The present disclosure relates generally to delivering video games.
Playing video games is a popular form of entertainment. Home video game systems allow users to enjoy high-quality game play on a television monitor or other display device without going to an arcade. For example, users can purchase individual hardware units that can be used to play a variety of games. Personal computers and laptops also allow users to play a variety of video games. Additionally, these computing devices allow users to receive games over the Internet and to participate in Internet gaming sessions with many other users.
Unlike arcades, home video game systems do not require a user to pay each time they play a game. Thus, users who play video games at home have fewer limitations on how long or how many games they play. Additionally, many users prefer to continue a game from a previously saved version of the game. Constraints on memory media can limit the amount of information from previous games that can be saved on home gaming systems. Internet-based games can provide prior game information, but it can be difficult to access and play Internet-based games from televisions. Further, users may have to enter authentication information to receive information related to their performance in previous games.
A system to deliver video games is disclosed and includes a server having a processor and a memory accessible to the processor. A computer program is embedded in the memory and includes instructions to receive a request for a game from a set-top box device. The computer program also includes instructions to retrieve previous game information associated with at least one user identity associated with the set-top box device. The computer program also includes instructions to authorize at least one user to continue the game at least partially based on the previous game information.
In another embodiment, a method of delivering video games is disclosed and includes receiving a request for a game use from a set-top box device. The method includes receiving a request for a game from a set-top box device. The method also includes determining whether at least one user identity is associated with the set-top box device. The method also includes retrieving previous game information associated with the at least one user identity. The method can also include providing the previous game information to the set-top box device and allowing at least one user to continue a previously executed game in response to a user selection at least partially based on the previous game information.
In another embodiment, a method of delivering video games is disclosed and includes receiving a request for a game, where the request is identified by a first user identity associated with a set-top box device. The method also includes receiving a selection to play the game in an online room with a plurality of additional players. The method also includes retrieving previous game information associated with the first user identity and with additional user identities associated with the plurality of additional players. The method also includes providing the previous game information to the set-top box device. The method can also include continuing the game based on the previous game information.
In another embodiment, a method of receiving video games is disclosed and includes requesting a game. The method also includes receiving information from at least one previous game. The method also includes displaying the information from the at least one previous game at a display device. The information from the at least one previous game use is associated with at least one user identity associated with a set-top box device.
Referring to
As shown in
As illustrated in
In one embodiment, the client-facing tier 102 can be coupled to the modems 114, 122 via fiber optic cables. Alternatively, the modems 114 and 122 can be digital subscriber line (DSL) modems that are coupled to one or more network nodes via twisted pairs, and the client-facing tier 102 can be coupled to the network nodes via fiber-optic cables. Each set-top box device 116, 124 can process data received via the private access network 166, via an IPTV software platform, such as Microsoft® TV IPTV Edition.
Additionally, the first set-top box device 116 can be coupled to a first display device 118, such as a first television monitor, and the second set-top box device 124 can be coupled to a second display device 126, such as a second television monitor. Moreover, the first set-top box device 116 can communicate with a first remote control 120, and the second set-top box device can communicate with a second remote control 128.
In an exemplary, non-limiting embodiment, each set-top box device 116, 124 can receive data or video from the client-facing tier 102 via the private access network 166 and render or display the data or video at the display device 118, 126 to which it is coupled. In an illustrative embodiment, the set-top box devices 116, 124 can include tuners, such as the tuner 184 shown in
In an illustrative embodiment, the client-facing tier 102 can include a client-facing tier (CFT) switch 130 that manages communication between the client-facing tier 102 and the private access network 166 and between the client-facing tier 102 and the private network 110. As shown, the CFT switch 130 is coupled to one or more data servers 132 that store data transmitted in response to user requests, such as video-on-demand material. The CFT switch 130 can also be coupled to a terminal server 134 that provides terminal devices, such as a game application server 168 and other devices with a common connection point to the private network 110. In a particular embodiment, the CFT switch 130 can also be coupled to a video-on-demand (VOD) server 136.
As shown in
Further, the second APP switch 140 can be coupled to a domain controller 146 that provides web access, for example, to users via the public network 112. The second APP switch 140 can be coupled to a subscriber and system store 148 that includes account information, such as account information that is associated with users who access the system 100 via the private network 110 or the public network 112. In a particular embodiment, the application tier 104 can also include a client gateway 150 that communicates data directly to the client-facing tier 102. In this embodiment, the client gateway 150 can be coupled directly to the CFT switch 130. The client gateway 150 can provide user access to the private network 110 and the tiers coupled thereto.
