EP0909424A4 - Systeme et procede de communication - Google Patents
Systeme et procede de communicationInfo
- Publication number
- EP0909424A4 EP0909424A4 EP96929131A EP96929131A EP0909424A4 EP 0909424 A4 EP0909424 A4 EP 0909424A4 EP 96929131 A EP96929131 A EP 96929131A EP 96929131 A EP96929131 A EP 96929131A EP 0909424 A4 EP0909424 A4 EP 0909424A4
- Authority
- EP
- European Patent Office
- Prior art keywords
- game
- data
- computer
- players
- application program
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- 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
-
- 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
-
- 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
-
- 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
Definitions
- This invention relates to a communication system and method.
- the invention has particular application to a method and system for interactive communication between a plurality of distributed players of computer based games.
- Arcade game systems are well known and similar games have been modified for home use with a TV screen.
- the advent of the PC has also seen the development of single- and multi-player game software packages.
- On-line game services are also known in which a central computer controls a the game for players connected to the computer, for example by a local area network (LAN) . It is also known for multi-user games to run on specific servers.
- US patent 5280426 describes a system in which a central computer communicates with a player control unit and separately with selected distributed agency game control units.
- Gambling systems are also known in which local controls are connected to a central control system by a cable TV system with the TV used for display.
- International patent publication WO 81/01664 describes such a gambling system.
- the present invention aims to provide an alternative to known methods and systems for interactive communication between a plurality of distributed players of computer based games.
- This invention in one aspect resides broadly in a system for interactive communication between a plurality of distributed players of computer based games on computer assemblies interconnected by a data communication network, the system including:- at least one controller data processing assembly connectable to the data communication network for controlling the operation of the plurality of computer assemblies connected to the data communication network, and a plurality of computer assemblies for players to play computer based games, each computer assembly including:- an input/output assembly for transmitting data representative of game and/or player status to a data communication network, and application program interface means for interfacing each the computer assembly with the controller data processing assembly; wherein application program interface data is transferable to the application program interface means from game data storage means, the application program interface means being operable to allow a plurality of players located at distributed locations and utilising computer assemblies having the same or differing operating systems and/or hardware configurations to play a game, data representative of the game being transferable to the computer assemblies from the game data storage means for processing solely by the computer assemblies.
- computer assembly refers to computerised work station such as a personal computer or games console (referred to as a PC) and can include input and output peripherals such as a keyboard, mouse, 3D input device, virtual reality pointer, virtual reality headset, joystick, barcode reader, touch screen, monitor screen, speaker, printer etc.
- PC personal computer or games console
- input and output peripherals such as a keyboard, mouse, 3D input device, virtual reality pointer, virtual reality headset, joystick, barcode reader, touch screen, monitor screen, speaker, printer etc.
- the input/output assembly can be any means suitable to communicate between computer and a communication network.
- the input/output assembly may for example be a cable television adaptor, set top box, wireless unit, router, phone, fax, infra-red link etc.
- the input/output assembly is preferably a modem.
- the data communication network is preferably a wide area network (WAN) using commercial communication systems.
- the data communication network can include the InterNet or commercial equivalents to the InterNet.
- the controller data processing assembly or file server can provide many functions.
- the controller data processing assembly includes:- data storage means for storing data representative of the players, the games, and the playing of the games by the players.
- the controller data processing assembly may also include:- player identification and registration means for identifying players using the system and registering a player using the system; game session and game choice registration means for registering a game chosen by players who intend playing the game on the system and for registering the preferred session indicated by a player for playing the game, and game session coordination means for coordinating game sessions in accordance with input from the game session and game choice registration means. It is to be understood that the selection and coordination of game sessions can be in accordance with many variables including game connection, duration of play, time of play, skill levels etc.
- the system includes for each game:- ga e data storage means for storing data to enable the game to be played on a computer assembly, the game data storage means storing data representative of the game, and including interface data storage means storing the application program interface data.
- the game data storage means is preferable a magnetic diskette, a CDROM or a RAM memory module.
