CN101362023A - 执行其中具有广告的游戏程序的装置和方法 - Google Patents
执行其中具有广告的游戏程序的装置和方法 Download PDFInfo
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Abstract
一种可操作的游戏装置,在执行游戏程序时更新显示的广告。该系统在存储器中存贮游戏程序,在操作的预定时间,接收(即下装)关于至少一个广告的更新的广告数据,把接收的广告数据存贮在存储器中,执行存贮在存储器中的游戏程序,并根据游戏程序码输出在执行游戏程序期间与存贮的广告数据对应的显示数据。此外,不必下装新的广告,而是把多个广告和游戏程序事前存贮在一起,并只下装广告选择码以在执行游戏程序时更新显示的广告。
Description
本申请是以下专利申请的分案申请:申请号:96111020.1;申请日:1996年6月30日;发明名称:执行其中具有广告的游戏程序的装置和方法
技术领域
本发明涉及执行一种提供并执行包含广告的游戏程序的系统和方法,尤其涉及这样执行一种游戏程序的系统和方法,其中在执行游戏程序之前通过下载(down loading)新广告数据能够更新在游戏程序中要显示的广告。
背景技术
众所周知,电视游戏或“游戏机”极为流行并通常设在电视廊(video arcade)中。许多电视游戏,例如赛车游戏和飞行模拟游戏,现在都是以在家里用个人计算机就可以玩的游戏系统和计算机程序的形式在市场上出售。这样的游戏程序(例如,赛车程序)显示的背景,如房子,城市地平线,广告牌,树木等,它们和比赛的车一起使赛车游戏显得“逼真”。为使游戏显得更逼真,在比赛程序中的广告牌和其它这样的广告标志显示的或者是一般的“非商业信息”,例如“前面20英里是纽约城”,或者是生产软件公司的广告。但是,这些广告不是商业性的,因为它们不是要劝说观看者购买一种特定产品。此外,即使一个具体游戏程序其中含有能被认为是商业广告的广告,由于游戏程序一般来说一旦公众购买以后就不会改变了,所以,就有这样的可能性,就是包含在游戏程序中的广告在其被购买之后不长的时间之内(例如,当广告的产品不再销售了)就会变得“过时了”。
因此,典型的游戏程序存在的一个问题是它们不能从在执行游戏程序过程中显示的广告获取最大收益。收益一般来自购买游戏程序的消费而不是来自做广告的人(即登广告者)。如果在执行游戏程序时所显示的广告能够以与电视节目中的广告相似的方式发生变化的话,即通过一个装置改变在已购买的游戏程序中的商业广告,那么,销售这样的游戏程序就会使收益明显增加。此外,和商业电视相似,如果来自游戏程序的商业广告的收益增加了,那么,从理论上讲,软件公司就可以明显降低购买这样的游戏程序的价格,一般来说这又会反过来导致更多的消费者购买这样的游戏程序。
发明内容
因此,本发明的一个目的是提供并执行包含广告的游戏程序的系统和方法,它克服了现行游戏程序和系统的缺点。
本发明的另一个目的是提供并执行其中所含有的广告能够改变的游戏程序的系统和方法。
本发明的又一个目的是提供除非更新游戏程序中的广告数据否则就禁止执行游戏程序的系统和方法。
本发明的各种其它目的,优点和特点对本领域的普通技术人员来说会很容易地变得清楚明显,而且在后附的权利要求书中将特别指出本发明新颖的特点。
根据本发明的一个方面,一种提供并执行包含广告的游戏程序的游戏系统,包括:
在线游戏服务供给装置,在线提供游戏程序和涉及至少一个广告的广告数据;
游戏装置,执行其中具有广告的游戏程序,所说游戏装置包括:接收装置,可操作用于接收所说游戏程序和所说广告数据中的至少一种,所说的装置可在预定时间接收新的广告数据,存贮装置,用于存贮所说游戏程序和广告数据;和程序执行装置,用于执行存贮在所说的存贮装置中的所说的游戏程序,并根据所说的游戏程序输出与存贮在所说的存贮装置中的广告数据相对应的显示数据。
根据本发明的另一方面,一种提供并执行包含广告的游戏程序的游戏系统,包括:
在线游戏服务供给装置,在线提供游戏程序、涉及多个广告的广告数据和广告选择数据;
游戏装置,执行其中具有广告的游戏程序,该游戏装置包括:
接收装置,可操作用于接收游戏程序、所说广告数据和广告选择数据中的至少一种,在预定时间接收所说广告选择数据,所说广告选择数据能够对多个广告数据的每一个进行标识;用于存贮游戏程序和与多个广告相关的广告数据,以及广告选择数据的存贮装置;和程序执行装置,用于执行存贮在所说的存贮装置中的所说的游戏程序、并根据所说的游戏程序在相应的时间输出与在所说的广告选择数据中标识的所选择的广告对应的显示数据。
根据本发明的另一方面,一种提供并执行包含广告的游戏程序的方法,包括的步骤是:
在线提供游戏程序和涉及至少一个广告的广告数据中;
可操作接收所说游戏程序和所说广告数据中的至少一种,在预定时间接收新广告数据;把所说游戏程序存贮在存贮器中;把接收的广告数据存贮在存储器中;执行存贮在存储器中的游戏程序;并根据游戏程序输出与存贮在存储器中的广告数据相对应的显示数据。
