US20090176577A1 - Incentive-Based Video Gaming System - Google Patents

Incentive-Based Video Gaming System Download PDF

Info

Publication number
US20090176577A1
US20090176577A1 US12/352,045 US35204509A US2009176577A1 US 20090176577 A1 US20090176577 A1 US 20090176577A1 US 35204509 A US35204509 A US 35204509A US 2009176577 A1 US2009176577 A1 US 2009176577A1
Authority
US
United States
Prior art keywords
interactive information
information element
game
video game
engagement
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.)
Abandoned
Application number
US12/352,045
Inventor
Chee Yue HO
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
HONOR GAMES INTERNATIONAL Pte Ltd
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
Assigned to HONOR GAMES INTERNATIONAL PTE LTD. reassignment HONOR GAMES INTERNATIONAL PTE LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: YUE, HO CHEE
Publication of US20090176577A1 publication Critical patent/US20090176577A1/en
Abandoned legal-status Critical Current

Links

Images

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 5 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.
  • FIG. 1 shows a flow chart of a preferred method of the present invention.
  • FIG. 2 shows a control unit used in the preferred method of the present invention.
  • FIG. 3 shows an example of a preferred embodiment of the present invention.
  • FIG. 4 shows a flow chart of another preferred method of the present invention.
  • FIG. 5 shows a flow chart of a client end and server interaction process in the preferred embodiment of the present invention.
  • FIG. 6 shows a screen capture of a specific juncture of the preferred embodiment of the present invention.
  • FIG. 7 shows a screen capture of another specific juncture of the preferred embodiment of the present invention.
  • FIG. 8 shows a screen capture of yet another specific juncture of the preferred embodiment of the present invention.
  • FIG. 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 FIG. 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 FIG. 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 .
  • FIG. 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 .
  • FIG. 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 .
  • FIG. 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 .
  • 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.
  • 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 multibutton controller 50 shown in FIG. 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 beat 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.
  • FIG. 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 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 ). With the incorporation of the module in the video game ( 86 ), gameplay is still not disrupted when the at least one interactive information element is engaged.
  • the video game with the incorporated module would be similar to the video game as described in prior sections of the description.
  • 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. If the interactive information element(s) is found to be not legitimate, the interactive information element(s) is then removed from the client end device ( 104 ).
  • 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 ). If change/renewal of the interactive information element(s) is not required, then the interactive information element(s) remains the same in the client end device ( 110 ).
  • the client end device may be 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.

Abstract

There is provided a method of playing a video game with at least one interactive information element incorporated within the game. The method includes: a player manipulating a control unit to play the game in a preferred mode; and the player having an option to engage the interactive information element when playing the game. The information element may be either advertisements or public announcement services. In another aspect of the present invention, there is provided a video game including at least one interactive information element, where gameplay is preferably not disrupted when the interactive information element is engaged. Finally, there is also provided 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 interactive information element; and locating the interactive information element at a juncture in the video game.