In a particular embodiment, the set-top box devices 116, 124 can access the system via the private access network 166, using information received from the client gateway 150. The private access network 166 provides security for the private network 110. User devices can access the client gateway 150 via the private access network 166, and the client gateway 150 can allow such devices to access the private network 110 once the devices are authenticated or verified. Similarly, the client gateway 150 can prevent unauthorized devices, such as hacker computers or stolen set-top box devices from accessing the private network 110, by denying access to these devices beyond the private access network 166.
For example, when a set-top box device 116 accesses the system 100 via the private access network 166, the client gateway 150 can verify subscriber information by communicating with the subscriber and system store 148 via the private network 110, the first APP switch 138 and the second APP switch 140. Further, the client gateway 150 can verify billing information and status by communicating with the OSS/B SS gateway 144 via the private network 110 and the first APP switch 138. The OSS/BSS gateway 144 can transmit a query across the first APP switch 138, to the second APP switch 140, and the second APP switch 140 can communicate the query across the public network 112 to the OSS/BSS server 164. After the client gateway 150 confirms subscriber and/or billing information, the client gateway 150 can allow the set-top box device 116 access to IPTV content and VOD content. If the client gateway 150 cannot verify subscriber information for the set-top box device 116, e.g., because it is connected to a different twisted pair, the client gateway 150 can deny transmissions to and from the set-top box device 116 beyond the private access network 166.
As indicated in
In a particular embodiment during operation of the IPTV system, the live acquisition server 154 can acquire television content from the broadcast service 156. The live acquisition server 154 can transmit the television content to the AQT switch 152, in turn, and the AQT switch 152 can transmit the television content to the CFT switch 130 via the private network 110. Further, the television content can be encoded at the D-servers 132, and the CFT switch 130 can communicate the television content to the modems 114, 122 via the private access network 166. The set-top box devices 116, 124 can receive the television content from the modems 114, 122, decode the television content, and transmit the content to the display devices 118, 126 according to commands from the remote control devices 120, 128.
Additionally, at the acquisition tier 106, the video-on-demand (VOD) importer server 158 can receive content from one or more VOD sources outside the IPTV system 100, such as movie studios and programmers of non-live content. The VOD importer server 158 can transmit the VOD content to the AQT switch 152, and the AQT switch 152, in turn, can communicate the material to the CFT switch 130 via the private network 110. The VOD content can be stored at one or more servers, such as the VOD server 136.
When a user issues a request for VOD content to a set-top box device 116, 124, the request can be transmitted over the private access network 166 to the VOD server 136, via the CFT switch 130. Upon receiving such a request, the VOD server 136 can retrieve requested VOD content and transmit the content to the set-top box device 116,124 across the private access network 166, via the CFT switch 130.
In an illustrative embodiment, the live acquisition server 154 can transmit the television content to the AQT switch 152, and the AQT switch 152, in turn, can transmit the television content to the OMT switch 160 via the public network 112. In this embodiment, the OMT switch 160 can transmit the television content to the TV2 server 162 for display to users accessing the user interface at the TV2 server 162. For example, a user can access the TV2 server 162 using the computer 176 coupled to the public network 112.
As shown in
In a particular embodiment, the computer program 174 can include instructions to retrieve previous game information associated with at least one user identity that is associated with the set-top box device 116 or 124. For example, the computer program 174 can include instructions to query the subscriber and system store 148 via the private network 110 for account information associated with the first set-top box device 116. In an illustrative embodiment, the account information can include one or more user identities that have been created by users at the set-top box device 116. These user identities can be used by the game application server 168 to associate previous game information, such as scores or levels of play that each identified user has attained within the game, with particular users. The computer program 174 can also include instructions to provide the previous game information to the set-top box device and to allow one or more users to continue a game based on the previous game information.