根据本发明的另一方面,一种提供并执行包含广告的游戏程序的方法,包括的步骤是:
在线提供游戏程序、涉及多个广告的广告数据和广告选择数据;可操作接收游戏程序、所说广告数据和广告选择数据中的至少一种,在预定时间接收所说广告选择数据,所说广告选择数据能够对多个广告数据的每一个进行标识;把一个游戏程序和关于多个广告的广告数据以及广告选择数据存贮在一个存储器中;执行存贮在存储器中的游戏程序;和根据游戏程序在相应的时间输出与由广告选择数据标识的所选择的广告相对应的显示数据。
附图说明
下面结合附图将会很好地理解由举例方式给出的和并不限制本发明的详细说明。其中相同标号表示相同元件部分,其中:
图1A和1B是一种赛车游戏的图象表示,其中显示有的两种不同的广告;
图2A和2B是另一种赛车游戏的图象表示,其中显示有两种不同的广告;
图3A和3B是存贮在本发明游戏系统中的游戏程序的数据结构的示意图;
图4是本发明游戏系统工作的流程图;
图5A和5B示意性地说明了存贮在按照本发明另一个实施例的游戏系统中的游戏程序的数据结构;
图6是具有按照本发明如图5A和5B所示的数据结构的游戏系统工作的流程图;
图7是本发明游戏系统接收和发射侧的框图;
图8是本发明另一个实施例的游戏系统的框图;
图9是按照本发明又一个实施例的游戏系统的框图;
图10A和10B是由图9所示的游戏系统接收的游戏数据的数据结构的示意图;和
图11是表示根据本发明从单个主计算机接收游戏数据的多个游戏系统的示意图。
具体实施方式
现在参照附图,图1A和1B是一种赛车游戏的图象表示,其中商业广告“A”显示在图1A中的广告牌上,一个不同的商业广告“B”显示在图1B中的广告牌上。相似地,图2A和2B是另一种赛车游戏“情景”的图象表示,其中商业广告“C”和“D”分别显示在赛车手的衣服上。如从图1A和1B及图2A和2B两组附图看到的,广告“A”和“B”显示在相同的赛车程序的情景中(当然在不同时间),广告“C”和“D”也显示在赛车程序的相同情景中。
接下来参照附图的图3A和3B,它们表示的是按照本发明在两个不同的玩的时间的游戏程序的数据结构(下面将要讨论)。如图3A所示,游戏程序包括一个大体表示除广告数据外的全部游戏程序的主程序M,和广告数据A和C,广告数据A和C分别存贮在存贮区域AO和CO。广告数据A和C分别代表图1A和2A中所示的商业广告“A”和“C”。这样,当执行具有图3A所示的数据结构的游戏程序时,商业广告A显示在赛车游戏中的一个情景中,广告C显示在另一个情景中。
图3B说明的是与图3A所示的相同的游戏程序的数据结构,只是用存贮在区域AO和CO中的广告数据B和D取代广告数据A和C。这样,当执行具有图3B所示的数据结构的赛车游戏时,则在显示广告A的相同情景中显示的是商业广告B(见图1B),在显示C广告的相同情景中显示的是商业广告D(见图2B)。因此,如果在购买一个游戏程序之后,在这个游戏程序中分别用广告数据B和D取代广告数据A和C,那么,这样一种游戏程序会对登广告者更有价值。就象本领域公知的那样,存贮在存贮区域AO和CO的主程序M和广告数据可以存贮在一个单独的存贮器中,或存贮在分开的存贮器中。
现在参照图4,它表示的是按本发明的一种游戏系统的工作的流程图。当打开一个家庭游戏系统时,在指令S41处执行一个游戏程序(例如具有图3A所示的数据结构)并按照主程序M的程序码进行一系列操作。在执行主程序M的适当时候,在指令S42处,读出并显示存贮在区域AO中的广告数据,如象图1A所示的广告数据A。但是,如果在存贮区域AO存贮的是广告数据B,那么在指令S42处显示的是商业广告B(如图1B所示)。在指令S43处继续游戏程序,并在游戏程序指定的适当时间,在指令S44处会读取和显示存贮在贮存区域CO中的广告数据,就象图2A所示的那样。在指令S44完成之后,游戏程序在指令S45处继续其操作直到程序结束。
图5A和5B示意性地说明了按照本发明另一个实施例的游戏程序的数据结构,其中主程序M和全部存贮在其中的广告数据A、B、C和D保持不变(即,是“固定”数据)。但是,广告选择码S是可变的,其中图5a表示的是具有指示选择的是广告数据A和C的广告选择码SAC的游戏程序的数据结构,图5B表示的是具有指示选择的是广告数据B和D的广告选择码SBD的游戏程序的数据结构。这样,主程序M和全部广告数据A、B、C和D都是固定数据,只有广告选择码S是“可变的”数据。
