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    • 2. 发明申请
    • CONTROLLING INTERACTIVITY FOR GAMING AND SOCIAL-COMMUNICATION APPLICATIONS
    • 控制游戏和社交应用的互动性
    • WO2011041467A2
    • 2011-04-07
    • PCT/US2010/050793
    • 2010-09-29
    • WMS GAMING, INC.BARCLAY, Brian, J.GUINN, Andrew, C.
    • BARCLAY, Brian, J.GUINN, Andrew, C.
    • A63F13/06
    • G07F17/3225G07F17/3281
    • A wagering game system and its operations are described herein. In embodiments, the operations can include determining a selection of a selectable object in a first area of a gaming display that is under control of a first application module associated with a wagering game session. The first application module can be for a social communication application or can provide social communication functionality. The operations can further include determining a selection purpose for the selection, determining transference instructions for an item representation of the selectable object, and transferring the item representation to a second area of the gaming display that is under control of a second application module. The second application module can be for a wagering game application or can provide wagering game functionality. The operations can further include performing a function associated with the second application module according to the selection purpose.
    • 这里描述了一个下注游戏系统及其操作。 在实施例中,操作可以包括确定在与下注游戏会话相关联的第一应用程序模块的控制下的游戏显示的第一区域中对可选对象的选择。 第一个应用程序模块可以用于社交通信应用程序或可以提供社交通信功能。 操作还可以包括确定选择的选择目的,确定用于可选对象的项目表示的转移指令,并且将项目表示转移到处于第二应用模块控制下的游戏显示器的第二区域。 第二个应用程序模块可以用于下注游戏应用程序或可以提供下注游戏功能。 操作还可以包括根据选择目的执行与第二应用程序模块相关联的功能。
    • 4. 发明申请
    • CONTROLLING AND PRESENTING VIRTUAL WAGERING GAME ENVIRONMENTS
    • 控制和呈现虚拟游戏环境
    • WO2010042773A1
    • 2010-04-15
    • PCT/US2009/060075
    • 2009-10-09
    • WMS GAMING, INC.BARCLAY, Brian J.GUINN, Andrew C.LOUIE, Daniel P.SCHWARTZ, Richard T.
    • BARCLAY, Brian J.GUINN, Andrew C.LOUIE, Daniel P.SCHWARTZ, Richard T.
    • A63F13/00
    • G07F17/3227G07F17/3288
    • A wagering game system and its operations are described herein. In embodiments, the operations can include determining a player avatar population in a location of a virtual wagering game environment and determining a wagering game machine object supply in the location of the virtual wagering game environment. The wagering game machine object supply is an amount of available wagering game machine objects within a boundary of the location. The operations can further include determining a supply availability ratio, where the supply availability ratio indicates a restriction on the amount of the available wagering game machine objects in the location compared to the player avatar population. The operations can further include determining that the wagering game machine object supply is not compliant with the supply availability ratio and modifying the wagering game machine object supply to comply with the supply availability ratio.
    • 本文描述了投注游戏系统及其操作。 在实施例中,操作可以包括确定虚拟投注游戏环境的位置中的玩家头像群体,并且在虚拟投注游戏环境的位置确定投注游戏机对象供应。 投注游戏机对象供应是在该位置的边界内的可用投注游戏机对象的量。 操作可以进一步包括确定供应可用性比率,其中供应可用率指示与玩家头像群体相比在该位置中可用的投注游戏机对象的数量的限制。 所述操作还可以包括确定投注游戏机对象供应不符合供应可用率,并修改投注游戏机对象供应以符合供应可用率。
    • 5. 发明申请
    • INTEGRATING CHAT AND WAGERING GAMES
    • 整合热门游戏和游戏
    • WO2011041619A1
    • 2011-04-07
    • PCT/US2010/051018
    • 2010-09-30
    • WMS GAMING, INC.BARCLAY, Brian, J.GUINN, Andrew, C.ROBBINS, Richard, B.SCHWARTZ, Richard, T.
    • BARCLAY, Brian, J.GUINN, Andrew, C.ROBBINS, Richard, B.SCHWARTZ, Richard, T.
    • A63F13/00
    • G07F17/3209G07F17/3227G07F17/3272
    • A wagering game system and its operations are described herein. In some embodiments, the operations can include determining a player account logged on to a wagering game network, determining a chat session initiated by the player account via the wagering game network; and determining wagering game news events to present via a gaming chat console for the chat session. The operations can also include automatically adjusting presentation requirements for the wagering game news events based on quantifiable player factors. In some embodiments, the operations can also include presenting an interactive game bot via the gaming chat console as a social contact, receiving textual chat game commands communicated to the interactive game bot, and controlling a wagering game via the textual chat game commands. In some embodiments, the operations can also include following chat activity for the selected chat social-contact groups and integrating chat activity with client applications and devices.
    • 本文描述了投注游戏系统及其操作。 在一些实施例中,操作可以包括确定登录到投注游戏网络的玩家帐户,通过投注游戏网络确定由玩家帐户发起的聊天会话; 以及通过用于聊天会话的游戏聊天控制台来确定投注游戏新闻事件。 操作还可以包括根据可量化的玩家因素自动调整投注游戏新闻事件的演示要求。 在一些实施例中,操作还可以包括通过游戏聊天控制台呈现交互式游戏机器人作为社交联系人,接收传达到交互式游戏机器人的文本聊天游戏命令,以及经由文本聊天游戏命令控制投注游戏。 在一些实施例中,操作还可以包括所选择的聊天社交联系人群体的下面的聊天活动,以及将聊天活动与客户端应用程序和设备集成。
    • 6. 发明申请
    • INTEGRATING SOCIAL COMMUNITIES AND WAGERING GAMES
    • 整合社会团体和华人游戏
    • WO2011011466A1
    • 2011-01-27
    • PCT/US2010/042669
    • 2010-07-20
    • WMS GAMING, INC.ALLEN, Jeffrey L.BARCLAY, Brian J.GAGNER, Mark B.GUINN, Andrew C.