Description

    CROSS-REFERENCE TO PRIORITY APPLICATION
  • This application is a continuation of and hereby claims the benefit of the commonly assigned International Patent Application No. PCT/SG2006/000195 (filed Jul. 12, 2006, in the Singapore Patent Office), which is hereby incorporated by reference in its entirety.
  • FIELD OF THE INVENTION
  • 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.
  • BACKGROUND
  • 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.
  • Many companies have embraced opportunities offered by in-game advertising to “capture” eyeballs. Soft-drinks, cars, food, IT, media and sporting goods companies are some of the companies that invest substantial sums of money to have their marks, logos, digital representations of their products, and brands included in video games to capture the attention of the mainstream that has grown increasingly jaded of conventional forms of advertising like print and media advertisements.
  • However, current forms of advertising in video games are restricted to in-game billboards, ingame signages, in-game product placements and other forms of non-interactive in-game elements. A major disadvantage of the current forms of advertising is the fact that a video game player would probably gloss over all the different types of advertising when the player is engrossed by the proceedings of the game during gameplay. There is currently no impetus for the player to pay more attention to the static advertisements while playing the video game. Similarly, the existing forms of advertising do not engage the player during the course of gameplay.
  • There are currently also no methods available to incorporate interactive and update-able advertisements into existing video games without a major revision of the source code of the video game.
  • SUMMARY OF THE INVENTION
  • In a first aspect of the present invention, there is provided a method of playing a video game with at least one interactive information element incorporated within the game. The method 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 5 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. Preferably, the information element may be either advertisements or public announcement services.
  • Preferably 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. In the video game, 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.
  • In another aspect of the present invention, there is provided 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.
  • There is also provided 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. Preferably, 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.
  • Advantageously, 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.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • In order that the present invention may be fully understood and readily put into practical effect, there shall now be described by way of non-limitative example only preferred embodiments of the present invention, the description being with reference to the accompanying illustrative drawings.
  • FIG. 1 shows a flow chart of a preferred method of the present invention.
  • FIG. 2 shows a control unit used in the preferred method of the present invention.
  • FIG. 3 shows an example of a preferred embodiment of the present invention.
  • FIG. 4 shows a flow chart of another preferred method of the present invention.
  • FIG. 5 shows a flow chart of a client end and server interaction process in the preferred embodiment of the present invention.
  • FIG. 6 shows a screen capture of a specific juncture of the preferred embodiment of the present invention.
  • FIG. 7 shows a screen capture of another specific juncture of the preferred embodiment of the present invention.
  • FIG. 8 shows a screen capture of yet another specific juncture of the preferred embodiment of the present invention.
  • DETAILED DESCRIPTION
  • In a first aspect of the present invention, FIG. 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 FIG. 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. Basically, 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.
  • In the course of gameplay in the preferred mode at a certain juncture, 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 FIG. 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). 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. FIG. 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. FIG. 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.
  • FIG. 3 shows examples of the interactive information elements being incorporated in a MMORPG. At a particular juncture in gameplay, 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 only when the character 52 fights and successfully slays the hamburger monster 56. Similarly, 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. 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 (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.
  • If the player chooses to engage any of the interactive information elements 54, 56, 58 in one of a number of ways (28), an action may be activated (30). For example, 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”. In another example, 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. Similarly, 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.
  • However, it should be noted that 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. For video games that are played in an online mode, 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). For video games that are not played online, 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.
  • There is also disclosed a video game that enables the aforementioned method to be conducted. 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 multibutton controller 50 shown in FIG. 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.
  • 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 beat 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. FIG. 3 shows examples of the interactive information elements being incorporated in a massively multiplayer online role playing game (MMORPG). At a particular juncture in gameplay, 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. Similarly, 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 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.
  • If the player chooses to engage any of the interactive information elements 54, 56, 58, an action may be activated. For example, 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”. In another example, 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. Similarly, 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.
  • However, it should be noted that 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. For video games that are played in an online mode, 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). For video games that are not played online, 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.
  • In another aspect of the present invention, there is also provided a method of incorporating at least one interactive information element into a video game. Referring to FIG. 4, 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). With the incorporation of the module in the video game (86), gameplay is still not disrupted when the at least one interactive information element is engaged. The video game with the incorporated module would be similar to the video game as described in prior sections of the description.
  • Referring to FIG. 5, there is shown a preferred method of client end and server interaction for the present invention. Firstly, 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. If the interactive information element(s) is found to be not legitimate, 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). If change/renewal of the interactive information element(s) is not required, then 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.
  • Whilst there has been described in the foregoing description preferred embodiments of the present invention, it will be understood by those skilled in the technology concerned that many variations or modifications in details of design or construction may be made without departing from the present invention.