图6是说明执行具有图5A或5B任一所示的数据结构的游戏程序的游戏系统的工作的流程图。当使用者选择一个要玩的具体游戏时,根据指令S59,游戏系统从一个在线游戏系统服务供给装置(下面将要讨论的)“下装”该具体游戏的固定数据,它包括图5A所示的主程序M和广告数据A、B、C和D。主程序M和广告数据存贮在游戏系统的存贮器中,该存贮器是典型的非易失性存贮器。如果这种固定数据已存贮在游戏系统的存贮器中,则不执行指令S59。根据指令S60下装入选择码S而不管是否执行了指令S59,并由这样的选择码S标识在执行游戏程序过程中显示什么广告。在下装选择码S时,根据指令S61以和前面讨论过的图4的指令S41相似的方式执行主程序M,并在执行游戏程序中的适当时候,根据指令S62从游戏系统的存贮器中读取选择码S,并在询问步骤S63标识要显示的第一个广告。如果选择码S标识商业广告“A”为要显示的第一广告(即S=Sax),则根据指令S64从存贮器中读取广告数据A并显示。另一方面,如果标识广告B为要显示的第一广告(即S=Sbx),则根据指令S65从存贮器中读取广告数据B并显示。然后根据指令S66继续游戏程序并在其中适当的时候,根据指令S67从存贮器中读取选择码S,以便在询问步骤S68能够标识要显示的下一个商业广告。如果选择码S标识的是广告C(即S=Sac),则根据指令S69从存贮器中读取广告数据C并随后显示,但是如果选择码S标识的是广告D(即S=Sbd),根据指令S70从存贮器中读取广告数据D并显示。然后根据指令S71继续游戏程序直到结束。如图6所示,在询问步骤S63和S68中的内容“X”代表的是“非限制性的”条件,这是因为询问步骤S63只标识要显示的是第一商业广告时,并且询问步骤S68只标识要显示的是第二商业广告。此外,图6只是本发明游戏系统的一个例举的流程图,显然选择码S可以标识两个以上的商业广告。
再回头参照图4,在根据指令S41执行游戏程序之前,以和前面参照图5A,5B和6描述进行的相似的方式从一个在线游戏系统供给装置下装存贮在存贮区域AO和CO的广告数据。即,每次使用者想执行一个特定游戏程序时,游戏系统都从一个外部源下装广告数据并把广告数据存贮在储存区域AO和CO中。相似地,当使用者在以图6所示方式工作的游戏系统中选择一个游戏程序时,就下装一个选择码S,该码标识在执行游戏程序过程中要显示的存贮在存储器中的广告。但是,如果在游戏系统的存储器(例如,在硬盘,软盘,CDROM,磁光盘等)中没有存贮所需的游戏程序,那么,上述讨论的本发明的两个实施例还要下装游戏程序的固定数据。因此,可以看出在本发明的一个游戏系统上执行一个游戏程序之前,或者向游戏系统下装代表在执行程序过程中进行显示的广告的图像数据的特定广告数据,或者向游戏系统下装广告选择码S。在任何一种情况下,都保持商业广告是“当前正在进行的”,并且由于和游戏程序自身的大小相比,广告数据的量相对要小,所以,在第一个讨论的实施例中“下装”时间的量很小。自然,在第二个讨论的实施例在的广告选择码S的下装时间可忽略不计。
根据本发明,每次执行一个游戏程序都下装不断更新的“新”广告数据或下装新的广告选择码。但是,无需每次执行游戏程序时都下装这样的数据,而是可以只在执行游戏程序的新的一天或新的一周(或月)进行下装。由于商业广告一般不会在同一天变化多次,所以,可以无需每天多于一次地下装这样的商业广告。在本发明一个变换的实施例中,每次打开游戏系统时都下装商业广告数据或广告选择码S。
现在参照图7,其中表示的是根据本发明的游戏系统(即接收侧)和一个发射系统(即发射侧)的方框图。发射系统可以是一个在线游戏系统服务供给装置,游戏制造商本身,一个出售商业广告的通讯公司,或任何其它可以应用本发明的合适系统。发射系统一般包括一个系统控制器2,存储器6和8(例如硬盘驱动器),一个开关电路10,一个编码器12,和一个发射器14。发射系统通过传输线16,例如是一个ISDN(综合服务数字网络),一条普通的电话线,或任何其他合适的传输线,向通常是位于家里的本发明的一个游戏系统提供游戏的主程序M和广告数据。本发明的游戏系统一般包括一个接收器18,一个解码器20和一个游戏机22,游戏机22包括一个存储器24,例如是一个磁光盘驱动器或其它适合的非易失性读/写存储器。
图7所示的发射侧的系统控制器2控制其中贮存有一个游戏程序的主程序M的存储器6,其中贮存有广告数据的存储器8,和在存储器6和8的输出之间进行开关的开关10。如果在执行游戏程序时需要显示一个不同的广告,可以改变存贮在存储器8中的广告数据。当响应来自游戏系统的一个合适的请求,向游戏系统下装主程序M时,系统控制器2控制存储器6和开关10,以便把贮在存储器6中的主程序M提供给编码器12,编码器12以本领域公知的方式对所输入的数据进行编码以使该数据适于传输,并把编码数据提供给发射器14,发射器14通过传输线16向本发明的游戏系统发射编码数据。接收侧的接收器18接收所发射的信号,解码器22对所发射的信号进行解码,游戏机22把解码信号(即主程序M)存贮在存储器24中。然后系统控制器2控制存储器8和开关10以读出和提供存贮在存储器8中的广告数据,以便可以向游戏系统传输广告数据。对广告数据进行接收,解码、并存贮在存储器24中。