- the game data storage means may be mounted on the InterNet or other communication system and the relevant game data downloaded onto individual computer assemblies via the InterNet.
- the system may include only one controller data processing assembly but it is preferred that the system includes a plurality of the controller data processing assemblies.
- this invention resides broadly in a method of providing interactive communication between a plurality of distributed players of computer based games on computer assemblies interconnected by a data communication network, the method including:- connecting at least one controller data processing assembly to the data communication network for controlling the operation of the plurality of computer assemblies connected to the data communication network; providing a plurality of computer assemblies for players to play computer based games, each computer assembly including:- an input/output assembly for transmitting data representative of game and/or player status to a data communication network, and application program interface means for interfacing each the computer assembly with the controller data processing assembly; transferring application program interface data to the application program interface means from game data storage means, the application program interface means being operable to allow a plurality of players located at distributed locations and utilising computer assemblies having the same or differing operating systems and/or hardware configurations to play a game, and transferring data representative of the game to the computer assemblies from the game data storage means for processing solely by the computer assemblies.
- the method includes transmitting data representative of game and/or player status to the data communication network by the input/output assembly.
- usage is to be given a wide meaning. It can include inter alia, the time for which a game is played, the number of logins to the game and the number of introductions to other players playing the game.
- this invention resides broadly in game data storage means for storing data to enable a computer based game to be played by or between a plurality of distributed players on computer assemblies interconnected by a data communication network, the game data storage means storing data representative of the game, and including:- interface data storage means storing application program interface data for interfacing a computer assembly storing data from the game data storage means with a controller data processing assembly connected to the data communication network for controlling the operation of a plurality of the computer assemblies connected to the data communication network; wherein the application program interface data i ⁇ transferable to application program interface means in each computer assembly, the application program interface means being operable to allow a plurality of players located at distributed locations and utilising computer assemblies having the same or differing operating systems and/or hardware con igurations to play a game, data representative of the game being transferable to the computer assemblies from the game data storage means for processing solely by the computer assemblies.
- this invention resides broadly in a method of billing a game-player in accordance with the usage of a computer based game to be played by or between a plurality of distributed players on computer assemblies interconnected by a data communication network, the method including:- providing at least one controller data processing assembly for controlling the operation of a plurality of the computer assemblies connected to the data communication network; providing game data storage means for storing data to enable the computer based game to be played by or between the plurality of distributed players, the data storage means storing data representative of the game, and including interface data storage means storing application program interface data for interfacing a computer assembly storing data from the game data storage means with the controller data processing assembly; wherein the application program interface data is transferable to application program interface means in each computer assembly, the application program interface means being operable to allow a plurality of players located at distributed locations and utilising computer assemblies having the same or differing operating systems and/or hardware configurations to play a game, data representative of the game being transferable to the computer assemblies from the game data storage means for processing solely
- FIG 1 is a schematic block diagram of a computer based games communication system in accordance with the invention.
- FIG 2 is a schematic block diagram of a home computer set up to play games in the games communication system of the present invention
- FIG 3 is a schematic block diagram of a games file server for use in the games communication system of the present invention
- FIG 4 (A and B) is a schematic flow chart diagram illustrating the method of operating the games communication system of the present invention.
- a plurality of geographically distributed PCs Ila, lib ....lln are connected to communication network 12 by modems 13a, 13b ....13n.
- the PCs are operated by game players 14a, 14b ,...14n.
- Communication network 12 and/or the telecommunication links between modems 13a, 13b, ....13n are provided by telecommunications companies 15a, 15b, ....15n in known manner.
- Game storage devices such as diskettes or CDROMS 16a, 16b, ....16n produced by game developers and/or publishers 17a, 17b, ....17n can be purchased and played on their PCs by game players 14a,
- Game file servers 18a, ....18n are connected to communication network 12 which are positioned in suitable geographic locations and in accordance with user requirements.
- the game file servers enable games to be played interactively by a number of players in a manner to be described.
