EP3406066A1 - Procédé pour transmettre des sessions de jeux récréatifs entre deux terminaux - Google Patents

Procédé pour transmettre des sessions de jeux récréatifs entre deux terminaux

Info

Publication number
EP3406066A1
EP3406066A1 EP17708579.2A EP17708579A EP3406066A1 EP 3406066 A1 EP3406066 A1 EP 3406066A1 EP 17708579 A EP17708579 A EP 17708579A EP 3406066 A1 EP3406066 A1 EP 3406066A1
Authority
EP
European Patent Office
Prior art keywords
unit
client
client unit
server
entertainment game
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.)
Ceased
Application number
EP17708579.2A
Other languages
German (de)
English (en)
Inventor
Matthias Grumet
Michael Kusternig
Ralf Rollmann
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Novomatic AG
Original Assignee
Novomatic AG
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Novomatic AG filed Critical Novomatic AG
Publication of EP3406066A1 publication Critical patent/EP3406066A1/fr
Ceased legal-status Critical Current

Links

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/40Support for services or applications
    • H04L65/403Arrangements for multi-party communication, e.g. for conferences
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3241Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/1066Session management
    • H04L65/1083In-session procedures
    • H04L65/1093In-session procedures by adding participants; by removing participants
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/60Network streaming of media packets
    • H04L65/61Network streaming of media packets for supporting one-way streaming services, e.g. Internet radio
    • H04L65/612Network streaming of media packets for supporting one-way streaming services, e.g. Internet radio for unicast