当在存储器24中已存贮了主程序M的时候,则只向游戏系统传输存贮在存储器8中的广告数据。如上所说,主程序M存贮在存储器6中广告数据存贮在存储器8中。但是,在前面讨论的参照图5A、5B和6所描述的实施例中,主程序M以及广告数据A、B、C和D都存贮在存储器6中,只有广告选择码S存贮在存储器8中。因此,当主程序M和广告数据(即固定数据)已经存贮在游戏系统中的时候,只向游戏系统传输广告选择码S。当然,正如本领域公知的那样,存储器6和8可以代表发射系统的不同的存储器或在同一个存储装置中明显不同的存储位置。
图8是按照本发明另一个实施例的游戏系统的方框图。在这个实施例中,使用者购买一个存贮在永久存贮介质(例如一个光盘)上的游戏程序。把光盘插入一个磁光盘驱动器38(或其它合适的复制装置),复制存贮在其上的游戏程序。如图所示,游戏系统包括一个收发器/接口26,一个存储器28,一个系统控制器30,一个键盘接口32,一个解码器34,一个图象控制器36和由光盘插入其中的磁光盘驱动器组成的存储器38。由此复制存贮在光盘上的对存贮其上的游戏程序进行标识的标识数据,并经收发器26传输给一个在线游戏服务供给装置,如图7所表示的那样。响应传输的标识数据,服务供给装置向图8所示的游戏系统传输更新的“可变”数据,该数据或者是广告数据(即广告数据A、B、C或D,或它们的任何组合),或者是广告选择码S,如前所说。更新的可变数据由收发器26接受并存贮在存储器28中。然后,把存贮在存储器28中的可变数据存贮在存储器38的光盘中。另一种做法是不永久存贮可变数据。在任何一种情况下,不执行存贮在光盘上的游戏程序直到由服务供给装置提供更新的商业广告数据为止。
在接收更新的商业广告数据时,执行游戏程序,并在适当时候在解码器34中对存贮的数据解码并提供给图像控制器36,该控制器36将解码数据转换成视频信号并将用于显示的视频信号提供给一个视频监视器(没有示出)。此外,由与键盘接口32相连的键盘(没有示出)输入使用者命令,键盘接口32将输入的命令解码并将解码的命令提供给系统控制器30。系统控制器30以本领域公知的方式控制本发明的游戏系统的各种装置的工作。因此,图8的游戏系统与图7所示的游戏系统相似,只是不下装主程序M(与第二个讨论的实施例的广告数据A、B、C、D一起),而是将其存贮在由消费者购买的磁光盘上。
图9是本发明的又一个实施例的框图,其中“可变”数据(即广告数据或广告选择码)经卫星传输提供给游戏系统。在图9的实施例中,可变数据经卫星传输反复发射,以使图9的系统在接收到与已选择要执行的特定游戏程序相对应的可变数据之前只“等待”相当短的时间段。当使用者把一个存贮有一个游戏程序的CDROM(或磁光盘)插入CDROM驱动器52中并通过键盘接口50执行游戏程序的时候,由此复制存贮在CDROM上的游戏标识码并以和前面参照图8所描述的相似的方式提供给随机存取存储器(RAM)42。然后,系统控制器48确定传输与所选择的游戏程序相对应的可变数据的传输通道并控制接收器40以在确定的通道上接收卫星传输。
图10A和10B说明的是在卫星传输的两个不同通道上传输的数据的数据结构。如图所示,图10A表示通道G传输的数据,图10B表示通道H传输的数据。通道G在其上包括与J和K两个游戏程序相对应的数据,通道H在其包括与P、Q和R三个游戏程序相对应的数据。如果执行的游戏程序与例如通道G上的游戏J相对应,则控制该接收器40以接收通道G所传输的数据,并在接收到通道G上的软件标识数据J时,在存储器42上存贮传输的广告数据J-1和J-2以分别作为例如商业广告A和C。可以把广告数据再存贮在一个非易失性存储器(例如一个硬盘或磁光盘)上,以便在断电的情况下无需再下装广告数据。此外,可以设计游戏系统,以便每当执行游戏的时候,或执行游戏的每个新的一天(或星期等),或每当打开系统的时候,或在任何其它所需的时间段,都能下装更新广告数据。然后,以和前面参照图8说明过的相似的方式执行游戏程序。
图11是表示通过多条传输线与主计算机54(即游戏服务供给装置)相连的多个游戏系统56、58、60......的示意图。显然由于游戏程序的主程序M最多只向每个游戏系统下装一次,并由于广告数据或广告选择码具有相对较少的数据量,所以其传输相当短暂,以使传输系统一般都能够服务于相当大数量的家庭游戏体系。
在上面每一个讨论的实施例中,商业广告有规律地被更新,以使从这样的广告得到的收益能有明显地增加。此外,由于和一个游戏程序中的数据量相比,向一个游戏系统下装的广告数据的量相对较少,所以,下装时间相对较短。还有,使用图9所示的游戏系统下装更新的广告数据的方式,对于这样的游戏系统的使用者来说很直观。
虽然结合本发明的最佳实施例已经具体表示和说明了本发明,但是本领域的普通技术人员应该很容易地知道,在不离开本发明的主题和范围的情况下可以作出各种改变。例如,虽然已经把本发明描述成是从4个广告中选择两个商业广告进行显示,但是本发明不限于这些广告数量,而是可以应用到在特定游戏的执行期间显示数量相当大(例如为20个)广告的游戏程序。
