Game multimedia data authentication marking method and system

The method and system allow users to record and authenticate game highlights with ease, addressing the limitations of existing methods by enabling on-demand recording and verification, and facilitating sharing and monetization.

JP2025536639APending Publication Date: 2025-11-07GAMANIA DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025528188
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-11-16
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

Existing game recording methods fail to capture key moments without prior planning, require significant storage space, and lack authenticity verification, making it difficult to save and share game highlights.

Method used

A method and system for authenticating and marking game multimedia data that allows users to record and backtrack to joyful moments with a single key, incorporating user and game data for authenticity, and enabling editing and sharing of recorded videos.

Benefits of technology

Enables users to record and authenticate game highlights without prior planning, ensuring authenticity, and facilitating sharing and monetization through NFTs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a method and system for authenticating game multimedia data, in which a user clicks a record button while playing a game application program, and the capture recording application program records the game process into a recording file for the user to edit. The recording file can be in video format, pure audio format, single or multiple image format, and The capture recording application program combines the recorded file with the verification code, outputs it as packet data, and transmits it to the media server for authentication.
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Description

[Technical Field]

[0001] The present invention relates to a method and system for authenticating multimedia data, and more particularly to a method and system for authenticating multimedia data of games. [Background technology]

[0002] As the number of people playing mobile phone games increases and the amount of time spent on games increases, users may encounter wonderful moments, breakthroughs, interesting scenes, scenes they want to save, or situations they are proud of during the gameplay process. However, these scenes often disappear quickly, and even if you try to record them immediately with a screen recording application, you will not be able to recover the gameplay scenes that have already occurred. Summary of the Invention [Problem to be solved by the invention]

[0003] To address the above-mentioned issues, game distributors periodically save game process statuses in game programs for users, but most of these methods do not record at key time points required by users. Furthermore, existing games are complex, making it impractical, or even impossible, to save all possible game statuses. This requires a significant amount of magnetic disk space, far exceeding the storage capacity of many personal computers. Users can also plug in screen recording programs to their mobile phones to record, but these application programs record in a time-forward manner. Therefore, capturing key points in the game process requires prior planning and preparation, or requires long, repeated recording sessions. These methods are difficult to use, and there is no way to verify whether the recorded short videos are artificially faked. [Means for solving the problem]

[0004] In view of this, the present invention invents a method and system for authenticating and marking game multimedia data to solve the existing technical problems. This method and system does not require any preparation, allows users to backtrack to the joys they encounter in their daily lives with a single key, and recaptures wonderful moments. Moreover, the recorded packet data can carry user account data and game manufacturer data, and officially authenticates and guarantees the authenticity of the packet data content.

[0005] In the game multimedia data authentication method and system of the present invention, the game application program must connect to a capture recording application program. The user operation process in this embodiment is as follows: 1. The user clicks the "Capture Recording Identifier" button in the game application program. 2. If the user is not registered, the user is reminded that they can register first before using the backtrack recording function. 3. The capture recording application program outputs a short video file and related official authentication data (the user's latest game data, level, stage, map, and unique code for this video). 4. The capture recording application program asks the user whether to "immediately launch the video editing function to perform original editing." 5. If the user selects "Edit Later," the original game operation experience is maintained. 6. If the user selects "Edit," the mobile phone screen will switch to the "Video Editing Function." 7. The "Video Editing Function" provides the following materials for the user to use or specify the placement position by dragging: (a. Countdown timer texture, 3, 5 second countdown special effects. b. Turn on or off the video background sound source. c. The game the video belongs to, and the emoji for that game. d. Text editing. E. Fast forward the video.) 8. After the user completes the "Video Editing Function", they can click "Save to Short Video Base" to search for the recording in their "Game / Passport / Short Video Base".

[0006] The backtrack recording of the present invention allows you to backtrack to 15 seconds (not limited to 15 seconds) of recording with one key, and can carry user account / information / data with you. It is useful for recording game achievement videos, and can be shared and saved in local albums.

[0007] The present invention can combine customer service return and automatically connect the video 15 seconds (not limited to 15 seconds) before clicking the return to customer service, which can be used for debugging and testing game programs.