- game diskettes 16a, 16b, ....16n include data 20a, 20b, ....20n representative of application program interface (API) data for interfacing PCs Ila, lib ....lln with game file servers 18a, ....18n such that any number of game players 14a, 14b ....14n located at distributed locations can interactively play any number of games loaded into the PCs from game diskettes 16a, 16b, ....16n irrespective of the operating system and/or hardware configuration of the PCs.
- API application program interface
- the data representative of each game is stored in the respective PC being used to play the game.
- the game file server 18 records the usage of each player 14 of each game 16 and this information is available for the respective telecommunication company 15 to bill the players in the accordance with their usage.
- the telecommunication companies 15 also pay a royalty to game developers and/or publishers 17 in accordance with the total usage of each game 16 by all players 14.
- FIG 1 is merely schematic in these regards.
- FIG 2 which illustrates a computer assemblies 11 of FIG 1
- a computer assembly 26 is operated by a player 28 for the purpose of playing games.
- Computer assembly 26 is a computerised work station such as a personal computer or games console.
- the game software components 21, 22, 23, 24 and 25 (to be described subsequently) are stored on computer assembly 11 in data storage means 30, or the software components can remain stored on CDROM or diskette 16 for access by the computer assembly.
- Data storage means 30 is a fixed and/or removable storage media used to store all aspects of the game. It will also store player registration information required to start subsequent games.
- Input/output assembly 27 allows computer assembly 26 to be to a data communications network 12 such that information can flow between the two.
- Input/output assembly 27 may be a mode , network interface card, direct connection or cable TV interface.
- the game comprises game interface 25 and game functions 24 developed by the game developers and /or publishers.
- Game interface 25 is that part of the game designed by the game developer to interface with player 28 via the input/output peripherals 29.
- Game functions 24 form the body of the game as design and developed by the game developer.
- API functions 22 and server interface 23 in accordance with the present invention are supplied to the game developers.
- API functions 22 allow bi-directional communication between computer assembly 11 and game file server 18. They are made available to game functions 24 and server interface 25 via an Application Programming Interface (API).
- Game functions 24 can utilise this API to communicate with game file server 18 and solicit the services provided by the server.
- the game file server can utilise the API to negotiate with the game functions in relation to the services to be provided.
- a protocol stack 21 encapsulates messages generated by game functions 24 and API functions 22 and facilitates their delivery to another computer assembly 11 operating the same protocol stack. Protocol stacks are commercially available.
- game functions 24 utilise API functions 22 to communicate with data communications network 12.
- API functions 22 utilise protocol stack 21 in known manner to facilitate communication with game file server 18 illustrated in detail in FIG 3 via data communications network 12.
- API functions 22 contain a means for game functions 24 to communicate via data communications network 12 with game file server 18 and to solicit services from that server.
- the API functions also provide a means for the game functions to communicate with other computer assemblies that are utilising the same protocol stack and API functions.
- Server interface 23 utilises the API functions 22 to perform player registration functions on the games file server.
- the purpose of server interface 23 is to offset the work required by the game developer in incorporating API functions 22. All API functions utilised by server interface 23 are also available to game functions 24.
- Server interface 23 allows the player 28 to perform player registration and initialisation functions that are not necessarily part of the game but are required by the system in order to access the services provided by the game file server 18.
- the game developers and publishers may choose not to utilise server interface 23 and instead may develop their own interface in keeping with the style of their particular game using API functions 22.
- controller data processing assemblies or games file servers illustrated in FIG 1 as 18a, 18b ... 18n are now described with reference to FIG 3 in which a controller data processing assembly 40 is connected to a data communication network 12 for the purpose of sending and receiving messages from the computer assemblies 26 illustrated in FIG 2.
- Controller data processing assembly 40 is a computerised workstation, file server or host with sufficient processing resources to support the game file server software.
- This storage facility is for the non-volatile storage of server software and operating information. It also stores dynamic and historical information relating to the operation of the server.
- Player registration module 31 is responsible for providing account information that will allow the billing of players for each game session or server service provided. As each session is established module 31 issues the player with a valid session key that will be checked by session validation module 32. This key is encrypted and time limited to prevent re-use. Account information passing between the player's computer assembly 26 and game file server 40 is encrypted for security purposes. Player registration module 31 is supplied to provide the infrastructure required by the other components.
