WO2002001461A2 - An interactive game used as an advertising vehicle - Google Patents

An interactive game used as an advertising vehicle Download PDF

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Publication number
WO2002001461A2
WO2002001461A2 PCT/US2001/020173 US0120173W WO0201461A2 WO 2002001461 A2 WO2002001461 A2 WO 2002001461A2 US 0120173 W US0120173 W US 0120173W WO 0201461 A2 WO0201461 A2 WO 0201461A2
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WO
WIPO (PCT)
Prior art keywords
game
messages
player
displaying
web
Prior art date
Application number
PCT/US2001/020173
Other languages
French (fr)
Inventor
Courtland Shakespeare
Peter Faulisi
Original Assignee
Protostorm.Com Llc
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 Protostorm.Com Llc filed Critical Protostorm.Com Llc
Priority to AU2001270141A priority Critical patent/AU2001270141A1/en
Publication of WO2002001461A2 publication Critical patent/WO2002001461A2/en

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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • 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

  • the Accept Assignment button 258 (shown in Fig. 2D) on Task Manager 208 is a global mode for the game.
  • the assignment selected from the Task Manager Assignments directory 250 establishes the current mission. Which mission the player selects is governed by what SecLev they have achieved and what other missions they have successfully accomplished or concluded.
  • the SecLev (security level) technique is one way of maintaining player access that is not specifically related to an assignment.
  • There are particular Easter eggs players will find which can affect their SecLev value.
  • the levels are not so much levels, because the game does not necessarily get harder. This is more like a TV show that is supposed to stay consistently interesting. It should not necessarily get progressively more challenging. It should just stay entertaining. As the story progresses, the game will likely become more complex in the sense of viewers becoming more aware of character development in a popular TV show like The X-Files, but that will be story-based more than game level-based.
  • FIG. 6 illustrates the steps required for the player to complete a mission.
  • Each Scan Utility used in 604 is actually one element in the technique of driving the player to the correct Web page to find the results required to complete a mission. If the player enables the correct scan utilities and initiate the correct scan utilities on the correct page on the ITF 212, then the correct results are stored in the Memory Registers 280. The Memory Registers 280 can be examined and manipulated on Access Manager (ACC) 216. These results can then be processed and decoded on the LAB 214. Therefore, the Scan Utility has several parts. It has a name and description that appears on the Utilities Manager 210. It also has a button icon that appears in the Bank 262 (Fig.
  • Figure 7 illustrates how processing works in the Deciphering LAB 214.
  • an ENDEC 279 is chosen 702, the screen is mostly blank except for the menu at the top of the screen.
  • An ENDEC 279 is a process or application that virtually runs on its own outside of the game engine. Each ENDEC 279 has its own user interface screen featuring text fields, buttons and whatever functionality is required according to its purpose.
  • An ENDEC 279 is used to encode or decode information captured in the ITF 212, but it can also be used independently of the game. This is intended for the player's private entertainment. Within the game, the player is required to have located the correct data from the ITF 212 for processing in the Deciphering LAB 214.
  • the Memory Registers 280 can be selected by a drag-and-drop technique. The user just clicks on the icon of any Memory Register 280 and then drags the icon into one of the ENDECs data entry fields.
  • the data could be graphical, audio, video, or text or any format. It is up to the player to figure out what data goes in what window of what ENDEC 279. Once the data is in place, there are many sequences of processing available. These are the tools for decoding secret messages. The fact that players can create their own secret messages and send them to others is one of the extra benefits of these programs.

Description

AN INTERACTIVE GAME USED AS AN ADVERTISING VEHICLE
TECHNICAL FIELD
This invention relates to games particularly games used to promote a sponsor, or goods or services provided by a sponsor. It is interactive and may be played over a communications network or on a fixed medium. Typically it is played over the Internet on the World Wide Web (Web).
BACKGROUND ART
Paid advertising has been used in various media industries such as motion pictures, TV, radio, magazines and newspapers. The method used in TV and radio is interruptive by delaying entertainment content in order to play commercial content. The method used in motion pictures is to place identifiable packaging or brands in the scenes. Advertising in print medium uses the insertion technique of placing advertising content within editorial or news pages. From the advertisers' point of view, the more viewers a TV or radio program can claim for an audience the more desirable the venue, hi contrast, Internet viewing does not broadcast content in the same manner. The content resides on a server or host and is available on demand or as a banner ad on a Web page. Advertiser content on Web sites often emulates the insertion techniques of the print medium by placing ads within or adjacent to the Web page. There is no direct way to see if the viewer has read the advertising material.
Motion Picture advertising is measurable by the response to it. For example, in the film "ET" the featured product "Reeses Pieces" had an enormous effect on sales of the candy. The results were measurable and attributable to association with a highly successful movie.
Highly sophisticated games provided over the Internet usually charge a fee for play. Advertising in Internet games usually use banner ads and have the same question of viewing as do other Internet advertising. Web based incentives systems may use games to draw attention to a site as is disclosed in U.S. Patent Number 6,061,660 to Eggleston. And promotional material may be displayed in on-line interactive games that integrate advertising into signs and billboards that appear in the game such as in auto racing games as disclosed in U.S. Patent Number 5,933,811 to Angels et al. And an incentive to award prizes or coupons upon the wim ng at a game of chance to draw attention to sponsors is disclosed in U.S. Patent Number 5,551,692 to Pettit et al. And online games that give the winner awards based upon winning at the games are disclosed in U.S. Patent Number 5,791,991 to Small and U.S. Patent Number 5,823,879 to Goldberg et al.
The current methods of Web advertising are getting stale and are beginning to fail. Banner ads have too low a conversion rate. The Web needs another advertising vehicle. Looking back to the early days of television viewing was free. Advertisers who wanted to show their wares and brands to the captive audience paid for programming content. The Web is similar. It provides free entertainment and provides better conversion rates to Web advertisers.