Definitions

  • the present invention relates to a method for transmitting a
  • Entertainment game system comprises at least one server unit and at least two terminals as client units, wherein connections between the server unit and the client units or terminals are established via a communication network.
  • entertainment game equipment especially in the form of petty-actuated gaming machines and / or betting machines, mostly operated as a so-called stand-alone game devices on soft all necessary for game operation functions and data (game logic, random number generator, etc.) are available
  • new game ideas such as Progressive jackpots, multi-player games, etc. have begun to network entertainment gaming devices at least locally (e.g., over local area networks).
  • Customer data management facilities, etc. soft on, for example, user data, user profiles, user accounts, billing data, etc. can be deposited for a game operation and / or with which a game operation can be controlled and checked, to a further mostly local or regional networking (eg operator-specific) of Entertainment gaming apparatus via a communications network.
  • a server-based entertainment game system is based on the so-called client-server concept, in which tasks and services within a communication network to different units - ie at least a server or a server unit and at least one client or a client unit - be distributed. These units (server unit and client units) usually run on different - often spatially separated, but over the
  • Communication network e.g., Local Area Network, Wide Area Network, etc.
  • interconnectable devices e.g., computer units
  • a standing connection of a client unit with the server unit is referred to as a session, wherein a session is started with a log-in and terminated with a log-out.
  • the server unit is formed by a central computer system, with the entire entertainment game content or at least an integral portion of the entertainment game content (e.g., game logic and graphics, random number generator, etc.) centrally stored on the server unit. On the central computer system, with the entire entertainment game content or at least an integral portion of the entertainment game content (e.g., game logic and graphics, random number generator, etc.) centrally stored on the server unit. On the central computer system, with the entire entertainment game content or at least an integral portion of the entertainment game content (e.g., game logic and graphics, random number generator, etc.) centrally stored on the server unit. On the central computer system, with the entire entertainment game content or at least an integral portion of the entertainment
  • Server unit or an associated database unit may have further data contents for e.g. Administration of the client units, authorization of client units, authentication of users and / or player protection measures (e.g., player account, user profile, etc.) or other data.
  • connections to the server unit may then typically be established after a login to secure desired entertainment games, such as video games. random gambling (e.g., so-called slot games), electronic casino games (e.g., roulette, poker, blackjack, etc.), betting games, lottery games, sports betting, etc.
  • desired entertainment games such as video games. random gambling (e.g., so-called slot games), electronic casino games (e.g., roulette, poker, blackjack, etc.), betting games, lottery games, sports betting, etc.
  • Such a connection may be referred to, for example, as an entertainment game session or gaming session.
  • gaming session or entertainment game session then, e.g. so-called slot games and / or casino games played on the client unit, placed sports betting using the client unit or betting or lottery games are used on the client
  • client units In a server-based entertainment game system are called client units
  • a game terminal is a special form of entertainment game device, which is designed as a stand-alone device and on which either only a corresponding operating system or a
  • Game terminals are so-called video lottery terminals or VLTs, by which in particular the respective competent authorities monitoring of the games played and the exercise of a control function are made possible.
  • entertainment equipment and / or game terminals were mainly so-called interactive entertainment game solutions (eg interactive online gaming, online casinos, online bets, lottery games via the Internet, etc. ), of which entertainment games are provided for one or more players. Owing to
  • Communication networks e.g., wireless LAN, cellular network, digital data network, etc.
  • Communication networks are offered via the Internet or mobile Internet, and may be used on end-user devices such as mobile phones.
  • PC Personal computers
  • laptops tablet PCs or smartphones.
  • Entertainment games e.g., gambling, casino games, sweepstakes, lottery games,
  • Sports betting, etc. can after passing through a registration and
  • Registration process can be used in a so-called online gaming platform with the respective terminal in an entertainment game session.
  • these interactive entertainment game solutions are also based on the client-server concept - for example, with a central online gaming platform as the server unit and the respective terminals (e.g., PC, laptop, smartphone, etc.) as a client unit.
  • a central online gaming platform as the server unit
  • the respective terminals e.g., PC, laptop, smartphone, etc.
  • entertainment game to be used.
  • the same entertainment game can also be used e.g. after a registration process with an online gaming platform with user-specific
  • Terminals e.g. such as PC, laptop, tablet or smartphone.
  • user-specific data such as
  • a loyalty card which is used at the entertainment gaming machine or game terminal, for example, for a registration or user identification for an entertainment game session, not with the user-specific data such as the player or User account or user profile linked for web-based or mobile online use.
  • the user it is very cumbersome for the user, for example, to change from a game on a casino game terminal on an online version of this game on a mobile device, for example, if the respective game terminal is left in the casino or the casino.
  • a logout first has to be server-based
  • Entertainment game system are performed to end the current entertainment game session, for example, on the game terminal as a client unit and then to switch to a mobile terminal as a client unit.
  • this has the disadvantage that e.g. on the mobile terminal as a new client unit again log-in must be performed to start the desired entertainment game and the associated entertainment game session.
  • This changes the status and history of the game of entertainment. For example, the last at the game terminal or the displayed on the old client unit reel combination of gambling, current situation of the casino game, etc. changed by logging in on the new terminal or on the new client unit.
  • the last at the game terminal or the displayed on the old client unit reel combination of gambling, current situation of the casino game, etc. changed by logging in on the new terminal or on the new client unit.
  • New entertainment game on the new terminal or on the new client unit started.
