WO2000016208A1 - System and method for information and application distribution - Google Patents
System and method for information and application distribution Download PDFInfo
- Publication number
- WO2000016208A1 WO2000016208A1 PCT/US1999/021046 US9921046W WO0016208A1 WO 2000016208 A1 WO2000016208 A1 WO 2000016208A1 US 9921046 W US9921046 W US 9921046W WO 0016208 A1 WO0016208 A1 WO 0016208A1
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- WIPO (PCT)
- Prior art keywords
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- central controller
- client
- game
- user
- Prior art date
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L12/00—Data switching networks
- H04L12/02—Details
- H04L12/16—Arrangements for providing special services to substations
- H04L12/18—Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
- H04L12/1813—Arrangements for providing special services to substations for broadcast or conference, e.g. multicast for computer conferences, e.g. chat rooms
- H04L12/1818—Conference organisation arrangements, e.g. handling schedules, setting up parameters needed by nodes to attend a conference, booking network resources, notifying involved parties
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/34—Network arrangements or protocols for supporting network services or applications involving the movement of software or configuration parameters
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/50—Network services
- H04L67/56—Provisioning of proxy services
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/50—Network services
- H04L67/56—Provisioning of proxy services
- H04L67/562—Brokering proxy services
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/61—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features 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
- A63F2300/401—Secure communication, e.g. using encryption or authentication
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features 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
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features 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
- A63F2300/407—Data transfer via internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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 details of basic data processing
- A63F2300/532—Features 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 details of basic data processing using secure communication, e.g. by encryption, authentication
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F2300/50—Features 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F2300/636—Methods 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
Definitions
- This invention relates generally to software and information distribution and control. More particularly, this invention relates to the use of various
- One particularly popular Internet resource is computer games which are
- the Internet provides an avenue through which game players may play against each other.
- Some computer games are designed to allow such "network" play either through the Internet or though any other suitable communication medium. For example, players may play against each other through an intranet connection, via modem
- each player have an executable copy of the game software locally at his or her computer. This may be accomplished by downloading the conventional computer object code from a server prior to game play. Additionally, it is possible to download Java code through a user's browser application.
- each player has a local copy of the game software, there are various methods through which users can "meet" other players and compete in the game.
- a game may be commenced via a game server which controls the
- the game server communicates
- the game server's responsibility to, for example, ensure that game rules are complied with and that all game actions and reactions initiated by one player are communicated to other players.
- E-commerce Electronic Commerce
- E-commerce Electronic Commerce
- IADS Information and Application Distribution System
- the IADS is employed to distribute, initiate and allow the
- IRC Internet Relay Chat
- HTTP HyperText Transfer Protocol
- the IADS of the present invention is the means for invoking the application and linking multiple users in connection with the specific application.
- chat rooms may also include a number of customized chat rooms which are designed to match players with other players of particular multi-player games or otherwise match users of multi-user applications.
- the chat rooms and the delivery are designed to match players with other players of particular multi-player games or otherwise match users of multi-user applications.
- the chat room "lobby" executable is distributed via email and/or ICQ. Mass emailings of the application object to selectively targeted groups of customers may be made in order to distribute applications including computer games. All recipients of the application object may then redistribute the application object (and the included executable) to others.
- the application object includes functionality which allows the user's
- controller which controls interaction and introduction between and among users.
- chat room is entered, users can proceed from room to room in connection with
- IADS Application Distribution System
- Figure 2 is a block diagram of the IADS of the present invention in an embodiment configured to permit the distribution, initiation and control of a
- FIG. 3 is a more detailed illustration of the central controller and data storage device components of the IADS of the present invention.
- Figure 4 is a flowchart illustrating the major steps in distributing, initiating and controlling a multiple player computer game application in a particular embodiment of the present invention
- Figures 5 A and 5B are flowcharts illustrating the process of game distribution via electronic mail and subsequent game play in a preferred
- Figure 6 is a flowchart illustrating the detailed process of game play in a preferred embodiment of the invention.