作为另一个例子,虽然本发明涉及的是家庭游戏系统,但是本发明并不仅限于家庭,而是可以广泛地应用于其它场合,包括游戏廊和公司。
因此,权利要求书是要被解释成包括这里所表述的实施例,上述的替换例和所有的等同物。
Claims (5)
1、一种游戏机系统,其特征在于包括:
存储装置,用于存储程序,该程序具有由有关执行游戏的程序的固定数据和可从外部更新的用于广告的可变数据所构成的数据结构;
控制装置,从该存储装置中读出所述固定数据后启动所述程序,并按照所述程序规定的顺序进行所述游戏;以及
更新装置,对所述用于广告的可变数据进行更新,
其中,在进行所述游戏的同时,所述控制装置读出所述用于广告的可变数据,从而将对应于所述用于广告的可变数据的显示作为规定的游戏画面内的一部分进行显示,
并在所述更新装置对所述用于广告的可变数据进行更新之后,将对应于更新后的该用于广告的可变数据的显示作为所述规定的游戏画面内的一部分进行显示。
2、根据权利要求1所述的游戏机系统,其特征在于,
将所述固定数据存储到盘介质中,所述更新装置通过通信线路接收并更新与所述程序的识别数据对应的所述用于广告的可变数据。
3、一种游戏机系统的控制方法,其特征在于包括下列步骤:
将程序存储在存储装置中,该程序具有由有关执行游戏的程序的固定数据和可从外部更新的用于广告的可变数据所构成的数据结构;
从该存储装置中读出所述固定数据从而启动所述程序,并按照所述程序规定的顺序进行所述游戏;
在进行所述游戏的同时,读出所述用于广告的可变数据,从而将对应于所述用于广告的可变数据的显示作为规定的游戏画面内的一部分进行显示;
在对所述用于广告的可变数据进行更新之后,将对应于更新后的该用于广告的可变数据的显示作为所述规定的游戏画面内的一部分进行显示。
4、根据权利要求3所述的游戏机系统的控制方法,其特征在于,通过通信线路接收并更新与所述程序的识别数据对应的所述用于广告的可变数据。
5、根据权利要求4所述的游戏机系统的控制方法,其特征在于,只要不通过通信线路接收并更新与所述程序的识别数据对应的所述用于广告的可变数据,就不执行所述程序。
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CNA2008100046480A Pending CN101221603A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CNA2008100046461A Pending CN101221601A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CNA2008100046476A Pending CN101221602A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CN96111020A Pending CN1147654A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CNA2008102137450A Pending CN101362024A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CN2008102137446A Expired - Lifetime CN101362023B (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
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CNA2008100046480A Pending CN101221603A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CNA2008100046461A Pending CN101221601A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CNA2008100046476A Pending CN101221602A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CN96111020A Pending CN1147654A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
CNA2008102137450A Pending CN101362024A (zh) | 1995-06-30 | 1996-06-30 | 执行其中具有广告的游戏程序的装置和方法 |
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US (5) | US5946664A (zh) |
