WO2002011832A2 - Video game system with a playing partner search unit - Google Patents

Video game system with a playing partner search unit Download PDF

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Publication number
WO2002011832A2
WO2002011832A2 PCT/EP2001/008784 EP0108784W WO0211832A2 WO 2002011832 A2 WO2002011832 A2 WO 2002011832A2 EP 0108784 W EP0108784 W EP 0108784W WO 0211832 A2 WO0211832 A2 WO 0211832A2
Authority
WO
WIPO (PCT)
Prior art keywords
video game
willingness
data packets
statements
data
Prior art date
Application number
PCT/EP2001/008784
Other languages
French (fr)
Inventor
Meinhard D. Ullrich
Original Assignee
Koninklijke Philips Electronics N.V.
Philips Corporate Intellectual Property Gmbh
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 Koninklijke Philips Electronics N.V., Philips Corporate Intellectual Property Gmbh filed Critical Koninklijke Philips Electronics N.V.
Publication of WO2002011832A2 publication Critical patent/WO2002011832A2/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/208Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the invention relates to a video game system which includes a playing partner search unit, a server provided with a receiving and transmission section, and a database, to a method for the exchange of data between at least two video game systems, and to a network with a video game system, a server and a playing partner search unit.
  • a variety of game programs can be loaded and executed in video game systems. Mind games and strategy games, so-called adventure games, hopscotch and shooting games are enormously popular.
  • Nideo game systems include a display unit whereby a game is displayed by way of video. Such video games are played by way of control and operating elements which are taken up in the video game system.
  • Many video game systems offer the possibility of linking two or more video game systems by cable, so that the plurality of players of the video game systems can play a given game against one another at the same time. In many other video game systems, however, only play against an electronic opponent is possible.
  • United States patent 576255 discloses a video game system provided with an access to the Internet on the basis of text.
  • the video game system involves a first and a second connection port in order to insert and electrically connect a first and a second card in a video game system.
  • the first card stores a selection application and the second card includes a modem and a telephone connection for the transmission of data to the Internet and to the video game system via a telephone line.
  • the video game system described in the cited patent enables the user to link up to the Internet via a low-cost video game system so as to access Internet applications such as E-mail, Newsgroups, Stockcodes etc.
  • the invention therefore, has for its object to enable players with video game systems in different locations to play a game against one another.
  • video game systems are equipped with a microprocessor, a memory unit, an output unit and an input unit and a playing partner search unit, the playing partner search unit being arranged to transfer data packets to a server and to receive data packets from other video game systems.
  • data packets with a statement of willingness by a player are applied to a server by means of the playing partner search unit and while utilizing a radio modem.
  • data packets with statements of willingness are received from a server or a video game system via the radio modem.
  • the playing partner search unit is provided with a radio modem.
  • This radio modem enables the transmission and reception of data packets.
  • the contents of such data packets are, for example, statements of willingness but game-specific data or player-specific data may also be partly or completely contained in such data packets.
  • the playing partner search unit also includes an activation unit for activating the transmission of data packets with statements of willingness.
  • This activation unit enables the player using the video game systems to express willingness to play with another player.
  • the activation unit starts the process of reading an identification number from a memory in the playing partner search unit which identifies the player.
  • the video game system checks a game identification number. These two identification numbers are applied to the server, via the radio modem, as data packets with statement of willingness.
  • the playing partner search unit also includes a selection unit on which shows the player the data packets with statements of willingness received from other players. This allows the player to make a choice from a plurality of statements of willingness.
  • a data link is established for the exchange of the game data.
  • the selection unit conducts such game data to a microprocessor of the video game system.
  • the plurality of video game systems supplies the server with data packets which contain statements of willingness from players who would like to play against other players.
  • the data packets are compared in said server.
  • the data packets contain not only the statements of willingness, but also data enabling the type of game, the age of the player, the classification of the player and further relevant data to be identified.
  • the server transfers the relevant corresponding statements of willingness to the relevant other player. This statement of willingness with the previously described data is received by the playing partner search unit integrated in the video game system.
  • the information unit informs the player about the reception of a data packet with a statement of willingness by another player wishing to play with him.
  • the player can be supplied with this information in audio form as a beep as well as visibly on a display.
  • the players contact one another either directly by way of a radio link or via the server.
  • the video game systems are equipped with a GSM compatible, UMTS compatible, GPRS compatible radio modem.
  • the functionality of the video game systems is extended with this playing partner search function.
  • the owner of the second video game system can accept the challenge by selection, thus enabling a game to be played between two unacquainted, anonymous users present in two completely different locations.
  • personal data and/or data concerning the relevant location can be exchanged between the opponents.
  • portable video game systems can be provided with playing partner search units so that it becomes possible to play a game against other players by utilizing the radio modem.
  • Portable video game systems have a power supply which is also suitable for powering the playing partner search unit.
  • the object is also achieved by means of a server which includes a receiving section and a database which is arranged to store and compare received data packets with statements of willingness and also includes a transmission section for the transmission of corresponding data packets with statements of willingness and player profiles.
  • the object is also achieved by means of a computer program wherein data of statements of willingness are compared in a database and the data of corresponding statements of willingness are transmitted to the despatching video game systems in order to exchange game data.
  • the object is also achieved by means of a method for the exchange of data between at least two video game systems wherein a search for a playing partner is performed in that data packets with a statement of willingness are transmitted from a video game system to a server and data packets with statements of willingness received by said server are stored and compared and, in the case of correspondence, a respective other video game system is supplied with information via which the at least two video game systems can contact one another via a radio link and a radio modem.
  • the object is also achieved by means of a network with video game systems and a server wherein the video game systems transmit and receive data packets with statements of willingness and the server receives data packets with statements of willingness, compares these statements and informs associated video game systems in the case of corresponding statements of willingness.
  • Fig. 1 is a diagrammatic illustration of the transmission
  • Fig. 2 shows a server
  • Fig. 3 shows a video game system
  • Fig. 4 illustrates the data transmission during the game.
  • Fig. 1 shows video game systems 1, 2, 3 and 4.
  • the video game systems transmit data via the base stations 5 and 6.
  • the base stations 5 and 6 transmit said data, via networks 7, to a server 8 which is included in the network.
  • Fig. 2 shows a server 8. It includes a transmission unit 34 and a receiving unit 31.
  • the database 32 stores received data packets with statements of willingness.
  • the comparison unit 33 compares the incoming data packets with statements of willingness with already present data packets with statements of willingness.
  • a CPU 35 controls the processes in the server.
  • Fig. 3 shows a video game system 1 with a playing partner search unit 14.
  • the video game system 1 includes an output unit 15 with a display 10 which may be realized in the form of an LCD.
  • the reference numeral 11 denotes the input unit. It consists of a plurality of game control keys.
  • the video game system 1 has a microprocessor 13 which can avail itself of a memory 12.
  • Various games may be stored in said memory, but also data that relate to the operation of the video game system.
  • the various games are stored, for example on insert card modules that are mechanically and electrically connected to the video game system.
  • the playing partner search unit 14 includes the radio modem 16 for the reception and transmission of data.
  • the radio modem 16 is connected to the selection unit 15, the activation unit 17, the information unit 18 and a memory 19 which is associated with the playing partner search unit 14.
  • the playing partner search unit 14 is connected to the microprocessor 13 of the video game system in order to supply the video game system with game data or also with data from data packets with received statements of willingness.
  • the playing partner search unit 14 may be integrated onboard in the video game system.
  • a preferred plug-type modular construction is also feasible.
  • Video game systems often have a plurality of connectors in which additional game modules can be inserted.
  • the playing partner search unit could be constructed as such a game module, so that it can be optionally connected to the video game system.
  • the selection unit 15 need not necessarily be provided with its own display; the display 10 which is already present in the video game system can also be used for display.
  • a video game system usually includes a loudspeaker for the output of audio signals. This loudspeaker can be used by the information unit so as to output the information concerning the reception of a data packet with a new statement of willingness from another player. After the receiving section 31 of the server 8 has received data packets with a statement of willingness with the corresponding data, this data is stored in the database 32.
  • the data of the statements of willingness entering the comparison unit 33 are compared with data of the statements of willingness already present and, in the case of correspondence of the various data, information with a data packet with a statement of willingness with the relevant data is delivered, via the transmission unit 34, to the player who is also willing to play. Via a display or an acoustic signal this player receives, via a display or an acoustic signal, the information that another player is willing to play a corresponding game with him, that is, subject to conditions yet to be defined. The second player can confirm, by depression of a key of the selection unit 15, that he would like to play a game against the other player.
  • the data packet with the statement of willingness necessarily contains a player identification number and a game identification number.
  • the packet may additionally contain data that are important to a game, for example the type or degree of difficulty of the game, the age of the player, the score, a list of preferred games and also their scores.
  • data that are important to a game, for example the type or degree of difficulty of the game, the age of the player, the score, a list of preferred games and also their scores.
  • the corresponding game data such as motion, scores, moves etc. are applied to the server by way of the radio modem and on the basis of the identification numbers of the video game system the server identifies the player and the game and transmits, via the transmission section 34, the corresponding game data to a selected player.
  • the direct data transmission is shown in Figure 4.
  • these two video game systems can start to communicate directly via the radio modem and a radio channel.
  • the player who is willing to play a game together can transmit, via the radio modem 16, data packets with statements of willingness directly to players who have already played with him before.
  • the playing partner search units 14 of the selected video game systems receive such data packets with statements of willingness and can consent to a game in that they return the data packets with the statement of willingness in an affirmative sense; no confirmation is returned in the case of lack of interest, so that there will be no game.

