Login| Sign Up| Help| Contact|

Patent Searching and Data


Title:
GAME PLATFORM FOR MOBILE DEVICES AND A RELATED METHOD OF OPERATING A GAME PLATFORM
Document Type and Number:
WIPO Patent Application WO/2020/012450
Kind Code:
A2
Abstract:
A game platform for a device associated with a player is provided, the platform comprising a controller module that can function as an input device for a game or application that is running either on the player's device or on a separate device; and a connectivity module to facilitate the discovery of, and connection to, games and applications in the local vicinity of the player's device, to enable the player to connect their device as a controller to a game that is running on another device. The connectivity module of the game platform facilitates the discovery of, and connection to, games and applications on a local network in the vicinity of the player's device. In response to a hosting player creating a game or application session using a host device, the controller module of the game platform of the hosting player's host device generates a unique code that can be used to identify the session uniquely on the local network.

Inventors:
BULFORD TRAVIS GEORGE (ZA)
TZINGAKIS KONSTANTINOS (ZA)
Application Number:
PCT/IB2019/056011
Publication Date:
January 16, 2020
Filing Date:
July 15, 2019
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
RED OXYGEN PTY LTD (ZA)
CELESTIAL ELECTRONIC ENTERTAINMENT PTY LTD (ZA)
International Classes:
A63F13/31
Attorney, Agent or Firm:
FIANDEIRO, João Achada (ZA)
Download PDF:
Claims:
CLAIMS

1. A game platform for a device associated with a player, the platform comprising: a controller module that can function as an input device for a game or application that is running either on the player’s device or on a separate device; and a connectivity module to facilitate the discovery of, and connection to, games and applications in the local vicinity of the player’s device, to enable the player to connect their device as a controller to a game that is running on another device.

2. The game platform of claim 1 , wherein the controller module makes use of the device's built-in multi-touch interface to provide input for movement in two dimensions (2D) and at least one simulated button for player-triggered actions within the game.

3. The game platform of claim 2, wherein the controller module is arranged to provide at least one layout option, including: a basic layout, comprising a 2D movement controller for 360 degrees of movement in the horizontal plane, along with two buttons for player actions; an advanced layout, comprising a 2D movement controller for 360 degrees of movement in the x-y plane, along with four buttons for player actions; an audience layout, comprising a plurality of buttons to facilitate audience participation in events such as quizzes or voting-based audience participation in reality television shows; and a twin-stick layout to facilitate movement in games that requires two different planes of rotation.

4. The game platform of claim 3, wherein the controller module allows the layout options to be flipped horizontally, to accommodate left-handed players.

5. The game platform of claim 3, wherein the controller module is arranged to implement haptic feedback to simulate a console controller experience on the player’s device.

6. The game platform of claim 1 , wherein the controller module is arranged to access a game library to enable a player to customise the visual representation of their controllers with downloadable or unlockable content.

7. The game platform of claim 1 , wherein the connectivity module of the game platform facilitates the discovery of, and connection to, games and applications on a local network in the vicinity of the player’s device.

8. The game platform of claim 7, wherein, in response to a hosting player creating a game or application session using a host device, the controller module of the game platform of the hosting player’s host device generates a unique code that can be used to identify the session uniquely on the local network, so that players who then wish to join the hosting player’s game can use the unique code from the host device to connect to the session as clients.

9. The game platform of claim 8, wherein once a connection has been established, all connected client devices can then communicate with each other through the host device, so that when the hosting player starts the game, all connected clients can interact with the game using the controller module on their own devices.

10. The game platform of claim 9, wherein the connection protocols to enable device connectivity include the following: Wi-fi LAN, in which devices that are connected to the same wi-fi network as the game session host device, either through a separate wi-fi router or a wi-fi hotspot issued from any local player’s device, connect to the hosted game using the TCP/IP networking protocol; and

Internet, in which players will be able to access the game session through the internet once the unique code that is generated on the game session host device is disseminated to all client devices.