  • a user may either have a started entertainment game session on the respective terminal or on the respective client unit of the server-based one
  • Cross-platform ongoing entertainment game session using a mobile terminal is used.
  • the mobile terminal with the respective
  • Entertainment game device are transmitted to the mobile terminal and continue on this, when a near area of the entertainment game device is left.
  • a deflection module is used, which is interposed between the game server and the entertainment game device and by which a video stream of the respective entertainment game session is redirected from the game server to the mobile device. Should be played back on the entertainment game device, the redirection of the video stream of the entertainment game session can be reversed.
  • the method described in WO 2014/052259 A1 has the disadvantage that during the use of the mobile terminal or as long as the entertainment game session is redirected to the mobile terminal, the
  • Entertainment gaming device can not be used by other players or for others
  • the present invention is therefore an object of the invention to provide a method of the type mentioned, by which avoided the disadvantages of the prior art and by which without additional effort in a server-based
  • the object is achieved by a method of the type specified in which checks for a executed on a server unit of a server-based entertainment game system and issued on a first client unit of the server-based entertainment game system entertainment game session centrally stored, user-specific data and doing an identifier of first client unit is stored in the user-specific data or to the user-specific data.
  • the entertainment game session is executed on a server unit and output on a client unit so that a user can make inputs for the control of the entertainment game session at the client unit, but not the client unit these user inputs for the controller of the But uses the input and / or corresponding information to the server unit so that the server unit then performs the actual control of the entertainment game session in accordance with the user's input.
  • a change occurs in the output of the amusement game session to a second server-based client unit
  • the identifier of the first client device is e.g. displayed on a display unit of the first client unit. This identifier of the first client unit can then be entered on the second client unit. Further, a state of the entertainment game session at the time of requesting the change is recorded on the server unit, and the entertainment game session becomes therein
  • Server unit is sent and stored in the user-specific data. After establishing the communication connection between the second client unit and the server unit, the identifier of the first client unit is deleted from the user-specific data and the entertainment game session is continued with the state held on the server unit and output on the second client unit. Then the
  • the main aspect of the proposed solution according to the invention is that a currently running entertainment game session without interruption and without losing a respective current status of a first client device or terminal to a second, different client unit or another terminal of a server-based
  • an ongoing entertainment game session may be transferred from one client device to another client device, while at an entertainment game application used in the current entertainment game session, e.g. a user interaction is waited or while e.g. a game exit of the used
  • Amusement game application is detected.
  • the current entertainment game session is transferred from the server unit or from the server unit, respectively, during the switchover from the first to the second client unit.
  • the detained state thus includes that for carrying out a
  • Entertainment parameters such as player account balances, information about the current game situation (in which phase or which section is the entertainment game) and whether to wait for an input of the player or an output should be made. Further, the detained state may also have advantages acquired during the course of the entertainment game session, such as e.g. Free games,
  • the entertainment game session is therefore transmitted to the second client unit with the respective current status and can there be seamlessly continued by the user or player.
  • the server unit is always aware of the respectively current client unit for the output of the current entertainment game session. There is no need for a renewed logon or re-logon process on the second client unit by the user, nor are there e.g. by the user during the current
  • Another advantage of the invention proposed solution is that after a successful transfer of the current
  • the connection of the first client unit to the server unit is thus without e.g. terminated a logout or a logout process of the user.
  • the first client unit can thus use e.g. be used by other users for new entertainment game sessions. Any connection to the previous user will be ended.
  • Registration required in which, depending on the respective legal, administrative and / or technical specifications user-specific data, for example in the form of a customer card, a user account or user or player profile, in
  • Entertainment game system are deposited centrally. These user-specific data can advantageously be stored, for example, in a central storage unit of the server unit or in a database assigned to the server unit.
  • the user For the use or to set up an entertainment game session then the user must, for example, a Registration or logon process (log-in) to be performed on the respective client unit, in which user-specific credentials are input via a user interface of the respective client unit and forwarded to the server unit for comparison with the respective stored, user-specific data. If the entered credentials and the corresponding user-specific data match, a connection is established between the client device and the server device, and an entertainment game session can be started.
  • a Registration or logon process logo-in
  • the identifier of the currently used client unit can be sent to the server unit, ideally in the background or without user interaction.
  • the identifier of the client unit can then be stored in a simple manner with the user-specific data-for example, in the user account or in the user profile.
  • Client unit can, for example, unique device-specific data such. a serial number, licensing number, company number or a unique one
  • a MAC address is a hardware address through which a terminal in one
  • Communication or computer network is clearly identifiable.
  • the client unit can be uniquely identified in the server-based entertainment system and thus clearly recognized by the server unit.
  • the client unit can thus be addressed clearly during communication setup and for the communication connection and the current entertainment game session.
  • a status currently displayed on the first client unit becomes the currently running status
  • Identification number or PIN or biometric data e.g., fingerprint, etc.
  • a confirmation for the change to the second client unit is requested or requested by the user.