[0008] The backtrack recording method of the present invention can be officially authenticated using the carried account data and game data, and the authenticated short videos can be created for textures and advertisements, or sold, donated, or traded as Non-Fungible Tokens (NFTs). [Effects of the Invention]

[0009] The method and system for authenticating game multimedia data of the present invention allows users to record every wonderful moment at any time without missing a single moment, does not require prior planning, and can authenticate the authenticity of the recorded video with the game manufacturer. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is a schematic diagram of a game multimedia data authentication system. [Figure 2] FIG. 2 is a schematic diagram of a capture recording identifier of an electronic device. [Figure 3] FIG. 3 is a schematic diagram of user information. [Figure 4] FIG. 4 is a schematic diagram of a recording method of a capture and recording application program. [Figure 5] FIG. 5 is a schematic diagram of the video editing function. [Figure 6] FIG. 6 is a schematic diagram of an authentication label. [Figure 7]FIG. 7 is a flow diagram of a method for authenticating multimedia data of a game. [Figure 8] FIG. 8 is a flow diagram of a method for authenticating multimedia data of a game. [Figure 9] FIG. 9 is a flow diagram of a method for authenticating multimedia data of a game. [Figure 10] FIG. 10 is a schematic diagram of a game multimedia data authentication method combined with real-time communication group. DETAILED DESCRIPTION OF THE INVENTION

[0011] Numerous specific details in the following description are provided for the purpose of providing a thorough understanding of various exemplary embodiments and are not intended to limit the present invention, as the present invention may be practiced without these specific details or in the presence of one or more equivalent arrangements.

[0012] 1, the game multimedia data authentication system 100 includes an electronic device 1, at least one game server 2, and a media server 3. The electronic device 1 includes at least one processor, a display 11, a storage unit, a game application, and a capture recording application program. The game server 2 is connected to the electronic device 1 via the Internet and contains game-related data, and the media server 3 is connected to the electronic device 1 and the game server 2 via the Internet.

[0013] The capture and recording application program obtains user data from the electronic device 1 , game history data from the game application program, and official authentication data from the media server 3 .

[0014] 2, the electronic device 1 executes this capture recording application program, and a capture recording identifier 12 is embedded in the game application program screen being displayed on the display 11. The processor records the continuous video displayed on the display 11 based on the time length, records it into a time-stamped video file 20, and stores it in a cache (temporary storage) storage device of the storage unit, and the processor deletes the screen data with the earliest timestamp in the cache storage device as the time length changes, and stores the screen data with the current timestamp.

[0015] As described above, the capture recording application program detects the transmission command transmitted after the user clicks on the capture recording identifier 12, and the processor extracts the recording file 20 from the cache storage device, incorporates it into a verification code, and then stores it as packet data 30 in the normal storage device of the storage unit.

[0016] As described above, after storing the packet data 30, the capture recording application program displays a transmission authentication option on the display 11 to ask the user whether or not to perform valid authentication, and if yes, incorporates the packet data 30 into the transmission authentication option and transmits it to the media server 3.

[0017] As described above, the media server 3 receives the packet data 30, connects to the game server 2 based on the verification code to obtain game-related data, compares the verification code with the game-related data to see if they are correct, and if yes, outputs an authentication label 13; if no, returns information to the display 11 of the electronic device 1 of the user.

[0018] In another embodiment of the present invention, the user can click on this capture recording identifier 12, and then immediately incorporate the verification code into this recording file 20, store it as packet data 30, and transmit it directly to the media server 3, without needing to perform the step of this transmission authentication option.

[0019] In a preferred embodiment, the verification code includes this user data, game history data, official authentication data, and edit records.

[0020] As described above, the user data includes the account of the media server 3, the account of this game application program, and the account of the platform 40 (e.g., a communication platform), the game history data includes the user level at the time of recording 20 of the recording file, the stage played, the map, the game progress, and related game history data, and the official authentication data includes the game server authority, the anti-counterfeiting code, and the unique code of the video.

[0021] In other embodiments, the capture recording application program can obtain this official authentication data directly from the game server 2 without having to go through the media server 3 .

[0022] In an embodiment, the game multimedia data authentication marking system 100 of the present invention comprises a communication server (not shown), which is connected to the electronic device 1 and / or the media server 3, and the media server 3 marks the authentication label 13 on the user information 14 of the communication server platform 40, as shown in FIG.