Abstract

The invention relates to a video game system which includes a playing partner search unit, a server provided with a receiving section and transmission section and a database, to a method for the exchange of data between at least two video game systems, to a network with a video game system and a server and a playing partner search unit which is arranged to transmit data packets to a server (8) and to receive data packets with statements of willingness from other video game systems (1, 2, 3, 4) in order to enable players with video game systems in different locations to play a game against one another.

Description

Video game system with a playing partner search unit
The invention relates to a video game system which includes a playing partner search unit, a server provided with a receiving and transmission section, and a database, to a method for the exchange of data between at least two video game systems, and to a network with a video game system, a server and a playing partner search unit. A variety of game programs can be loaded and executed in video game systems. Mind games and strategy games, so-called adventure games, hopscotch and shooting games are enormously popular. Nideo game systems include a display unit whereby a game is displayed by way of video. Such video games are played by way of control and operating elements which are taken up in the video game system. Many video game systems offer the possibility of linking two or more video game systems by cable, so that the plurality of players of the video game systems can play a given game against one another at the same time. In many other video game systems, however, only play against an electronic opponent is possible.
United States patent 576255 discloses a video game system provided with an access to the Internet on the basis of text. The video game system involves a first and a second connection port in order to insert and electrically connect a first and a second card in a video game system. The first card stores a selection application and the second card includes a modem and a telephone connection for the transmission of data to the Internet and to the video game system via a telephone line. The video game system described in the cited patent enables the user to link up to the Internet via a low-cost video game system so as to access Internet applications such as E-mail, Newsgroups, Stockcodes etc.
The invention, therefore, has for its object to enable players with video game systems in different locations to play a game against one another.
This object is achieved in that video game systems are equipped with a microprocessor, a memory unit, an output unit and an input unit and a playing partner search unit, the playing partner search unit being arranged to transfer data packets to a server and to receive data packets from other video game systems.
On the one hand, data packets with a statement of willingness by a player are applied to a server by means of the playing partner search unit and while utilizing a radio modem. On the other hand, data packets with statements of willingness are received from a server or a video game system via the radio modem.
To this end, the playing partner search unit is provided with a radio modem. This radio modem enables the transmission and reception of data packets. The contents of such data packets are, for example, statements of willingness but game-specific data or player-specific data may also be partly or completely contained in such data packets. The playing partner search unit also includes an activation unit for activating the transmission of data packets with statements of willingness. This activation unit enables the player using the video game systems to express willingness to play with another player. The activation unit starts the process of reading an identification number from a memory in the playing partner search unit which identifies the player. Moreover, the video game system checks a game identification number. These two identification numbers are applied to the server, via the radio modem, as data packets with statement of willingness. The playing partner search unit also includes a selection unit on which shows the player the data packets with statements of willingness received from other players. This allows the player to make a choice from a plurality of statements of willingness. When a player has selected another player to play with, a data link is established for the exchange of the game data. The selection unit conducts such game data to a microprocessor of the video game system.
The plurality of video game systems supplies the server with data packets which contain statements of willingness from players who would like to play against other players. The data packets are compared in said server. The data packets contain not only the statements of willingness, but also data enabling the type of game, the age of the player, the classification of the player and further relevant data to be identified. When the comparison of the data packets yields a given correspondence, the server transfers the relevant corresponding statements of willingness to the relevant other player. This statement of willingness with the previously described data is received by the playing partner search unit integrated in the video game system.
The information unit informs the player about the reception of a data packet with a statement of willingness by another player wishing to play with him. The player can be supplied with this information in audio form as a beep as well as visibly on a display. After the data packets with statements of willingness have been exchanged between the players who are willing, the players contact one another either directly by way of a radio link or via the server. Preferably, the video game systems are equipped with a GSM compatible, UMTS compatible, GPRS compatible radio modem. The functionality of the video game systems is extended with this playing partner search function. When a player or a user has loaded a given game that can be played against a human opponent, he or she can search for an opponent by depressing a key of the activation unit.
Every video game system in which the same game has been loaded or is available and whose player is also looking for an opponent then receives a signal (for example, a beep). The owner of the second video game system can accept the challenge by selection, thus enabling a game to be played between two unacquainted, anonymous users present in two completely different locations. When suitable steps are taken, personal data and/or data concerning the relevant location can be exchanged between the opponents.
Because of the use of the radio transmission medium, unpredictable delays cannot be precluded, so that this playing partner search function might not be suitable for use for reaction games. In the case of games of strategy, such as "chess", "sinking ships" etc. such delays will not have a disturbing effect.
Because for many games the exchange of data between the video game systems requires only a very small bandwidth on the radio channel, a large number of game links can be established in a mobile radio system by channel sharing (multiplexing).
It is an advantage of the invention that continuously new, anonymous players confront one another so that they can play against one another, thus overcoming the drawback video game systems that a player can play only against himself or against the video game system.
Furthermore, it is advantageous that portable video game systems can be provided with playing partner search units so that it becomes possible to play a game against other players by utilizing the radio modem. Portable video game systems have a power supply which is also suitable for powering the playing partner search unit.
The object is also achieved by means of a server which includes a receiving section and a database which is arranged to store and compare received data packets with statements of willingness and also includes a transmission section for the transmission of corresponding data packets with statements of willingness and player profiles.
The object is also achieved by means of a computer program wherein data of statements of willingness are compared in a database and the data of corresponding statements of willingness are transmitted to the despatching video game systems in order to exchange game data. The object is also achieved by means of a method for the exchange of data between at least two video game systems wherein a search for a playing partner is performed in that data packets with a statement of willingness are transmitted from a video game system to a server and data packets with statements of willingness received by said server are stored and compared and, in the case of correspondence, a respective other video game system is supplied with information via which the at least two video game systems can contact one another via a radio link and a radio modem.
The object is also achieved by means of a network with video game systems and a server wherein the video game systems transmit and receive data packets with statements of willingness and the server receives data packets with statements of willingness, compares these statements and informs associated video game systems in the case of corresponding statements of willingness.
An embodiment of the invention will be described in detail hereinafter with reference to the Figures.
Fig. 1 is a diagrammatic illustration of the transmission, Fig. 2 shows a server, Fig. 3 shows a video game system, and Fig. 4 illustrates the data transmission during the game.
Fig. 1 shows video game systems 1, 2, 3 and 4. The video game systems transmit data via the base stations 5 and 6. The base stations 5 and 6 transmit said data, via networks 7, to a server 8 which is included in the network.
Fig. 2 shows a server 8. It includes a transmission unit 34 and a receiving unit 31. The database 32 stores received data packets with statements of willingness. The comparison unit 33 compares the incoming data packets with statements of willingness with already present data packets with statements of willingness. A CPU 35 controls the processes in the server.
Fig. 3 shows a video game system 1 with a playing partner search unit 14. The video game system 1 includes an output unit 15 with a display 10 which may be realized in the form of an LCD. The reference numeral 11 denotes the input unit. It consists of a plurality of game control keys. The video game system 1 has a microprocessor 13 which can avail itself of a memory 12. Various games may be stored in said memory, but also data that relate to the operation of the video game system. The various games are stored, for example on insert card modules that are mechanically and electrically connected to the video game system. The playing partner search unit 14 includes the radio modem 16 for the reception and transmission of data. The radio modem 16 is connected to the selection unit 15, the activation unit 17, the information unit 18 and a memory 19 which is associated with the playing partner search unit 14. The playing partner search unit 14 is connected to the microprocessor 13 of the video game system in order to supply the video game system with game data or also with data from data packets with received statements of willingness. The playing partner search unit 14 may be integrated onboard in the video game system. However, a preferred plug-type modular construction is also feasible. Video game systems often have a plurality of connectors in which additional game modules can be inserted. The playing partner search unit could be constructed as such a game module, so that it can be optionally connected to the video game system. The selection unit 15 need not necessarily be provided with its own display; the display 10 which is already present in the video game system can also be used for display. A video game system usually includes a loudspeaker for the output of audio signals. This loudspeaker can be used by the information unit so as to output the information concerning the reception of a data packet with a new statement of willingness from another player. After the receiving section 31 of the server 8 has received data packets with a statement of willingness with the corresponding data, this data is stored in the database 32. The data of the statements of willingness entering the comparison unit 33 are compared with data of the statements of willingness already present and, in the case of correspondence of the various data, information with a data packet with a statement of willingness with the relevant data is delivered, via the transmission unit 34, to the player who is also willing to play. Via a display or an acoustic signal this player receives, via a display or an acoustic signal, the information that another player is willing to play a corresponding game with him, that is, subject to conditions yet to be defined. The second player can confirm, by depression of a key of the selection unit 15, that he would like to play a game against the other player. The data packet with the statement of willingness necessarily contains a player identification number and a game identification number. The packet may additionally contain data that are important to a game, for example the type or degree of difficulty of the game, the age of the player, the score, a list of preferred games and also their scores. In principle there are two alternative data paths for the exchange of game data. Centrally controlled game.
To this end, the corresponding game data such as motion, scores, moves etc. are applied to the server by way of the radio modem and on the basis of the identification numbers of the video game system the server identifies the player and the game and transmits, via the transmission section 34, the corresponding game data to a selected player.
The direct data transmission is shown in Figure 4.
After the player of the video game system 2 has been informed that a further player, in this case being the player of the video game system 1, is willing to play a game against him and the respective players have been supplied with the corresponding identification numbers of the video game systems, these two video game systems can start to communicate directly via the radio modem and a radio channel.
When a player profile and their associated identification numbers are stored in the memory 19 of the playing partner search unit 14, the player who is willing to play a game together can transmit, via the radio modem 16, data packets with statements of willingness directly to players who have already played with him before. The playing partner search units 14 of the selected video game systems receive such data packets with statements of willingness and can consent to a game in that they return the data packets with the statement of willingness in an affirmative sense; no confirmation is returned in the case of lack of interest, so that there will be no game.

Claims

CLAIMS:
1. A video game system (1) which includes
- a microprocessor (13),
- a memory unit (12),
- an output unit (10), - an input unit (11), and
- a playing partner search unit (14) which is arranged to transmit and receive data packets to and from a server (8) and to receive data packets with statements of willingness from other video game systems (1, 2, 3, 4), and to transmit and receive data packets with game data to and from other video game systems directly, whereby the playing partner search unit (14) includes
- a radio modem (16) for the transmission and reception of data packets,
- an information unit (18) for informing the player about the reception of data packets from other players, and
- a selection unit (15) which shows the player received data packets with statements of willingness and which is arranged to perform a selection from data packets with statements of willingness
- and in the case of a selection to conduct the received game data to a microprocessor (13) of the video game system (1).
2. A video game system (1) as claimed in claim 1 , characterized in that the radio modem (16) is arranged for the direct exchange of data between the video game systems (1, 2) after the reception and selection of a statement of willingness.
3. A video game system (1) as claimed in claim 1, characterized in that a player profile can be transmitted.
4. A video game system (1) as claimed in claim 1, characterized in that the video game systems (1, 2, 3, 4) are portable.
5. A playing partner search unit (14) to be coupled to a video game system (1), including
- a radio modem (16) for the transmission and reception of data packets with statements of willingness, - an activation unit (17) for activating the transmission,
- an information unit (18) for informing the player about the reception of data packets with statements of willingness from other players, and
- a selection unit (15) which shows the player received data packets with statements of willingness and which is arranged to perform a selection from data packets with statements of willingness
- and in the case of selection to conduct the game data to a microprocessor (13) of the video game system (1).
6. A server (8) which includes a receiving section (31) and a database (32) which is arranged to store and compare received data packets with statements of willingness, and also a transmission section (34) for the transmission of data packets in the case of corresponding statements of willingness.
7. A computer program wherein data of statements of willingness received in a database (32) located in a server are compared and, in the case of correspondence, the corresponding data is applied to the transmitting video game systems (1, 2, 3, 4) so as to exchange game data.
8. A method for the exchange of data between at least two video game systems (1 , 2, 3, 4) wherein a search for a playing partner is performed in that data packets with a statement of willingness are applied from a video game system (1) to a server (8), data packets with statements of willingness received by said server (8) being stored and compared and, in the case of correspondence, information being applied to each time a different video game system, which information enables the at least two video game systems to contact one another via a radio modem ( 16) and a radio link.
9. A method as claimed in claim 10, characterized in that game data is exchanged between selected video game systems via the server (8).
10. A method as claimed in claim 8, characterized in that game data is exchanged via a direct radio link between the at least two video game systems.
11. A network with video game systems (1, 2, 3, 4) and a server (8), wherein the video game systems transmit and receive data packets with statements of willingness and the server (8) receives data packets with statements of willingness, compares the packets and informs associated video game systems in the case of corresponding statements of willingness for exchanging game data.
PCT/EP2001/008784 2000-08-07 2001-07-30 Video game system with a playing partner search unit WO2002011832A2 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
DE10039123 2000-08-07
DE10039123.0 2000-08-07

Publications (1)

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WO2002011832A2 true WO2002011832A2 (en) 2002-02-14

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1670207A1 (en) * 2004-12-07 2006-06-14 Microsoft Corporation Method and apparatus for real-time graphical exploration of interconnected communication users

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1670207A1 (en) * 2004-12-07 2006-06-14 Microsoft Corporation Method and apparatus for real-time graphical exploration of interconnected communication users
US7749084B2 (en) 2004-12-07 2010-07-06 Microsoft Corporation Tool for real-time graphical exploration of interconnected friends and groups

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