In a particular embodiment, the game application server 168 can be coupled to the terminal server 134. The game application server 168 runs one or more game applications and can communicate data to the first set-top box device 116, for example, by transmitting the data to the terminal server 134. The terminal server 134 transmits the data across the private access network 166, via the CFT switch 130, to the first modem 114 that is coupled to the first set-top box device 116. Additionally, users can issue commands to the first set-top box device 116, which the set-top box device 116 transmits across the private access network 166 via the first modem 114 to the CFT switch 130. The CFT switch 130 transmits these commands to the terminal server 134, which transmits them to game application server 168. In this embodiment, a game requested by a user is operated entirely on the game application server 168. The game application server 168 processes and executes commands received from users and transmits data corresponding to updated or new displays to the set-top box devices 116, 124. Moreover, the set-top box devices 116, 124 process the data and render the corresponding display on the display devices 118, 126 to which they are coupled.
In another embodiment, the game application server 168 can be coupled to the VOD server 136. Moreover, the game application server 168 can execute one or more game applications and can communicate video to the first set-top box device 116, for example, by transmitting the data to the VOD server 136. The VOD server 136 can transmit the data across the private access network 166, via the CFT switch 130 to a modem 114, 122 that is coupled to a set-top box device 116, 124. Additionally, users can issue commands to a set-top box device 116, 124 and the set-top box device 116 can transmit the commands across the private access network 166 via the first modem 114 to the CFT switch 130. The CFT switch 130 transmits these commands to the VOD server 136, which transmits them to game application server 168. In this embodiment, a game requested by a user is operated entirely on the game application server 168. The game application server 168 processes and executes commands received from users and transmits video content of updated or new displays to a set-top box device 116, 124. Moreover, a set-top box device 116, 124 can transmit the video content associated with a game to a display device 118, 126 coupled thereto.
In yet another embodiment, the game application server 168 can communicate with a set-top box 116, 124 via the private access network 166. A requested game can be downloaded to a set-top box 116, 124, such that the game is operated and user commands are processed at the set-top box device 116, 124. In this embodiment, only performance data is communicated back to the game application server 168, in conjunction with, or independently of, the game application. In an alternative embodiment, individual levels, missions or game states can be downloaded from the game application server 168 to the set-top box device 116, 124. In this embodiment, new levels, etc., are downloaded upon the completion of previous ones.
Referring to
In an illustrative embodiment, the user identities associated with the set-top box device can be transmitted from the game application server to the set-top box device, at block 204, and can be displayed via a display device, such as a television monitor. In this embodiment, a selection of a user identity can be received by the game application server from the set-top box device, at block 206. In a particular embodiment, a selection of one or more additional user identities can also be received. For example, where two of the transmitted user identities played, but did not complete, a video chess game or a two-player version of Space Invaders, both players may wish to continue the previous game. In this example, two of the transmitted user identities would be selected.
Moving to decision step 208, it can be determined whether a previous game is available for the selected user identity. In a particular embodiment, a computer program embedded within the game application server can include instructions to make this determination. If no previous games are available for the selected user identity, a new game can be started at block 222. If one or more previous games are available for the selected user identity, the game application server can retrieve information from the previous game(s), at block 210. Further, the information from the previous game(s) can be provided from the game application server to the set-top box device at block 212. Previous game information can include scores, levels, game states, and the like, which indicate past performance of the selected user identity in the requested game. For example, previous game information can indicate that a user attained a score of 10,000 in a previous game; passed level 6 in a previous game; partially completed a mission in a previous game; had the second most poker chips in a previous game; and the like.
Prior game information can help the user to determine whether to continue a previous game or start a new game. In an illustrative embodiment, previous game information can include information for games played by a user during a certain time period, such as information for previous games played in the last fourteen days. In another illustrative embodiment, previous game information can include information for a certain number of previous games played by a user, such as the last five games played by the user.
In an illustrative embodiment, a user can be prompted at decision step 214 in order to determine whether the user wants to continue the previous game, e.g., based on the previous game information. When the user chooses to not continue a previous game, a new game can be started in any of the manners disclosed, as shown at block 222. Conversely, when the user chooses to continue a previous game, the method proceeds to block 218, and the selected prior game state can be provided to the set-top box device. At block 220, the game is continued from the prior game state. For example, if a user completed a portion of level 6 in a mahjong game, and the user selected to continue that mahjong game, then the user would be returned to level 6 at a point immediately after the most recent play in that particular mahjong game.
