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热词
    • 3. 发明授权
    • Game result evaluating method and device
    • 游戏结果评估方法和设备
    • US07988545B2
    • 2011-08-02
    • US12037610
    • 2008-02-26
    • Hideyasu NakanoToyokazu SakaiTakuya KobayashiYasushi Mito
    • Hideyasu NakanoToyokazu SakaiTakuya KobayashiYasushi Mito
    • G06F17/00G06F19/00
    • A63F13/798A63F13/10A63F13/12A63F13/35A63F13/814A63F2300/407A63F2300/50A63F2300/558A63F2300/6036A63F2300/8047
    • Further interest after completion of a game and motivation to participate in the next game are given to players of any skill. Using the results (for example, skill points, maximum combo number) of players evaluated for each predetermined parameter in for example a music game, and players again compete against each other. In other words, after the music game a separate game (secondary game) is played. Winning or losing in the secondary game depends on the results of the players for each parameter in the primary game, and the skill of the player in the secondary game. Therefore, a player's effort and skill in the primary game can be utilized in the result of the secondary game, and even if the result of the primary game is unsatisfactory, the player can seize the chance to win the secondary game, depending on the skill of the player in the secondary game. Therefore, players of various levels of skill in the primary game are given further interest after completion of the primary game, and moreover are given motivation to compete in the primary game.
    • 完成游戏后的兴趣和参与下一场比赛的动机被赋予任何技能的玩家。 使用针对例如音乐游戏中的每个预定参数评估的玩家的结果(例如,技能点,最大组合数),并且玩家再次相互竞争。 换句话说,在音乐游戏之后,播放单独的游戏(次级游戏)。 次要游戏中的获胜或失败取决于主要游戏中每个参数的玩家结果以及辅助游戏中玩家的技能。 因此,可以在二次游戏的结果中利用玩家在主游戏中的努力和技巧,并且即使主游戏的结果不能令人满意,玩家也可以根据技能抓住获得二次游戏的机会 的二手游戏中的玩家。 因此,在主游戏完成后,主游戏中的各种技能水平的玩家被赋予更多的兴趣,而且还被赋予在主游戏中竞争的动机。
    • 4. 发明申请
    • GAME RESULT EVALUATING METHOD AND DEVICE
    • 游戏结果评估方法和设备
    • US20080161078A1
    • 2008-07-03
    • US12037610
    • 2008-02-26
    • Hideyasu NAKANOToyokazu SakaiTakuya KobayashiYasushi Mito
    • Hideyasu NAKANOToyokazu SakaiTakuya KobayashiYasushi Mito
    • A63F13/00
    • A63F13/798A63F13/10A63F13/12A63F13/35A63F13/814A63F2300/407A63F2300/50A63F2300/558A63F2300/6036A63F2300/8047
    • Further interest after completion of a game and motivation to participate in the next game are given to players of any skill. Using the results (for example, skill points, maximum combo number) of players evaluated for each predetermined parameter in for example a music game, and players again compete against each other. In other words, after the music game a separate game (secondary game) is played. Winning or losing in the secondary game depends on the results of the players for each parameter in the primary game, and the skill of the player in the secondary game. Therefore, a player's effort and skill in the primary game can be utilized in the result of the secondary game, and even if the result of the primary game is unsatisfactory, the player can seize the chance to win the secondary game, depending on the skill of the player in the secondary game. Therefore, players of various levels of skill in the primary game are given further interest after completion of the primary game, and moreover are given motivation to compete in the primary game.
