Preemptive loading of console games
    1.
    发明申请
    Preemptive loading of console games 审中-公开
    抢先装载控制台游戏

    公开(公告)号:US20070123352A1

    公开(公告)日:2007-05-31

    申请号:US11291857

    申请日:2005-11-30

    IPC分类号: A63F9/24

    摘要: Executable content for use is preemptively loaded in order to allow the content to be used when requested by a user without the significant download delay which would otherwise be required. The executable content is downloaded without the user's specific request. When the content is to be used, additional data, such as license data or a password which may be purchased, may be required to access the full functionality of the executable content. Where the executable content is a game, the preemptive loading may be to a personal computer rather than a game console, in order to take advantage of the storage space traditionally available in such a personal computer. Content is loaded based on system information, which may include, without limitation, information about the system, the user of the system, and/or community information regarding a community the user belongs to or users similar to the user, among other information.

    摘要翻译: 预先加载可执行的内容,以便允许在用户请求时使用内容,而不需要大量的下载延迟。 下载可执行内容,无需用户的具体请求。 当要使用内容时,可能需要附加数据,例如许可证数据或可能购买的密码来访问可执行内容的全部功能。 在可执行内容是游戏的地方,抢先加载可以是个人计算机而不是游戏控制台,以便利用传统上在这样的个人计算机中可用的存储空间。 基于系统信息加载内容,其中可以包括但不限于关于系统的信息,系统的用户和/或关于用户所属的社区或与用户类似的用户的社区信息等信息。

    Displaying game asset relationship in a game development environment
    2.
    发明申请
    Displaying game asset relationship in a game development environment 审中-公开
    在游戏开发环境中显示游戏资产关系

    公开(公告)号:US20070178968A1

    公开(公告)日:2007-08-02

    申请号:US11343813

    申请日:2006-01-31

    IPC分类号: A63F9/24

    摘要: Methods, systems, and software products are described that display relationships between game assets in a game development environment. In one implementation, a selection of a particular game asset is received, and a selection of a particular type of relationship is received to display for the selected game asset. The type of relationship may be a parent relationship, a child relationship, a category relationship, etc. Other game assets are then identified that have the selected relationship with the selected game asset. The other game assets that are identified are displayed to a user.

    摘要翻译: 描述了在游戏开发环境中显示游戏资产之间的关系的方法,系统和软件产品。 在一个实现中,接收特定游戏资产的选择,并且接收特定类型的关系的选择以显示所选择的游戏资产。 关系类型可以是父关系,子关系,类别关系等。然后识别与所选择的游戏资产具有选择关系的其他游戏资产。 识别的其他游戏资产将显示给用户。

    System and method for rewarding a seller of a computing device
    3.
    发明申请
    System and method for rewarding a seller of a computing device 审中-公开
    用于奖励计算设备的卖家的系统和方法

    公开(公告)号:US20060064349A1

    公开(公告)日:2006-03-23

    申请号:US10947419

    申请日:2004-09-22

    IPC分类号: G06Q30/00

    摘要: A system and method for rewarding sellers of computing devices involves receiving information that authorization to use a software product on a computing device has been obtained by a user of the computing device. The received information includes a unique identifier of the computing device. An identity of a seller of the computing device is then determined based at least in part on the received unique identifier. Remuneration is then provided to the seller of the computing device.

    摘要翻译: 用于奖励计算设备的卖家的系统和方法涉及接收由计算设备的用户获得在计算设备上使用软件产品的授权的信息。 所接收的信息包括计算设备的唯一标识符。 至少部分地基于所接收的唯一标识符来确定计算设备的卖方的身份。 然后向计算设备的卖方提供报酬。

    Licensing the use of software to a particular user
    5.
    发明申请
    Licensing the use of software to a particular user 审中-公开
    许可使用软件给特定的用户