Claims (28)

1. A method of playing a video game with at least one interactive information element in a form of either an advertisement, or a public announcement service, incorporated within the game, the at least one interactive information element being able to be updated, the method comprising:
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, an incidence of interactive information element engagement being countable, the incidence being counted on a local counter when the video game is played offline and the incidence being sent to a separate server for subsequent counting when the video game is played online;
wherein gameplay is not disrupted when the at least one interactive information element is engaged, and a total incidence of engagement is obtainable when the video game is played both offline and online.
2. The method of claim 1, wherein the at least one interactive information element is selected from an icon in the game, a character in the game, or an item in the game.
3. The method of claim 1, wherein engaging the at least one interactive information element is by means selected from clicking on the interactive information element, highlighting the interactive information element or interacting with the interactive information element.
4. The method of claim 1, wherein engagement of the at least one interactive information element is not mandatory for continuation of gameplay.
5. The method of claim 1, wherein engagement of the at least one interactive information element activates an action selected from an on-screen presentation, an electronic token generation system or a combination of the aforementioned.
6. The method of claim 5, wherein the on-screen presentation is either within the course of gameplay or in a sub-screen in the game.
7. The method of claim 5, wherein the electronic tokens are stored either locally or on a network.
8. The method of claim 1, wherein the total incidence of interactive information element engagement is stored either locally or on a network.
9. The method of claim 1, wherein the at least one interactive element is 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.
10. A video game including at least one interactive information element in a form of either an advertisement, or a public announcement service, the at least one interactive information element being able to be updated, where gameplay is not disrupted when the at least one interactive information element is engaged;
wherein an incidence of interactive information element engagement being countable, the incidence being counted on a local counter when the video game is played offline and the incidence being sent to a separate server for subsequent counting when the video game is played online, and a total incidence of engagement is obtainable when the video game is played both offline and online.
11. The video game of claim 10, wherein the at least one interactive information element is selected from an icon in the game, a character in the game or an item in the game.
12. The video game of claim 10, wherein engaging the at least one interactive information element is by means selected from clicking on the interactive information element, highlighting the interactive information element or interacting with the interactive information element.
13. The video game of claim 10, wherein engagement of the at least one interactive information element is not mandatory for continuation of gameplay.
14. The video game of claim 10, wherein engagement of the at least one interactive information element activates an action selected from an on-screen presentation, an electronic token generation system or a combination of the aforementioned.
15. The video game of claim 14, wherein the on-screen presentation is either within the course of gameplay or in a sub-screen in the game.
16. The video game of claim 14, wherein the electronic tokens are stored either locally or on a network.
17. The video game of claim 10, wherein the total incidence of interactive information element engagement is stored either locally or on a network.
18. The video game of claim 10, wherein the at least one interactive element is 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.
19. A method of incorporating at least one interactive information element in a form of either an advertisement, or a public announcement service, into a video game, the at least one interactive information element being able to be updated, the method comprising:
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, an incidence of engaging the at least one interactive information element being countable, the incidence being counted on a local counter when the video game is played offline and the incidence being sent to a separate server for subsequent counting when the video game is played online;
wherein gameplay is not disrupted when the at least one interactive information element is engaged, and a total incidence of engagement is obtainable when the video game is played both offline and online.
20. The method of claim 19, wherein the engageable module is updated either locally or from a remote source via a network.
21. The method of claim 19, wherein the juncture in the video game is either a specific event in the course of the game or a specific location in the game.
22. The method of claim 19, wherein the at least one interactive information element is selected from an icon in the game, a character in the game or an item in the game.
23. The method of claim 19, wherein engaging the at least one interactive information element is by means selected from clicking on the interactive information element, highlighting the interactive information element or interacting with the interactive information element.
24. The method of claim 19, wherein engagement of the at least one interactive information element is not mandatory for continuation of gameplay.
25. The method of claim 19, wherein engagement of the at least one interactive information element activates an action selected from an on-screen presentation, an electronic token generation system or a combination of the aforementioned.
26. The method of claim 25, wherein the on-screen presentation is either within the course of gameplay or in a sub-screen in the game.
27. The method of claim 25, wherein the electronic tokens are stored either locally or on a network.
28. The method of claim 19, wherein the total incidence of interactive information element engagement is stored either locally or on a network.
US12/352,045 2006-07-12 2009-01-12 Incentive-Based Video Gaming System Abandoned US20090176577A1 (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/SG2006/000195 WO2008008038A1 (en) 2006-07-12 2006-07-12 An incentive-based video gaming system