    • ALLEN, Jeffrey L.BARCLAY, Brian J.GAGNER, Mark B.GUINN, Andrew C.
    • A63F13/00
    • G07F17/32A63F13/12A63F13/87G07F17/3223G07F17/3225G07F17/3244G07F17/3276H04L51/32
    • A wagering game system and its operations are described herein. In embodiments, the operations can include determining that an online communal wagering game (communal game) requests additional players. The online communal wagering game can be provided by a wagering game provider. The operations can further include determining one or more social network user accounts (social network accounts) available to play in the online communal wagering game. The social network accounts can from different social network websites, servers, etc., across the Internet, or other communications networks. The operations can further include aggregating the one or more social network accounts into a communal wagering game session, controlling the communal game with bets from the aggregated social network accounts, and providing social communication content that the social network accounts can use to communicate, receive notifications, view game replays, trade items, etc. The operations can also include using jurisdictional rules to control wagering functionality.
    • 本文描述了投注游戏系统及其操作。 在实施例中,操作可以包括确定在线公共投注游戏(公共游戏)请求附加玩家。 在线公开投注游戏可以由投注游戏提供商提供。 该操作可以进一步包括确定在线公共投注游戏中可以玩的一个或多个社交网络用户帐户(社交网络帐户)。 社交网络帐户可以来自互联网或其他通信网络的不同社交网站,服务器等。 这些操作可以进一步包括将一个或多个社交网络帐户聚合成公共投注游戏会话,通过来自聚合的社交网络账户的投注来控制公共游戏,以及提供社交网络帐户可用于通信的社交通信内容,接收通知 ,查看游戏重放,交易项目等。操作还可以包括使用管辖规则来控制投注功能。
    • 7. 发明申请
    • CONTROLLING AND PRESENTING ONLINE WAGERING GAMES
    • 控制和呈现在线的游戏
    • WO2010048591A1
    • 2010-04-29
    • PCT/US2009/061967
    • 2009-10-23
    • WMS GAMING, INC.BARCLAY, Brian J.LOUIE, Daniel P.SCHULHOF, Scott H.SCHWARTZ, Richard T.
    • BARCLAY, Brian J.LOUIE, Daniel P.SCHULHOF, Scott H.SCHWARTZ, Richard T.
    • A63F13/00
    • G07F17/3206G07F17/3218G07F17/3223
    • A wagering game system and its operations are described herein. In embodiments, the operations can include receiving login information to log in to an online gaming venue and determining a player account associated with the login information. The operations can also include presenting the online gaming venue on a personal computing device associated with the player account. The online gaming venue can include casino related data that indicates ambience of a gambling environment (e.g., a casino, a poker room, etc.), interactive objects to interact with the player account, and communication functions to share recorded activity and other personal information, between the player account and other player accounts within the online gaming venue. In some embodiments, the operations can also include determining indications of player emotions and presenting multi-media files in conjunction with player avatars to represent the indicated emotions within the online gaming venue.
    • 本文描述了投注游戏系统及其操作。 在实施例中,操作可以包括接收登录信息以登录到在线游戏场地并且确定与登录信息相关联的玩家帐户。 这些操作还可以包括在与玩家帐户相关联的个人计算设备上呈现在线游戏场地。 在线游戏场地可以包括指示赌博环境(例如,赌场,扑克室等)的氛围的娱乐场相关数据,与玩家帐户交互的交互对象,以及分享记录活动和其他个人信息的通信功能 在玩家帐户和在线游戏场地内的其他玩家帐户之间。 在一些实施例中,操作还可以包括确定玩家情绪的指示并且结合玩家头像呈现多媒体文件以表示在线游戏场地内指示的情绪。
    • 10. 发明申请
    • CONTROLLING WAGERING GAME PLAY CONTINUATION
    • 控制游戏玩家连续性
    • WO2011130172A1
    • 2011-10-20
    • PCT/US2011/031952
    • 2011-04-11
    • WMS GAMING, INC.BARCLAY, Brian, J.GUINN, Andrew, C.ROBBINS, Richard, B.
    • BARCLAY, Brian, J.GUINN, Andrew, C.ROBBINS, Richard, B.
    • A63F13/00
    • G07F17/3281G07F17/3204G07F17/323
    • A wagering game system and its operations are described herein. In embodiments, the operations can include a recording of a first wagering game content from a first wagering game played during a wagering game session and generating an electronic (e.g., an "e-mail") message, after the wagering game session ends. The operations can also include embedding in the electronic message an object that provides access to a second wagering game content. The second wagering game content includes a recording of the first wagering game. The operations can further include sending the electronic message to an electronic address for a wagering game player account associated with the wagering game session, and detecting access to the second wagering game content, via the electronic message. The second wagering game content can re-present the portion of the first wagering game content as part of the second wagering game content.
    • 本文描述了投注游戏系统及其操作。 在实施例中,操作可以包括在投注游戏会话期间播放的第一投注游戏的第一投注游戏内容的记录,并且在投注游戏会话结束之后生成电子(例如,“电子邮件”)消息。 操作还可以包括在电子消息中嵌入提供对第二投注游戏内容的访问的对象。 第二投注游戏内容包括第一投注游戏的记录。 该操作可以进一步包括将电子消息发送到与投注游戏会话相关联的投注游戏玩家帐户的电子地址,以及经由电子消息检测对第二投注游戏内容的访问。 第二投注游戏内容可以重新呈现第一投注游戏内容的部分,作为第二投注游戏内容的一部分。