- Session validation module 32 is responsible for providing validation that all requests to game file server 40 have valid accounting information as required for billing purposes. This is based on authenticating session keys issued by player registration module 31 at the start of each session.
- Game session registration module 33 is responsible for recording player requests. It will negotiate with players for further selection criterion such as the desired average skill level of the other players, time of play, duration of game etc. The required accuracy of these criterion is also a request criterion.
- Game session resolution module 34 is responsible for collating requests so as to satisfy the requests of as many players as possible. It is also responsible for monitoring the state of games in progress. Protocol stack 35 provides an interface with data communication network 12 for the transmission and reception of messages.
- Audit functions module 37 ensures that sufficient system resources are always available for the smooth operation of game file server 40. It also allows control of the server modules and for access to operating information. Audit function module 37 is supplied to provide the infrastructure required by the other components.
- Requests from players are received from data communications network 12 via protocol stack 35. These requests are then passed to session validation module 32 to identify whether they are part of an established and legitimate session. Those messages not found to be part of an established or legitimate session are passed to player registration module 31 which negotiates with the player to legitimise the session. This may involve the transfer of player account information to game file server 40 and the provision of player registration information to the player.
- Game session registration module 33 allows the following requests to be made:- A player running a game on a computer assembly requests that other players wishing to join the game be found.
- the game is identified by a unique game ID as arranged between the game developers and/or publishers and the operators of the game file server.
- the game may already be in progress on the player's computer assembly or will start when sufficient players are located by the game session resolution module 34.
- a player running a game on a computer assembly requests to join a game of that type already in progress between other players.
- a player registers interest in playing a game of particular type at a specified time and date.
- the server registers this request and allows the player to terminate the session. Successful resolution of the request will prompt the server to notify all players of the impending game immediately prior to the specified time.
- Game session resolution module 34 is aware of all requests registered by game session registration module 33 and processes the requests to satisfy the requests if possible. If necessary game session resolution module 34 negotiates with the players via their respective computer assemblies 26 to offer suggested resolutions or obtain further selection criterion. Game session resolution module 34 monitors established games still in progress to maintain knowledge of the number of active players and the number of player vacancies. Where possible it will attempt to fill those vacancies from players with unsatisfied requests. Upon termination of a game, game se ⁇ sion resolution module 34 removes the terminated game from its list of active sessions. API functions 22 in the player's computer assemblies 26 provide player and vacancy information to game session resolution module 34. Game file server 40 incorporates audit functions 37 to control and access the other processes.
- audit functions also provide an interface whereby administrator 38 can access information contained within the server via the input-output peripherals 39 such as keyboard, monitor screen, mouse, speakers, printers etc.
- This information forms part of a system providing "help desk" functions to players needing assistance.
- the administrator is familiar with the operation of the game file server and responsible for its day-to-day operation.
- FIG 4 broadly illustrates the flow of information and the control between the player's computer assembly 26 as seen in FIG 2 and the data controller processing assembly or game file server 40 seen in FIG 3. Player functions and decisions are shown on the left of FIG 4 and server functions and decisions are shown on the right of FIG 4.
- the arrows designate the sequence and flow of information across data communications network 12. The number sequence of both player and server functions are indicated in parenthesis in the following text.
- Operation in the system commences with the player choosing to play an on-line, multi-player game.
- the player must start the game (40) and select the on-line play option (41) provided by the game developers.
- API functions 22 as seen in FIG 2 then choose a server address (42) and gets the player registration details
- Player registration details are stored on the data storage means in an encrypted file. The player must enter a password in order for the API functions to decrypt the player registration details. Once the player registration details (or lack thereof) is established then the player's computer assembly will connect to the server (44) passing the player's registration details and the game ID of the game being played.
- the game ID is a number unique to that game and is assigned by the operator of the server and embedded in the game by the game developers.
- the server Upon receipt of the player's message the server will resolve the player details (46) against its internal data. The server will either authenticate the player details or resolve that the player has not yet registered with the system. Messages from authenticated players are passed to the server resolution process (53).
- Unregistered player ⁇ will be asked to enter account details (48) in order to become registered. This information is encrypted before transmission to the server (49). Upon receipt of the account details the server will register the player (50) and notify the player's computer assembly of the player registration details (51). The player's computer assembly will encrypt and store (52) this information for later use. The player details and game ID of the newly registered and authenticated player are then passed to the server resolution process (53). Once a player is authenticated the server resolution process (53) matches the game ID with the server 18a, 18b ... 18n as seen in FIG 1 handling that game. This decision will also take into consideration the geographical location of servers.
- the current server will inform the player's game API functions of the new server address and request further details regarding the nature of the reque ⁇ t (54). Subsequent communication originating from the player' s computer assembly will be addressed to the new server. Authentication of the player will be sent from the original server to the new server.
- the player can then choose the criterion (55) for the request to the server (56). This will include (but is not limited to) the choices outlined in the discussion of the game session registration module 33 with reference to FIG 3.
- the API function will inform the player of server progress (59).
- the game resolution process (60) then accumulates request ⁇ and look ⁇ for commonality between them. U ⁇ ing the request criterion it will resolve each player request as best as possible. The accuracy of resolution is another request criterion. The player will be informed of the progress of the server (61) so that the request criterion can be altered and near matches can be accepted or rejected.
- the server will send introduction data (63) to the player in order to introduce (62) the player to the other participants in the game.
- the API functions coordinate this introduction and connect to other players (64), (65).
- the API functions in the game will then allow the games of individual players to communicate with each other independently of the server.
- the game can then progress (66) in accordance with its design.
- the API function will periodically notify the server (67) of its continued progress and of any change in the number of players or player vacancies.
- the server will also poll the games if such notification has not been received for a given period.
- the games will also notify the server (where possible) when the player exits the game.
- the server stores the status information (67) so that it can be used for further request resolution (60).
- the API functions provide a means for the players to cancel or modify the selection criterion for further participants in the game.
- the system is accessed in known manner by a games player choosing the online option of a commercial retail game.
- the game being played on a player's computer interfaces with the controller file server through a common API.
- the controller file server will validate the player's request to join an existing game or take part in a future game.
- the file server enables the local computer games residing on the player's computer to be synchronised with any other computer game player who wishes to take part in playing the game.
- the method and system of the present invention has a number of advantages over known systems and methods.
- it provide ⁇ for interactive operation between multiple users of various computer based commercially available games distributed at multiple locations.
- It facilitates the possibility of a standard approach for retail games to provide cross-hardware platform online capabilities through the use of widely available API ' s.
- It avoids the delays in graphical interaction and the long response times imposed by modem and similar connections which severely limit communication bandwidths and result in unacceptably long delays for certain styles of retail games.
- the system and method of the present invention is not limited by the software or to the users operating on a dedicated network and enable ⁇ all developer ⁇ and/or publishers to provide generic products which can run on networks that are not user- or product-specific.
- the present invention avoids the requirement for developers and publishers to develop a range of products each specifically designed to run on a given network.
- Developers and experts ⁇ her ⁇ can use the generic software of the pre ⁇ ent invention so that games running at multiple player ⁇ ites can automatically communicate over a data network provided by a third party such as a telecommunication carrier.
- This data telecommunication network is available world-wide and enables games to be played anywhere in the world.
- the present invention facilitates the return to the game developer or publisher of a royalty based on usage.
- the developer does not have to develop an online interactive product specific to a particular network and it is unnecessary for the developer or publisher to create their own multi ⁇ user interface ⁇ and network ⁇ .