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
PCT/SG2006/000195 Continuation WO2008008038A1 (en) 2006-07-12 2006-07-12 An incentive-based video gaming system

Publications (1)

Publication Number Publication Date
US20090176577A1 true US20090176577A1 (en) 2009-07-09

Family

ID=38923508

Family Applications (1)

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

Country Status (3)

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

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120004039A1 (en) * 2008-12-15 2012-01-05 David Perry Dual-Mode Program Execution
DE102012019726A1 (en) * 2012-10-09 2014-04-10 GAN Technologies UG (haftungsbeschränkt) Method for displaying video advertising in browser applications
US9452353B2 (en) 2012-11-08 2016-09-27 Visa International Service Association Game card including payment identifier

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5918480B2 (en) 2011-05-31 2016-05-18 任天堂株式会社 Information processing apparatus, information processing system, information processing program, and information processing method
US10449461B1 (en) * 2018-05-07 2019-10-22 Microsoft Technology Licensing, Llc Contextual in-game element recognition, annotation and interaction based on remote user input
US11331586B2 (en) * 2019-08-22 2022-05-17 Nvidia Corporation Joining or replaying a game instance from a game broadcast

Citations (26)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5838790A (en) * 1996-04-19 1998-11-17 Juno Online Services, L.P. Advertisement authentication system in which advertisements are downloaded for off-line display
US6036601A (en) * 1999-02-24 2000-03-14 Adaboy, Inc. Method for advertising over a computer network utilizing virtual environments of games
US6314451B1 (en) * 1998-05-15 2001-11-06 Unicast Communications Corporation Ad controller for use in implementing user-transparent network-distributed advertising and for interstitially displaying an advertisement so distributed
US20020077169A1 (en) * 1996-11-14 2002-06-20 Matthew F. Kelly Prize redemption system for games executed over a wide area network
US20020099812A1 (en) * 1997-03-21 2002-07-25 Owen Davis Method and apparatus for tracking client interaction with a network resource and creating client profiles and resource database
US6749511B2 (en) * 2000-08-17 2004-06-15 Adam S. Day Website promotional applet process
US20040116183A1 (en) * 2002-12-16 2004-06-17 Prindle Joseph Charles Digital advertisement insertion system and method for video games
US20040148221A1 (en) * 2003-01-24 2004-07-29 Viva Chu Online game advertising system
US6826614B1 (en) * 2001-05-04 2004-11-30 Western Digital Ventures, Inc. Caching advertising information in a mobile terminal to enhance remote synchronization and wireless internet browsing
US6882978B2 (en) * 1995-06-30 2005-04-19 Sony Corporation Apparatus and method for executing a game program having advertisements therein
US20050114526A1 (en) * 2003-09-30 2005-05-26 Kabushiki Kaisha Square Enix Co., Ltd. Advertisement distribution system
US6928414B1 (en) * 2000-04-12 2005-08-09 Jae Heon Kim Advertisement method using game program on the internet and method for executing the game program having the advertisement according to the advertisement method
US20060063587A1 (en) * 2004-09-13 2006-03-23 Manzo Anthony V Gaming advertisement systems and methods
US20060063590A1 (en) * 2004-09-21 2006-03-23 Paul Abassi Mechanism to control game usage on user devices
US20060111971A1 (en) * 2004-11-24 2006-05-25 Microsoft Corporation System and method for on-line and off-line advertising in content delivered to a display screen
US20060111970A1 (en) * 2004-11-24 2006-05-25 Microsoft Corporation System and method for selling on-line and off-line advertising in content delivered to a display screen
US7054831B2 (en) * 1999-07-07 2006-05-30 Eric Koenig System and method for combining interactive game with interactive advertising
US20060135231A1 (en) * 2004-12-17 2006-06-22 Daniel Willis Caching and reporting system for accelerating combined computer gaming and advertising
US20060135233A1 (en) * 2004-12-17 2006-06-22 Daniel Willis System and method for managing advertising content delivery in an on-line gaming environment
US20060242012A1 (en) * 2005-04-22 2006-10-26 Sumit Agarwal Determining or scoring properties to solicit to join ad network using advertiser or aggregated advertiser interest
US20060271425A1 (en) * 2005-05-27 2006-11-30 Microsoft Corporation Advertising in application programs
US20060282316A1 (en) * 2005-06-14 2006-12-14 Nokia Corporation Ad click cache on a user device and method
US20060287916A1 (en) * 2005-06-15 2006-12-21 Steven Starr Media marketplaces
US20070079326A1 (en) * 2005-09-30 2007-04-05 Sony Computer Entertainment America Inc. Display of user selected advertising content in a digital environment
US20070174467A1 (en) * 2005-04-11 2007-07-26 Lastmile Communications Limited Communications network
US7895076B2 (en) * 1995-06-30 2011-02-22 Sony Computer Entertainment Inc. Advertisement insertion, profiling, impression, and feedback