    公开(公告)号:US20060048236A1

    公开(公告)日:2006-03-02

    申请号:US10931838

    申请日:2004-09-01

    摘要: The use of software is licensed to a particular user, regardless of the computing device on which the software has been launched. A computing device is logged onto a central service. The central service either directly approves the launching of the software or it provides a code to the computing device, which in turn, unlocks the appropriate software (or features of software) residing on, or being used in conjunction with, the computing device. The approval or unlocking code may be provided after payment or another condition is satisfied. The software is usable on any computing device that is logged onto a central server, via a user's valid account. The central service may unlock the software for the entire time a user is logged in to the central service, or there may be a time limit that the user is able to access the software. Authorization to use the software on any computing device may be granted while the user has a valid account or subscription to the service, or may be limited to a predetermined time period (e.g., a rental period of 30 days).

    摘要翻译: 软件的使用被许可给特定用户,而不管软件已经启动的计算设备如何。 计算设备登录到中央服务器。 中央服务机构直接批准启动软件,或者为计算设备提供代码,这又将解锁驻留在计算设备上或与计算设备结合使用的适当的软件(或软件功能)。 批准或解锁代码可以在付款或另一条件满足后提供。 该软件可用于通过用户有效帐户登录到中央服务器的任何计算设备。 中央服务可以在用户登录到中央服务的整个时间解锁软件,或者可能存在用户能够访问软件的时间限制。 在用户拥有有效的帐户或订阅服务的情况下,可以授予在任何计算设备上使用软件的授权,或者可以限制在预定的时间段(例如,30天的租赁期间)。

    Multiple User Authentication for Online Console-Based Gaming
    8.
    发明申请
    Multiple User Authentication for Online Console-Based Gaming 有权
    用于基于在线控制台的游戏的多用户验证

    公开(公告)号:US20070010334A1

    公开(公告)日:2007-01-11

    申请号:US11530373

    申请日:2006-09-08

    IPC分类号: A63F13/00

    摘要: A console-based multi-user authentication process allows multiple users of a game console to be authenticated together in a single request/reply exchange with an authentication entity. The results of which is the possession of a single ticket that can be used to prove authenticity of multiple authentication principals to one or more online services. Also described is a handshake process that can be used to initially establish an authentication account for each game console, in which the account creation server can trust that a genuine game console is making the request.

    摘要翻译: 基于控制台的多用户认证过程允许游戏控制台的多个用户在与身份验证实体的单个请求/回复交换中一起进行身份验证。 其结果是拥有可以用于证明多个认证主体对一个或多个在线服务的真实性的单个票据。 还描述了一种握手过程,其可以用于最初为每个游戏控制台建立认证帐户,其中帐户创建服务器可以相信真正的游戏控制台正在发出请求。

    Systems and methods for an extensive content build pipeline
    9.
    发明申请
    Systems and methods for an extensive content build pipeline 有权
    广泛内容构建管道的系统和方法

    公开(公告)号:US20060206596A1

    公开(公告)日:2006-09-14

    申请号:US11078936

    申请日:2005-03-09

    IPC分类号: G06F15/177

    CPC分类号: G06F8/71 G06F8/10

    摘要: Systems and methods are provided for an extensive content build pipeline. The exemplary content build pipeline is based on a code build process using a standard XIF file format containing reference to game content produced using various game content editors and tools. This standardized file format is capable of containing the information required by the content build as metadata, thus enabling a standard content build pipeline. This is opposed to being based on a number of game-specific formats and thus requiring the use of exporters. However, game engine developers can then optimize the XIF files to their particular game engine format.

    摘要翻译: 为广泛的内容构建管道提供了系统和方法。 示例性内容构建管线基于使用标准XIF文件格式的代码构建过程,其包含使用各种游戏内容编辑器和工具生成的游戏内容的引用。 该标准化文件格式能够将内容构建所需的信息作为元数据包含在内,从而实现标准内容构建管道。 这反对基于一些游戏特定格式,因此需要使用出口商。 然而,游戏引擎开发人员可以将XIF文件优化为其特定的游戏引擎格式。