-12-25 | 2012-09-05 | 北京畅游天下网络技术有限公司 | Multi-application inter-system data application method and system |
US9489804B2 (en) | 2012-09-28 | 2016-11-08 | Bally Gaming, Inc. | Community gaming system with varying eligibility criteria |
US8878997B2 (en) * | 2013-03-11 | 2014-11-04 | Sony Corporation | Electronic displays having paired canvases |
CN108270867B (en) * | 2018-01-24 | 2021-02-09 | 网易(杭州)网络有限公司 | Method for sharing virtual resources in game and storage medium |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
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- 2004-02-25 CN CNA2004800418089A patent/CN1918836A/en active Pending
- 2004-02-25 WO PCT/US2004/005467 patent/WO2005086399A1/en active Application Filing
- 2004-02-25 KR KR1020067016619A patent/KR101105347B1/en not_active IP Right Cessation
- 2004-02-25 JP JP2007500729A patent/JP2007524327A/en active Pending
- 2004-02-25 BR BRPI0418537-4A patent/BRPI0418537A/en not_active IP Right Cessation
- 2004-02-25 EP EP04714547A patent/EP1719278A4/en not_active Withdrawn
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Also Published As
Publication number | Publication date |
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KR101105347B1 (en) | 2012-01-16 |
EP1719278A4 (en) | 2008-03-26 |
KR20070032276A (en) | 2007-03-21 |
BRPI0418537A (en) | 2007-05-22 |
JP2007524327A (en) | 2007-08-23 |
US20070135217A1 (en) | 2007-06-14 |
CN1918836A (en) | 2007-02-21 |
WO2005086399A1 (en) | 2005-09-15 |
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