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    • 5. 发明申请
    • Computer-based gaming groups
    • 基于计算机的游戏团体
    • US20070173324A1
    • 2007-07-26
    • US11335952
    • 2006-01-20
    • Boyd MultererJerry JohnsonJohan HansenMichal BortnikPatrick O'Kelley
    • Boyd MultererJerry JohnsonJohan HansenMichal BortnikPatrick O'Kelley
    • A63F9/24
    • A63F13/795A63F13/12A63F13/87A63F2300/5546A63F2300/556A63F2300/5566
    • Groups are formed, in a computer-based (e.g., on-line) gaming environment, based on social relationships between players. The group is assigned an identity. The identity of the group is maintained within a single game title, across multiple sessions of a game title, and across multiple game titles. The group can interact within the gaming environment much like an individual user can interact. Group interaction provides a mechanism for social and cooperative game play. Groups can play games with other groups. Group members can play games with each other. Group statistics and achievements can be accumulated and aggregated. Group profiles provide information about the group, such as a list of the members of the group. Via group profiles, a member of a group can see information about other members of the group, such as other groups to which they belong. Group members can send and receive intra-group messages.
    • 基于计算机(例如,在线)游戏环境,基于玩家之间的社交关系形成组。 该组被分配一个身份。 该组的身份被保持在单个游戏标题内,跨越游戏标题的多个会话以及多个游戏标题。 该组可以在游戏环境中进行交互,就像个人用户可以互动一样。 团体互动提供了社会和合作游戏机制。 团体可以和其他团体玩游戏。 团体成员可以互相玩游戏。 可以积累和汇总群体统计和成果。 组配置文件提供有关组的信息,例如组的成员列表。 通过组配置文件,组中的成员可以查看有关该组的其他成员的信息,例如其所属的其他组。 组成员可以发送和接收组内消息。
    • 6. 发明申请
    • Computer-based gaming teams
    • 基于计算机的游戏团队
    • US20070173323A1
    • 2007-07-26
    • US11335951
    • 2006-01-20
    • Jerry JohnsonJohan HansenMichal BortnikPatrick O'Kelley
    • Jerry JohnsonJohan HansenMichal BortnikPatrick O'Kelley
    • A63F9/24
    • A63F13/795A63F13/12A63F13/87A63F2300/5546A63F2300/556A63F2300/5566
    • Groups are formed, in a computer-based (e.g., on-line) gaming environment, based on social relationships between players. Teams are formed from members of the group. Team formation is based on a game related interest. Each team is assigned an identity that is maintained within a single game and across multiple sessions of a game. The team can interact within the gaming environment much like an individual user can interact. Teams can play games with other in-group and out-of-group teams. Team members can play games with each other. Team statistics and achievements can be accumulated and aggregated. Team profiles provide information about the team, such as a list of the members of the team. Via team profiles, a member of a team can see information about other members of the team, such as other teams to which they belong. Team members can send and receive intra-team messages.
    • 基于计算机(例如,在线)游戏环境,基于玩家之间的社交关系形成组。 团队由小组成员组成。 团队形成是基于游戏相关兴趣。 每个团队被分配一个维护在单个游戏中并跨越游戏的多个会话的身份。 团队可以在游戏环境中进行交互,就像个人用户可以互动一样。 团队可以与其他团队和组外的团队一起玩游戏。 团队成员可以相互玩游戏。 团队统计和成果可以累积和汇总。 团队简介提供有关团队的信息,例如团队成员的列表。 通过团队简介,团队成员可以查看有关团队其他成员的信息,例如他们所属的其他团队。 团队成员可以发送和接收团队内消息。
    • 9. 发明申请
    • Multilevel online tournament
    • 多级在线锦标赛
    • US20050278041A1
    • 2005-12-15
    • US10852659
    • 2004-05-25
    • Michal BortnikSteven LambMax HobermanJohan Hansen
    • Michal BortnikSteven LambMax HobermanJohan Hansen
    • G06F17/00G06F19/00
    • A63F13/795A63F13/12A63F13/335A63F2300/407A63F2300/5566
    • A multilevel online tournament is provided. The first tournament round has a single bracket and each subsequent tournament round has a winners bracket and a losers bracket corresponding to a bracket in the previous tournament round. The tournament format allows players to match-up against any other player located within the same bracket. The online tournament format also allows participants to start playing match in a round of the tournament prior to the official start of that round. Thus, players are able to more quickly advance through the tournament and spend less time waiting for a suitable opponent. The tournament format also allows for players to request available tournament byes and to automatically progress when they are unable to connect with other players due to quality of service issues.
    • 提供多层次的网络锦标赛。 第一场比赛有一个单一的支架,每个后续的比赛轮有一个赢家支架和一个输家支架对应于前一轮比赛的一个支架。 比赛格式允许玩家与位于同一支架内的任何其他玩家相匹配。 在线比赛格式还允许参赛者在比赛正式开始之前,在一轮比赛中开始比赛。 因此,玩家能够更快地推进比赛,并花更少的时间等待合适的对手。 比赛格式还允许玩家要求可用的锦标赛,并且由于服务质量问题而无法与其他玩家连接时自动进行。