The challenge is to engage the Web audience in ways that attract their attention to the sponsor's advertising. Accordingly, it is a goal of the present invention to create a unique interactive experience that is both fun and ensures that the sponsor's message is read in a way to engage the game player.
DISCLOSURE OF THE INVENTION
The GRID 1M (Global Relational Infrastructure Dynamic) game of the invention surpasses the effectiveness of the aforementioned examples of advertising. By incorporating Brand advertising, commercial products or services content within an interactive game played over the Internet it engages the player in a fun experience but one that delivers the advertising message. The cost of entertainment is paid for by the advertiser as in radio and TV but the message delivery is more effective since the viewer must read the message to play the game. Web sites carrying advertising mostly base their billing for advertising on clicks or impressions and report polls of conversions in order to justify their rates. For the most part, rates are based on CPM (clicks per thousand) and the competitive rate cards are reported by places like Media Metrix. The current invention has an important feature that is an improvement over prior methods of advertising revenue models. The sponsors' message is embedded in the game play. The player has to view and respond to the embedded message by analyzing it for clues to solve the mission. This is called interactive required viewing (IRV).
The GRID is also an access engine. Instead of searching for sites or sifting through inaccurate URLs, every link on the GRID goes to a guaranteed (paid for) site. Not only is all content current and up to date, but the game is practically alive. It has no beginning or end. It is as ongoing as a soap opera, but as contemporary as "The X- Files." The GRID is continuously updated and customized. The game maybe customized based on the player's ability and preferences, as well as the sponsors marketing programs. The system has the ability to embed messages from any site on a daily or even hourly basis. If the sponsor has a special message, the system can direct people to it. This provides a contemporary and compelling feeling. It is an object of this invention to create a game played over a communication network that draws players to it that incorporates sponsors brands and advertising as part of the game content.
It is yet another object of this invention to create incentives to advance in the game play to higher levels using sponsors content and brands as part of the play. It is still another object of this invention to retain player's participation in the game by advancing them up levels of difficulty in play whilst using sponsors advertising and brands in the game.
And it is another object of this invention to retain players' attention by increasing the rewards to them as they move up the level of difficulty in game play whilst exposing them to sponsor's advertising and brands in the games. It is an object of this invention to create a game that mimics an intelligence operation that ferrets out uses and users of communications networks such as the World Wide Web to communicate information used offensively in a simulated hostile operation using sponsors' advertising and brands as vehicles for message content.
It is yet another object of this invention to create a game based on an intelligence paradigm of intercepting hostile communications over a communications network such as the Web that are embedded in benign sponsor advertising and brand information.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 is the opening screen of the GRID game directing the player to logon. Figure 1A is a schematic diagram of the login process. Figure 2 is a schematic diagram interrelating display screens. Figure 2A is the OPS screen for managing the game session. Figure 2B is the GRID Mail screen for messages to the player of gaming information. Figure 2C is the Library screen for referencing material used in the game or for educational material.
Figure 2D is the Task Manager screen for managing game play. Figure 2E is the In The Field screen for working a game solution. Figure 2F is the Utilities Manger screen for presenting and managing the tools available to play the game.
Figure 2G is the Access Manager's screen to control the player's access to the game. Figure 2H is the Lab/METALOG screen where encryption and decryption of message is displayed and managed. Figure 21 is the OPS page menu schematic.
Figure 2J is a schematic of the interrelationship of the OPS page menu. Figure 3 is a schematic diagram of the sequence of the game allowing for higher player access.
Figure 4 is a schematic diagram of the sequence of the accessing the OPS page to the LAB screen in a player's training mission. Figure 5 is a schematic of the database of the tools available to the player to play this game.
Figure 6 is a schematic of the steps for a player to complete a mission.
Figure 7 is a schematic of the process in the deciphering Lab.
Figure 8 is a schematic of the ENDEC/METALOG deciphering process.
Figure 9 is a screen display of the Deciphering Lab with fields for ENDECS and
Memory Registers.
BEST MODE FOR CARRYING OUT THE INVENTION
The GRID (Global Relational Infrastructure Dynamic) simulates a secret intelligence network with a completely new set of Internet tools and protocols. It presents unique tools with a scientific character that mimics a high technology communications environment with animations and data presentations to simulate the experience of an intercept operator working for a secret federal agency. It is purely entertainment playing on the fantasy of an intelligence game.
The game provides assignments to users known as missions. Successful completion of a mission results in an award to the player. For example, in one embodiment, it instructs the player that he is one the trail of a group of unidentified Internet crackers who are methodically using the Web to plan a conspiracy to either overthrow established authorities or drain funds illegally from financial institutions. The out-come of the game varies for each player depending on his choices and updates to the game.
Another game scenario is a conspiracy discovered when a high-end Web master notices encrypted anomalies on high-end Web sites. Attempts to decipher these anomalies reveal suspicious data pointing to ever deepening protected information. The analysis points to communications in a highly suspicious manner by unknown individuals using the Web to share plans and pass data secretly between sites all over the world. It is the assignment of the Agency Intercept Operator (player) to investigate these anomalies and determine the plans of the conspirators and track them to prevent them from doing harm.
Sponsor's sites appear in the GRID'S main text interface window. Users may link to the actual Web site. The sponsors do not have to load any special files or data on their site. The system simply uses their existing content to create ciphers or what appear to be ciphers that are decoded.
The game involves operating a suite of deciphering programs as users search the Web looking for encrypted anomalies hidden (or obscured) at other participating sites. Players run scans and collect data that may be encrypted and stored it in memory registers. The techniques of encryption used in the invention go back thousands of years and many can still be used in the modern electronic world. The GRID uses potentially hundreds of schemes for crypto analysis to decode data from all kinds of futuristic fantasy applications interfaces including those from the latest science fiction movies.
Referring to Figure 1, shown is the opening page for the game where the player logs on 102. If entering the game for the first time the player Applies for Agent ID 104. The player is next directed to a registration screen not shown and further described in Figure 1 A. After registering and obtaining his ID and password he enters this information at Agent ID 105 and Passkey 107 and then clicks on the Request Authorization Button 108. If the information is correct the player proceeds as further described in Figure 1 A. h the drawings, FIG. 1A is a block diagram of the initial sequence used by a game player to enter the site. The player first accesses the site and sees a secure Login screen (102). This is the first screen any potential user/player sees upon arrival at the GRID Web site. If entering for the first time, the player sees displayed an option for a first time player and selects Apply for an Agent ID 104 to begin. The player is next directed to go to a screen 106 to enter his registration information. At the registration screen 106 the player enters a legitimate e-mail address. A unique User ID and password is then sent to that e-mail address automatically. The player also enters the city and state of residence and his age. This information is stored as part of the user's profile in the game engine database.
There are four text fields on 106 for the player to enter this information. The only field that is critical is the e-mail address. This has to be a legitimate e-mail address in order to send a User ID and Password to the public. Without the LD and Password the player does not have access to the game. This also initiates the creation of a unique user table in the game database. Along with storing the user's e-mail address, the entry has a geographic location for the user with the city and state. It also has a record of the user's age. Once the player starts interacting with the game by reading G-mails, going to the Library and reading critical documents, accepting an assignment and all the activities of playing the game described below, these activities are stored in the user's unique table that keeps track of the player's progress. The latest information is known as the current session. This is how a player can log back on or return to the game and pick up where he left off. The player does not need to start all over again from the beginning.
The player obtains a user ID and password from his standard e-mail and returns to Secure Login Screen 102. The player enters his ID and password in the text fields provided and clicks on the Request Authorization button 108. If the information is correct the new player goes to Pysch Evaluation 110 and checks off multiple-choice questions. Upon completion, the player proceeds to the training mission and orientation screen 112 (see FIG. 2).
After entering user ID and Password at Login screen 102 and Requesting Authorization (108), if the information is correct, the returning player goes to the Resume Current Assignment screen 114 and resumes playing the game on the mission established in the last session.
As shown in FIG. 2, the player arrives at the Main Page 202 called "OPS" whether they are new or returning. The OPS Page 202 includes a menu for linking to other screens (see FIG. 2A). It also features floating sub-windows displaying Flashcast, GRIDwire, Assignments, Flashpoints, Satellites, G-mail and a news scrolling marquee (as supplied by a news wire service). The Flashcast window is for alerting players to urgent news. The GRIDwire is editorial content with a specific accent on information relating to The GRID.
The GRID is an invented colloquialism for the game environment in which both players and the invented characters within the game operate. Similar to calling the outside world "the street," the GRID is the electronic espionage world featuring an array of applications, tools and utilities, which the fictitious Agents (who are actually the players) use to solve missions and complete assignments. While it is also an acronym for the phrase Global Relational hifrastructure Dynamic the GRID is a catchword for all activities and all aspects of the game. Hence the names that appears on pages such as GML (204) where players read their G-mail (an abbreviation of GRIDMail) or the GRIDwire window on the OPS page. The GRIDwire displays current events directly related to network intelligence and the covert world of electronic espionage.
The NIA or Network Intelligence Agency is an invention for the game. Due to the quick and enormous growth in the need for secure communication and the correspondingly amazing growth of the Internet, both the CIA and NSA heavily canvass college campuses and advertise to recruit agents to handle the increased volume of electronic network intelligence. One can imagine that there could be a new agency whose specific area of expertise and concentration would be network security and counterintelligence. That is the origin of the name. Meanwhile, the game has a fictitious NIA staff of characters including their social and family backgrounds along with the office environment in which they would work. This includes where the building might be geographically located along with seating plans and desk assignments and all the normal inter-office communications one might see in any other office building. As the story goes within the game, the Agency has opened its doors to the public in order to get help with the incredible amount of work that needs to be done. This is a less covert kind of Agency. Its mandate is still on the side of political well being, but there is also a commercial side to it, because a large amount of business is now being conducted on the Web and such business can only increase. It is logical to assume, therefore, that misuse will also increase and any protective agency would want to defend both the public and the commercial side of electronic commerce in any form. This also allows the game developers to provide a means of incentive to the player. If the player helps the networks by solving missions, then the player should be rewarded. The Agency sends a variety of rewards in many different forms as the game progresses. This may include discount coupons to particular sponsor products or items such as tickets to shows or even checks or cash equivalent. Valuable prizes ranging from small electronic appliances to automobiles could be sent to successful candidates. Specific items will be determined at a later time.
The Agency is the connection between the player and the authors of the game Web site. A direct connection is required for reasons stated above. There is no actual physical Agency. It is a construct of the developers of the game. When the player Uploads Results 802 to the Agency as later seen in Figs. 2H and 8, the player is actually sending data to the game engine server. If the correct date string is identified in the message, a rule-based logic in the game engine determines if the player has actually completed an assignment. This is explained in more detail in the discussion of the LAB (as shown in Figure 7) as it is called in the game.
Referring to Figure 2A, the OPS screen 202 incorporates several different kinds of interactive features. There is the main navigation menu across the top. Below that there is a row of toggle buttons that turn on and off the individual floating windows for Gmail 218, Headlines 220, FlashCast 222, GRIDWire 224 and Assignments 226. The Gmail window 218 is a small window in the upper left that indicates if the player has any messages waiting to be read. If there are messages, the player can click directly on the link within the window to go the InBox on GML (204). The Headlines window is the scrolling marquee from the news wire feed from Associated Press. The FlashCast window contains emergency or flash messages that require the player's immediate attention. The message can be in any electronic media format. The GRIDWire window 225 contains news as it specifically relates to the NIA or the GRID or secure electronic communication over the network. This is more specific to the game in contrast to the more general news reported in the Headlines window. The Assignments window 227 indicates Web site addresses (URLs) associated with the player's current assignment (described below in Fig. 3).
Along the bottom of the screen is another smaller row of toggle buttons that open or close the Map Zoom window 228, the Sat Trak feature 230 or the FlashPoints 232. The Map Zoom window 228 is a smaller, Latitude/Longitude sub-window 229 in the lower left that displays a larger view of the geography seen under the cursor/mouse position on the screen. It also displays Longitude and Latitude of the cursor position as it relates to the World Map 234. The Sat Trak toggle switch 230 turns on or off the satellites currently available to display images in the SatWindow. The satellites are depicted with both an orbit path and a hot spot button to click on. The FlashPoints toggle switch 232 turns on the indicators of current emergency locations on the map 236. Once the FlashPoints 232 is activated, an animated button appears on the map. If the player clicks on the animated button, information or data associated with that area or story appear in the Map Details window 238. The Map Details window 238 automatically opens when a FlashPoint 232 is selected and clicked to become active.
Referring to Figure 2B, in the case of the training mission, the player begins at OPS page 202 (as shown in Figure 2A) and is notified there is a G-mail message to be read. If the player goes to other screens, an alert box will appear to tell the player to read the G-mail message first. The player goes to the G-Mail screen 204 that has interactive mail features such as Folders/Directories 240, Contact lists 242, Inbox 244 and Sent Mail 246. Information such as time received, subject and who sent each message is displayed. The first message 248 is from the Agency (NIA). The message welcomes the player and suggests proceeding to the Library (LBR) 206 (as shown in Figure 2C) to read the document entitled Orientation. The document provides an overview of the NIA and the idea behind the game's underlying concept of network security and Web espionage. The directories of information contained in LBR 206 are available at all times and serve as the reference and resource area for all content within the GRID. As described above, the GRID is a generic term for the environment of the game. As an electronic array of applications, tools, and utilities as well as the world of the NIA, its fictional staff and the Web site and all the players of the game, the GRID requires a lot of explaining. THE LBR 206 is where the articles of explanation can be found. These articles are written as story lines and incorporated into the game. The articles also contain directions to follow and passwords to other areas.
Referring to Figure 2A, one particular document advises the player to continue to TSK or Task Manager (208) (as shown in Figure 2D) to accept the training assignment. This is to familiarize the player with the sequence of preparation for going h The Field 212 (as shown in Figure 2E). Task Manager 208 contains the directory list of assignments 250 in order by dossier number. In the training mission all but one of the assignments are categorized as inactive. This is because the new player, as yet, does not have the appropriate Security Clearance (SecLev) to accept any other assignment than the training mission. Meanwhile, once the mission is selected, its title can be seen in the Detail window 252 in Task Manager 208. Likewise in task Manager 208 Web locations associated with the mission appear in the URLs window 227 and a description of the mission appears in the Briefing window 254. Clicking on any one of the URLs calls up a thumbnail graphic of the appropriate page in the top right comer of the screen 256. Beneath the thumbnail image is the Accept Assignment button 258. By clicking here the player is committed to the selected mission. In this particular case, it is the Training Mission. On subsequent visits, the player is able to select other assignments and the Accept button 258 functions exactly the same way. This establishes the parameters of any particular mission by coordinating URLs 227 with assignments 258.
Referring to Figure 2F, establishing the parameters of the mission has a visible benefit as further described. But first the player needs to configure Scan Utilities and Diversion Utilities. This is done at utilities manager 210. The Utilities Manager 210 features the current and available tools to take to In The Field (ITF) 212. A description of each tool's functionality appears on screen in the information text windows for Diversion Utilities 260 and Scans 261. The information in the window changes depending on which Scan Utility is selected. A Scan Utility is selected simply by clicking the mouse on its icon in the Scan Utilities Bank 262. The Scan Utilities in the UTL 210 can be selected and added to the ITF Enabled list. Only five scan utilities from Scan Utility Bank 262 can be taken at any one time. Each Scan Utility from Scan Utility Bank 262 can be added or removed from the list, but once a scan is enabled it will appear in the ITF screen 212 in the Control Panel 278 (Figure 2E) when the player gets there. An animated mini version of the scan graphics appears in the Scan Process window 264 below the status switch 266. The Status Switch 266 is composed of three parts. Once a Scan is selected by clicking on its icon, the same icon appears in the little Util Status window 266 to the right of the Scan Bank 262. When either the Remove button 268 or Enable button 270 is clicked the same scan icon will either be added to the ITF Enabled list 263 or removed. The Enabled list indicates which scans will be available on the ITF screen 212. The Diversion Utilities 272 are tools for camouflaging the player's activities in the ITF screen 212 and will be required as appropriate measures in subsequent missions. Turning it on enables a Diversion Utility 272. Any number or combination of Diversion Utilities 272 can be enabled. Whether a Diversion Utility 272 is on or off is indicated visually by darkening the Utility window 273-1 through 273-5. A smaller version of each Diversion Utility appears at the bottom of 212. Any or all Diversion Utilities can be turned on or off in either 210 or 212. On the ITF screen 212, Each Diversion Utility window 272 pops up enlarged so the player can click on the on or off buttons. There is a minimize button which makes the larger DU window close and the smaller version indicate the player's choice. The precise selection or combination of both scan tools and Diversion Utilities 210 is important to each individual assignment as the game authors establish them. In the training mission, for example, the players select the STEXT, DTEXT and PICRLP scans and the DECOY GENERATOR Diversion Utility. The results of these scans will be discussed below.
Referring to Figure 2E, once the utilities are enabled and the player goes to ITF 212, the player can pick any URL from the Coordinates palette 227. Any part of the sponsor's Web page can be examined by dragging the viewable area selector 274 around in the Navigator palette 275. These make use of Action Scripts available in version 5 of Macromedia's Flash software. Creating floating, semi-transparent and draggable interactive palettes are made possible on a Web page with this authoring program. This unique feature allows text and graphic overlays presenting information on both the underlying and overlaid screens.
At the ITF screen 212 the main part of the screen is used to display the Web page under investigation 276. There are also two floating palettes 227, 275 that are semi-transparent that can be dragged around on the screen and placed anywhere the player wishes. This is to prevent any part of the target page from being obscured. It should also be noted that the proportions of the Web page could be accommodated because of the Navigator palette 275. The Navigator palette 275 shows what area of the Web page is being displayed in the browser window. The Navigator marquee 274 designates the area. Using a mouse, this marquee 274 can be dragged around within the Navigator window 275. Portions of the page in the browser window scrolls in accordance. The second palette displays the URL locations in the Coordinates window 227. By clicking on any of these URLs, the page appears in the browser window. Using this Coordinate palette 227 accommodates the player's need to switch back and forth between Web pages without using traditional Web browser navigation tools. At the bottom of the ITF screen 212 the Scan and Diversion Utilities Control Panel 278 can be seen. Clicking on one of the Scan Tools on the Utilities Control Panel launches the Utility program enabled on 210 and appearing in the ITF list 263 as shown in Figure 2F. The same scan utilities from the ITF list 263 now appear in the control panel 278 on ITF 212τ as shown in Figure 2F. An animation is displayed to illustrate the scanning process.
Referring to Figure 2G, a results window appears afterwards to advise if any
unusual data was discovered by the scan tools. If data is discovered, it is stored in a
Memory Register 280 and the time and location is stored with the data. This information can be accessed at the Access Manager 216.
The numbers inside the squares of the Memory Registers window 280 represent 16 buffers that hold data captured from a web page shown on ITF 212 Figure 2E). When the player clicks on one of the numbers or buffer buttons, the square becomes highlighted. To the right of the buffer buttons is descriptive text indicating where the contents of the buffer or the Memory Register 280 was derived. This is indicated by a tti URL and the dale and time of the scan. This is how the player can see what data is available to take to the LAB 214 for processing as subsequently shown in Figure 2H. The actual data captured from the scan cannot be seen. Only the ttri URL and time can be displayed. The player can select two Registers and switch or swap Ihem. This gives the player the ability to order or sequence the data as they wish. There is also a delete button so the player can remove data from a Memory Register 280 as desired.
Once the player has data stored that can be analyzed and processed, the player can go to the Deciphering LAB 214, shown in Fig. 2H. The Deciphering LAB 214 contains a directory of ENDECs 279 (that stands for Encode/Decode utilities). Each ENDEC 279 has its own graphical user interface. All ENDECs 279 can access the data from the Memory Registers. A drag-and-drop interface is used. The Memory Register palette 280 depicts 16 separate registers or chunks of generic unformatted data. At this point the player has no idea what the data is or how it can be deciphered. This is part of working it out and solving the problems or tasks posed by the game.
The LAB screen 214 is a shell for the ENDEC programs. The ENDEC palette 279 extends or appears on the screen in order for the player to select an ENDEC 279 to run. The example shows the user interface of the Metalog ENDEC 279 As shown on Figure 8 The second palette on the LAB screen is the Memory Registers 280 or MemRegs menu. The palette extends and appears on top of the other graphics of the screen in order for the player to click and drag a MemReg icon (00 through 15) over a data field. This drag and drop method keeps the player activity very visual and keeps the interactivity directed by simple mouse movements.
Referring to Figure 2H, reference text may be stored from a scan or copied from anywhere. The Memory Registers 280 is a graphical depiction of computer memory buffers. Just as any computer allows the user to copy and paste text by using memory devoted to that activity, there is only one memory buffer available for this. Every time the user copies some text, it overwrites what was previously in memory, h the GRID players have 16 memory buffers that are more static and do not allow overwriting to take place. The MemRegs 280 is not an actual memory buffers. What actually take place when a player apparently stores results of a scan to a MemReg 280 are modifications in the player's individual database table. As described below, if all conditions are met for the player to get the correct results on ITF 212, the data required for the correct results, according to the mission, will be available when the player goes to the LAB 214. The player has to enable the required Scan Utilities and Diversion Utilities 210 and go to the required Web page and run the required scans. Then on the LAB screen 214 the player must place the required data in the correct fields in order to decode it. The ENDECs 279 in the LAB actually process data, which is why the ENDECs 279 can be used to encode or decode data that is not derived from the game. The data derived from the game is made available when the player performs the required actions as configured by the authors of the game. The exact technique of this is not visible to the player. So long as the reference text sited for the MetaLog program is precisely the same for sender and receiver, any text can be used. So long as there is reference text that contains all the characters to be used in a Clear Text message, the user can enter a message and then click on Encode. A numeric, encrypted message will appear in the Code window 281. This encrypted text can be copied and pasted into any text document whether in the game or not. For instance it could be used in private communications. The ENDECs 279 supplied in the LAB deciphering function 214 produce text that can be copied and pasted into any application including anyone's standard e-mail program. Such secret messages are not actually strong encryption, but for the sake of a game played by people who have no professional experience in secret communication, this will suffice. What we have supplied here is a simple graphical user interface to some moderately sophisticated encryption techniques.
Still referring to Figure 2H, if the player succeeds in identifying the correct data stored in Memory Registers from using the correct Scan Utilities 210 and processes such data in the LAB 214 with the appropriate ENDEC 279, the results will appear as Clear Text. Such information should be uploaded to the NIA. The player should then check Ms G-mail 204 for the NLA's response. If the player has succeeded there will be a message of congratulations and potentially a reward or incentive notice can be sent to the player.
Referring to Figure 21 and 2J, the menu of links to Web pages within the game are shared by all pages. Referring to Figure 21 the OPS main page 202 is-connects to all others. The screen pages 204 -214 appear from left to right as they appear on the screen. Shown is an additional Access Manager function 216 available to direct the player to the Access Manager (shown in Fig. 2G). The most important function of this screen is to give the player some control over Memory Registers 280. By clicking on each register the player can see what site it came from and when (time and date). This is to aid the player in remembering what sites they have been to and what information they have to process in the LAB 214. The player can also delete the contents of any MemReg 280. This is because the MemRegs 280 is not capable of overwriting. A MemReg 280 must be clear in order to be used. Any MemRegs 280 can swap data. This gives the player the ability to order the information in the MemRegs 280 in any sequence they desire. An empty MemReg 280 can swap contents with a full MemReg 280. Each Register does not have to appear to contain data. The player's Agent ID is displayed in the Status window 283 along with the current security level achieved, current task and some network address coordinates. This information is mostly fictional for the purposes of suspension of disbelief. As a fictional environment, some of this screen is actually just for ornamentation. The Session Stats 284 window displays the time the player logged on, the amount of time the player has been connected to the server, the amount of data read and the transfer rate or average connection speed. This information relates to mission time in the game as opposed to real time outside the Web site (as seen in the upper right corner of the screen). There is also a FIND UTIL 285 for searching for other players as well as a PING UTJL 286 and a WHOIS UTIL 287. These mini-programs are provided for the player to get help from others or contribute to team play. The intention of these mini-programs is to make the player not feel alone in the game. The FIND utility 285 allows the player to enter someone else's ID and find out if that person is online in the game or when was the last time that person was logged on. The PING 286 utility is very similar to the ping function in DOS. It is used just to see if a device is up and running on the network. The WHOIS utility 287 is a way for the player to check on IDs of players or characters in the game. This will not be a secure or actual function that could compromise anyone's private information. It will mostly be available for fictional purposes of the game. There are also windows for the player's complete contact information for post office mail and telephone contact. The text fields are all editable and the content can be stored on our servers. Currently this is not required information. Settings such as volume and audio alerts can also be configured here. There are also multiple choices for identifying which video player is utilized for displaying compressed video or media. The type of connection to the Internet can also be manually set in the Settings window. The clock and calendar display can also be set between military or civilian time.
It should be noted that Ops Main Page Menu 202 as shown in Fig. 21 can be substituted by any screen in that illustration. Fig. 2J demonstrates how all the pages connect to each other by way of the shared menu. One important difference is that the selection of utilities on 210 is carried over to 212. The specific configuration of utilities is not maintained when the player links off of 212 to go to any other screen. If the player wants to return to 212 they will have to select or configure desired utilities on 210 all over again.
It should also be noted that the Accept Assignment button 258 (shown in Fig. 2D) on Task Manager 208 is a global mode for the game. The assignment selected from the Task Manager Assignments directory 250 establishes the current mission. Which mission the player selects is governed by what SecLev they have achieved and what other missions they have successfully accomplished or concluded.
Referring to Figure 3, the sequence illustrated demonstrates how the player has access to higher levels or missions within the game. With the completion of missions as they are indicated following successful uploading of results from the LAB 214 to the Agency, the player's SecLev (Security Level) increases. This allows players to go to the Task Manager 208 and have access to more assignments from the Directory. With greater challenges and higher levels, the correct selection of tools and utilities increases in difficulty. Subsequently, rewards and incentives become more valuable as well. This is more of a linear progression, because as a live site on the Web the content has to keep flowing. It is more like a current events site like CNN or MSNBC. If the GRID were a CD-ROM game there would be a lot more variables to account for and manage. With a CD-ROM game player's progress is kept as a dynamic file on his local machine (disc) and when the player saves a game, it writes the conditions or details of the variables to a file. Instead, the GRID database tables keep track of user sessions on a server at a remote location from the player. It is more of a checklist kind of environment. If a, b, c, d, are all true, then e is possible. Also the length of time of specific missions are available is limited, because the content is kept current for the sake of our sponsors. A player can't go back to an old page from a long time ago where there could be time-sensitive material or a page of a sponsor who is no longer involved. Players are kept as current possible. Upon a certain time and date, some missions will be removed whether the player has solved them or not. The SecLev (security level) technique is one way of maintaining player access that is not specifically related to an assignment. We can assign SecLev values to players through other means than just assignments completed. There are also variables such as mission time, both long and short. There are particular Easter eggs players will find which can affect their SecLev value. The levels are not so much levels, because the game does not necessarily get harder. This is more like a TV show that is supposed to stay consistently interesting. It should not necessarily get progressively more challenging. It should just stay entertaining. As the story progresses, the game will likely become more complex in the sense of viewers becoming more aware of character development in a popular TV show like The X-Files, but that will be story-based more than game level-based.
It is also important to note that because these screens are composed of graphics, text, programs and data files on the Internet, the content can be modified quickly and on a regular basis. The techniques and functionality remain the same, but the specific details of missions, URLs, scans, tools, ENDECs and messages can all change.
Referring to Figure 4, a typical progression from the Ops page 202 to the LAB process 214 in a Training Mission is illustrated. In a typical mission the player may want to check the GML page 204 regularly or the OPS page 202 to see if there are messages waiting to be read. Messages could be from other players or from the NIA.
Referring to Figure 2C, the player should spend as much time as possible studying the LBR files 206. The LBR 206 incorporates multiple directories. It includes REFDESK 288 information and resource files explaining terms used in the game, the NIA, historical documents and technical information about utilities and tools in the game. Scans and Diversion Utilities 210 are explained in detail below.
The LBR 206 contains four directories of reference documents. They are REFDESK 288, N- FILES 289, COMGLOSS 290 and G-CAL 291. The "N-FTLES" directory 289 contains stories as well as some puzzles and riddles mostly for amusement and entertainment purposes, but some of the earliest forms of secret writing are described here for the audience's interest.
The COMGLOSS directory 290 contains terms specific to the game and secure communication. The specialized language defined here turns up in messages and articles from the Agency.
The G-CAL directory 291 contains inner office memoranda of the fictional Network Intelligence Agency. Topics range from holiday schedules to flu shots and bridge clubs. As with all directories, the files can be arranged in order according to title, date or document header or title. The on-screen buttons used are situated at the top of the directory window. The content of each file is displayed in the text field in the lower half of the screen.
Figure 5 illustrates the list of tools available to the player. Configuring the Scan Utilities and Diversion Utilities on 210 is how the player selects or decides which tools will be appropriate to use on ITF 212. There will be many influences on the player's decision. Due to the limitation of only five (5) allowed Scan Utilities from Bank 502, the player should read the descriptive content of the Scan Info window. There are currently ten (10) scan utilities available in the Scan Utility Bank 502, but the actual scans themselves can change in future missions. The training mission makes use of two (2) of these Utilities. One captures data that will be used as reference text in the MetaLog ENDEC 279 on LAB 214. The second scan captures data that is used as the coded message that is decoded using the MetaLog ENDEC 279 when the correct reference text is in place.
Figure 6 illustrates the steps required for the player to complete a mission. Each Scan Utility used in 604 is actually one element in the technique of driving the player to the correct Web page to find the results required to complete a mission. If the player enables the correct scan utilities and initiate the correct scan utilities on the correct page on the ITF 212, then the correct results are stored in the Memory Registers 280. The Memory Registers 280 can be examined and manipulated on Access Manager (ACC) 216. These results can then be processed and decoded on the LAB 214. Therefore, the Scan Utility has several parts. It has a name and description that appears on the Utilities Manager 210. It also has a button icon that appears in the Bank 262 (Fig. 2F) as well as the Enabled list 263 when it is selected. The icon then appears on the Scan & Diversion Utilities Control Panel 278 at the bottom of the ITF 212 (Fig. 2E) and when clicked initiates the animation sequence indicating that the scan is running. This visual confirmation is for dramatic purposes only. What is important to the game engine is that the correct scan is selected and initiated on the correct page. If all the conditions are true, then results will become a true condition in terms of what Memory Registers can indicate. The fact that there are many variables is what is challenging about the game. Using multiple scans means that the player spends an increased amount of time examining the sponsor's Web page. This is important from the advertiser's point of view. It also gives the developer or author of the game mission control over how the player will interact with the game and what Web pages the player will see.
This is the most critical part of the marketing technique of the project, because this is where the advertising content appears in its most predominant role. Advertising content can appear in many other sections either mentioned in text or with graphics or logos included on other pages, but when the player goes to the ITF 212 almost the entire screen is used to display the sponsor's Web page 276.
The scans are designed specifically for data formats used on a computer on the Internet. There are various graphic formats used to store drawings and photos, but there are also many techniques for displaying graphics from individual pixels on a screen to the colors, bit depth, screen or device coordinates. This information can be used to represent encoded information. There are many techniques for embedding data in audio, video, text and programming code. Depicted is the conceptual framework of the scan utility descriptions and animations. Using a database structure to produce true or false conditions is how the game engine or program keeps track of the player's progress through the game.
The 16 Memory Registers 280 represent RAM caches. The player does not actually scan a page with a scanning program. The player enables and uses the correct configuration from the Utilities Configuration Scan 210 and the game engine produces a true value. To the player this is confirmed by a dialog requesting to Proceed and write results in a Memory Register. When the player clicks on the Proceed button, on alert screens not shown, the game engine knows what page the player was on and what time. This information can be seen on the Access Manager 216 at any time. As further described in Figure 8, the player can go to Access Manager 216 and examine, swap or delete any of the 16 Memory Registers. This is one way the player can keep track of what sites were visited and what information is available to take to the LAB 214 for processing.
Figure 7 illustrates how processing works in the Deciphering LAB 214. Until an ENDEC 279 is chosen 702, the screen is mostly blank except for the menu at the top of the screen. There can be any number of ENDECs. An ENDEC 279 is a process or application that virtually runs on its own outside of the game engine. Each ENDEC 279 has its own user interface screen featuring text fields, buttons and whatever functionality is required according to its purpose. An ENDEC 279 is used to encode or decode information captured in the ITF 212, but it can also be used independently of the game. This is intended for the player's private entertainment. Within the game, the player is required to have located the correct data from the ITF 212 for processing in the Deciphering LAB 214. If all the conditions are met and the results of the ENDEC 279 are correct, the player can upload such results to the Agency 706. This actually outputs a specific string that can be detected server side. If the game engine receives an upload from the LAB ENDEC and it is correct, it can notify the player by GML 204. At this time it can pass along any incentive to the player. The specific incentive is irrelevant. It can be anything. If the upload from the LAB ENDEC is incorrect, the player is notified also. The Upload button is critical as it represents what could potentially be the completion of a mission.
The Memory Registers 280 can be selected by a drag-and-drop technique. The user just clicks on the icon of any Memory Register 280 and then drags the icon into one of the ENDECs data entry fields. The data could be graphical, audio, video, or text or any format. It is up to the player to figure out what data goes in what window of what ENDEC 279. Once the data is in place, there are many sequences of processing available. These are the tools for decoding secret messages. The fact that players can create their own secret messages and send them to others is one of the extra benefits of these programs.