11. The game platform of claim 1 , wherein the game platform further comprises a scripting engine to assist developers in integrating the controller and networking modules into their own games and applications.

12. A method of operating a game platform for a device associated with a player, the game platform comprising a controller module that can function as an input device for a game or application that is running either on the player’s device or on a separate device, the method comprising connecting the player’s device to games and applications in the local vicinity of the player’s device, to enable the player to use their device as a controller in respect of a game that is running on another device.

13. The method of claim 12, which, after allowing a hosting player to create a game or application session on a host device, comprises generating a unique code that can be used to identify the session uniquely on a local network, the method further comprising allowing other players who then wish to join the hosting player’s game to use the unique code to connect to the session as clients.

Description:
GAME PLATFORM FOR MOBILE DEVICES AND A RELATED METHOD OF

OPERATING A GAME PLATFORM

FIELD OF THE INVENTION

THIS INVENTION relates to a game platform and to a related method of operating a game platform.

The game platform is arranged to support a plurality of different games, quizzes, and related interactive, entertainment activities requiring a player’s input (such as reality television shows that require audience participation). Thus, although the invention will be described with particular reference to conventional games, the invention is not intended to be limited thereto.

The aim of the invention, which is primarily aimed at mobile devices, is to encourage positive social interaction, typically through a face-to-face gaming experience, but not limited thereto. It is a particular aim of the invention to provide an extensible ecology that supports a player’s immersion into the vast game universe to, for example, enable a player to discover other games or activities in the game universe during exploration and gameplay, using a common game platform.

SUMMARY OF THE INVENTION

At a high level, this invention discloses a game platform and related method of operating a game platform, which is based on an interoperable technology that facilitates playing local multiplayer games across multiple types of devices using the portable networking infrastructure of mobile devices. The game system and method functions wherever a communal communications network is available but does not specifically require internet connectivity.

According to a first aspect of the invention there is provided a game platform for a device associated with a player, the platform comprising: a controller module that can function as an input device for a game or application that is running either on the player’s device or on a separate device; and a connectivity module to facilitate the discovery of, and connection to, games and applications in the local vicinity of the player’s device, to enable the player to connect their device as a controller to a game that is running on another device.

Typically, the controller module makes use of the device's built-in multi-touch interface to provide input for movement in two dimensions (2D) and any number of simulated buttons for player-triggered actions within the game.

Conveniently, the controller module is arranged to provide a number of layout options that provide for different application needs, including: a basic layout, comprising a 2D movement controller for 360 degrees of movement in the horizontal plane, along with two buttons for player actions; an advanced layout, comprising a 2D movement controller for 360 degrees of movement in the x-y plane, along with four buttons for player actions; an audience layout, comprising a plurality of buttons to facilitate audience participation in events such as quizzes or voting-based audience participation in reality television shows; and a twin-stick layout to facilitate movement in games that requires two different planes of rotation.

Preferably, the controller module allows the layout options to be flipped horizontally, to accommodate left-handed players. Typically, the controller module can implement haptic feedback to further simulate a console controller experience on the player’s device.

Advantageously, the controller module can access a game library to enable a player to customise the visual representation of their controllers with downloadable or unlockable content.

Conveniently, the connectivity module of the game platform facilitates the discovery of, and connection to, games and applications on a local network in the vicinity of the player’s device. In this regard, when a hosting player creates a game or application session using a host device, the controller module of the game platform of the hosting player’s host device generates a unique code that will be used to identify the session uniquely on the local network. Other players who then wish to join the hosting player’s game will scan the unique code from the host device with their own devices, using a camera on the player’s device, to connect to the session as clients.

Once a connection has been established, all connected client devices can then communicate with each other through the host device. When the hosting player starts the game, all connected clients will be able to interact with the game using the controller module on their own devices.