    • 完成游戏后的兴趣和参与下一场比赛的动机被赋予任何技能的玩家。 使用针对例如音乐游戏中的每个预定参数评估的玩家的结果(例如,技能点,最大组合数),并且玩家再次相互竞争。 换句话说,在音乐游戏之后,播放单独的游戏(次级游戏)。 次要游戏中的获胜或失败取决于主要游戏中每个参数的玩家结果以及辅助游戏中玩家的技能。 因此,可以在二次游戏的结果中利用玩家在主游戏中的努力和技巧,并且即使主游戏的结果不能令人满意,玩家也可以根据技能抓住获得二次游戏的机会 的二手游戏中的玩家。 因此,在主游戏完成后,主游戏中的各种技能水平的玩家被赋予更多的兴趣,而且还被赋予在主游戏中竞争的动机。
    • 5. 发明申请
    • Game Result Evaluation Method and Device
    • 游戏结果评估方法和设备
    • US20080248847A1
    • 2008-10-09
    • US12125686
    • 2008-05-22
    • Hideyasu NakanoTakuya KobayashiYasushi MitoToyokazu Sakai
    • Hideyasu NakanoTakuya KobayashiYasushi MitoToyokazu Sakai
    • A63F9/24
    • A63F13/798A63F13/10A63F13/12A63F13/58A63F13/814A63F2300/1062A63F2300/558A63F2300/61A63F2300/65A63F2300/8047A63F2300/807
    • The player is given the further enjoyment after the completion of a game and encouraged to participate in the next game. The relationship between characteristic parameters used for displaying a character and ability parameters of the player that are computed based on the execution of a game is defined for each character. The relationship between the characteristic parameters and the ability parameters is set to be different from character to character. Therefore, a character that the player has selected changes according to a game result. Because the way a character changes differs from character to character, the player is given the enjoyment of finding a character for which he/she can take advantage of his/her play style in addition to the enjoyment given by an actual game. In order to realize this enjoyment, a relationship between the characteristic parameters and the ability parameters of a character is intentionally made secret and unknown to the player when the player selects a character. Therefore, this stimulates the player's motivation to enter the game and encourages the player to actively enter the game in search of a character that is suitable for his/her own habit.
    • 游戏完成后玩家将进一步享受,并鼓励参加下一场比赛。 针对每个字符定义用于显示字符的特征参数与基于游戏执行计算的玩家的能力参数之间的关系。 特征参数与能力参数之间的关系设置为不同于字符与字符之间的关系。 因此,玩家选择的角色根据游戏结果而改变。 因为角色变化的方式不同于角色,玩家除了享受由实际游戏给予的乐趣之外,还可以享受找到能够利用他/她的游戏风格的角色的乐趣。 为了实现这种享受,当玩家选择角色时,特征参数和角色的能力参数之间的关系被有意地作为秘密和未知的玩家。 因此,这激发了玩家进入游戏的动机,并鼓励玩家积极地进入游戏,寻找适合自己习惯的角色。
    • 6. 发明授权
    • Game result evaluation method and device
    • 游戏结果评估方法和设备
    • US08137171B2
    • 2012-03-20
    • US12125686
    • 2008-05-22
    • Hideyasu NakanoTakuya KobayashiYasushi MitoToyokazu Sakai
    • Hideyasu NakanoTakuya KobayashiYasushi MitoToyokazu Sakai
    • A63F9/24G06F13/00
    • A63F13/798A63F13/10A63F13/12A63F13/58A63F13/814A63F2300/1062A63F2300/558A63F2300/61A63F2300/65A63F2300/8047A63F2300/807
    • The player is given the further enjoyment after the completion of a game and encouraged to participate in the next game. The relationship between characteristic parameters used for displaying a character and ability parameters of the player that are computed based on the execution of a game is defined for each character. The relationship between the characteristic parameters and the ability parameters is set to be different from character to character. Therefore, a character that the player has selected changes according to a game result. Because the way a character changes differs from character to character, the player is given the enjoyment of finding a character for which he/she can take advantage of his/her play style in addition to the enjoyment given by an actual game. In order to realize this enjoyment, a relationship between the characteristic parameters and the ability parameters of a character is intentionally made secret and unknown to the player when the player selects a character. Therefore, this stimulates the player's motivation to enter the game and encourages the player to actively enter the game in search of a character that is suitable for his/her own habit.
    • 游戏完成后玩家将进一步享受,并鼓励参加下一场比赛。 针对每个字符定义用于显示字符的特征参数与基于游戏执行计算的玩家的能力参数之间的关系。 特征参数与能力参数之间的关系设置为不同于字符与字符之间的关系。 因此,玩家选择的角色根据游戏结果而改变。 因为角色变化的方式不同于角色,玩家除了享受由实际游戏给予的乐趣之外,还可以享受找到能够利用他/她的游戏风格的角色的乐趣。 为了实现这种享受,当玩家选择角色时,特征参数和角色的能力参数之间的关系被有意地作为秘密和未知的玩家。 因此,这激发了玩家进入游戏的动机,并鼓励玩家积极地进入游戏,寻找适合自己习惯的角色。