[0023] In the embodiment shown in FIG. 4, the electronic device 1 executes the capture recording application program at 09:20:10, and the time length is set to 10 seconds. The electronic device 1 continues to execute the capture recording application program. If the time length is less than the set time length (before 09:20:20), the capture recording application program stores the recorded recording file 20 one by one in this cache storage device (processing this recording file 201 to 210). If the duration of executing the capture recording application program exceeds the time length (after 09:20:19), the cache storage device automatically deletes the earliest data and adds the current latest data (processing this recording file 211 to 215). The capture recording application program detects a transmission command (09:20:25). The processor extracts the recording file 20 (09:20:16 to 09:20:25, recording file 215) from the cache storage device, incorporates it into a verification code, and then stores it in the normal storage device as packet data 30.

[0024] In another embodiment, the capture recording application program receives a transmission command, and the capture recording application program starts recording the continuous screen displayed on the display and stores it in the cache storage device as a recording file 20. When the recording time continues for a set length of time, the processor incorporates a verification code into the recording file 20 in the cache storage device and then packets it to the normal storage device as packet data 30.

[0025] In a preferred embodiment, the methods for setting the length of time recorded by the electronic device 1 include settings based on the capacity of the cache storage, user settings, and capture recording application program defaults.

[0026] The recording files 20 include video formats, pure audio formats, single or multiple image formats, Graphics Interchange Format (GIF), and game program files.

[0027] The packet data 30 is composed of the recording file 20 and a verification code.

[0028] In a preferred embodiment, the media server 3 embeds the authentication label 13 within the successive frames of the packet data 30 and stores it in the database of the media server 3 for viewing by the user.

[0029] The capture recording application program further includes a video editing function 15, which can edit the packet data 30 and incorporate the edited record into the verification code, as shown in FIG.

[0030] The video editing functions 15 further include, but are not limited to, countdown timer textures, 3 and 5 second countdown special effects, turning on or off the video background sound source, emojis, text editing, video fast forward, and filters.

[0031] In addition, the capture and recording application program further includes an authentication label menu, which allows the user to select and authenticate items to be officially authenticated based on the packet data 30, and the authentication label menu allows the user to select and authenticate label items 16. When the user selects one of the label items 16, the capture and recording application program incorporates the label item 16 into the verification code.

[0032] The label items 16 in the certification label menu include, but are not limited to, Great Moments, Share Something Funny, Quick Clear, Top Rankings, Satire, Best of All, and each of the items in Table 1.

[0033] In a preferred embodiment, the media server 3 obtains the platform 40 authorization based on the platform 40 account in the verification code, uploads the packet data 30 incorporating the authentication label 13 to the platform 40, and / or incorporates the authentication label 13 into the personal data of the platform 40, as shown in FIG. 6 .

[0034] In the game multimedia data authentication and marking method of the present invention, the label item 16 can correspond to the game-related data of the game server 2, and the game-related data is updated periodically according to the game time.

[0035] In the method for authenticating and marking game multimedia data of the present invention, the game-related data includes an anti-counterfeit code and a unique code of the video.

[0036] The game further includes, but is not limited to, the content set forth in Table 1 below.

[0037] [Table 1]

[0038] In the game multimedia data authentication and display method of the present invention, the electronic device 1 includes, but is not limited to, a mobile phone, a computer, a portable device, a game console, and a tablet.

[0039] In another embodiment of the present invention, the media server 3 and the capture recording application program need to complete the following items on the official game application program (App) side of the game: the capture recording identifier 12 incorporates the game screen protocol, the concurrent game application program anti-counterfeiting code, the unique code of the video, and the data update of the game application program (e.g., level completion, game stage, map entry).

[0040] In an embodiment of the present invention, the media database allows multiple users to connect to the media server 3 via the platform 40 to view and / or share the packet data 30 after depacketizing it.

[0041] In an embodiment of the present invention, the game multimedia data authentication method is as shown in FIG. 7 : A10. A user executes a game application program on the electronic device 1, and the game application program displays a series of game screens on the display 11 of the electronic device 1; A20. A user runs a capture recording application program on the electronic device 1, and the processor of the electronic device 1 records the continuous screen and audio displayed on the display 11 based on the time length, records them into a recording file 20 with consecutive time stamps, and stores them in the storage unit of the electronic device 1. The processor deletes the screen data with the earliest time stamp in the storage unit according to the passage of time, and stores the screen data with the current time stamp; A30. When the processor executes the capture recording application program, a capture recording identifier 12 is displayed within the game screen displayed on the display 11; A40. When the user continues to run the game application program and encounters an event, the user clicks the capture recording identifier 12 after the event occurs, and the capture recording application program transmits a transmission command to the processor, and the processor immediately incorporates the verification code into the recording file 20 in the storage unit and then stores it as packet data 30; A50. Following the above steps, the capture and recording application program displays a transmission authentication option on the display 11, allowing the user to select whether to officially authenticate the packet data 30; if no, the game screen continues to be displayed on the display 11 to maintain the original game operation experience; If A60. Yes, the capture recording application program detects the transmission authentication command, and the processor transmits the packet data 30 to the media server 3; A70. The media server 3 receives the packet data 30, extracts the game server authority of the official authentication data of the verification code, and connects to the game server 2 to obtain game-related data corresponding to the game application program; A80. The media server 3 compares whether the anti-counterfeit code of the verification code and the unique code of the video are consistent with the game-related data, and if yes, outputs the authentication label 13; A90. The media server 3 embeds the authentication label 13 into the continuous image of the recording file 20 of the packet data 30 and stores it in the media database of the media server 3, so that it can be viewed by many users.

[0042] Step A40 is then followed by A41, where the processor stores the packet data 30 in a storage unit, and continues to step A50, as shown in FIG.

[0043] Step A40 or A41 continues with A42, and the capture recording application program displays the video editing function 15 option on the display 11, and asks the user whether to immediately launch the video editing function 15 for editing. If no, the original operating experience is maintained; if yes, the display 11 switches to the video editing function 15, and after the user completes editing the packet data 30, it is stored as packet data 30, and continues with step A50.

[0044] Step A50 is further replaced by A50a, in which the capture recording application program displays an authentication label menu on the display 11, and when the user selects label item 16 in the authentication label menu, the capture recording application program incorporates label item 16 into the verification code and continues to step A60.

[0045] In step A40, the processor transmits the packet data 30 directly to the media server 3 and continues with step A70.

[0046] A80. The media server 3 compares whether the anti-counterfeit code of the verification code and the unique code of the video are consistent with the game-related data, and if no, returns the information to the display 11 of the electronic device 1.

[0047] In step A80, the media server 3 compares whether the anti-counterfeit code of the verification code and the unique code of the video are consistent with the game-related data, and if so, directly depacketizes the packet data 30 and stores it in the media database of the media server 3 for the user to view.

[0048] In another embodiment of the present invention, before performing the steps of the above embodiment, the game application program of the game official pre-establishes a procedure with the capture recording application program to incorporate the capture recording identifier 12 into the game screen, step A10 is further replaced by A10a, the user runs the game application program on the electronic device 1, the game application program displays a continuous game screen on the display 11 of the electronic device 1, and incorporates the capture recording identifier 12 into the display 11. Step A10a continues with step A20 and omits step A30.

[0049] In another embodiment of the present invention, as shown in FIG. 9, the method for authenticating and marking game multimedia data can authenticate a quick clear screen of a game process, and the method includes: B10. A user runs a capture recording application program on the electronic device 1, and the processor of the electronic device 1 records the continuous video and audio displayed on the display 11 of the electronic device 1 based on a time length (e.g., 15 seconds), records the recorded video and audio into a recording file 20 with a continuous time stamp, and stores the recorded video and audio in a cache storage device of the electronic device 1. The processor deletes the screen data with the earliest time stamp in the time length in the cache storage device as time passes, and stores the screen data with the current time stamp (the recording file 20 maintains a length of 15 seconds); B20. Running a game application program on the user electronic device 1, the game application program being displayed on the display 11 of the electronic device 1, and a capture recording identifier 12 being displayed on the game application program screen; B30. When the user runs the game application program, the first stage of the game is completed in 1 minute and 40 seconds, and after the completion, the user immediately clicks on the capture recording identifier 12; B40. The processor receives the transmission command, and immediately incorporates the video file 20 in the cache storage device into the verification code, and then stores it as packet data 30 in the normal storage device of the electronic device 1, and the verification code includes game history data; B50. Following the above steps, the capture recording application program displays an authentication label menu on the display 11, and when the capture recording application program receives that the user has selected a label item 16 (e.g., quick clear) from the authentication label menu, incorporates the label item 16 into the verification code and then transmits packet data 30 to the media server 3; B60. The media server 3 connects to the game server 2 to obtain game-related data; B70. The media server 3 compares the game history data of the verification code with the first stage breakthrough record of the game-related data (e.g., Table 1, Breakthrough record: 1st stage -1m45S) to determine whether they meet the conditions; B80. If yes, outputting an authentication label 13 (e.g., quick clear) and incorporating it into the user information 14, or / and incorporating the authentication label 13 into the continuous screen of the recording file 20 of the packet data 30 and storing it in the media database of the media server 3 so that it can be viewed by many users.

[0050] In the above-mentioned B70, the media server 3 compares whether the game history data and game-related data of the verification code meet the conditions, and if no, returns the information to the display 11 of the user's electronic device 1.

[0051] In another embodiment of the present invention, steps B10 and B20 in the above embodiment are changed to the following B10a and B20a.

[0052] B10a, a user runs a game application program on the electronic device 1, and the game application program is displayed on the display 11 of the electronic device 1.

[0053] B20a: A user runs a capture recording application program on the electronic device 1, and a capture recording identifier 12 appears on the screen of the game application program. The processor of the electronic device 1 records consecutive screens displayed on the display 11 of the electronic device 1 based on a time length (e.g., 15 seconds), records them into recording files 20 with consecutive time stamps, and stores them in the cache storage device of the electronic device 1. The processor deletes the screen data with the earliest time stamp in the cache storage device as time passes, and stores the screen data with the current time stamp (the recording file 20 maintains a length of 15 seconds). Continuing with B30 of the above embodiment.

[0054] The present invention further includes a game multimedia data authentication system, comprising an electronic device 1, at least one game server 2, and a media server 3. The electronic device 1 comprises at least one processor, a display 11, a storage unit, a game application, a built-in display screen recording application program, and a capture recording application program. The game server 2 is connected to the electronic device 1 via the Internet and contains game-related data. The media server 3 is connected to the electronic device 1 and the game server 2 via the Internet. The electronic device 1 activates the built-in display screen recording application program function, which records continuous screens displayed on the display 11 and stores them in a cache memory device of the storage unit as a recording file 20. The cache memory device deletes the earliest screen data in the cache memory device based on a time length and stores the current screen data. The game application program is bound to the capture recording application program, and when the electronic device 1 runs the game application program, a capture recording identifier 12 is embedded in the game application screen displayed on the display 11.

[0055] In another embodiment of the present invention, a user needs to first register with the media server 3. When the user runs the capture and recording application program on the electronic device 1, the capture and recording application program verifies the user's identity. If the user is not registered, the capture and recording application program connects to the registration screen of the media server 3.