Figure 8 is a schematic diagram of the MetaLog ENDEC (279) from the Deciphering Lab 214. To illustrate how data from the ITF 212 is processed, this example shows how there are three data input windows for deciphered clear text 282, encrypted cipher text 281 and reference text 259. To do this correctly, the player should drag the appropriate data from a Memory Register 280. An ENDEC 279 takes over the entire LAB screen as shown on Figure 9. The list of ENDECs 279 appears on top of other graphics kind of like the coordinates palette in ITF into reference text area 259. This could be any reference text so long as the sender and receiver both share identical reference text. In the game, all players on a mission have the same reference text copied from a page on the ITF 212.
The player should also drag the appropriate data from a memory register 280 into encrypted cipher text 281. This is a block of numbers from a page on the ITF 212. If all the conditions are true and the player has the correct pieces in the correct windows, the player can click on the Decode button on LAB screen 214 and a message will appear in decipher clear text 282. In the case of the Training Mission the message will say Congratulations and also tell the player to use the Upload to Agency button as seen in the LAB screen 214 with the METALOG ENDEC 279 and to go back and check their G-mail 204. This will be the usual mode of completing early missions. The encoded messages may also be copied and pasted into an email as encrypted text 804.
Other LAB ENDECs have completely different functionality and, therefore, different user interface screens. What is critical here is the ENDECs 279 are various data processing mini-applications that can manipulate electronic data of any kind or format. There are many variables involved in getting the required data from the ITF 212 and in decoding messages in the Deciphering LAB 214. Wliether a player actually figures out all the variables alone or with help form others is of little consequence. In fact the game is designed to ensure as many players as possible succeed at all their accepted assignments. It is in the interest of the project for all players to proceed through all missions and observe all the advertising and marketing materials integrated in the game, hi this way we can supply our audience with an entertaining game that promotes our sponsors.

Claims

CLAIMSWe claim:
1. A method for advertising over a communications network having the steps of: scripting a game with one or more embedded messages, displaying said messages over a communications network, decrypting said messages, eliciting responses to said messages, and assigning rewards to responses to said messages.
2. The method of claim 1 having the further step of incorporating advertising in said messages.
3. The method of claim 1 and 2 having the further step of first encrypting said messages.
4. The method of claim 3 having the further step of using plain text as the basis for encrypting and decrypting said messages.
5. The method of claim 4 having the further step of sending encrypted messages to one or more terminals.
6. The method of claim 5 having the further step of displaying URLs linked to advertisers messages.
7. The method of claim 5 having the further step of increasing the complexity of the game after each success.
8. The method of claim 1 and 7 of having the further step of increasing the rewards in response to success at such game.
9. A method for advertising over a communications network having the steps of: scripting a game with one or more embedded messages containing an advertising message, encrypting said messages, displaying said messages over a communications network, decrypting said messages, eliciting responses to said messages, and assigning rewards to responses to said messages.
10. The method of claim 9 having the further step of increasing the complexity of said messages after each successful play of said game.
11. The method of claim 9 having the further step of connecting multiple players to said communication network for interactive messaging.
12. The method of claim 9 having the further step of accessing a library for reference material used to solve a challenge in said game.
13. The method of claim 9 having the further step of linking display screens in a game session.
14. A game comprising; a plain text message, an encryption algorithm, an encrypted portion of said message using said algorithm, a communications medium to present said message to a player, a decryption algoritlim, and a rule to determine correct responses to said decrypted message.
15. A game of claim 14 further comprising embedded advertising in said plain text message.
16. A game of claim 14 further comprising an electronic communications medium.
17. A game of claim 16 further comprising display screen links to URLs for displaying messages.
18. A game of claim 14 and 15 further comprising rewards to players for correct responses.
19. A game of claim 18 further comprising a rule to increase rewards with increased success in playing the game.
20. A game of claim 16 further comprising communications means to connect one player to the other.
21. A system for playing a game over a communications network comprising: a host, a rule based game residing in said host, encryption/decryption algorithm residing in said communications network, plain text messages generated by said game a portion of wliich are encrypted by said encryption algorithm, communication links to said host for displaying said plain text message, one or more memory registers for storing gaming information, and inputs to said game in response to said encrypted messages.
22. The system of claim 21 further comprising a rule in said game to increase its complexity after each successful play.
23. The system of claim 21 and 22 further comprising a reward for successful game play.
24. The system of claim 21 further comprising communication links to URLs for displaying information for use by game players.
25. The system of claim 21 further comprising a protocol for communications between one or more portals on said communications network of encrypted messages.
26. A method of connecting interlinking web pages in an online game played over a telecommunications network to allow switching between web pages in a single session having the steps of: displaying one or more Web site URLs on a web page, linking said URLs to a related Web page, toggling between Web pages, and displaying the available Web URLs on the selected Web page.
27. A method of displaying more than one set of data on a Web page having the steps of: displaying a first Web page, and overlaying a transparent second Web screen on said first Web page.
28. The method of claim 27 having the further step of enabling said second Web page to be draggable over said first Web page.
PCT/US2001/020173 2000-06-27 2001-06-25 An interactive game used as an advertising vehicle WO2002001461A2 (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1998527A1 (en) * 2007-05-31 2008-12-03 Kabushiki Kaisha Square Enix (also trading as Square Enix Co., Ltd.) Online game server, online game program product and game apparatus

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1998527A1 (en) * 2007-05-31 2008-12-03 Kabushiki Kaisha Square Enix (also trading as Square Enix Co., Ltd.) Online game server, online game program product and game apparatus
US8480496B2 (en) 2007-05-31 2013-07-09 Kabushiki Kaisha Square Enix Online game server, online game program product and game apparatus

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