WO2006014148A2 - Procede permettant d'organiser un processus de jeu a action intermittente - Google Patents

Procede permettant d'organiser un processus de jeu a action intermittente Download PDF

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Publication number
WO2006014148A2
WO2006014148A2 PCT/UA2005/000033 UA2005000033W WO2006014148A2 WO 2006014148 A2 WO2006014148 A2 WO 2006014148A2 UA 2005000033 W UA2005000033 W UA 2005000033W WO 2006014148 A2 WO2006014148 A2 WO 2006014148A2
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WO
WIPO (PCT)
Prior art keywords
game
mode
move
player
game process
Prior art date
Application number
PCT/UA2005/000033
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English (en)
Russian (ru)
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WO2006014148A8 (fr
Inventor
Sergey Alexandrovich Orlov
Original Assignee
Sergey Alexandrovich Orlov
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 Sergey Alexandrovich Orlov filed Critical Sergey Alexandrovich Orlov
Publication of WO2006014148A2 publication Critical patent/WO2006014148A2/fr
Publication of WO2006014148A8 publication Critical patent/WO2006014148A8/fr

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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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • 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
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Definitions

  • the invention relates to the field of entertaining games implemented using a computer, and in particular to a method for organizing a game process, and can be used to control the progress of a computer game for a large number of users of personal computers.
  • Simulation games that are most often associated with certain types of military hardware, usually an airplane and a tank. However, some other types of simulators are racing cars or flying a spaceship.
  • War games creating a structural environment that simulates 15 real historical events, and allowing the player to act as their active participant.
  • One example of such an environment is the re-creation of our global chronology, for example, the First World War.
  • Computer games can also be classified according to the number of players who take part in the game and control the game
  • 25 means of communication (local area network, Internet).
  • Multiplayer games in turn, can be classified according to time periods within which players interact with each other.
  • There are known "real-time” games in which the state of a game is frequently updated, usually several times a second. In this case, the characters instantly execute the commands given by the players. In such games, the time factor and reaction are very important.
  • Another type of computer game is a “turn-based” game, in which each player can study the current state of the game and take turns a move available for observation to other participants in the game. When the player completes the turn, the initiative in the move passes to the next player, etc. Thus, the player who made the move must wait until the turn reaches him again.
  • a method of organizing a game process is implemented, which basically consists of two modes that alternate one after another, during which the game process is controlled by the game program and player commands: the player’s input mode and the input mode.
  • the closest to this invention in technical essence and the achieved result is a method of organizing the game process of a computer game (patent EPl 151775, IPC A63F13 / 10, published 07.11.2001), which includes game software and an input data set of at least single storage device
  • At least one information processing device at least one user input device and at least one display device, which consists in sequentially alternating a stroke input mode during which at least one player introduces a move in the form of commands,
  • the game process is controlled automatically by the program, and in the input mode of the move - by external player commands. Switch gameplay from turn-on mode to
  • the visualization mode occurs if a command is entered corresponding to a given correct, predetermined by the program, action of the game process.
  • the player in the input mode of the move selects and enters teams to perform certain actions in the development of game events of the game process.
  • the known method of organizing the gameplay of a computer game has the following disadvantages.
  • the known method of the game is carried out only in single-player game mode, that is, the player (user of one personal computer) cannot take real part in the game with the user of another computer, and even in the event of his virtual victory, it is conditional, and thus the game does not gives satisfaction.
  • the process of a well-known game and its outcome depends on the script and a pre-prepared library of individual episodes that are played by the program when a command (move) is entered, indicating the correct character action predefined by the specified program. This does not allow you to deviate from the storyline of the game and try to go through the game in a different way, since in this case the game process stops or even a loss is possibly counted, which leads to predictability of the completion of the game event, and also reduces the fun and excitement of the game.
  • the known method of the game process does not allow the player to observe the visualization of the implementation of any command (move) entered by him, but only by a predetermined program, which reduces the entertainment of the game. Attachment to a given storyline of the game process when it is repeated again quickly tires the player and his interest in the game disappears, which does not contribute to the further development of the player. Also, the game process will not be carried out until the player enters in the input mode the teams that control the character’s action, which reduces the dynamics and excitement of the game.
  • the basis of the invention is the task of creating a method of organizing the game process of discontinuous action of a computer game by introducing automatic pause mode and action mode and sequentially alternating them in the game process, ensuring the expansion of the functionality of a computer game, reducing the predictability of the outcome of a game event,
  • the problem is solved in that the method of organizing the game process of discontinuous operation of a computer game, including game software and an input data set on at least one information storage device, processed by at least one information processing device, at least one user input device and at least one display device, which consists in sequentially alternating a move input mode during which at least one player enters a move in the form of commands that control the character, and the visualization mode of the move, during
  • the move input mode is set by software in the form of an automatic pause mode in the game process, for which a fixed time period of simultaneous introduction of moves is preliminarily assigned, and the visualization mode is set as an action mode with
  • the stroke size is limited by the units of movement corresponding to the character’s characteristics, and in the action mode they complete the moves (“long moves”) entered during the previous
  • the game process proceeds ahead of schedule, provided that the move is entered with the specified percentage of players.
  • Players set a fixed pause time. Due to the fact that the input mode of the move is set by the software in the form of an automatic pause mode, the game process develops in real time, which allows it to be interrupted automatically by uniform (equal) pauses, during which the player can enter a move, which the program will begin to execute immediately after automatically pause when the game continues. This allows the player to reflect on the next move without losing time in the overall process of the game, which provides an extension of the functionality of a computer game.
  • the pause mode stimulates the player to concentrate on the upcoming move and not be distracted from the gameplay, as a result of which the player's waiting time for the implementation of the move after it is entered during the pause mode is reduced, which increases the dynamics of the game. Due to the fact that during the pause mode, all the players participating in the game simultaneously enter their moves, the waiting time between the introduction of moves by players whose characters simultaneously interact in the game process is reduced, which also increases the dynamics of the game and fun.
  • FIG. 1 presents a block diagram of an electronic gaming device that implements the inventive method.
  • FIG. 2 presents a block diagram of a program algorithm for implementing the proposed method.
  • the gaming device 1 consists of an information processing device 2, a display device 3 connected thereto, a user input device 4, an information storage device 5 and a communication device 6.