- FIG. 7 is a flowchart illustrating the detailed process of virtual value
- FIG. 8 is a flowchart illustrating the detailed process involved in a
- IADS 100 comprises multiple clients 110 connected to the Internet 150 through multiple Internet Service Providers (ISPs) 105.
- ISPs Internet Service Providers
- ISPs Internet Service Providers
- ISPs 105 connected to Internet 150 through two ISPs 105.
- Clients 110 may be any computing device capable of accessing Internet 150 through ISP 105. Alternatively, some or all of clients 110 may access Internet 150 through a direct connection. In any event, clients 110 are preferably personal computers having a modem, a display, memory, various input devices and a central processing unit. In one embodiment, when IADS 100 is employed to distribute, invoke and control multi-player game play, clients 110 are preferably configured specifically for computer game play
- clients 110 may be special purpose devices optimized
- Clients 110 each have resident thereon at least one form (and preferably multiple forms) of user interface (UI) applications 125.
- UI applications 125 include Internet browsers such as Netscape NavigatorTM or Microsoft Internet ExplorerTM as
- clients 110 may also contain UI applications 25 that permit access to newsgroups, usenet
- IADS 100 further includes central controller 115.
- Central controller 115 maintains a high speed, large bandwidth connection to Internet 150.
- the connection is a Tl or T3 line although other connections may also be
- Central controller 115 functions to permit clients 110 to interact with each other in connection with various applications, messaging services and other services which may be provided
- Central controller 115 preferably comprises either a single server computer or multiple servers configured to appear to clients 110 as a single resource.
- Central controller 115 communicates with a number of databases
- data in the databases stored on data storage devices 160 may be merged into a single database or into groups of databases as determined by a system administrator. Physically, the databases may or may not be co-located on the
- the databases may include a software database which stores various software applications which are accessed
- Such applications include computer games, shopping cart applications for the purchase of goods and/or services, and work group applications such as word processing, database,
- the databases may also include an email database which may contain listings of email addresses that are located, indexed and stored as described below. As will be discussed in more detail below, various "application objects" containing references to applications and/or information as well as invocation and connection functionality may be sent to some or all of the email addresses stored in the email database.
- the databases may also include an information database which may contain a variety of different types of information. In the context of computer games which are administered by central controller 115, the information
- database may be referred to as a game database and may contain data indicative
- IADS 100 may be employed in the distribution, initiation and/or control of a practically infinite number of applications as well as with a variety of communications functions and not just
- Figure 2 illustrates IADS 100 configured so as to allow for a multiple player computer game application.
- Figure 2 shows two personal computers (PC's) 210a and 210b each having a connection to Internet 150 through an ISP 205a and 205b respectively and 220 respectively.
- PC's personal computers
- PCs 210 could connect to Internet 150 through the same ISP.
- Central controller 1 15 also has a connection to Internet 150 as described above.
- Central controller 115 communicates with one or more data storage devices 160 the latter being discussed in more detail below.
- Each of PCs 210 may be configured as a typical home based computer.
- Each of PCs 210 preferably contain email application 255, microprocessor 260 and memory 270.
- Email applications 255a and 255b need not be the same
- PCs 210 have at least one input device 220 for controlling the actions of
- PCs 230 and 240 may be a keyboard, joystick, touchpad, scanner or any similar device or combination of devices.
- Each of PCs 210 also include a display 215 which may be a CRT display as known in the art.
- FIG. 3 illustrates the components of central controller 115 and data
- the central controller 115 functions as a game server and controls the start of the game, the game play and rules enforcement, monitors game progress, and player scoring, and determines the end of the game.
- Central controller 115 functions as a game server and controls the start of the game, the game play and rules enforcement, monitors game progress, and player scoring, and determines the end of the game.