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
ES2173051T1 (en) * 1999-11-11 2002-10-16 United Virtualities Inc METHOD AND SYSTEM OF PUBLICITY BY COMPUTER.
JP4155691B2 (en) * 2000-03-07 2008-09-24 富士通株式会社 3D interactive game system and advertising system using the same
US6616533B1 (en) * 2000-05-31 2003-09-09 Intel Corporation Providing advertising with video games
JP2002369965A (en) * 2001-06-15 2002-12-24 Ace Denken:Kk Game program, game site management device, program and game site management method
US20050282614A1 (en) * 2004-06-17 2005-12-22 Atronic International Gmbh Gaming machine providing pop-up advertising

Patent Citations (26)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6882978B2 (en) * 1995-06-30 2005-04-19 Sony Corporation Apparatus and method for executing a game program having advertisements therein
US7895076B2 (en) * 1995-06-30 2011-02-22 Sony Computer Entertainment Inc. Advertisement insertion, profiling, impression, and feedback
US5838790A (en) * 1996-04-19 1998-11-17 Juno Online Services, L.P. Advertisement authentication system in which advertisements are downloaded for off-line display
US20020077169A1 (en) * 1996-11-14 2002-06-20 Matthew F. Kelly Prize redemption system for games executed over a wide area network
US20020099812A1 (en) * 1997-03-21 2002-07-25 Owen Davis Method and apparatus for tracking client interaction with a network resource and creating client profiles and resource database
US6314451B1 (en) * 1998-05-15 2001-11-06 Unicast Communications Corporation Ad controller for use in implementing user-transparent network-distributed advertising and for interstitially displaying an advertisement so distributed
US6036601A (en) * 1999-02-24 2000-03-14 Adaboy, Inc. Method for advertising over a computer network utilizing virtual environments of games
US7054831B2 (en) * 1999-07-07 2006-05-30 Eric Koenig System and method for combining interactive game with interactive advertising
US6928414B1 (en) * 2000-04-12 2005-08-09 Jae Heon Kim Advertisement method using game program on the internet and method for executing the game program having the advertisement according to the advertisement method
US6749511B2 (en) * 2000-08-17 2004-06-15 Adam S. Day Website promotional applet process
US6826614B1 (en) * 2001-05-04 2004-11-30 Western Digital Ventures, Inc. Caching advertising information in a mobile terminal to enhance remote synchronization and wireless internet browsing
US20040116183A1 (en) * 2002-12-16 2004-06-17 Prindle Joseph Charles Digital advertisement insertion system and method for video games
US20040148221A1 (en) * 2003-01-24 2004-07-29 Viva Chu Online game advertising system
US20050114526A1 (en) * 2003-09-30 2005-05-26 Kabushiki Kaisha Square Enix Co., Ltd. Advertisement distribution system
US20060063587A1 (en) * 2004-09-13 2006-03-23 Manzo Anthony V Gaming advertisement systems and methods
US20060063590A1 (en) * 2004-09-21 2006-03-23 Paul Abassi Mechanism to control game usage on user devices
US20060111970A1 (en) * 2004-11-24 2006-05-25 Microsoft Corporation System and method for selling on-line and off-line advertising in content delivered to a display screen
US20060111971A1 (en) * 2004-11-24 2006-05-25 Microsoft Corporation System and method for on-line and off-line advertising in content delivered to a display screen
US20060135231A1 (en) * 2004-12-17 2006-06-22 Daniel Willis Caching and reporting system for accelerating combined computer gaming and advertising
US20060135233A1 (en) * 2004-12-17 2006-06-22 Daniel Willis System and method for managing advertising content delivery in an on-line gaming environment
US20070174467A1 (en) * 2005-04-11 2007-07-26 Lastmile Communications Limited Communications network
US20060242012A1 (en) * 2005-04-22 2006-10-26 Sumit Agarwal Determining or scoring properties to solicit to join ad network using advertiser or aggregated advertiser interest
US20060271425A1 (en) * 2005-05-27 2006-11-30 Microsoft Corporation Advertising in application programs
US20060282316A1 (en) * 2005-06-14 2006-12-14 Nokia Corporation Ad click cache on a user device and method
US20060287916A1 (en) * 2005-06-15 2006-12-21 Steven Starr Media marketplaces
US20070079326A1 (en) * 2005-09-30 2007-04-05 Sony Computer Entertainment America Inc. Display of user selected advertising content in a digital environment