  • the user can thus continue to transmit the currently running on the first client unit entertainment game session on the second client unit by entering the confirmation or aborted in a simple manner.
  • the input of the confirmation can take place, for example, via the respective user interface of the first client unit (for example touchscreen, keyboard, etc.). If no confirmation for the change of the client unit is entered or the transfer of the entertainment game session is aborted, the identifier for the second client unit is removed again from the user-specific data. The identifier of the first client unit remains stored in the user-specific data and the
  • Conversation game session will continue seamlessly on the first client unit and with its status.
  • the identifier of the respective client unit or the first client unit is displayed as what is known as a QR code, as a bar code or as an alphanumeric code.
  • the representation as a QR or Quick Response code or barcode allows the user - if the second client unit is set up to enter the identifier in a simple manner in the second client unit, for example by scanning or reading. In this case, for example, erroneous input or a typing, as when entering alphanumeric codes can be prevented.
  • QR codes represent a method of presenting or displaying information in such a way that it can be found and read in particularly quickly by machine.
  • the representation of the identifier as an alphanumeric code provides a flexible way for the code entry, since an alphanumeric code usually very easily over a
  • the client unit does not need to be specially configured to enter an alphanumeric code. For example, it does not need to have a camera or sensor to capture the code.
  • different terminals may conveniently be used as client units.
  • gaming terminals gaming terminals, video lottery terminals, mobile terminals (e.g., smartphones, tablet PCs, laptops or personal computers) can be easily employed.
  • the client units used in each case can be offered for a different use of entertainment games.
  • gaming terminals in particular, localized entertainment gaming sessions e.g. in mobile gaming or casinos, while mobile devices can be used for mobile or laptops or personal computers for online use.
  • an entertainment game session can be transmitted without interruption and seamlessly, for example, from a game terminal to a mobile terminal (e.g., smartphone) and from there to a personal computer.
  • a mobile terminal e.g., smartphone
  • the user may make an entertainment game session e.g. taken on a mobile device in a casino and can be there on a gaming terminal without losing the current status
  • Communications network As a communication network may suitably a
  • connection between server unit and game terminals as client units wired local area networks or also e.g. Wireless LAN can be used.
  • client units wired local area networks or also e.g. Wireless LAN can be used.
  • a communication link between the server unit and a mobile terminal may be, for example, a radio network (e.g., 3G, LTE, etc.) and the so-called mobile Internet or a
  • Connection setup via wireless LAN can be used. If, for example, a connection to the server unit is established by a personal computer, then, for example appropriate data networks and the Internet are used for communication.
  • Windows system services are special programs or services which run in the background and which functions are bundled in order to make these available to third parties.
  • Figure 1 schematically an exemplary server-based
  • Figure 2 schematically and by way of example a flow of the method for transmitting an entertainment game session between client devices in an exemplary server-based entertainment game system.
  • Figure 1 shows schematically an exemplary entertainment game system that is server-based or client-server designed and which one for game use by different client types - for example, local
  • the exemplary entertainment game system consists of at least one server unit SE and a plurality of client units C1 1, C12, C13, C14. From the client units C11, C12, C13, C14 communication links for the respective entertainment game sessions and possibly other sessions or sessions (eg for administration purposes, installations, registration processes, etc.) are established via a communication network KN.
  • a communication network KN can be a wired, a wireless or a combination of a wired and wireless communication network KN. mainly depending on the type of the respective client unit C1 1, C12, C13, C14. Conceivable, for example, connections of client units C1 1, C12, C13, C14 with at least partial use of public data or
  • Mobile networks in remote or regional or so-called remote access to the server unit SE.
  • the Internet or its services or protocols for example FTP, HTTP, HTTPS
  • FTP, HTTP, HTTPS can be used for the communication.
  • a so-called local area network (LAN) such as e.g. typically a wired Ethernet and / or wireless LAN are used for a wireless connection.
  • the server unit SE may be accessed for establishing communication links or entertainment game sessions of various types of client devices C11, C12, C13, C14.
  • a corresponding client software or application for a client functionality is usually installed on the respective client unit C11, C12, C13, C14, whereby the respective client unit C1 1, C12, C13, C14 then in the server-based Entertainment game system is known and usable.
  • gaming or gaming terminals C11 may be used as client devices C11, C12, C13, C14.
  • a game terminal C1 1 can for example be used in a local casino.
  • the game terminal C11 is usually implemented as a stand-alone device, with either only a corresponding operating system or an operating system being stored together with various entertainment games (for example game logic and graphics) on a game terminal C11. Control and running of entertainment games used on the gaming or gaming terminal are performed by the server unit SE. Furthermore, mobile terminals C12, C13, e.g. Smartphones, tablet PCs or laptops are provided as client units, on soft entertainment games sessions, e.g. can be carried out via mobile internet. Furthermore, it is also possible to use a personal computer as client unit C14 e.g. to use for so-called interactive online gaming via Internet connection to the server unit.
  • client unit C14 e.g. to use for so-called interactive online gaming via Internet connection to the server unit.
  • the server unit SE to which the client units C1 1, C12, C13, C14 for
  • entertainment game sessions may request and establish a connection may include multiple functional units. These functional units may e.g. be accommodated on one or more computer units, wherein for the sake of simplicity, these functional units are not shown in Figure 1.
  • the functional units may e.g. be accommodated on one or more computer units, wherein for the sake of simplicity, these functional units are not shown in Figure 1.
  • Server unit SE can, for example, a web server for a connection to the Internet, a server for management of platforms and / or user accounts, a game server, a content server, etc.