- central controller 115 acts as the interface for game play among multiple players and may also obtain various types of information from players and purchasers of games, game elements (such as game cards used in connection with game play) and associated game and products. Central controller 115 also provides certain information to players and purchasers. Information provided may include, for example, new games, advertisements, promotions, updates, and/or new user information for use in contacting the user.
- the central processing unit 330 provides overall control over the
- the game encryption application is preferably RSA and is used to distribute games, monitor games, and trade virtual values.
- SET Secure Electronic Transfer
- OS operating system
- read only memory 325 read only memory
- random access memory 335 random access memory
- clock 340 random access memory
- player monitor and user analysis applications 345 provide
- OS 315 is either Unix based or Microsoft Windows NTTM.
- read only memory 325 includes a commercial BIOS for low level system control.
- Player monitor and user analysis applications 345 provide control over game play and administration. For example, these applications may serve to ensure only legal moves and actions (according to game rules) are made. Player monitor and user analysis applications 345 may also serve to control game scoring and award distribution. While the above embodiment describes a single computer acting as central controller 115, those
- IADS 100 is particularly well suited for computer games involving multiplayer play and which involve
- game elements as a part of game play.
- a game may involve the use of "game cards.”
- Game cards are icons, a game playing capability, that represent elements of a game, e.g., by allowing players certain abilities in the game.
- a free set of game cards may initially be sent to a player.
- Additional cards can be purchased through Internet 100 using IADS 100. All cards are initially sent to the player with the free set "unlocked.” In effect, this
- a database e.g. game database 355 which enables particular cards or other game elements on a player by player basis. Cards can be traded between players via central controller 115. All elements of the game are present in the executable included in the application object, but the players do not have permission to use some elements (e.g. cards) in the game until they have been "purchased.”
- a game that involves the use of game cards and which may be distributed, invoked and controlled through IADS 100 is the game entitled "Sanctum" offered by the assignee of the present invention.
- data storage devices 160 store, update and provide information
- Data storage devices 160 may include one or
- Player database 350 stores information pertaining to what games and game cards (or other elements of game play) the
- 360 contains a historical data set including information relevant to player and/or purchaser requests as well as various other types of information such as advertising preferences, purchasing history, the number and value of virtual
- the audit database 370 contains information relevant to the purchases made by the player such as payment history and status as well as fulfillment history and status.
- Game database 355 contains historical information concerning the particular games played such as when the games were played, game results, levels of play, etc. as well as associated player information.
- Message database 365 contains a summary of information, by player, concerning types of messages sent to the player and received by the player and/or purchases and any results of game play.
- the other databases 375 may contain any other type of information associated
- step 400 the steps associated with the game distribution and play are illustrated by the flowchart included as Figure 4. Each of the steps in Figure 4 is described generally at this point with further detail following below.
- step 405 the user in question is sent (to PC 210 for example) an email containing the application/object code and the invoking functionality (the "application object") in the form described below.
- email containing the application/object code and the invoking functionality (the "application object") in the form described below.
- the user may open it to view its contents.
- the email
- the email preferably indicates (through a subject line or through content in the actual message) that the purpose of the email is to allow the recipient to participate in multiple player game play using IADS 100. If the user decides to participate in game play, the user must "activate" the application code received. This may be
- the application object is preferably composed in Simple Message Transfer Protocol (SMTP)
- the distribution and play application is in the form of an automatically self loading application program.
- This component of the application object invokes a connection to central controller 115 through Internet 150.
- the distribution and play application causes the distribution and play application to be stored on local hard drive and placed in a programming launch menu on client 110.
- the user may then launch the program and enter chat room which updates itself from server automatically. From there, the user can launch a game by initiating a JAVA application.
- 115 may request particular information from the user prior to initiating any
- the information request may include a request for personal information or other information which may be useful in marketing the application (e.g. computer game). Additionally, central controller 115 may automatically capture particular information relevant to the user and/or PC 210 without action by or even the knowledge of the user. For example, central controller 115 may capture information relevant to the source of the application code (i.e. the initial source of the email and the routing involved in eventual transmission to this user.). The user responds to the information requests at step 420. Depending
- central controller 115 may transmit a predetermined message describing the reason(s) for denial.