[0056] In the embodiment of the present invention shown in FIG. 10, when multiple users compete in the same game application program to use the present invention, the backtrack recording authentication method includes: C10. An official publisher of the game application program and the capture / recording application program binds a protocol for the game application program and the capture / recording application program; C20. A plurality of users run the same game application program on their respective electronic devices 1, and the game application program is displayed on the display 11 of the electronic device 1, and a capture recording identifier 12 is embedded in the game application program screen; C30. When the game application program is executed, the capture recording application program is also executed, and the processor of the electronic device 1 records the continuous screen displayed on the display 11 of the electronic device 1 based on a time length (for example, 7 seconds), records it into a recording file 20 with consecutive time stamps, and stores it in the cache storage device of the electronic device 1. The processor deletes the screen data with the earliest time stamp in the time length in the cache storage device as time passes, and stores the screen data with the current time stamp (the recording file 20 maintains a length of 7 seconds). C40. When the plurality of users finish the competition, each of them clicks on the capture recording identifier 12 on the electronic device 1; C50. The processor receives the transmission command, and immediately incorporates the recording file 20 in the cache storage device into the verification code, and then stores it as packet data 30 in the normal storage device of the electronic device 1; C60. The capture recording application program displays a video editing function 15 option on the display 11, and asks the user whether to edit. If no, proceed to C70. If yes, the display 11 moves to the video editing function 15, and multiple users edit the packet data 30 and store it as packet data 30. C70. The capture and recording application program displays a transmission authentication option on the display 11, allowing the user to select whether to officially authenticate the packet data 30; if no, the game screen continues to be displayed on the display 11 to maintain the original game operation experience; if yes, the processor transmits the packet data 30 to the media server 3; C80. The media server 3 receives the packet data 30, extracts the game server authority of the official authentication data of the verification code, and connects to the game server 2 to obtain game-related data corresponding to the game application program; C90. The media server 3 compares whether the anti-counterfeit code of the verification code and the unique code of the video are consistent with the game-related data, and if yes, outputs an authentication label 13; C100. The media server 3 incorporates the authentication label 13 into the continuous image of the recording file 20 of the packet data 30 and stores it in the media database of the media server 3; C110. Multiple users connect to the media database of the media server 3 using their respective electronic devices 1, extract packet data 30, and upload and share it to the platform 40.

[0057] In an embodiment of the present invention, a method for authenticating game multimedia data is used in a media server, and includes: the media server receives packet data transmitted from an electronic device, the packet data including a video recording file and an authentication code; the media server connects to a game server to obtain game-related data; the media server compares the authentication code with the game-related data to determine whether they are accurate; and if so, outputs an authentication label; the media server marks the authentication label in user information of the platform, and / or the media server incorporates the authentication label into a continuous frame of the video recording file and stores it in the media database of the media server, so that it can be viewed by multiple users.

[0058] Any one of the steps, operations, or processes described above may be executed or performed by one or more hardware or software modules, alone or in combination with other devices. In an embodiment, the software modules are embodied in a computer program product that includes a computer-readable medium containing computer program code, which can be executed by a processor to perform any or all of the described steps, operations, or processes.

[0059] In the above-described embodiments, the storage unit may be a read-only memory (ROM), or an erasable and writable one such as a hard disk, flash memory, etc. The memory unit may be a random access memory (RAM). The memory unit may be physically integrated with the processor, integrated within the storage device, or configured as a separate unit.

[0060] A processor is the control center of the device (whether the device is the server or the electronic device), and provides processing for executing instructions, interrupt operations, timekeeping, and other functions. Optionally, a processor includes one or more CPUs. The device includes one or more processors. A processor may be a single-core processor or a multi-core processor. Unless otherwise specified, components described as performing a task, such as a processor or storage device, may be implemented as general-purpose components that are temporarily used to perform the task at a given time, or as specific components specifically manufactured to perform the task. The term "processor" herein may refer to one or more devices, electrical circuits, and / or processing cores for processing data, such as computer program instructions.

[0061] The program code executed by the processor can be stored in a memory unit or a storage medium. Optionally, the program code stored in the storage medium is copied to the memory unit for execution by the processor. The processor can execute at least one kernel (e.g., LINUX®, UNIX®, WINDOWS®, ANDROID®, IOS®), which, as is well known, controls the execution of other programs or processes, controls communication with external devices, and controls the use of resources of the computing device, thereby controlling the operation of the device.

[0062] While several exemplary embodiments and examples have been described above, other embodiments and modifications will be apparent based on the description, and the present invention is not limited to such exemplary embodiments, but is to be accorded the broader scope of the appended claims and various obvious modifications and equivalent arrangements. [Explanation of symbols]

[0063] 1 Electronic equipment 2 Game Server 3 Media Server 11 Display 12 Capture Recording Identifier 13 Certification Label 14 User Information 15. Video editing functions 16 Label Items 20 Recording files 30 packet data 40 Platform 100 Game Multimedia Data Authentication System 201-205 Recording files A10-A90 Flow steps of game multimedia data authentication method B10-B80 Flow steps of game multimedia data authentication method

Claims

1. A method for authenticating and marking multimedia data of a game, comprising: a processor of the electronic device executing a game application program to display a game screen on a display of the electronic device; The processor executes a capture recording application program to store the game screen and information displayed on the display as a recording file in a storage unit of the electronic device; The capture recording application program receives a transmission command, and the processor extracts the recording file from the storage unit, incorporates the extracted file into a verification code, and then transmits the packetized data to the media server; the media server connects to the game server to obtain game-related data; the media server compares the verification code with the game-related data to determine whether they are correct, and if they are correct, stores the packet data in the media database of the media server.

