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Method and System for an electronic game as a medium to instigate significant real-world events

机译:以电子游戏为媒介引发重大现实事件的方法和系统

摘要

An electronic game that enables the player to cause or initiate significant real-world events, and stop or prevent significant real-world events from happening, the player having the explicit, game play intention of causing the significant real-world event or its by-products, by engaging to in-game actions, that is, electronic games do not produce or initiate significant real-world events and are limited to virtual events, whereby the electronic game experience can feel less real, less challenging, less engaging, less rewarding, and less meaningful; a conversion and/or linking process that bridges game play and in-game actions with the actuation system.
机译:一种电子游戏,它使玩家能够引发或发起重大的现实事件,并阻止或阻止重大现实事件的发生,玩家具有明确的玩法意图,导致重大的现实事件或其发生,产品,通过参与游戏中的动作进行,也就是说,电子游戏不会产生或发起重大的现实事件,而仅限于虚拟事件,从而使电子游戏体验的真实感,挑战性,互动性,奖励性降低,且意义不大;转换和/或链接过程,将游戏和游戏中的动作与致动系统联系在一起。

著录项

  • 公开/公告号US2009054152A1

    专利类型

  • 公开/公告日2009-02-26

    原文格式PDF

  • 申请/专利权人 IOANNIS TSIOKOS;

    申请/专利号US20080191048

  • 发明设计人 IOANNIS TSIOKOS;

    申请日2008-08-13

  • 分类号A63F9/24;

  • 国家 US

  • 入库时间 2022-08-21 19:32:31

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