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120004039A1 (en) * 2008-12-15 2012-01-05 David Perry Dual-Mode Program Execution
US8926435B2 (en) * 2008-12-15 2015-01-06 Sony Computer Entertainment America Llc Dual-mode program execution
DE102012019726A1 (en) * 2012-10-09 2014-04-10 GAN Technologies UG (haftungsbeschränkt) Method for displaying video advertising in browser applications
US9452353B2 (en) 2012-11-08 2016-09-27 Visa International Service Association Game card including payment identifier

Also Published As

Publication number Publication date
CN101484219A (en) 2009-07-15
WO2008008038A1 (en) 2008-01-17

Similar Documents

Publication Publication Date Title
JP7351966B2 (en) Computer system, control method, viewer terminal, and program
JP6530363B2 (en) Computer system, game system and game device
JP6549089B2 (en) Computer system, game system and game device
JP7410258B2 (en) Programs, computer systems and control methods
US7396281B2 (en) Participant interaction with entertainment in real and virtual environments
US20150283467A1 (en) Video games including real-life attributes and/or fantasy settings
Vedrashko Advertising in computer games
JP6437994B2 (en) Computer system, game system, player terminal and program
US20090176577A1 (en) Incentive-Based Video Gaming System
US20070111789A1 (en) Interactive online Internet game and method of determining winning players
JP6317410B2 (en) Program and computer system
JP6876092B2 (en) Computer systems, game systems and game devices
JP2018055649A (en) Program and computer system
JP7289188B2 (en) Program, computer system, game system, and object creation process execution control method
JP6722503B2 (en) Computer system and program
JP6621156B1 (en) GAME SYSTEM, COMPUTER PROGRAM USED FOR THE SAME, AND CONTROL METHOD
JP7012636B2 (en) Computer systems, game systems and game equipment
JP6703074B2 (en) Program and computer system
JP2017196281A (en) Server system and program
JP2021142074A (en) Program, game system, and method
JP2019177036A (en) Server system and game system
WO2020166514A1 (en) Game system, computer program for use in same, and control method
JP2023138715A (en) System and computer program
Nadar et al. Monetization Strategies for Battle Royale Gameplay
JP2023138280A (en) Information processor, information processing method, and program

Legal Events

Date Code Title Description
AS Assignment

Owner name: HONOR GAMES INTERNATIONAL PTE LTD., SINGAPORE

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:YUE, HO CHEE;REEL/FRAME:022453/0872

Effective date: 20090302

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION