IES84357Y1 - A mobile community platform - Google Patents
A mobile community platform Download PDFInfo
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- IES84357Y1 IES84357Y1 IE2005/0843A IE20050843A IES84357Y1 IE S84357 Y1 IES84357 Y1 IE S84357Y1 IE 2005/0843 A IE2005/0843 A IE 2005/0843A IE 20050843 A IE20050843 A IE 20050843A IE S84357 Y1 IES84357 Y1 IE S84357Y1
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- Prior art keywords
- game
- mobile
- mobile communication
- communication device
- community platform
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Abstract
ABSTRACT This invention relates to a mobile community platform (3) and to a method of operating same in a system comprising a plurality of remote mobile communications devices (5) and a mobile communications network. The mobile community platform (3) further comprises a server (9) having memory (11), the memory having game profile data and metrics data relating to each of the remote mobile communications devices stored thereon. The remote mobile communications devices access their game profile data from the mobile community platform memory before playing a game on their remote mobile communication device and once the game is finished, the mobile communication devices upload the game result data to the mobile community platform (3). The mobile community platform thereafter stores the game result data in memory (11). The mobile communication device game usage and other important information may be obtained from the game result data and used for monitoring or other purposes.
Description
exposed to a game player it is extremely difficult to measure how effective the
advertising is as well as how much this type of advertising should cost.
Another problem with this type of advertising is that it is extremely dlfficult to gather any
marketing information based on the advertising. As soon as an individual buys the game
they will have no further cause for interaction with the vendor of the game and therefore
any information relating to the gamers is lost. One of the main benefits of any advertising
campaign is the garnering of marketing information that may be used in future
campaigns as this allows companies to more accurately gear their products or services
towards the likes and preferences of their target market. This is not possible with the
current method of advergaming on mobile communications devices.
Another problem associated with gaming on mobile communications devices is that the
majority of mobile communications devices only allow users to play against their
previous best score and there is no incentive for multiple users to play the same game
as they cannot play the game simultaneously against one and other. It is widely
acknowledged that if a group of individuals are able to compete against each other and
to discuss the features of the game with each other, their enjoyment of the game and the
number of times that they play the game will increase significantly. This would have the
knock-on effect of increasing the benefit of any advertising in the game. One approach
to solving this problem has been to provide various websites and wapsites dedicated to
games and in particular the high scores of game players. This solution has the
disadvantage that in certain instances an entirely different technology must be used to
access the high scores which is inconvenient and cumbersome. Furthermore, these sites
largely depend on the input of the gamers themselves and not all gamers can be relied
upon to participate thereby leading to incomplete and inaccurate data.
Another solution to this problem has been to provide multiplayer gaming facilities
whereby multiple players can play the same game at the one time against each other.
This has the effect of improving the game player’s enjoyment of the game as an added
competitive edge is introduced into the game. Various attempts have been made at
providing multiplayer gaming for mobile communications devices. These games however
do not provide true simultaneous game play. Typically, these games operate on a strict
rotational basis whereby one user takes a turn followed by the other user taking their
turn. One example of such a game would be Pool whereby a first user can take a shot
and if they fail to pot a ball, the second user is allowed to take their shot and so on. The
same game is being simultaneously played by two persons but the actions are
sequential rather than simultaneous. This type of multiplayer game play is restricted to
certain types of games that require such sequential actions. More advanced games
requiring players to play against each other, for example, a kickboxing game, are not
possible as the first player’s actions cannot be simultaneously transmitted to the other
players mobile communications device and vice versa fast enough to provide true
simultaneous game play. lJnfortunately, true simultaneous game play for multiple users
is currently not practical for mobile communications devices. Rather than being a
problem of bandwidth or connectivity, the problem lies in the fact that there will be an
inherent delay in any signal that is transmitted from one mobile communication device to
the other thereby preventing true simultaneous play. It is necessary therefore to
incorporate various techniques to mask these delays. Few of these masking techniques
have heretofore proved successful.
It is an object therefore of the present invention to provide a mobile community platform
that overcomes at least some of these difficulties and that is relatively simple to
implement. It is a further object of the present invention to provide a mobile community
platform that will allow for accurate marketing information to be ascertained from the
game players. It is another object of the present invention to provide a mobile community
platform that promotes enhanced multi player game functionality.
Statements of Invention
According to the invention there is provided a method of controlling gaming activity in a
system comprising a mobile community platform and a plurality of remote mobile
communications devices connected by way of a mobile communications network, the
mobile community platfomi further comprising a server having memory, the memory having
L]. game profile data and metrics data relating to each of the remote mobile communication
‘L devices stored thereon) the mobile community platform having at least one game having
dynamic content contained therein, the method comprising the steps of:
a first mobile communication device opening a communication channel with the
SBTVGI’;
the server downloading game profile data relating to the first mobile
communication device to the first remote mobile communication device;
the first remote mobile communications device playing a game containing
dynamic content therein, using their game profile data, and on completion of
the game;
the first mobile communication device uploading game result data to the server;
the server thereafter updating the game profile data of the mobile
communication device in memory.
By having such a method, it is possible to monitor a mobile communications device
user's use of a game and/or their exposure to a particular advertising feature or other
dynamic content in the game after the sale of the game. Instead of providing a one-off
sale of the game and never receiving any further information about the user of the game
and their exposure to the game content, it is now possible to keep the mobile
communications device user contacting the mobile community platform in order to
update their personal game profile data. In this way, retrieval of information about the
user and the use of the game that they are playing will be possible. A profile of the game
user is kept centrally and therefore their progress may be stored centrally as opposed to
on the mobile communications device itself. This further helps in minimizing the amount
of space required on the mobile communications device to store game data. The game
profile data is stored remotely and therefore may be accessible by other specially
designated parties other than the mobile communications device user themselves.
In another embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the steps of the sewer downloading game
profile data relating to a second remote mobile communications device to the first remote
mobile communications device and the first remote mobile communications device playing
a game using their game profile data and the game profile data of the other remote mobile
communications device. In this way, it will be possible for the user of a mobile
communication device, such as a mobile phone, PDA or other device with limited RAM
memory to engage in a form of multiplayer gaming in a mobile communication network,
which was heretofore not possible. By using the game profile data of the other mobile
communication device, a simulator on the first mobile communication device may assume
the function of the third party and may operate a character or other player unit, i.e. a car, a
fighter, a fellow combatant or any such character where players may be pitted against each
other, and the first mobile communication device user may play the game essentially
against the game profile data of the other mobile communication device user, who may be
a friend or acquaintance of theirs by simply using their profile which is an accurate appraisal
of their skill levels at that time as it is downloaded from the server and has been constantly
updated.
In a further embodiment of the invention there is provided a method of controlling gaming
activity in which subsequent to the first mobile communications device uploading game
result data to the server, the server thereafter updates the game profile data in memory of
one or both mobile communications devices. In this way, as a result of the game playing of
one mobile communication device user, either their game profile data and/or the game
profile data of the other party may be updated. By doing this, a realistic skill level may be
attributed to each user and their place in the overall rankings of competitors may be
determined in a very comprehensive manner.
In one embodiment of the invention there is provided a method of controlling gaming
activity in which the step of uploading game result data to the server further comprises
uploading one or more of the outcome of a match, the usage time, duration of play,
frequency of play, time of play, level of play and average duration of play. By having this
data, the mobile community platform may accurately monitor the level of usage of a
particular game by a user which may be invaluable to a marketing manager or brand
manager they are targeting their campaigns. This information was not heretofore
available in the known methods and systems.
In another embodiment of the invention there is provided a method of controlling gaming
activity in which the step of uploading game result data to the server comprises uploading
the number of times dynamic content was displayed during gaming activity. This is seen as
particularly beneficial to the mobile community platfonn as the mobile community platform
may evaluate the effectiveness and the exposure of the users to the dynamic content and
in particular if the dynamic content comprises advertisements, the exposure of the users to
the advertisements contained in a game. This allows the advertisers and the individuals
providing the games for insertion of advertisements and other dynamic content to more
comprehensively determine what is a fair and equitable billing method that may be used for
the dynamic content as they can determine exactly how often it is being displayed.
In a further embodiment of the invention there is provided a method of controlling gaming
activity in which the step of uploading game result data to the server comprises uploading
game result data after every time a game is completed. By doing this, the game profile data
of each of the users will be kept up to date and they will be able to immediately reap the
benefits of their advancement in skills in a particular game which will provide a more
valuable gaming experience. Furthermore, this will allow for the collection of game playing
infonnation in a logical and uniform manner. Alternatively, the step of uploading game result
data to the server comprises uploading game result data on a periodic basis.
In another embodiment of the invention there is provided a method of controlling gaming
activity in which the step of the server downloading game profile data to the first mobile
communications device further comprises the server downloading a game template to the
mobile communications device. The game template may comprise the background of a
game, or indeed may comprise a substantially three dimensional representation of the
game environment that the user of the game may travel through. This will allow for the
game template to be improved and upgraded and also will allow for the large bulk of the
gaming information to be stored remotely and only downloaded to the mobile
communication device user if and when needed. This is seen as particularly advantageous
for relatively complex gaming environments.
In a further embodiment of the invention there is provided a method of controlling gaming
activity . in whiol? ‘the server downloads a plurality of game templates to the mobile
communication device during the course of a game. By doing this, the game templates may
represent a level in a particular game or indeed may represent a part of a particular level
such as a room in a house or a zone in a neighbourhood. By downloading the number of
templates, it is possible for more complex environments to be sent and received by the
mobile communication device user so that they are provided with a richer gaming
environment that will encourage further play. This also allows for the minimum amount of
information to be stored on the mobile communication device at all times which is very
desirable, particularly in a mobile communications network containing mobile
communication devices.
In one embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the remote mobile
communications device transmitting a message to another remote mobile communications
device through the mobile community platform. By allowing a message to be transmitted
through the server, the users of the mobile community platform will be encouraged to
interact through the server, particularly if a more low cost solution to their messaging needs
is provided by communicating through the server. This enhances the value of the mobile
community platfonn and furthemiore allows for the mobile communication device users to
interact with each other without having to leave the gaming environment. By doing this, the
method allows for more comprehensive control and monitoring of the users of the method.
In another embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the server monitoring the number
of messages sent and / or received by a mobile communications device through the mobile
community platform. This is valuable as it allows the mobile community platform operators
to determine whether certain users are more likely than others to avail of this feature and
allows them to more accurately target their goods or services to the correct markets. This
further has the benefit of allowing the mobile community platform operators monitor the
actual usage of the messaging which may be branded if necessary and provides a richer
gaming environment for the user.
In a further embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the steps of a mobile communications device
generatingfa bfiddy’list containing information relating to that mobile communication device
and at least one other mobile communication device and storing the buddy list on the
server. By having a buddy list, a mobile communication device user may generate a
community of other users of the same game around them and it is envisaged that these
members of the community may be on the buddy list and they may choose to interact with
each other through the system as well as use the method more often thereby increasing
the benefit to the dynamic content provider and the mobile community platform provider. It
is envisaged that buddy list may be set up amongst friends and they will be able to compete
and interact with each other through the method.
In one embodiment of the invention there is provided a method of controlling gaming
activity in which the mobile community platform monitors messages sent through the
mobile community platform and only permits onward transmission of a message between
members of the same buddy list. In this way, a certain amount of security may be
introduced into the system and unsolicited advances to minors and other mobile
communication device users may be prevented as may occur regularly through other
technologies and methods without such features.
In another embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the sewer collating game result
data relating to a plurality of mobile communication devices and generating a report for
onward transmission to a remote brand manager for analysis. By collating the game result
data, the mobile community platform will be able to provide a more complete set of
statistics that are of more use to the remote brand manager when deciding on their
strategy. It is envisaged that the brand manager may be advertising their goods through the
game that is being played. They may determine from the information provided to them, the
number of times a particular advertisement has been seen through a particular game and
from that they may determine the effectiveness of the advertisement. Furthermore, they will
be able to detennine which games are worthwhile backing as they are being played the
most and where they should concentrate their efforts in the future. This was heretofore
impossible.
in a further embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the mobile community platfomt
hosting atournament for members of a buddy list and providing prizes for the tournament.
By hosting a tournégtent for the members of a particular buddy list, product and brand
awareness may be enhanced in a specific target group and furthermore, user’s loyalty may
be determined and rewarded.
In one embodiment of the invention there is provided a method of controlling gaming
activity in which a brand manager provides the tournament prizes through the mobile
community platform.
in another embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the initial step of a mobile communications
device registering with the mobile community platform and providing metrics data to the
mobile community platform. By registering with the mobile community platfomi, it is
possible to glean additional information from the game players that was heretofore not
possible in the known methods and systems. This allows the mobile community platform
operators to more comprehensively understand the groups that are playing the game and
obtaining access to their goods. This will further allow the brand managers to direct their
marketing spend to games that are being played by their target groups rather than a more
random approach. Finally, it also allows for the provision of a much more informative set of
data to the brand managers when reports are sent to them from the mobile community
platform.
In a further embodiment of the invention there is provided a method of controlling gaming
activity in which metrics data includes one or more of the mobile communications device
user name, mobile communication device number, user nickname, user's sex, users age,
preferences, race, address, location, hobbies, interests, average weekly available
expenditure, email address, club affiliation or association affiliation. This infonnation will
allow for other points of contact to reach the target audience as well as provide a more
detailed profile of the mobile communication device user.
In one embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the mobile community platform
transmitting user metrics data to a brand manager. In this way, the brand manager will have
the data available to them regarding the users of the mobile communication devices playing
a particular game and furthermore they will be able to make decisions based thereon.
In another embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the mobile community platform
storing results of gaming activity from a plurality of mobile communications devices and
generating one or more of a high score list, rising star list, just above me list, ranking list,
buddy list, buddy ranking list. These features will either alone or in combination enhance
the gaming environment for the mobile communication device users and will allow for the
method to be controlled in a very comprehensive manner. The enhanced gaming
environment will encourage users to play the game more frequently through the mobile
community platform.
In a further embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the mobile community platform
controlling access to any list by any of the mobile communications devices. Again, this will
add a certain degree of security to the gamers as access to a particular list and knowledge
of the mobile communication device owners in that list will be kept confidential. Access to a
list may essentially therefore be made by invitation only.
In one embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the mobile community platform
allowing access to a buddy list and buddy ranking list to the members of a particular buddy
list.
In another embodiment of the invention there is provided a method of controlling gaming
activity in which the method further comprises the step of the mobile communications
device user retrieving in-game tools and generating their game milieu using the in-game
tools. By allowing the users to create their own game milieu, an entirely new and
advantageous gaming environment is offered to the mobile communication device users.
For example, the mobile communication device users may generate their defences in a
particular battle environment and see if other mobile communication device users can
overcome those defences. Furthermore, the users may create an environment and may
challenge others to compete in that environment and attempt to overcome barriers or
obstacles that are presented in the environment by the user. Essentially therefore, the
game player is able to control to a certain extent the game itself which allows
unprecedented playability levels to mobile communication device users in a mobile
communications network. This all leads to increased game play by the users.
In a further embodiment of the invention there is provided a method of controlling gaming
activity in which the game milieu created by the mobile communications device is offered
for download to other mobile communications devices through the mobile community
platform as the game profile data of that mobile communications device. This is seen as an
efficient way of distributing a game milieu to other users of the method and will encourage
game play by them.
In one embodiment of the invention there is provided a method of controlling gaming
activity in which the content of the game is dynamically created and displayed on the
mobile communications device. Again, this offers a more satisfying gaming environment to
the users of the method which encourages further game play thereby generating revenue
for the operator of the method and further benefiting the providers of the advertising
content.
In another embodiment of the invention there is provided a method of controlling gaming
activity in which images are streamed from the server to one or more mobile
communications devices at the lowest image level. This is a particularly simple way to
transfer images to the mobile communication device while at the same time retaining total
control over the method. The content may be pushed out from the mobile community
platform if and when needed.
In a further embodiment of the invention there is provided a method of controlling gaming
activity in which the game profile data downloaded to the first mobile communications
device further comprises a game template in which the game environment displayed on the
mobile communications device is generated using the game template and a key value
stored on the server to provide a quasi-random game environment to the mobile
communication device user. This is seen as a particularly efficient way of providing a quasi
random environment. The game player will be presented with different scenes when they
wish to interact with the game. Furthermore, this is a relatively simple and computationally
efficient way of providing such a service.
In one embodiment of the invention there is provided a method of controlling gaming
activity in which the content displayed on the mobile communications device is controlled
by the server and is both player-centric and spatially aware. In this way, content display is
controlled by the sewer but centred on the player, i.e. displayed content will be in
appropriate places and distances from the player.
In another embodiment of the invention there is provided a method of operating a mobile
community platform in a system comprising a mobile community platform and a plurality of
remote mobile communication devices connected by way of a mobile communication
network, the mobile community platform further comprising a sewer having memory, the
memory having game profile data and metrics data relating to each of the remote mobile
communication devices thereon, the mobile community platform having at least one game
having dynamic content contained therein, the method comprising the steps of:
establishing a communication channel between the mobile community platform
and one of the remote mobile communication devices;
downloading game profile data relating to the remote mobile communication
device to the remote mobile communication device;
on completion of a game played by the remote mobile communication device,
receiving game result data from the remote mobile communication device; and
updating the game profile data of the remote mobile communication device in
memory.
By having such a method, the mobile community platform may keep control over the
distribution of game profile data and will be able to keep a very accurate track of all the
players of a particular game. Furthermore, this will allow the mobile community platform
to accurately assess the amount of mobile communications device users that are
exposed to a particular piece of dynamic content through a game which will benefit the
providers of the dynamic content, who may be advertisers advertising a particular brand,
as they will be able to see the exposure of their advergaming that was heretofore not
possible.
In a further embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of
downloading game profile data relating to the remote mobile communication device and
game profile data relating to a second remote mobile communication device to the remote
mobile communication device.
In one embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which subsequent to receiving game result data from the
remote mobile communications device, the mobile community platfonn thereafter updates
the game profile data in memory of one or both remote mobile communications devices.
In another embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the step of the mobile community platform
downloading game profile data to the first remote mobile communications device further
comprises the server downloading a game template to the mobile communications device.
In a further embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the server downloads a plurality of game
templates to the mobile communication device during the course of a game.
In one embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of the
mobile community platfonn providing a messaging service for the remote mobile
communication devices and allowing messages to be transmitted from one remote mobile
communication device to another remote mobile communication device through the mobile
community platform messaging service.
In another embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of the
server monitoring the number of messages sent and / or received by a remote mobile
communications device through the mobile community platform messaging service.
in a further embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the mobile community platform monitors
messages sent through the mobile community platfom1 messaging service and only permits
onward transmission of a message between members of a buddy list.
In one embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of the
server collating game result data relating to a plurality of remote mobile communication
devices and generating a report for onward transmission to a remote brand manager for
analysis.
In another embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of the
mobile community platform hosting a tournament for members of a buddy list and providing
prizes for the tournament.
In a further embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the metrics data includes one or more of the
mobile communications device user name. user nickname, users sex, user’s age,
preferences, race, address, location, hobbies, interests, average weekly available
expenditure, email address, mobile communication device number. club affiliation or
association affiliation.
In one embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of the
mobile community platform transmitting user metrics data to a remote brand manager.
In another embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of the
mobile community platform storing results of gaming activity from a plurality of remote
mobile communications devices and generating one or more of a high score list, rising star
list, just above me list. ranking list, buddy list, buddy ranking list.
_In a further embodimen.t\of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of the
mobile community platform controlling access to any list by any of the remote mobile
communications devices.
In one embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the method further comprises the step of the
mobile community platform only allowing access to a buddy list and buddy ranking list to
the members of a particular buddy list.
In another embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which images are streamed from the server to one or
more mobile communications devices at the lowest image level.
In a further embodiment of the invention there is provided a method of operating a mobile
community platfonn in a system in which the game profile data downloaded to the first
remote mobile communications device further oomprises a game template in which the
game environment displayed on the remote mobile communications device is generated
using the game template and a key value stored on the sewer to provide a quasi-random
game environment to the remote mobile communication device user.
In one embodiment of the invention there is provided a method of operating a mobile
community platform in a system in which the content displayed on the mobile
communications device is controlled by the server and is both player-centric and spatially
aware. In this way, content displayed is controlled by the server but centred on the player,
i.e. displayed content will be in appropriate places and distances from the player.
In another embodiment of the invention there is provided a method of operating a mobile
communication device in a system comprising a remote mobile community platform and a
plurality of remote mobile communication devices connected by way of a mobile
communication network, the remote mobile community platform further comprising a server
having memory, the memory having game profile data and metrics data relating to each of
the remote mobile communication devices thereon, the remote mobile community platform
having at least one game having dynamic content contained therein, the method
‘comprising the steps of:
establishing a communication channel between the mobile communication
device and the remote mobile community platform;
rfi ' -1',
receiving game profile data on the mobile communication device from the
mobile community platform;
playing a game containing dynamic content therein on the mobile
communication device, using the game profile data, and on oompletion of the
game;
uploading game result data from the mobile oommunication device to the
remote mobile community platfomw.
In this way, the operator of the mobile communications device will be able to achieve a
far richer gaming experience than was heretofore possible. Furthermore, as the majority
of the game playing data such as the game profile data is downloaded from a remote
mobile community platform, it is possible for the mobile communications device to play
more sophisticated games that were heretofore impossible in mobile communications
networks. Finally, this will also allow for the mobile communications device users to
operate in an environment in which they may collaborate with friends openly in a very
simple way. They will be able to keep store of their game profile data and will allow other
users to use their game profile data if desired.
In a further embodiment of the invention there is provided a method of operating a mobile
communication device in a system in which the method further comprises the step of the
mobile communication device receiving game profile data relating to another remote mobile
communication device and thereafter the mobile communication device plays a game
containing dynamic content therein using its own game profile data and the game profile
data of the other mobile communication device.
In one embodiment of the invention there is provided a method of operating a mobile
communication device in a system in which the step of the mobile communication device
uploading game result data to the remote community platform further comprises uploading
one or more of the outcome of a match, the usage time, duration of play, frequency of play,
time of play, level of play and average duration of play.
In another embodiment of the invention there is provided a method of operating a mobile
communication device in a system as in which the step of the mobile communication device
uploading game result data to the remote community platform further comprises uploading
the number of times dynamic content was displayed during gaming activity.
In a further embodiment of the invention there is provided a method of operating a mobile
communication device in a system in which the method further comprises the step of
uploading game result data after every time a game is completed.
In one embodiment of the invention there is provided a method of operating a mobile
communication device in a system in which the method further comprises the step of the
mobile communications device transmitting a message to another remote mobile
communications device through the mobile community platform.
In another embodiment of the invention there is provided a method of operating a mobile
communication device in a system in which the method further comprises the steps of the
mobile communications device generating a buddy list containing information relating to
that mobile communication device and at least one other mobile communication device and
storing the buddy list on the remote server.
In a further embodiment of the invention there is provided a method of operating a mobile
communication device in a system in which the method further comprises the initial step of
the mobile communications device registering with the remote mobile community platform
and providing metrics data to the remote mobile community platform.
In one embodiment of the invention there is provided a method of operating a mobile
communication device in a system in which metrics data includes one or more of the mobile
communications device user name, user nickname, user's sex, user's age, preferences,
vrace, address, locatiol-T,‘ hobbies, interests, email address, mobile communication device
number, average weekly available expenditure, club affiliation or association affiliation.
In another embodiment of the invention there is provided a method of operating a mobile
communication device in a system in which the method further comprises the step of the
.i'.
mobile communications device user retrieving in-game tools and generating their game
milieu using the in-game tools.
In a further embodiment of the invention there is provided a method of monitoring gaming
activity in a system comprising a brand manager server, a remote mobile community
platform and a plurality of remote mobile communication devices, the remote community
platform being connected to the plurality of remote mobile communications devices by way
of a mobile communication network, the brand manager sewer being connected to the
remote mobile community platfonn by way of communications link, the remote community
platform further comprising a server having memory, the memory having game profile data
and metrics data relating to each of the remote mobile communications devices stored
thereon, the mobile community platform having at least one game having dynamic content
contained therein. the method comprising the steps of:
at least some of the remote mobile communications devices opening
communications channels with the remote server and the remote server
downloading game profile data relating to the remote mobile communications
devices to those remote mobile communications devices;
the remote mobile communications devices playing a game containing dynamic
content therein, using their game profile data, and on completion of the game
the remote mobile communications devices uploading game result data to the
remote server;
the remote server thereafter updating the game profile data of the remote
mobile communications devices in memory and the remote mobile community
platform collating game results data relating to the plurality of remote mobile
communications devices;
3-‘
the remote server generating a report based on the collated game results data
and transmitting the report to the brand manager server, and
on receipt of the report. the brand manager server analysing the report.
By having such a method, the brand manager server will be able to accurately monitor
their markets through the mobile community platform and furthermore they will be able to
provide an environment in which the users of the mobile communications device will
wish to operate thereby further generating brand exposure. The brand manager server
will be able to obtain a far greater level of data about their customers, the users of the
games, than was heretofore the case.
In one embodiment of the invention there is provided a method of monitoring gaming
activity in which the game results data further comprises data relating to the number of
times dynamic content was displayed during gaming activity and the step of the brand
manager server analysing the report further comprises the brand manager server
determining the number of times dynamic content was displayed.
In another embodiment of the invention there is provided a method of monitoring gaming
activity in which the method further comprises the step of the brand manager server
determining the number of remote mobile communications devices that have displayed a
piece of dynamic content.
In a further embodiment of the invention there is provided a method of monitoring gaming
activity in which the game results data further comprises one or more of the outcome of a
match, usage time, duration of play, frequency of play, time of play, level of play and
average duration of play, and the step of analysing the results further comprises the brand
manager server monitoring usage patterns of mobile communications devices.
In one embodiment of the invention there is provided a method of monitoring gaming
activity in which the method comprises the initial step of each of the remote mobile
communications devices registering with the mobile community platform and providing
metrics data to the mobile community platform, the metrics data comprising one or more of
the mobile communications device user name, user nickname, user sex, user age,
preferences, race, address, location, hobbies. interests, average weekly available
expenditure, e’m?ail address, mobile communication device number, club affiliation and
association affiliation, and the method comprises a step of the remote mobile community
platform transmitting at least some of the user metrics data to the brand manager server
with the game results data in the report.
In another embodiment of the invention there is provided a system for controlling gaming
activity, the system comprising a mobile community platform and a plurality of remote
mobile communications devices connected by way of a mobile communications network,
the mobile community platform further comprising a server having memory, the memory
having game profile data and metrics data relating to each of the remote mobile
communications devices stored thereon, the mobile community platfonn having at least one
game having dynamic content contained therein;
each of the remote mobile communications devices further comprising means
to establish a communication channel with the sewer, a receiver to receive
game profile data from the sewer. a transmitter to transmit game result data to
the server and a processor to allow game play on the mobile communications
device using received game profile data; and
the server having means to retrieve game profile data from memory and
transmit the game profile data to a remote mobile communications device and
means to update game profile data stored in memory on receipt of game result
data from a remote mobile communications device.
In a further embodiment of the invention there is provided a system for controlling gaming
activity in which the server further comprises means to analyse the game result data
received from a remote mobile communications device.
In one embodiment of the invention there is provided a system for controlling gaming
activity in which the server has means to determine the number of times dynamic content
was displayed during gaming activity.
In another embodiment of the invention there is provided a system for controlling gaming
activity in which the server further comprises means to transmit a game template to a
remote mobile communications device.
» I
In a further embodiment of the invention there is provided a system for controlling gaming
activity in which the server further comprises means to receive a game template request
from a remote mobile communications device and means to transmit the game template to
the remote mobile communications device on receipt of a game template request.
In one embodiment of the invention there is provided a system for controlling gaming
activity in which the server has a messaging service to allow throughpassage of messages
between remote mobile communications devices
In another embodiment of the invention there is provided a system for controlling gaming
activity in which the server further comprises means for monitoring transmission of
messages between remote mobile communications devices and means to block
unauthorised messages.
In a further embodiment of the invention there is provided a system for controlling gaming
activity in which the server further comprises means to generate a report based on the
game result data.
In one embodiment of the invention there is provided a system for controlling gaming
activity in which the system further comprises a remote brand manager server having
means to receive a report from the mobile community platform server.
In another embodiment of the invention there is provided a mobile community platform for
hosting at least one game having dynamic content contained therein for a plurality of
remote mobile communication devices, the mobile community platform comprising a sewer
having accessible memory, the memory having game profile data and metrics data relating
to each of the mobile communication devices thereon, the server having means to
communicate with each of the remote mobile communication devices to transmit game
profile data thereto and receive game result data therefrom, the server having means to
process received game result data and update the game profile data stored in memory
according to the game result data received from a remote mobile communication device.
By having such a mobile community platform, the mobile communications device users
activities are all routéd through the mobile community platform server and the activity of
each of the mobile communication device users may be carefully monitored and the
number of times that they access a game may be measured by the mobile community
platform. Furthermore, it will be possible to ascertain how long the user is using the
game. From these measurements, it will be possible to determine the exposure of the
game player to the dynamic content in the game and hence the effectiveness of the
dynamic content can also be estimated.
In a further embodiment of the invention there is provided a mobile community platform in
which the mobile community platform is further provided with means to generate a report
based on the received game result data and transmit the report to a remote brand
manager. This is seen as a significant advantage of the mobile community platform as
this means that it will also be possible for the remote brand manager to receive game
results data relating to the mobile communications device users in a report and therefore
the remote brand manager will be able to deduce marketing information from the game
results data. The game results data may contain not only the metrics data relating to the
individual mobile communications device users, also referred to as marketing metrics,
but also may contain game specific information such as the outcome of a particular
game. The brand manager is in a position to obtain information about the users after
they have purchased the game which was not heretofore possible.
In one embodiment of the invention there is provided a mobile community platform in
which the mobile community platform has means to collate the game result data from a
plurality of mobile communication devices and transmit the collated game result data to the
remote brand manager in a report.
In another embodiment of the invention there is provided a mobile oommunity platfonn in
which the mobile community platform is further provided with community features
accessible by at least one of the remote mobile communication devices, the community
features including one or more of messaging. collaborative game play, confrontational
game play, buddy lists, high score lists, just above me lists, rising star lists, ranking lists and
buddy ranking lists. By having these community features, it will encourage the
development of a community around a game thereby increasing activity in a game as
well as concentrating that activity around a particular game. The community features will
allow the users of the mobile communication device to have either collaborative game
play in which both the game player and the opponent may benefit or alternatively they
can have confrontational game play whereby one mobile communication device user will
challenge another mobile communication device user and possibly defeat the opponent,
enhancing only their profile. Again this will promote a community of players around a
particular game that will help generate revenue from messaging while at the same time
help to increase awareness of the products or services being advertised. Each feature
will help to promote repeated use of the invention.
In a further embodiment of the invention there is provided a mobile community platform in
which the mobile community platform has a buddy list stored thereon, the buddy list
containing a plurality of mobile communication device users, each user of the buddy list
having access to game profile data relating to the other mobile communication device users
in the buddy list. It will be possible for the game players to nominate certain other mobile
communication device users that they wish to have in their buddy list and dedicated
tournaments against these individuals in the buddy list may be carried out. This will
further encourage the development of a community around a game thereby increasing
activity in a game as well as concentrating that activity around a particular game. By
having such a mobile community platform, the users may challenge their friends or
colleagues to matches or whatever the game may entail and can carefully monitor their
progress against the rest of the group.
In one embodiment of the invention there is provided a mobile community platform in
which the mobile communication device users in the buddy list have means to send and
receive messages with other mobile communication device users on the buddy list through
the mobile community platfonn. By sending and receiving messages through the platform,
there is provided a simple, cost efficient way of sending messages relating to the games
or other matters to the users friends. This will also promote a community around the
game thereby increasing the use of the game and will further enable the brand manager
to derive important marketing information from the habits of each of the users in a group.
This information may be used to target various members of a buddy list or communities
ofa buddy list with different incentives such as free messaging and offers particular to
those buddy
In another embodiment of the invention there is provided a mobile community platform in
which the mobile community platform has means to restrict access of a mobile
communication device to a buddy list. In this way, not everyone will be able to join up to a
buddy list and a buddy list may be kept private between a group of friends. This is seen
as beneficial from a security point of view.
In a further embodiment of the invention there is provided a mobile community platform in
which the mobile oommunity platform has means to provide monitoring and reporting
services for a third party. Furthermore, it is envisaged that the mobile community platform
has means to provide campaign management services for a third party. In addition to this,
it is envisaged that the mobile community platform has means to provide integration
services for a third party. These are seen as particularly useful as the information derived
from the activities of the individual users may be packaged in a coherent manner by the
mobile community platform for the brand manager device. The most benefit may then be
taken from the information and put to use for marketing purposes. Furthermore, by
having campaign management services, it will be possible to run advertising campaigns
as well as marketing campaigns through the mobile community platform. This is seen as
highly advantageous.
In a further embodiment of the invention there is provided a mobile community platform in
which the metrics data comprises one or more of the mobile communication device
number, email address, mobile communication device users name, age, sex, race,
address, location, nickname and club/association affiliation. By having these metrics data,
it will be possible for the brand manager to either contact the mobile communications
device user directly and target them for future campaigns or it will be possible for them to
use the metrics data to build up a profile of all the mobile communications device users
with access to a particular game with dynamic content therein on the mobile community
platform.
In one embodiment of the invention there is provided a mobile community platform in
which the game result data further comprises one or more of the frequency of play, the
duratiorrof play, the average duration of play, the time of play, type of play, level of play,
numberbf messages sent and the number of messages received. By having this data it
will be possible to more accurately determine the effectiveness of the as well as the
exposure of the gamers to the dynamic content. This information may be used to build
up user profiles of different types of games that may be used in due course for marketing
purposes.
-«¢~« ~
In another embodiment of the invention there is provided a mobile community platform in
which the server communicates with the remote mobile communication devices using
binary data transmitted over a carrier data stream. This is seen as particularly useful as
the binary data is compact and non-transparent and can also be further encrypted and
compressed if need be quite easily. It is envisaged that the carrier data stream could be
a Java data stream or similar data stream.
In a further embodiment of the invention there is provided a mobile community platfomi in
which the server is constructed using relational database techniques. These are seen as
highly advantageous as the relational databases will facilitate the provision of a scalable
structure.
In one embodiment of the invention there is provided a mobile community platform in
which the server is constructed based on an N-tier architecture. Again, this will promote
scalability of the mobile community platform.
In another embodiment of the invention there is provided a mobile community platform in
which the mobile community platform is constructed based on PHP, J2EE or mySQL or
other such technology.
In a further embodiment of the invention there is provided a mobile community platform in
which the mobile community platform is provided with a messaging means to allow
messaging between a remote mobile communication device and another remote mobile
communication device, the messaging means being arranged so that each message is
deleted after either being read by the recipient or replied to by the recipient. By having this
. messaging, a low cost alternative to SMS is provided that encourages inter game
platform communications, it will also encourage the development of a community around
the game thereby increasing activity in the game as well as concentrating that activity
around that particular game. Furthermore, as the messaging will all be routed through
the community platform, this significantly facilitates monitoring of the users of the
platform. Furthermore, the messaging will provide an additional source of revenue for the
providers of the mobile community platform. It is envisaged that the messaging will be
provided at a price significantly lower than the price of a typical SMS message.
.26.
In one embodiment of the invention there is provided a mobile community platform in
which on one player requesting to play against another player in the community, the
second players game profile data is downloaded onto the first players remote mobile
communications device and a gaming simulation module stored on the first players
remote mobile communication device assumes the game profile of the second player to
oppose the first player. By being able to transfer game profile data from one mobile
community platform to a remote mobile communication device an alternative type of
multi player functionality may be achieved which will further enhance the playability of
the games and encourage multiple players to participate in the same game. The players
will be able to download a friends game profile data onto their mobile communication
device and play the game against their friends profile as opposed to against their friend
directly. This will simulate as closely as possible multiplayer gaming and is particularly
desirable for building up communities of players around a game. instead of attempting to
provide real time simultaneous play between two users, it will be possible to play against
another users profile. For example, over the course of play a player will beat or lose to
other opponents. These contests can be used to generate a users game profile data
detemtining the levels of skill that they have. As they improve, so too will their game
profile data. The game profile data can then be used in conjunction with a template
gaming simulation module whose skills and attributes are determined by the user game
profile data. In this way, the users will be able to challenge or collaborate against other
users by opposing a template loaded with the skill levels of the other player. In order to
improve ones standing, it is necessary for the user to challenge others higher up the list
than themselves or to collaborate with other opponents.
In another embodiment of the invention there is provided a mobile community platform in
which there is provided means for the remote brand manager server to communicate
with a plurality of mobile communication devices through the mobile community platform.
in this way, it will. be possible for the remote brand manager to provide special offers and
promote their goods and services directly to their clients who are connected by way of
their mobile communication devices to the mobile community platform.
In a further embodiment of the invention there is provided a mobile community platform in
which the remote brand manager server facilitates management of campaigns including
cross-promotion of new products and community stimulation through events. The brand
manager server is able to communicate offers to the mobile communication units and
therefore is ideally positioned to promote events to its audience through the mobile
community platform.
In one embodiment of the invention there is provided a mobile community platform in
which the platform further comprises a consumer portal to provide a snapshot of each
game community for use on consumer oriented websites and wapsites. This will enable
the mobile communication device users to preview the games on offer over the mobile
community platform and allow them to choose which of the games that they wish to
purchase.
In another embodiment of the invention there is provided a mobile community platform in
which there is provided an administrator portal to enable the management of the entire
server across all communities. This will be advantageous as it will be possible to
remotely control the server and troubleshoot any problems encountered.
Qetailed Description of the Invention
The invention will now be more clearly understood from the following description of some
embodiments thereof given by way of example only with reference to the accompanying
drawings in which:~
Figure 1 is a block diagram of a system incorporating the mobile community
platform according to the present invention; and
Figure 2 is a block diagram of the server used in the mobile community platform.
Referring to the drawings, and initially to Figure 1 thereof, there is shown a system,
indicated by the reference numeral 1, comprising a mobile community platform 3, a
plurality of mobile communication devices 5 (only one of which is shown) and a brand
manager server 7. The mobile community platform further comprises a server 9 and a
database memory 11 for storing metrics data and game profile data relating to each of
the plurality of mobile communication device users (not shown). The mobile community
platform 3 further comprises means for communicating (not shown) with each of the
remote mobile communication devices, means for measuring the activity of each of the
remote mobile communication device users (not shown) and means for relaying at least
one of the metrics data and the activity data including game result data to the brand
manager server 7. The system further comprises a Wireless Application Protocol (WAP)
consumer portal 13 and a Web consumer portal 15 to allow mobile communication
device users not part of the system to view and sample games that are accessible
through the mobile community platfomt 3 before becoming part of the system. The
system 1 further comprises an Interface 17 to facilitate payment and delivery of rewards
and finally there is provided an administrator portal 19 to allow remote control of the
mobile community platform 3.
In use, the server 9 hosts a game having dynamic content contained therein. The mobile
communication device users register with the mobile community platform. In order to
register, the mobile communication device user must complete a verification step to
validate the player provided infonnation. This verification step may include the
submission of the mobile communication device number, an address of the mobile
communication device user or the email address of the mobile communication device
user. By having such information, the brand manager sewer 7 can use this information in
the future for marketing purposes and the mobile community platform can deliver an
access code for the server 9 to the mobile communication device using this method to
verify that the correct data has been sent to it from the user. The mobile communication
device will then have access to the game having dynamic content, which may comprise
advertisement content, contained therein by using the access code.
The mobile communication device user accesses the server 9 and downloads their
‘game profile data from the server onto their device and thereafter chooses from a
':plurality’of game options. These game options may include, for in this instance a
kickboxing game, collaborative game play, confrontational game‘ play, high score lists,
rising star lists, just above me lists and ranking lists. Each mobile communication device
user that has purchased the game will have access to the high score lists such as Top
score, Rising Stars and Player above me. The mobile communication device user then
makes the appropriate selection and is either shown the requested list or a game is
‘I30
initiated. The player can preferably select an opponent depending on the game options
and decide whether to spar against the opponent (collaborative game play) from which
either the challenger alone or both parties may benefit, of he may choose to challenge
an opponent (confrontational game play), from which the winner will benefit by improving
their game profile and /or progressing up the rankings.
If the mobile communication device has a number of friends that are also connected to
the server, they may choose to set up their own community whereby they may send
messages to each other through the mobile community platform as well as challenge or
spar against each other. In order to set up a community, they first of all must construct a
buddy list comprising the details of each of the members of the list. In order to add a
party to the buddy list, both the enrolling party and the other party must have knowledge
of the others mobile communication device number. If the mobile communication device
user is already a member of a buddy list, the user will also be presented with the game
options of a buddy list, messaging and buddy ranking lists which they may select in the
manner described above. Members of the same buddy list may send messages to each
other via the mobile community platform. Furthermore, members of the same buddy list
will be able to view the game profile data of the others in the buddy list to monitor their
progress in the game. Furthermore, it will be possible for those in the same buddy list to
spar or challenge each other in a convenient manner and to send messages to their
friends on the buddy list through the mobile community platform. In this way, a
community is built up around the buddy list of a number of users that wish to use the
same game. It is therefore possible for the brand manager to aim specific offers and
promotions at the users of that list. In addition to this, it is possible for the mobile
community platform to limit access by other parties to the members of the buddy lists if
required.
As the mobile communication device users play games against other users of the
system, their game profile data will change depending on whether they are successful or
not in their games. These profiles can then be sent for storage in the database 11 of the
server’ 9. l5urthermore, as the mobile communication device user is playing the game,
their activity is being monitored all the time by the server 9. The server determines,
amongst other things, the frequency of play. duration of play, average duration of play,
time of play, type of play, level of play, number of messages sent and number of
“ 30
messages received. Any or all of these activity data may then be sent by the mobile
community platform to the brand manager server 7. If the metrics data has not already
been sent to the brand manager device, the metrics data for that user is also sent to the
brand manager device. The metrics data may include any of the mobile communication
device number, email address, mobile communication device user‘s name, age, sex,
race, address, location, nickname and club/association affiliation. This data may be
stored in a record for that mobile communication device user. As an alternative to
sending raw data to the brand manager server, the mobile community platform may itself
have means to provide monitoring and reporting services whereby the mobile community
platform is able to collate the information received from each of the mobile
communication devices and develop trends in the use of the particular communities and
buddy list members before sending the report to the brand manager device. It is further
envisaged that the mobile community platform may also provide campaign management
services and integration services for third parties.
Referring now to Figure 2 of the drawings, there is shown a block diagram of the server
9. The server 9 comprises a relational database 21 which in turn communicates with
each of a stats data mining module 23, a stats logging module 25, a game server unit
27, a framework server 29, a database monitoring unit 31, a nanny module 33, a server
alerts module 35, an event monitor 37, a game event management module 39, a stats
management 41 and an access control 43. The stats logging module 25 communicates
with the game server unit 27 and the framework server 29. The framework server 29 is in
communication with a client interface 45. The client interface 45 is also in communication
with a Binary processor encoder/decoder 47 and the access control 43. The database
monitoring unit 31 is connected to a performance management unit 49 which in turn has
access to both a server monitoring unit 51 and a disaster recovery unit 53. The server
monitoring unit 51 is in communication with the disaster recovery unit 53, a load
balancing module 55, a security management module 57 and the nanny module 33. The
load balancing module 55, the security management module 57 and the nanny module
are each in turn connected to the server alerts module 35. The server alerts module 35
hasrrneans to send the alerts by way of SMS, email and additional other communication
link and the server alerts module 35 is connected to a game alerts module 59 which is
also able to issue alerts by way of email. The stats data mining module 23 is accessible
by a report generation unit 61 which in turn is in communication with a brand portal 30
and a consumer portal 65. In addition to the report generation unit 61, both the game
event management module 39 and the stats management 41 are in communication with
the brand portal 63. This provides an easy point of access for the brand manager to
carefully monitor the gaming and the exposure to their marketing. The event monitor 37
is in communication with a third party interfaces module, indicated by the reference
numeral 67. Finally, there is provided an Administration portal 69 which has access to all
units and modules of the server for remote control of the server. Each of the third party
interfaces module 67, the consumer portal 65, the brand portal 63, the administration
portal 69 and the client interface 45 are accessible over html/http, wml/http, XML/http
links or other such known protocols by browsers. Access to various modules will of
course be restricted to various users. A mobile communication device 71, connected to
the server 9, comprises a game client 73 and a framework client 75. The mobile
communications device 71 contacts the server 9 over communication link 77 using a
binary protocol/http link.
It is envisaged that other communication links may be used in due course. For example,
at present, the remote devices communicate with the server using http but of course it
would be possible to use TCP/IP, UDP or other similar protocol. The http is used as a
bearing protocol above which a proprietary binary messaging protocol may be used. The
binary protocol uses binary data for the transmission of all messages using Java data
streams. This reduces the size of the messages and also facilitates encryption and
compression. In this way, by having such a communications protocol, the data
transferred between the client and the server is kept to a minimum.
Throughout the specification, the mobile communication devices are envisaged to be
any mobile device capable of downloading an application over the mobile link and
running that application locally with an http connection to the server. Typically, the
mobi|e,,communication devices will be mobile telephones and in particular mobile
" ' '\
telephones that iare,;}l2ME, BREW or Symbian enabled mobile phones. The mobile
communication device proxy is maintained at a small footprint to help maximize available
space for the game. In addition to the above, it is envisaged that the mobile community
platform server 9 itself will be constructed to ensure stability, scalability and flexibility. In
particular, it is envisaged that the server 9 will be based on open-source technologies
such as PHP, J2EE or mySQL. The server 9 will host the gaming logic as well as
providing community services, monitoring and reporting services, campaign
management services and integration services for third party systems. External
interfaces are provided such as those shown and described in Figure 2 above through
the use of internet technology. All interactions with the server are monitored for
behavioral analysis. The brand manager portal enables the management of campaigns
including cross—promotion of new products and community stimulation using events as
well as reporting on key campaign information such as consumer behaviour, community
size and activity. The administrator portal enables the management of the entire server
across all communities. The consumer portal provides a snapshot of each game
community for use on consumer oriented websites and wapsites.
One of the more attractive features of the present invention is the ability for two or more
users to set up a buddy list whereby friends can access the profiles of each other and
transmit messages through the system to each other. The mobile community platform
will enable in-game interaction between all players within the criteria specified in the
game logic of each game but will only allow messaging between buddies to ensure that
unscrupulous individuals cannot use the platform to contact minors and the like. Each
gaming community exists separately and is managed separately by their respective
brand managers. A player can be a member of one or more communities if they so
choose. It is further envisaged that events such as in-game tournaments and rewards
are supported to enable brand managers to stimulate their communities. These rewards
could be, for example, ring tones or wallpapers for the mobile communication device.
communications devices. The present invention enables the gathering of marketing
intelligence while at the same time also provides cost-effective promotion while creating
a receptive community using the stickiness of gaming for the mobile medium.
Essentially therefore, the games may be downloaded onto the game player's mobile
communication device in a similar fashion to the known methods. The player profile
however may be stored on both the user mobile communication device and the server
memory and is synchronized between the players device and the server any time the
player contacts the server. In this way, the player will still be able to play the game even
when they do not have contact with the server. The profile may be updated the next time
the player connects to the server. Various aspects of the player's game profile, namely
the player specific details may be controlled by the mobile communication device and
other aspects of the players game profile, namely the community features may be
controlled by the server. The server will have overall control of the players ranking
whereas the player will be able to adjust their skill levels by collaborative game play. The
mobile communication device users will be able to have contact with friends through the
server. This is seen as an efficient way of allowing the users to play at all times without
having to be in constant contact with the server.
it will be understood by the skilled addressee that the invention is not intended to be
limited solely to the use of WAP and other technologies could be used that would
provide the functionality of WAP while not be specifically limited to WAP. In particular,
the consumer portal could be provided through other technologies but WAP is described
for reasons of illustration. This would be clearly understood by the skilled addressee.
Furthermore, many of the components of the invention and in particular the mobile
community platform and the remote brand manager server and the method steps that they
perform may be implemented largely in software. Therefore, the invention also extends to
computer programs, particularly to computer programs on or in a carrier, adapted for
"putting the invention into practice. The program may be in a form of source code. object
code, or a form__in_termediate source code and object code. The program may be stored on
or in a cam’er such as any known computer readable medium such as a floppy disc, ROM,
CD ROM or DVD or other recordable medium. The carrier may be a transmissible carner
such as an electrical or optical signal, which may be conveyed via electrical or optical cable
or by radio or other means. When the program is embodied on a signal, which may be
conveyed directly by cable or other device, the carrier may be constituted by such a cable
or other device means. It is further envisaged that the computer program may be stored in
an integrated circuit.
Furthermore, throughout this specification, many of the components have been described
as being “remote” and in particular located “remote|y" or “remote” from other components. It
will be understood that the term “remote” may mean not simply separate but also may
mean in another jurisdiction entirely. For example, the mobile communications devices are
describes as remote from the mobile community platform. Therefore, the mobile
communication devices could be located in a different jurisdiction to the mobile community
platform. Similarly, the mobile community platform and or the brand manager server may
be located “remote" from each other or from the mobile communication devices and they
may indeed be in anotherjurisdiction altogether. It will also be understood that although the
brand manager server and the mobile community platform have been described separately,
there could be provided a processing device that incorporates the functionality of both of
the mobile community platform and the brand manager server in the one device if
specifically required.
In this specification the terms “comprise, comprises, comprised and comprising” as well
as the terms “include, includes, included and including” are all deemed totally
interchangeable and should be afforded the widest possible interpretation.
This invention is in no way limited to the embodiments hereinbefore described but may
be varied in both construction and detail within the scope of the claims.
‘ft.
' A
C LAI MS
A method of controlling gaming activity in a system (1) comprising a mobile
community platform (3) and a plurality of remote mobile communications devices (5)
connected by way of a mobile communications network, the mobile community
platform further comprising a server (9) having memory (11), the memory (1 1) having
game profile data and metn'cs data relating to each of the remote mobile
communication devices (5) stored thereon, the mobile community platform (3) having
at least one game having dynamic content contained therein, the method comprising
the steps of:
a first mobile communication device (5) opening a communication channel with
the server (9);
the sewer (9) downloading game profile data relating to the first mobile
communication device to the first remote mobile communication device (5);
the first remote mobile communications device (5) playing a game containing
dynamic content therein, using their game profile data, and on completion of
the game;
the first mobile communication device (5) uploading game result data to the
server (9); and
the server (9) thereafter updating the game profile data of the mobile
communication device in memory (11).
A method of controlling gaming activity as claimed in claim 1 in which the method
further comprises the steps of the server (9) downloading game profile data relating
to a secondgtgégniote mobile communications device (5) to the first remote mobile
communicatiohns device (5) and the first remote mobile communications device
playing a game using their game profile data and the game profile data of the other
remote mobile communications device.
Claims (1)
- A method of operating a mobile community platform (3) in a system (1) comprising a mobile oommunity platform (3) and a plurality of remote mobile communication devices (5) connected by way of a mobile communication network, the mobile community platform further comprising a server (9) having memory (11), the memory having game profile data and metrics data relating to each of the remote mobile communication devices thereon, the mobile community platform having at least one game having dynamic content contained therein, the method comprising the steps of: establishing a communication channel between the mobile community platform (3) and one of the remote mobile communication devices (5); downloading game profile data relating to the remote mobile communication device to the remote mobile communication device (5); on completion of a game played by the remote mobile communication device (5), receiving game result data from the remote mobile communication device; and updating the game profile data of the remote mobile communication device (5) in memory (11). A method of operating a mobile communication device (5) in a system (1) comprising a remote mobile community platform (3) and a plurality of remote mobile communication devices (5) connected by way of a mobile communication network, the remote mobile community platform (3) further comprising a server (9) having memory (11), the memory having game profile data and metrics data relating to each of the remote mobile communication devices thereon, the remote mobile community platfonn having at least one game having dynamic content contained therein, the method comprising the steps of: ~ l 5 establishing a communication channel between the mobile communication device (5) and the remote mobile oommunity platfonri (3); receiving game profile data on the mobile communication device (5) from the mobile community platform (3); playing a game containing dynamic content therein on the mobile 5 communication device (5), using the game profile data, and on completion of the game; uploading game result data from the mobile communication device (5) to the remote mobile community platfomi (3). 10 5. A method of controlling gaming activity in a system (1) substantially as hereinbefore described with reference to and as illustrated by the accompanying drawings. 1
Publications (2)
Publication Number | Publication Date |
---|---|
IE20050843U1 IE20050843U1 (en) | 2006-08-09 |
IES84357Y1 true IES84357Y1 (en) | 2006-10-04 |
Family
ID=
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