2. 2. The method of claim 1, wherein the recording file includes a video format, an audio format, an image format, and a Graphics Interchange Format (GIF).

3. 2. The method for authenticating game multimedia data according to claim 1, wherein the storage unit stores the continuous recordings displayed on the display based on the duration and timestamp, and deletes the screen data with the earliest timestamp in the storage unit according to the progression of the duration, and stores the screen data with the current timestamp.

4. 2. The method for authenticating game multimedia data according to claim 1, wherein when the processor executes a capture recording application program, a capture recording identifier is displayed within a game screen displayed on a display.

5. The method for marking the authentication of game multimedia data as claimed in claim 1, wherein the media server marks the authentication label in the user information of the platform and / or embeds the authentication label in the continuous screen of the recording file.

6. The method for authenticating game multimedia data as claimed in claim 1 , wherein the transmission command further includes an authentication label menu.

7. The method for authenticating multimedia data of a game according to claim 1 , wherein the capture and recording application program further includes a video editing function.

8. The method for authenticating game multimedia data as claimed in claim 1, wherein the verification code includes user data, game history data, official authentication data, and editing records.

9. The method for authenticating game multimedia data as claimed in claim 8, wherein the official authentication data includes a game server authority, an anti-counterfeit code, and a unique code of the video.

10. A method for authenticating and marking multimedia data of a game, comprising: a processor of the electronic device executes a capture recording application program to store the continuous screen and audio displayed on the display as a recording file in a storage unit of the electronic device; The processor executes a game application program to display a game screen on the display; The capture recording application program receives a transmission command, and the processor extracts the recording file from the storage unit, incorporates the extracted file into a verification code, and then stores the packet data and transmits the packet data to the media server; the media server connects to the game server to obtain game-related data; the media server compares the verification code with the game-related data to determine whether they are correct, and if they are correct, stores the packet data in the media database of the media server.

11. The method for marking the authentication of game multimedia data as claimed in claim 10, wherein the media server marks the authentication label in the user information of the platform and / or incorporates the authentication label into the continuous screen of the recording file.

12. The method of claim 10, wherein the recording file includes a video format, an audio format, an image format, and a Graphics Interchange Format (GIF).

13. A method for authenticating and marking game multimedia data used in a media server, comprising: The media server receives packet data transmitted from the electronic device, the packet data including a recording file and a verification code; the media server connects to the game server to obtain game-related data; The media server compares the verification code with the game-related data to determine whether the verification code is correct, and if correct, stores the packet data in the media database of the media server.

14. The method for marking the authentication of game multimedia data as claimed in claim 13, wherein the media server marks the authentication label in the user information of the platform and / or incorporates the authentication label into the continuous screen of the recording file.

15. A game multimedia data authentication system, comprising: an electronic device including at least a processor, a display, a storage unit, a game application program, and a capture and recording application program; At least one game server is connected to the electronic device via the Internet and has game-related data; the media server is connected to the electronic device and the game server via the Internet; The processor executes a game application program to display a game screen on the display; The processor executes a capture recording application program, and stores the game screen and information displayed on the display as a recording file in the storage unit. The capture recording application program receives a transmission command, and the processor extracts the recording file from the storage unit, incorporates the extracted file into a verification code, and then stores the extracted file as packet data and transmits it to the media server; The media server connects to the game server to obtain game-related data, compares the verification code with the game-related data to determine whether they are accurate, and if they are accurate, stores the packet data in the media database of the media server. This is a game multimedia data authentication and identification system.

16. The method for marking the authentication of game multimedia data as claimed in claim 15, wherein the media server marks the authentication label in the user information of the platform and / or incorporates the authentication label into the continuous screen of the recording file.

17. The method for authenticating multimedia data of a game according to claim 15, wherein the capture recording application program further comprises a video editing function.