Once it has been determined whether the user wishes to continue a previous game or start a new game, the game is provided by the game application server for use at the set-top box device, as shown at block 224. While the game is played and after the game is over, information, such as scores, levels, and game states, is received by the game application server from the set-top box device, at block 226. At block 228, the game application server associates and stores information from the game use in conjunction with the user identity that requested the game. In an illustrative embodiment, this information can be stored in conjunction with the user identity within the game application, itself. In another illustrative embodiment, this information can be stored in conjunction with the user identity within an information store that is coupled to or embedded in the game application server. The method terminates at state 230.
Both new and previous games can be delivered from the game application server to the set-top box device in a variety of ways. For example, the game application can be operated at the game application server, such that game commands issued by a player to the set-top box device are received and executed at the game application server. In this embodiment, the set-top box device can operate essentially like a terminal that receives video content from the game application for display at a display device. Game information, such as scores and the like, are calculated and stored at the game application server.
Alternatively, a copy or version of a game application can be downloaded to the set-top box device, such that the operation of the game application and the execution of all commands received from the player occur at the set-top box device. In this alternative embodiment, game information is calculated at the set-top box device and transmitted to the game application server for storage or for transmission to an information store. The information can also be stored directly at the set-top box device prior to and/or after transmission to the game application server.
In another embodiment, the game application server can transmit a portion of a game application to the set-top box device. For example, the game application server can transmit a single level of a mahjong game or a certain mission from a first-person shooter game. Commands received from a player for the portion of the game application are executed at the set-top box device. Once a player has completed the level or mission, performance data can be transmitted to the game application server, and the next level or mission can be downloaded to the set-top box device.
In yet another embodiment, the game application can be operated at the server, such that only commands and data are transmitted between the game application server and the set-top box device. In this embodiment, data associated with displaying the game can be transmitted to the set-top box device. The set-top box device can process the data via a computer program embedded within a memory portion of the set-top box device and render video associated with the game, based at least partially on the data received from the server. Game information, such as scores and the like, are calculated and stored at the game application server.
Referring to
In an illustrative embodiment, the game application server and set-top box device can communicate over an Internet Protocol Television (IPTV) network. In this embodiment, the information store can associate account information maintained by an IPTV service provider with the set-top box device, such as a user account number, data identifying a twisted pair connected to the set-top box device, an alphanumeric identifier of the set-top box device, any other data that is suitable for associating a set-top box device with a user account, or any combination of these. The information store can provide the account information to the game application server in response to a query for information associated with the set-top box device that has requested the game.
In a particular embodiment, at decision step 306, it is determined whether the account associated with the set-top box device includes any user identities. In a particular embodiment, a computer program embedded within the game application server can include instructions to make this determination. If the account does not include any user identities, the method continues to decision step 308, and the user is prompted to create one or more user identities for the account. If the user does not want to create any user identities, the method terminates at state 348. On the other hand, if an indication to create one or more user identities is received at the game application server from the set-top box device, the user can be prompted for one or more user identities, as shown at block 310. The one or more user identities can be received at the game application server from the set-top box device at block 312 and can be stored at block 314. The user identities can be stored by the game application server or at an information store coupled to or embedded in the game application server. Thereafter, the method moves to block 332, and a new game can be started at block 334, in any of the manners disclosed.
Returning to decision step 306, if it is determined that one or more user identities are included in or associated with the account, the method proceeds to block 316, and the user identities can be transmitted by the game application server to the set-top box device for display at a display device, such as a television monitor. Moving to block 318, a selection of a particular user identity, from the user identities transmitted to the set-top box device, is received by the game application server from the set-top box device. In a particular embodiment, a selection of one or more additional user identities can also be received from the set-top box device.
Moving to decision step 320, it is determined whether previous games are associated with the selected user identity. In a particular embodiment, a computer program embedded within the game application server can include instructions to make this determination. If no previous games are associated with the selected user identity, the method continues to block 332, and a new game is started in any of the manners disclosed. Conversely, if one or more previous games are associated with the selected user identity, the method proceeds to block 322, and information from the previous games associated with the selected user identity is retrieved. In a particular embodiment, the previous game information can be retrieved from the game application. At block 324, the previous game information is communicated from the game application server to the set-top box device.