- the user may be placed in a chat room
- the first chat room is a "lobby" permitting the user to move from room to room until he or she locates players desiring to play the same game as user.
- the chat room is preferably invoked through a local application obtained from the application object emailed to the user at PC 210
- the chat room control application preferably resides at central controller 115 so as to permit other users who also have a local copy of the chat application to communicate between and among each other.
- users located at PC 210a and PC 210b may interact with each other in the chat room and perhaps determine that they both would like to play the computer game which is included in the application object which has been previously emailed to both users or which may have been e-mailed from one user to the other outside of the chat room.
- a button within the chat room each of the users, under the control of central controller 115 are set up to play the computer game against each other. This occurs at step 435.
- the users may participate in coordinated game play at step 440 under the control
- central controller 115 It is also possible that other users may also have been
- Post application processing activities may proceed at step 450.
- Post application processing may include, for example, awarding of prizes or tickets and/or gathering of additional information. These activities are discussed in greater detail below.
- FIG. 5A illustrates the detailed process for game play according to the
- the user receives a copy
- step 500 the user may, at his or her option, decide to authenticate the application object. Depending upon the source of the application object, the user may wish to ensure that the original source of the application object is from the service provider operating central controller 115 (or some other legitimate
- processing continues at step 530, discussed below.
- step 511 the user may use a browser application (or some alternate means such as, for example FTP) to locate a website or other server storing a verification application.
- the user enters the URL for the website (which may be stored at central controller 115 or some other server).
- the website or authenticating server transmits a verification status to client 110 indicative of the verification results. If the checksums match, the website or authenticating server will transmit a response
- step 520 if the response is indicative of an invalid application object, the user is alerted of the same via a message to client 110 at step 525 and the
- step 518 the user is alerted of successful verification through a message at client 110 (step 518).
- the user next launches the application object which establishes a connection with central controller 115.
- Central controller immediately initiates the "lobby" executable and the user is placed in the
- the lobby serves as the entry point into the gaming environment.
- the verification application it is possible for the verification application to be designed to automatically invoke the connection and launch the application
- a registration form (or other means for providing the requested information) is completed by the user and may then be sent by client 110 to central controller 115 at step 545. Information completeness is checked at step 550. If the information provided by the user is incomplete, follow-up questions may be sent to the user at step 555. The user then provides answers to follow-up questions 560. This process
- the cryptographic key is used in connection with cryptography applications 320 to control access to applications and resources resident on central controller 115.
- the user next enters the lobby at step 570.
- the lobby is a chat room
- the user can select, via various buttons, hyperlinks, pull down menus, etc, other chat rooms and/or the application/game in which the user wishes to participate.
- the user In order to participate in a particular application/game, the user should preferably maintain a local copy of the application/game at client 110. In some cases, the user will receive the application as part of an application emailed to him or her as discussed above. Alternatively, the user can download
- central controller 115 preferably will not permit a user to select an application which is determined not to be locally
- This control may be established by, for example,
- client 110 may be instructed by central controller 115 to download art and/or other supporting files such as graphics, game engines, audio files, etc for the selected game/application (step 575).
- client 110 may be instructed by central controller 115 to download art and/or other supporting files such as graphics, game engines, audio files, etc for the selected game/application (step 575).
- files, characters and game elements may also be cached locally at client 110 for rapid access during game play.
- Partners may be selected through the chat application with, for example, pull down menus or simultaneous player transfer to a specific chat room intended for a particular
- the players shift to a game space (specialized form of chat room) at step 5120.
- the game is then played by the players.
- central controller 115 Upon completion of the game, whether by player actions, time limitations or other predetermined criteria for game termination, central controller 115 terminates
- Certain games are configured for "virtual value reallocation" based upon
- a game winner may receive some of the virtual value present in the loser's account.