  • the game server comprises in particular the random number generator as well as the so-called game mechanics, by means of which game progressions and outcomes are determined on the basis of the game rules as a function of the random number generator.
  • content content can be managed and managed by the content server
  • the server unit SE can comprise a memory unit DB or the server unit SE is assigned a database DB, in which e.g. User-specific data (for example user accounts, user profiles), game content, administration data, etc. can be stored.
  • user-specific data e.g., user accounts, user profiles
  • personal data e.g., name, age
  • credentials e.g., password, PIN, biometric data
  • Payment functions for example, credit card data
  • other necessary user-specific data are stored centrally in the storage unit or database DB.
  • FIG. 2 Also shown in FIG. 2 is the exemplary server-based entertainment gaming system of FIG. 1 having a server unit SE associated with a storage unit or database DB and two exemplary client units C21, C22.
  • Client units C21, C22 can in turn be established via a communication network KN.
  • An exemplary first client unit C21 is for example a game or gaming terminal to which a first identifier ID1 is assigned.
  • Client unit C22 is eg a mobile terminal (eg a smartphone or a tablet PC) to which a second identifier ID2 is assigned.
  • first or second identifier ID1, ID2 for the respective client unit C21, C22 unique, device-specific identifiers are used by which the client unit C21, C22 in a communication network KN or in a computer network is uniquely identifiable.
  • a unique, device-specific identifier ID1, ID2 is for example a so-called media access control or MAC address, which can be used eg as a client unit C22 in mobile terminals or PCs.
  • identifier ID1, ID2 but also device-specific unique data such as serial numbers, licensing numbers, operating numbers or other unique hardware identifiers - for example, at game terminals C21 as client units - can be used.
  • a first method step 1 for a current entertainment game session which is to take place on the first client unit C21 and is to be output,
  • Credentials e.g., username, password, PIN, biometric data, personal data stored on a user card
  • Credentials are entered on the first client unit C21 and then, for example, with user-specific data from e.g. a user account, which is stored centrally in the database DB associated with the server unit SE.
  • user-specific data e.g. a user account, which is stored centrally in the database DB associated with the server unit SE.
  • a communication link KV1 is established between the server unit SE and the first client unit C21.
  • the entertainment game session can be started.
  • the first client unit C21 forwards the associated first identifier ID1 to the server unit SE via a communication link KV1.
  • the first identifier ID1 of the first client unit C21 is then stored in the user-specific data (i.e., for example, in the user account in the database DB associated with the server unit SE). It is thus a link between the user account and the first client unit C21, on which the currently requested entertainment game session is to be issued, made.
  • a change to the second client unit C22 is requested. This may be done, for example, by an input on the second client unit C22 via a user interface (e.g., touch screen, enter key) at any time during the current entertainment game session.
  • a user interface e.g., touch screen, enter key
  • the first client unit C21 e.g., a display unit of the first client unit C21
  • Identifier ID1 of the first client unit C21 is displayed.
  • the display of the identifier of the first client unit can be done for example as a so-called QR code.
  • a display of the identifier ID1 of the first client unit C21 is also possible, for example as an alphanumeric code and / or as a barcode.
  • a fourth method step 4 the identifier ID1 of the first client unit C21 is input to the second client unit C22, to which the current one
  • Entertainment game session is to be transmitted. It may, for example, the identifier ID1 of the first client unit C21 displayed as a QR code or bar code by the
  • Display unit of the first client unit C21 by means of an optical sensor are scanned.
  • the scanned identifier ID1 of the first Client unit can then be evaluated by the second client unit C22 accordingly. If the second client unit C22 is not set up, for example, for scanning the first identifier ID1, then, for example, the identifier ID1 of the first client unit C21 can also be entered in the form of an alphanumeric code on the second client unit C22.
  • the status of the current entertainment game session that is currently output on the first client unit C21 or displayed on the display unit of the first client unit C21 is frozen. Ie the current status of
  • the amusement game session and the current amusement game session are fixed by the server unit SE or by a special application for the client change DC on the server unit SE. This can be done to the user by, for example, freezing the graphical representation of the current status of the amusement game session on the
  • Display unit of the first client unit C21 are displayed.
  • Client unit C21 on the second client unit C22 - for example, in one
  • the first client unit C21 eg the game terminal
  • the second client unit C22 eg the mobile device such as a smartphone
  • This confirmation is entered on the first client unit C21. If the confirmation is not entered or the transfer process
  • the identifier ID2 of the second client unit C22 is deleted from the user-specific data, the freeze of the current status of the
  • Conversation game session ended and continued the entertainment game session on the first client unit without status change or seamlessly.
  • the identifier ID1 of the first client unit C21 is deleted from the server-specific data by the server unit SE or by the application for the client change DC. Via an entry of the identifier ID2 in the user-specific data or in the user account, only the second client unit C22 is now linked to the user account and thus to the current entertainment game session.
  • Entertainment game session is transferred to and output to the second client unit C22. That the entertainment game session may continue uninterrupted with the status frozen upon requesting the change to the second client device.
  • the first client unit C21 is released by the server unit SE or by the application for the client change DC and the corresponding communication connection KV1 is ended.
  • the first client unit C21 can now be used for a new entertainment game session by another user.
  • the current entertainment game session is issued on the second user-selected client unit C22 and can be continued there by the user, whereby the advantages already achieved on the first client unit C21 (for example, credits, bonus points,
  • Free spins, bonus games have been preserved.
  • a user for example, as described in Figure 2, begin an entertainment game session on a game terminal C21 in a casino and when leaving the casino its current
  • Entertainment game session for example, on a PC or a mobile terminal and then takes them to a casino and there to another client unit such.
  • a game terminal transmits, e.g. get the visual effects of each game on a larger display unit shown.