Previous game information can include scores, levels, game states, and the like, which indicate past performance of the selected user identity in the requested game. For example, previous game information can indicate that a user attained a score of 10,000 in a previous game; passed a particular skill level in a previous game; partially completed a mission in a previous game; had the second most poker chips in a previous game; and the like. Prior game information can help the user to determine whether to continue a previous game or start a new game. In an illustrative embodiment, previous game information can include information for games played by a user during a certain time period, such as information for previous games played in the last fourteen days. In another illustrative embodiment, previous game information can include information for a certain number of previous games played by a user, such as the last five games played by the user.
Proceeding to decision step 326, the user is prompted with an option to continue the previous game(s) associated with the previous game information. For example, the user can be given the choice to continue a previous game or to start a new game. In a particular embodiment, the user can be prompted with a list of one or more previous games and can be prompted to choose whether to start a new game or to restart a particular prior game from the list. If the user selects the option to continue a previous game, the method then continues to block 330, and the selected previous game is continued. For example, if a user completed a portion of the third mission in a first-person shooter game, and the user selected to continue that game, then the user would be returned to the third mission at a point immediately after the most recent play in that game or to a point at which the user saved the game state. If the user does not select the option to continue a previous game, a new game is started at block 332, in any of the manners disclosed.
After the user indicates whether to continue a previous game or start a new game, the method continues to block 334, and the previous game or new game is provided for play at the set-top box device. In a particular embodiment, at decision step 336, the game state is monitored and it is determined whether the new or continued game is over. When the game is not over, the method returns to block 334, and game play continues. Alternatively, when the game is over, the method proceeds to decision step 338, and it is determined whether the final score of the game is a high score for the user or for all users. If the final score is not a high score for the user or for all users, the method proceeds to decision step 342, and it is determined whether the game state from the game should be saved in conjunction with the user identity. In a particular embodiment, the user is prompted in order to determine whether to save the game. Alternately, the game can include a user-selectable setting that indicates that all games are to be saved after completion.
At decision step 342, if the user does not want to save the game state, the method terminates at state 348. On the other hand, if the user wants to save the game state, the method moves to block 344, and game state information is received at the game application server from the set-top box via a network. This information, which can include scores, levels, game states, and the like, is associated with the user identity and stored at block 346. In an illustrative embodiment, this information can be stored with the user identity by the game application, itself. In another illustrative embodiment, this information can be stored in conjunction with the user identity within an information store that is coupled to or embedded in the game application server. The method terminates at state 348.
Returning to decision step 338, when the final score is a high score for the user or for all users, the method proceeds to block 340 and the high score is displayed with the user identity, as shown further in
Referring to
In an illustrative embodiment, the game application server and the set-top box device can communicate over an Internet Protocol Television (IPTV) network. In this embodiment, the information store can associate account information maintained by an IPTV service provider with the set-top box device, such as a user account number, data identifying a twisted pair connected to the set-top box device, an alphanumeric identifier of the set-top box device, any other data that is suitable for associating a set-top box device with a user account, or any combination of these. The information store can provide the account information to the game application server in response to a query for information associated with the set-top box device that has requested the game.
In a particular embodiment, each account can include one or more user identities that the user has created. Moving to block 404, the game application server can provide a list of user identities to the set-top box device for display at a display device, e.g., a television monitor. At block 406, a selection of a particular user identity from the list is received at the game application server from the set-top box device. At decision step 408, it is determined whether the user with the selected user identity previously played the requested game in a room. In a particular embodiment, a computer program embedded within the game application server can include instructions to make this determination. A room can include an online forum in which multiple users can play a game simultaneously and compete against each other or as a team, while communicating via either separate set-top box devices or the same set-top box device.
If it is determined that the user did not previously play the requested game in a room, the method proceeds to block 416, and the game application server retrieves information from one or more previous games that are associated with the selected user. In a particular embodiment, the previous game information can be retrieved from the game application. At block 418, the previous game information is communicated from the game application server to the set-top box device for display at a display device.
Previous game information for a user not playing within a room can include scores, levels, game states, and the like, which indicate past performance of the selected user identity in the requested game. For example, previous game information can indicate that a user attained a score of 10,000 in a previous game; passed a certain skill level in a previous game; partially completed a mission in a previous game; had the second most poker chips in a previous game; and the like. Prior game information can help the user to determine whether to continue a previous game or start a new game. In an illustrative embodiment, previous game information can include information for games played by a user during a certain time period, such as information for previous games played in the last fourteen days. In another illustrative embodiment, previous game information can include information for a certain number of previous games played by a user, such as the last five games played by the user.
Alternatively, at decision step 408, when it is determined that the selected user previously played the requested game in a room, the method proceeds to decision step 410 and the selected user can be given the choice of playing the game in the room again. If the user chooses to not play the game within the room, the method proceeds to block 416. Returning to decision step 410, when the user chooses to join the room, the method proceeds to block 412, and information is retrieved from a previous game associated with all users in the room. This information can be provided to the set-top box device at block 414. In a particular embodiment, the additional players also have user identities that can be associated with other set-top box devices. For example, each additional player can request the game from a separate set-top box device and choose to join the same room. Information for one or more previous games played by all players in the room can then be provided to the set-top box device of each player. In this way, all players in the room can see the previous performance of all players in the room, while using separate set-top box devices.
Previous game information for users playing within a room can include scores, levels, game states, and the like, which indicate past performance of users in the room in the requested game. For example, previous game information can indicate the score that each user in the room attained; the level that each user or team of users completed in a previous game; the mission that each user or team of users had partially completed in a previous game; the number of poker chips that each player had in a previous game; and the like. Prior game information can help the users to determine whether to continue a previous game or start a new game. In an illustrative embodiment, previous game information can include information for games played by users in the room during a certain time period, such as information for previous games played in the last fourteen days. In another illustrative embodiment, previous game information can include information for a certain number of previous games played by users in the room, such as the last five games played by the users.
Moving to decision step 420, it is determined whether to continue a previous game for which information has been provided. For example, the selected user can be given the choice to continue a previous game or to start a new game. In a particular embodiment, if the user decides to continue a previous game, the method proceeds to decision step 422, and other users in the room can be prompted to agree to continue the previous game. When the other users agree to continue the previous game, the method moves to block 424, and the previous game is continued. Further, the previous game is provided for use at-block 428. Returning to decision step 422, if the user decides not to continue a previous game, a new game is started at block 426. Additionally, at decision step 422, if one or more other users decide not to continue a previous game, a new game is started at block 426.
After the user decides whether to continue a previous game or start a new game, the method continues to block 428 and the game is provided for use at the set-top box device. While the game is played and after the game is over, information, such as scores, levels, and game states, may be received at a remote network site from the set-top box device, at block 430. At block 432, the information from the game use is associated with the user identity of the user that requested the game and this information is stored. In an illustrative embodiment, this information can be stored in conjunction with the user identity by the game application. In an illustrative embodiment, this information can be stored by an information store that is coupled to or embedded within the network game application server. The method terminates at state 434.
Referring to
At block 504, the set-top box device receives a selection of one or more of the listed user identities from a user. An example of the interaction and selection of a user identity is shown further in
At block 508, the set-top box receives an indication that one or more previous games have been saved for the one or more selected user identities from the game application server. Moving to block 510, information relating to the previous game(s) is received. The information can include scores, levels, game states, or other information indicating results or progress associated with the one or more selected user identities that were transmitted at block 506. At block 512, the previous game information is transmitted to a display device, such as a television monitor.
Continuing to decision step 514, the set-top box device prompts the user with an option to continue one of the previous games. An example of the interaction and selection of a previous game is shown further in
Returning to decision step 514, if the user decides not to continue a previous game, the method proceeds to block 522 and the selection to start a new game is submitted from the set-top box device to the game application server. After a selection to start a new game is submitted by the set-top box device to the game application server, the game is received at the set-top box device for play at block 524. The set-top box can display the game at a display device, such as a television monitor, at block 526.
As shown at block 526, information, such as scores, levels, and game states, may be transmitted to the server from the set-top box device while the game is played, after the game is over, or both while the game is played and after the game is over. In a particular embodiment, the information can be stored by a game application in association with the user identities transmitted at block 506.
In a particular embodiment, once the game is over, the set-top box device can display an indication that the game has ended at block 530. The indication can be generated by the set-top box device or received by the set-top box device from the game application server. Moving to decision step 532, the user can be prompted to play the game again. The interaction and selection of the user with such a prompt is shown further in
Both new and previous games can be delivered from the game application server to the set-top box device in a variety of ways. For example, the game application can be operated at the game application server, such that game commands issued by a player to the set-top box device are received and executed at the game application server. In this embodiment, the set-top box device can operate essentially like a terminal that receives video content from the game application for display at a display device. Game information, such as scores and the like, are calculated and stored at the game application server.
Alternatively, a copy or version of a game application can be downloaded to the set-top box device, such that the operation of the game application and the execution of all commands received from the player occur at the set-top box device. In this alternative embodiment, game information is calculated at the set-top box device and transmitted to the game application server for storage or for transmission to an information store. The information can also be stored directly at the set-top box device prior to and/or after transmission to the game application server.
In another embodiment, the game application server can transmit only a portion of a game application to the set-top box device. For example, the game application server can transmit a single level of a mahjong game or a certain mission from a first-person shooter game. Commands received from a player for the portion of the game application are executed at the set-top box device. Once a player has completed the level or mission, performance data can be transmitted to the game application server, and the next level or mission can be downloaded to the set-top box device.
In a particular embodiment, the steps of the methods described herein are executed in the order shown by the figures. In alternative embodiments, the steps may be executed in alternative sequences.
Referring to
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In a particular embodiment, the graphical user interfaces 600, 700, 800 and 900 are separate graphical user interfaces. Alternatively, the graphical user interfaces 600, 700, 800 and 900 illustrate different screen shots of a single primary graphical user interface.
Referring to
In a networked deployment, the computer system may operate in the capacity of a server or as a client user computer in a server-client user network environment, or as a peer computer system in a peer-to-peer (or distributed) network environment. The computer system 1000 can also be implemented as or incorporated into various devices, such as a personal computer (PC), a tablet PC, a set-top box (STB), a personal digital assistant (PDA), a mobile device, a palmtop computer, a laptop computer, a desktop computer, a communications device, a wireless telephone, a land-line telephone, a control system, a camera, a scanner, a facsimile machine, a printer, a pager, a personal trusted device, a web appliance, a network router, switch or bridge, or any other machine capable of executing a set of instructions (sequential or otherwise) that specify actions to be taken by that machine. In a particular embodiment, the computer system 1000 can be implemented using electronic devices that provide voice, video or data communication. Further, while a single computer system 1000 is illustrated, the term “system” shall also be taken to include any collection of systems or sub-systems that individually or jointly execute a set, or multiple sets, of instructions to perform one or more computer functions.
As illustrated in
In a particular embodiment, as depicted in
In an alternative embodiment, dedicated hardware implementations, such as application specific integrated circuits, programmable logic arrays and other hardware devices, can be constructed to implement one or more of the methods described herein. Applications that may include the apparatus and systems of various embodiments can broadly include a variety of electronic and computer systems. One or more embodiments described herein may implement functions using two or more specific interconnected hardware modules or devices with related control and data signals that can be communicated between and through the modules, or as portions of an application-specific integrated circuit. Accordingly, the present system encompasses software, firmware, and hardware implementations.
In accordance with various embodiments of the present disclosure, the methods described herein may be implemented by software programs executable by a computer system. Further, in an exemplary, non-limited embodiment, implementations can include distributed processing, component/object distributed processing, and parallel processing. Alternatively, virtual computer system processing can be constructed to implement one or more of the methods or functionality as described herein.
The present disclosure contemplates a computer-readable medium that includes instructions 1024 or receives and executes instructions 1024 responsive to a propagated signal, so that a device connected to a network 1026 can communicate voice, video or data over the network 1026. Further, the instructions 1024 may be transmitted or received over the network 1026 via the network interface device 1020.
While the computer-readable medium is shown to be a single medium, the term “computer-readable medium” includes a single medium or multiple media, such as a centralized or distributed database, and/or associated caches and servers that store one or more sets of instructions. The term “computer-readable medium” shall also include any medium that is capable of storing, encoding or carrying a set of instructions for execution by a processor or that cause a computer system to perform any one or more of the methods or operations disclosed herein.
In a particular non-limiting, exemplary embodiment, the computer-readable medium can include a solid-state memory such as a memory card or other package that houses one or more non-volatile read-only memories. Further, the computer-readable medium can be a random access memory or other volatile re-writable memory. Additionally, the computer-readable medium can include a magneto-optical or optical medium, such as a disk or tapes or other storage device to capture carrier wave signals such as a signal communicated over a transmission medium. A digital file attachment to an e-mail or other self-contained information archive or set of archives may be considered a distribution medium that is equivalent to a tangible storage medium. Accordingly, the disclosure is considered to include any one or more of a computer-readable medium or a distribution medium and other equivalents and successor media, in which data or instructions may be stored.
