System and method for capturing, replaying, and modifying data inputs and methods of use thereof
US-12179102-B1 · Dec 31, 2024 · US
US9592446B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9592446-B2 |
| Application number | US-201414569388-A |
| Country | US |
| Kind code | B2 |
| Filing date | Dec 12, 2014 |
| Priority date | Dec 13, 2013 |
| Publication date | Mar 14, 2017 |
| Grant date | Mar 14, 2017 |
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Play information storing play information about an electronic game is transmitted to a client. In response to access from the client, the game effectiveness of the electronic game for a user having accessed from the client is determined. When the game effectiveness for the user holds true, an operation of the electronic game by the user is allowed. When the game effectiveness for the user does not hold true, an operation of the electronic game by the user is not allowed.
Opening claim text (preview).
What is claimed is: 1. An electronic game providing device comprising: a play information storage unit configured to store play information about an electronic game, the play information indicating a predetermined stage in the electronic game; a play information transmitting unit configured to transmit the play information to a client; and a determining unit configured to determine, in response to access from the client, a game effectiveness of the electronic game for the client, the game effectiveness holding true when the game is currently playable on the client and holding false when the game is currently unplayable on the client, wherein the determining unit allows the client to operate the electronic game at the predetermined stage indicated by the play information when the game effectiveness holds true, and live-streams the electronic game on the client from the predetermined stage without allowing the client to operate the electronic game when the game effectiveness holds false. 2. The electronic game providing device according to claim 1 , wherein the game effectiveness holds true when a user of the client is registered with an electronic game service, and holds false when the user is unregistered. 3. The electronic game providing device according to claim 1 , wherein the determining unit redetermines the game effectiveness, in response to access from the client during the live-streaming of the electronic game, allows the client to operate the electronic game when the redetermined game effectiveness holds true, and continues the live-streaming of the electronic game when the redetermined game effectiveness holds false. 4. A non-transitory computer-readable storage medium storing an electronic game program causing a computer to: receive play information about an electronic game, the play information indicating a predetermined stage of the electronic game; and allow a client to operate the electronic game in response to an access from the client when a game effectiveness holds true, the electronic game being operated at the predetermined stage indicated by the play information; and live-stream the electronic game on the client from the predetermined stage without allowing the client to operate the electronic game when the game effectiveness holds false, wherein the game effectiveness holds true when the electronic game is playable on the client, and the game effectiveness holds false when the electronic game is unplayable on the client. 5. The electronic game providing device according to claim 1 , wherein the play information further indicates a scene in the predetermined stage, the scene starting before the predetermined stage is cleared, and wherein the determining unit allows the client to operate the electronic game at the scene indicated by the play information when the game effectiveness holds true. 6. The non-transitory computer-readable storage medium of claim 4 , wherein the play information further indicates a scene in the predetermined stage, the scene starting before the predetermined stage is cleared, and wherein the client is allowed to operate the electronic game at the scene indicated by the play information when the game effectiveness holds true. 7. A method executed by a server, the method comprising: determining a game effectiveness of a client, the game effectiveness holding true when an electronic game is playable on the client and holding false when the electronic game is unplayable on the client; allowing the client to operate the electronic game at a predetermined stage indicated by play information when the game effectiveness holds true; and live-streaming the electronic game on the client from the predetermined stage without allowing the client to operate the electronic game when the game effectiveness holds false. 8. The method of claim 7 , wherein the client is a first client, the method further comprising: receiving invitation information from a second client; transmitting the invitation information to the first client; and receiving an acceptance from the first client in response to the invitation information, wherein the predetermined stage is a stage of the electronic game played by the second client. 9. The method of claim 7 , further comprising: redetermining the game effectiveness in response to an access by the first client when the electronic game is being live-streamed, and allowing the user to operate the electronic game at a stage of the live-streamed electronic game when the redetermined game effectiveness holds true. 10. The method of claim 7 , wherein determining the game effectiveness includes determining whether a user is registered with a game service. 11. The method of claim 7 , wherein the play information further indicates a scene in the predetermined stage, the scene starting before the predetermined stage is cleared, and wherein the client is allowed to operate the electronic game at the scene indicated by the play information when the game effectiveness holds true.
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