  • the processing device 2 is designed to control the gaming
  • the device 1 On the display device 3, the gameplay is visualized. Using the input device 4, the player enters his moves into the gaming device 1.
  • the information storage device 5 is used to store the game software, the source and final data of the game.
  • the communication device 6 provides a connection to a server located on the Internet, which is connected to other players participating in the game.
  • the information processing device After issuing a command to the beginning of the game, the information processing device places the characters on an in-game map, all of the characteristics of which are contained in the information storage device, visualizing the result using the display device
  • step Sl the pause mode begins.
  • the player gets the opportunity to give a command to his character using an input device.
  • the given commands are written to the information storage device.
  • the program starts a timer that
  • step S2 the processing device checks the number of players who gave the move command. If the players have not given the teams in the quantity necessary to complete the pause mode, control proceeds to step S3 to complete the pause mode by the end of the set time for the pause mode.
  • step S4 If the players gave the teams the characters in the amount corresponding to the condition of step S2, then control proceeds to step S4 and then to step S5, in which preparations are made for the end of the pause mode.
  • step S4 the program automatically gives commands to characters for whom a move was not entered in this pause mode, since in the previous pause mode a stroke was entered that exceeded the allowable stroke value. If such a “long run” was introduced, he
  • the character automatically receives a command to complete the move from the place where he finished executing in the previous action mode.
  • step S 5 the processing device adjusts the moves of the players taking into account the moves of other players and the features of the game space (the effect of simulated natural laws, terrain and game scenario).
  • step S6 that is, to the completion of the pause mode, when
  • step S6 the program automatically switches the game process from the pause mode to the action mode, that is, it proceeds to step S7, when the processing device processes the moves entered by the players in
  • step S7 the processing device after completing the visualization of the completed moves of all the players entered in the pause mode, and writes the final data to the information storage device for subsequent gameplay and captures them on the display device of each player.
  • step S 8 the processing device checks the end-of-game condition.
  • step Sl a new pause mode automatically starts.
  • the proposed method can be implemented in various types of computer games such as “3-D action”, turn-based games, tactical strategies, simulators, as separate elements of the game process, for example, in the battle phase between characters, while the game remains typical, 5 strategy or simulator, but using the gameplay intermittent action.
  • the proposed method can be implemented as a separate game, built on the basis of the proposed method. Games of this genre will most closely resemble an interactive movie, when the viewer at a certain moment can choose one or another plot development.
  • At least one player takes part in the game his opponents can be both other players and characters controlled by a computer using pre-written scripts 15 and lines of behavior in a particular game situation.
  • Example 1 A first-person game with gameplay elements of discontinuous action. Each player, entering the game, registers a character on the game server. Then the player comes up with a name, chooses the military “profession” of the medieval world (foot soldier, archer, paladin, etc.), selects the character's characteristics (units of life, strength, accuracy, physique, etc.), specialized skills, etc.
  • the character After registration, the character enters a global in-game map simulating medieval Europe, where the player can select a point in the game world where he wants to send his 25 character.
  • the game world is pre-modeled, but can be changed due to the actions of players. On the way, he may meet other characters with whom he can trade, communicate through the built-in chat, fight, enter into alliances, etc.
  • the character gains gaming experience and improves some of his characteristics. This increases the character's chances of surviving in the conditions of game battles.
  • the battle phase in which the proposed method is implemented is as follows. On a game card characters, and in such a way that the characters of the warring parties are in different parts of the map.
  • the first pause mode begins in the gameplay. In pause mode, players are given the opportunity to enter a move for the character that will be
  • the pause mode is limited by time and, if the player does not have time to give a command, he remains without movement in the same position in which he remained from the moment the last move was realized. In this case, the character remains available for attack.
  • the action mode begins. During the action mode, all characters simultaneously execute commands,
  • Character A received a command to hit the character B with an ax in the head, and the player controlling character B, anticipating the actions of the player controlling character A, gave the command to his character to shield his head with a shield. As a result, the blow of character A falls into the shield
  • Example 2 A spaceship control simulator that uses intermittent gameplay.
  • the described game assumes a game process interrupted by a pause mode, into which you can give a movement command (i.e. indicate the direction on the map or the course where the ship will go) to the next action mode after the current pause mode.
  • a movement command i.e. indicate the direction on the map or the course where the ship will go
  • the game process goes into firing mode with the ability to fire at opponents from the player’s ship moving at a given rate.
  • the action mode is interrupted by the pause mode.
  • the player can again give a motion command to the subsequent action mode.
  • the player, starting the game chooses the name and race of his character. Having chosen all this, his character appears on the planet belonging to that
  • the player has a ship, but a very low class.
  • the player has the opportunity to change the ship for more
  • the so-called hyper transition is used, and after a certain period of time the character may end up in another galaxy.
  • the game world can be developed endlessly by adding hyper transitions to new galaxies.
  • Example 3 A tactical strategy, with elements of the Zd-action, using the gameplay of discontinuous action.
  • zo Game simulates a medieval community, or rather lakedal wars of the Middle Ages.
  • the second is the battle phase, when two or more sides (all those who are fighting in this game location) find themselves on the same combat map, and in contrast to the very sketchy image on the global map - during the battle phase the entire army is fully displayed, up to the last soldier, and
  • At least one player takes part in the game. His opponents can be, as the characters of other players, and characters controlled by a computer. Each player starts the game in his castle. He can improve the castle by building new buildings, in the same place he can hire an army. The player can send armies to neighboring locations in order to capture them. A location is considered captured if the player’s army is in the location.
  • step by step that is, all game "kings" (controlled by players or a computer) do
  • the battle for each player proceeds approximately as follows: - the pause mode begins, the game world “freezes”; - during the pause mode, the player enters a move for his troops;
  • Cavalry infantry and remote-attack troops (archers, crossbowmen).
  • combat vehicles In addition to warriors, combat vehicles - catapults, ballista, rams, etc. can participate in the battle. Usually combat vehicles are designed to destroy walls and fortifications. Using the proposed method, you can simulate game models of real historical events with the participation of real historical characters along with fictional ones, which additionally serves to increase the erudition of computer users.
  • the proposed method of a computer game allows the player to achieve victory in the game more due to the characteristics and capabilities of the character that he acquired during the game than through playing skills in using the player’s computer, which makes the game attractive to more people, including those who has little experience in using a computer and contributes to the development of erudition of a player in using a computer.