In conjunction with the configuration of structure described herein, the system and method disclosed can be used to deliver video games to set-top box devices over networks. The association of set-top box devices with user accounts and the association of previous game information with user identities included in such accounts allows users to receive robust previous game information and to continue previous game states, without the need for large memory stores at the set-top box device and without having to enter authentication information via their television monitors.
In accordance with various embodiments, the methods described herein may be implemented as one or more software programs running on a computer processor. Dedicated hardware implementations including, but not limited to, application specific integrated circuits, programmable logic arrays and other hardware devices can likewise be constructed to implement the methods described herein. Furthermore, alternative software implementations including, but not limited to, distributed processing or component/object distributed processing, parallel processing, or virtual machine processing can also be constructed to implement the methods described herein.
It should also be noted that software that implements the disclosed methods may optionally be stored on a tangible storage medium, such as: a magnetic medium, such as a disk or tape; a magneto-optical or optical medium, such as a disk; or a solid state medium, such as a memory card or other package that houses one or more read-only (non-volatile) memories, random access memories, or other re-writable (volatile) memories. The software may also utilize a signal containing computer instructions. A digital file attachment to e-mail or other self-contained information archive or set of archives is considered a distribution medium equivalent to a tangible storage medium. Accordingly, the disclosure is considered to include a tangible storage medium or distribution medium as listed herein, and other equivalents and successor media, in which the software implementations herein may be stored.
Although the present specification describes components and functions that may be implemented in particular embodiments with reference to particular standards and protocols, the invention is not limited to such standards and protocols. For example, standards for Internet and other packet switched network transmission (e.g., TCP/IP, UDP/IP, HTML, HTTP) represent examples of the state of the art. Such standards are periodically superseded by faster or more efficient equivalents having essentially the same functions. Accordingly, replacement standards and protocols having the same or similar functions as those disclosed herein are considered equivalents thereof.
The illustrations of the embodiments described herein are intended to provide a general understanding of the structure of the various embodiments. The illustrations are not intended to serve as a complete description of all of the elements and features of apparatus and systems that utilize the structures or methods described herein. Many other embodiments may be apparent to those of skill in the art upon reviewing the disclosure. Other embodiments may be utilized and derived from the disclosure, such that structural and logical substitutions and changes may be made without departing from the scope of the disclosure. Additionally, the illustrations are merely representational and may not be drawn to scale. Certain proportions within the illustrations may be exaggerated, while other proportions may be minimized. Accordingly, the disclosure and the figures are to be regarded as illustrative rather than restrictive.
One or more embodiments of the disclosure may be referred to herein, individually and/or collectively, by the term “invention” merely for convenience and without intending to voluntarily limit the scope of this application to any particular invention or inventive concept. Moreover, although specific embodiments have been illustrated and described herein, it should be appreciated that any subsequent arrangement designed to achieve the same or similar purpose may be substituted for the specific embodiments shown. This disclosure is intended to cover any and all subsequent adaptations or variations of various embodiments. Combinations of the above embodiments, and other embodiments not specifically described herein, will be apparent to those of skill in the art upon reviewing the description.
The Abstract of the Disclosure is provided to comply with 37 C.F.R. §1.72(b) and is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. In addition, in the foregoing Detailed Description, various features may be grouped together or described in a single embodiment for the purpose of streamlining the disclosure. This disclosure is not to be interpreted as reflecting an intention that the claimed embodiments require more features than are expressly recited in each claim. Rather, as the following claims reflect, inventive subject matter may be directed to less than all of the features of any of the disclosed embodiments. Thus, the following claims are incorporated into the Detailed Description, with each claim standing on its own as defining separately claimed subject matter.
The above disclosed subject matter is to be considered illustrative, and not restrictive, and the appended claims are intended to cover all such modifications, enhancements, and other embodiments, which fall within the true spirit and scope of the present invention. Thus, to the maximum extent allowed by law, the scope of the present invention is to be determined by the broadest permissible interpretation of the following claims and their equivalents, and shall not be restricted or limited by the foregoing detailed description.
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