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  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Health & Medical Sciences (AREA)
  • Social Psychology (AREA)
  • General Health & Medical Sciences (AREA)
  • Computer Security & Cryptography (AREA)
  • General Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Pinball Game Machines (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

La présente invention concerne un procédé pour transmettre une session de jeu récréatif entre des unités client (C21, C22) dans un système de jeu récréatif sur serveur qui comprend une unité Serveur (SE) et au moins deux unités client (C21, C22). Des liaisons (KV1, KV2) sont établies entre l'unité serveur (SE) et au moins deux unités client (C21, C22) par le biais d'un réseau de communication (KN). Pour une session de jeu récréatif en cours qui est distribuée sur une première unité client (C21) du système de jeu récréatif sur serveur, des données spécifiques d'utilisateur stockées centralement sont vérifiées (1) et un identifiant (ID1) de la première unité client (C21) est mémorisé (2) auprès des données spécifiques d'utilisateur. Si, pendant la session de jeu récréatif en cours, un transfert sur une seconde unité client (C22) du système de jeu récréatif sur serveur est requis, l'identifiant (ID1) de la première unité client (C21) s'affiche (3). L'identifiant (ID2) de la première unité client est introduit (4) sur la seconde unité client (C22). Depuis la seconde unité client (C22), une liaison de communication (KV2) est établie vers l'unité Serveur (SE), un identifiant (ID2) de la seconde unité client (C22) est envoyé à l'unité serveur (SE) et est mémorisé (5) auprès des données spécifiques d'utilisateur. Après l'établissement de la liaison de communication (KV2) entre la seconde unité client (C22) et l'unité serveur (SE), la session de jeu récréatif est distribuée (6) sur la seconde unité client (C22) et l'identifiant (ID1) de la première unité client (C21) est effacé des données spécifiques d'utilisateur. Ensuite, la liaison de communication (KV1) de l'unité serveur (SE) vers la première unité client (C21) est supprimée et la première unité client (C21) est libérée (7). La session de jeu récréatif peut alors être poursuivie sans discontinuité avec le même statut sur la seconde unité client (C22).
EP17708579.2A 2016-01-23 2017-01-13 Procédé pour transmettre des sessions de jeux récréatifs entre deux terminaux Ceased EP3406066A1 (fr)

Applications Claiming Priority (2)

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EP16000161.6A EP3197124A1 (fr) 2016-01-23 2016-01-23 Procede de transmission de sessions de jeu entre des terminaux
PCT/IB2017/050181 WO2017125838A1 (fr) 2016-01-23 2017-01-13 Procédé pour transmettre des sessions de jeux récréatifs entre deux terminaux

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EP3406066A1 true EP3406066A1 (fr) 2018-11-28

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EP (2) EP3197124A1 (fr)
CA (1) CA3011832C (fr)
PH (1) PH12018550115A1 (fr)
WO (1) WO2017125838A1 (fr)
ZA (1) ZA201804282B (fr)

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US11288347B2 (en) * 2019-03-07 2022-03-29 Paypal, Inc. Login from an alternate electronic device

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US11276270B2 (en) 2022-03-15
WO2017125838A1 (fr) 2017-07-27
CA3011832C (fr) 2023-11-28
CA3011832A1 (fr) 2017-07-27
ZA201804282B (en) 2021-03-31
PH12018550115A1 (en) 2019-03-18
US20210201623A1 (en) 2021-07-01
EP3197124A1 (fr) 2017-07-26

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