- the system and method of the present invention enables standard commercially available games to be utilised and permits connection of the players regardless of their operating system or hardware platform.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Computer And Data Communications (AREA)
Abstract
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
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AUPN5461A AUPN546195A0 (en) | 1995-09-13 | 1995-09-13 | Communication system and method |
AUPN0546/19 | 1995-09-13 | ||
PCT/AU1996/000566 WO1997010561A1 (fr) | 1995-09-13 | 1996-09-10 | Systeme et procede de communication |
Publications (2)
Publication Number | Publication Date |
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EP0909424A1 EP0909424A1 (fr) | 1999-04-21 |
EP0909424A4 true EP0909424A4 (fr) | 2000-01-05 |
Family
ID=3789788
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP96929131A Withdrawn EP0909424A4 (fr) | 1995-09-13 | 1996-09-10 | Systeme et procede de communication |
Country Status (4)
Country | Link |
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EP (1) | EP0909424A4 (fr) |
JP (1) | JPH11515123A (fr) |
AU (1) | AUPN546195A0 (fr) |
WO (1) | WO1997010561A1 (fr) |
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GB9806664D0 (en) * | 1998-03-27 | 1998-05-27 | Internet Games Plc | A system for directing the retrieval of information over a network |
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US6722980B2 (en) * | 1999-04-30 | 2004-04-20 | Asip Holdings Inc | Wagering system |
NL1012128C2 (nl) * | 1999-05-21 | 2000-11-23 | Gamegate Com B V | Werkwijze en samenstel van apparatuur en programmatuur voor het met winstkans spelen van een computerspel. |
JP2001058087A (ja) * | 1999-06-14 | 2001-03-06 | Sony Corp | ゲームコントローラ、エンタテインメントシステム及びゲーム実行方法、並びにゲームソフトプログラムダウンロード方法 |
NL1012994C2 (nl) * | 1999-09-07 | 2001-03-08 | Gamegate Com B V | Werkwijze en systeem voor het aanbieden van een computerspel. |
US6554707B1 (en) | 1999-09-24 | 2003-04-29 | Nokia Corporation | Interactive voice, wireless game system using predictive command input |
US6527641B1 (en) | 1999-09-24 | 2003-03-04 | Nokia Corporation | System for profiling mobile station activity in a predictive command wireless game system |
US7803052B2 (en) | 2002-06-28 | 2010-09-28 | Microsoft Corporation | Discovery and distribution of game session information |
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WO1990013865A1 (fr) * | 1989-04-28 | 1990-11-15 | Softel, Inc. | Procede et appareil pour commander et controler a distance l'utilisation d'un logiciel informatique |
ES2099086T3 (es) * | 1989-06-09 | 1997-05-16 | Interactive Network Inc | Sistema de juego a distancia en el que intervienen varios participantes. |
AU699785B2 (en) * | 1994-05-27 | 1998-12-17 | Head To Head Games Pty. Ltd. | Communication system and method |
-
1995
- 1995-09-13 AU AUPN5461A patent/AUPN546195A0/en not_active Abandoned
-
1996
- 1996-09-10 WO PCT/AU1996/000566 patent/WO1997010561A1/fr not_active Application Discontinuation
- 1996-09-10 JP JP9511500A patent/JPH11515123A/ja active Pending
- 1996-09-10 EP EP96929131A patent/EP0909424A4/fr not_active Withdrawn
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4572509A (en) * | 1982-09-30 | 1986-02-25 | Sitrick David H | Video game network |
US5051822A (en) * | 1989-10-19 | 1991-09-24 | Interactive Television Systems, Inc. | Telephone access video game distribution center |
US5428528A (en) * | 1990-09-06 | 1995-06-27 | Sharp Kabushiki Kaisha | Portable interactive game system between master/slave units containing detachable memories wherein a master unit downloads a master program to slave units respective detachable memories |
WO1993023125A1 (fr) * | 1992-05-14 | 1993-11-25 | Codemasters Limited | Connexion de jeux video par l'intermediaire d'un reseau de communication |
Non-Patent Citations (1)
Title |
---|
See also references of WO9710561A1 * |
Also Published As
Publication number | Publication date |
---|---|
AUPN546195A0 (en) | 1995-10-12 |
JPH11515123A (ja) | 1999-12-21 |
EP0909424A1 (fr) | 1999-04-21 |
WO1997010561A1 (fr) | 1997-03-20 |
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