- step 5140 the amount of reallocation is determined at step 5155. This may be based upon a score differential or may be
- step 5160 each of the winners and losers accounts are adjusted. In the event of more than two players, various algorithms can be used to reallocate virtual value among all accounts. If the left path at step 5140 is followed (i.e. no virtual value reallocation), in one embodiment, it is possible
- step 5145 to award some amount of virtual value to selected players based
- a user may return to the lobby or another chat room at step 5170.
- the user can then decide to play the same game again, to play another game or to not play any more games. This decision is made at step 5175. If the user decides to play another game or the same game again, the user
- step 5175 then the player can return to the lobby at step 5195 and exit at step
- the user can also designate particular games and/or other applications which may be of interest to the potential users.
- central controller at step 5190, which then may store the data in inquiry database 360 or some other database.
- an application object with the designated games (and/or other applications) may be emailed to designated potential users 5205.
- the user may return to the Lobby at step 5195 and exits the process at step 5200.
- Figure 5B illustrates the process for game play in the event that a user returns to the service under the control of central controller 115 for a play a second or subsequent time (i.e. the user has already established an accounfj.
- Central controller 115 next determines if the user is an accredited user based upon a previously set up account at step 5225. If not, central controller 115 terminates the link at step 5230. Central controller may also issue a message to the user indicating the problem and/or what the user must do to properly set up an account. If the user is properly authenticated,
- central controller 115 places the user in the lobby at step 5235. At this time, central controller 115 may also determine the status of the player's application object and the embedded executable and provide updates/upgrades as needed at step 5235.
- step 5240
- central controller 115 automatically establishes contact with
- step 5250 designated other users at step 5250 by locating other individuals if they are present in system chat rooms. Following this, conversation in chatroom is accomplished at step 5255. Upon termination of the chat, the user returns to the lobby at step 5260. The user then decides whether to play a game at step 5265.
- step 5275 If not, the user can then exit at step 5275. Otherwise, if the user desires to play a game, the user proceeds, at step 5265, to step 5115 in Figure 5 A to proceed
- Figure 6 illustrates the specific steps involved in game play.
- the user logs on, if already not logged on, to initiate a game at step 600.
- the user enters
- a final score is computed for each player. If a player is a winner, he or she may be awarded ticket(s) at step 635 depending on the final score (which may be modified by a special game routine depending on the game). If the player is not a winner, then the player may be returned to the final score.
- Figure 7 is a flow chart illustrating the detailed process of virtual value
- players may "win " ' virtual value tickets that may be redeemed for prizes
- the player's game scores are used to compute a virtual value.
- Various algorithms may be used to calculate a virtual value.
- IADS 100 makes a determination as to whether the game just played is configured for "virtual value reallocation". As discussed above, if the game is configured as such, player's accounts are adjusted based upon game play. In other words, one player's account may be
- the number of total virtual value is decremented (the loser) while another player's account may be incremented (the winner) (step 715).
- the number of total virtual value is decremented (the loser) while another player's account may be incremented (the winner) (step 715).
- FIG 8 is a flowchart illustrating the steps that may be taken by IADS 100 in connection with a user response in the case where a user desires to purchase a product.
- step 800 the user decides that he or she would like to purchase a product using IADS 100.
- IADS 100 in the context of game play, is particular well suited for vending "cards" which are
- central controller 115 "enables" the cards purchased with respect to the user as a result of the purchase.
- step 805 the user establishes a connection with central controller 805. This can be accomplished through the use of an application object as described above or through browser access to an appropriate website.
- step 810 the user reviews the cards and/or products
- the user decides which products and/or cards to purchase.
- the user employs traditional e- commerce technology to pay for and initiate the order fulfillment process. If
- central controller 115 may transmit a message (according to an agreed protocol) to the appropriate vendor detailing the order via Internet 150.
- IADS 100 provides access to central controller 115 via a client browser or other order entry system which interfaces with vendors' fulfillment system.
- Virtual value (tickets) stored in a user's account may be used to make purchases resulting in a decrement of "virtual value" in the user's account.
- Cash payments may also be made via the
Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU63883/99A AU6388399A (en) | 1998-09-15 | 1999-09-15 | System and method for information and application distribution |
IL14203099A IL142030A0 (en) | 1998-09-15 | 1999-09-15 | System and method for information and application distribution |
EP99951444A EP1210668A1 (en) | 1998-09-15 | 1999-09-15 | System and method for information and application distribution |
CA002348616A CA2348616A1 (en) | 1998-09-15 | 1999-09-15 | System and method for information and application distribution |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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US26498898A | 1998-09-15 | 1998-09-15 | |
US09/264,988 | 1998-09-15 |
Publications (1)
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WO2000016208A1 true WO2000016208A1 (en) | 2000-03-23 |
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/US1999/021046 WO2000016208A1 (en) | 1998-09-15 | 1999-09-15 | System and method for information and application distribution |
Country Status (5)
Country | Link |
---|---|
EP (1) | EP1210668A1 (en) |
AU (1) | AU6388399A (en) |
CA (1) | CA2348616A1 (en) |
IL (1) | IL142030A0 (en) |
WO (1) | WO2000016208A1 (en) |
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WO2002027677A2 (en) * | 2000-09-26 | 2002-04-04 | Accero, Inc. | Method and system for playing computer games sent via electronic mail |
EP1276284A3 (en) * | 2001-07-09 | 2005-11-16 | Kabushiki Kaisha Square Enix (also trading as Square Enix Co., Ltd.) | Method and device for messaging |
EP2111902A1 (en) * | 2001-05-09 | 2009-10-28 | Sega Corporation | Game apparatus, server apparatus, program, and recording medium |
US7743100B2 (en) | 1998-10-13 | 2010-06-22 | Cheah Ip Llc | Method and system for controlled distribution of one or more distinct profiles for a user |
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- 1999-09-15 EP EP99951444A patent/EP1210668A1/en not_active Withdrawn
- 1999-09-15 AU AU63883/99A patent/AU6388399A/en not_active Abandoned
- 1999-09-15 WO PCT/US1999/021046 patent/WO2000016208A1/en not_active Application Discontinuation
- 1999-09-15 CA CA002348616A patent/CA2348616A1/en not_active Abandoned
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Cited By (13)
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US10244036B2 (en) | 1998-10-13 | 2019-03-26 | Facebook, Inc. | Method and system for controlled distribution of information over a network |
US10454998B2 (en) | 1998-10-13 | 2019-10-22 | Facebook, Inc. | Method and system for controlled distribution of information over a network |
US10250672B2 (en) | 1998-10-13 | 2019-04-02 | Facebook, Inc. | Method and system for controlled distribution of information over a network |
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WO2002027677A3 (en) * | 2000-09-26 | 2003-01-03 | Accero Inc | Method and system for playing computer games sent via electronic mail |
US7731589B2 (en) | 2001-05-09 | 2010-06-08 | Kabushiki Kaisha Sega | Game apparatus, server apparatus, program, and recording medium |
US8109831B2 (en) | 2001-05-09 | 2012-02-07 | Kabushiki Kaisha Sega | Game apparatus, server apparatus, program, and recording medium |
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US7761512B2 (en) | 2001-07-09 | 2010-07-20 | Kabushiki Kaisha Square Enix | Message exchange |
EP1276284A3 (en) * | 2001-07-09 | 2005-11-16 | Kabushiki Kaisha Square Enix (also trading as Square Enix Co., Ltd.) | Method and device for messaging |
Also Published As
Publication number | Publication date |
---|---|
IL142030A0 (en) | 2002-03-10 |
EP1210668A1 (en) | 2002-06-05 |
AU6388399A (en) | 2000-04-03 |
CA2348616A1 (en) | 2000-03-23 |
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