EP (5) | EP1589465A3 (zh) |
JP (1) | JP4040117B2 (zh) |
CN (6) | CN101221603A (zh) |
AT (1) | ATE478390T1 (zh) |
AU (1) | AU708434B2 (zh) |
BR (1) | BR9602947A (zh) |
CA (1) | CA2179874C (zh) |
DE (1) | DE69638238D1 (zh) |
MY (1) | MY120890A (zh) |
SG (1) | SG42423A1 (zh) |
TW (1) | TW302457B (zh) |
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- 1996-06-27 MY MYPI9602629 patent/MY120890A/en unknown
- 1996-06-28 AU AU56239/96A patent/AU708434B2/en not_active Expired
- 1996-06-29 SG SG1996010185A patent/SG42423A1/en unknown
- 1996-06-30 CN CNA2008100046480A patent/CN101221603A/zh active Pending
- 1996-06-30 CN CNA2008100046461A patent/CN101221601A/zh active Pending
- 1996-06-30 CN CNA2008100046476A patent/CN101221602A/zh active Pending
- 1996-06-30 CN CN96111020A patent/CN1147654A/zh active Pending
- 1996-06-30 CN CNA2008102137450A patent/CN101362024A/zh active Pending
- 1996-06-30 CN CN2008102137446A patent/CN101362023B/zh not_active Expired - Lifetime
- 1996-07-01 BR BR9602947A patent/BR9602947A/pt not_active Application Discontinuation
-
2001
- 2001-12-06 US US10/007,522 patent/US6882978B2/en not_active Expired - Fee Related
-
2003
- 2003-08-11 US US10/638,704 patent/US20040111317A1/en not_active Abandoned
-
2004
- 2004-05-28 US US10/856,913 patent/US7379892B2/en not_active Expired - Fee Related
-
2005
- 2005-03-21 US US11/085,675 patent/US7085733B2/en not_active Expired - Fee Related
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2141907A (en) * | 1983-06-02 | 1985-01-03 | Michael Gilmore | Video games with advertising facility |
US5083271A (en) * | 1984-06-27 | 1992-01-21 | John A. Klayh | Tournament data system with game score communication between remote player terminal and central computer |
US5305195A (en) * | 1992-03-25 | 1994-04-19 | Gerald Singer | Interactive advertising system for on-line terminals |
WO1993022017A1 (en) * | 1992-05-02 | 1993-11-11 | Donald George Smith | Apparatus for video games and advertising sequences |
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