Abstract

La présente invention a trait à un procédé permettant d'organiser un processus de jeu à action intermittente pour un jeu sur ordinateur, et ce par l'introduction d'un mode de pause et d'un mode d'action automatiques, et par leur alternance successive au fil du processus de jeu, ce qui permet d'élargir les fonctionnalités dudit jeu sur ordinateur, de réduire la prévisibilité des résultats d'un événement de jeu, d'en augmenter la dynamique et la théâtralité. A cette fin, le procédé d'organisation d'un processus de jeu à action intermittente pour jeu sur ordinateur selon l'invention consiste à faire se succéder en alternance un mode d'introduction de mouvement, dans lequel au moins un joueur introduit un mouvement sous forme de commandes exécutées par un personnage, et un mode de visualisation de mouvement, dans lequel le mouvement introduit par le joueur est exécuté. Le mode d'introduction de mouvement est défini par programmation et se présente sous la forme d'un mode de pause automatique dans le processus de jeu, pour lequel l'on détermine préalablement une période de temps déterminée d'entrée simultanée de mouvements, et le mode de visualisation est défini par programmation et se présente sous la forme d'un mode d'action, associé à la génération par programmation des mouvements réalisés et à leur visualisation simultanée sur le dispositif d'affichage de chaque joueur. La transition précoce du processus de jeu du mode pause au mode action est effectuée lorsque le mouvement est introduit par un nombre donné de joueurs. Ainsi, les joueurs définissent la durée fixe du mode pause.
PCT/UA2005/000033 2004-08-04 2005-08-01 Procede permettant d'organiser un processus de jeu a action intermittente WO2006014148A2 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
UA20040806538 2004-08-04
UA20040806538 2004-08-04

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WO2006014148A2 true WO2006014148A2 (fr) 2006-02-09
WO2006014148A8 WO2006014148A8 (fr) 2006-04-20

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8394921B2 (en) 2006-07-25 2013-03-12 Lipoxen Technologies Limited N-terminal derivatisation of proteins with polysaccharides

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8394921B2 (en) 2006-07-25 2013-03-12 Lipoxen Technologies Limited N-terminal derivatisation of proteins with polysaccharides
US8981050B2 (en) 2006-07-25 2015-03-17 Lipoxen Technologies Limited N-terminal derivatisation of proteins with polysaccharides
US9492556B2 (en) 2006-07-25 2016-11-15 Lipoxen Technologies Limited N-terminal derivatisation of proteins with polysaccharides
US9789163B2 (en) 2006-07-25 2017-10-17 Lipoxen Technologies Limited N-terminal derivatisation of proteins with polysaccharides

Also Published As

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