The envisaged connection protocols to enable device connectivity include the following:

Wi-fi LAN, in which devices that are connected to the same wi-fi network as the game session host device, either through a separate wi-fi router or a wi-fi hotspot issued from any local player’s device, will be able to connect to the hosted game using the TCP/IP networking protocol; and

Internet, in which players will be able to access the game session through the internet provided the unique code that is generated on the game session host device is disseminated to all client devices. The game platform further comprises a scripting engine to assist developers in integrating the controller and networking modules into their own games and applications.

According to a second aspect of the invention there is provided a method of operating a game platform of the type described above, for a device associated with a player, the game platform comprising a controller module that can function as an input device for a game or application that is running either on the player’s device or on a separate device, the method comprising connecting the player’s device to games and applications in the local vicinity of the player’s device, to enable the player to use their device as a controller in respect of a game that is running on another device.

As indicated above, the controller module makes use of the device's built-in multi- touch interface to provide input for movement in two dimensions (2D) and any number of simulated buttons for player-triggered actions within the game.

Conveniently, the method comprises providing and displaying a number of layout options that provide for different application needs, as described above.

Advantageously, the controller module allows the layout options to be flipped horizontally, to accommodate left-handed players.

Preferably, the method comprises allowing the player to access a game library to enable the player to customise the visual representation of their controllers with downloadable or unlockable content.

Typically, when a hosting player creates a game or application session on a host device, the method comprises generating, typically by the controller module of the game platform of the hosting player’s host device, a unique code that will be used to identify the session uniquely on the local network. The method then further comprises allowing other players who then wish to join the hosting player’s game to scan the unique code from the host device with their own devices, using a camera on the player’s device, to connect to the session as clients. Once a connection has been established, all connected client devices can then communicate with each other through the host device. When the host player starts the game, all connected clients will be able to interact with the game using the controller module on their own devices.

According to a third aspect of the invention there is provided a game management application or system that includes the game platform defined above, to make use of the game platform’s connectivity and scripting facilities.

The game management application may include any one or more of the following modules, each of which will be described in more detail further below: advertising module, social media integration module, an avatar module, an online retailer integration module, a game library interface module, a player account module, and a cross-game player rewards module.

The end result is a platform to enable a plurality of games to be integrated with the game platform to make use of the built-in controller module, the connectivity module and the scripting features offered by the game platform. The games are specifically intended to encourage a local multiplayer experience, with the players being able to play together using one of a number of playing modes.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention will now be further described, by way of example, with reference to the accompanying diagrammatic drawings. In the drawings:

Figure 1 shows a high-level block diagram of the various components of a game system for mobile devices according to the invention, namely a game platform, a game management application and the game itself;

Figure 2 shows several example layouts that a controller module of the game platform may run; Figure 3 shows a high-level system diagram of the present invention being implemented in a console mode, in which the game will be hosted on a dedicated hosting device that will not also be used by a player as a controller;

Figure 4 shows a high-level system diagram of the present invention being implemented in a peer-to-peer mode, in which the game will be hosted on a dedicated hosting device that will also be used by a player as a controller;

Figure 5 shows a high-level system diagram of the present invention being implemented in a venue mode, in which the game will be hosted on a dedicated hosting device that may or may not also be used by a player as a controller;

Figure 6 shows a high-level system diagram of the present invention being implemented in a broadcast mode, in which the game will be hosted by a television broadcaster and players will connect to the game host remotely through an internet connection;

Figure 7 shows a high-level system diagram of the present invention being implemented in a companion mode, in which an additional game controller will be connected to a game hosting device to provide enhanced viewing and controller capabilities on a separate device;

Figure 8 shows a high-level system diagram of the present invention being implemented in an analogue companion mode, in which players will connect their devices to a physical game as companion devices by scanning a unique code that has been generated as part of the physical game; and

Figure 9 shows a high-level system diagram of various ways of acquiring the various applications of the present invention. DETAILED DESCRIPTION OF THE INVENTION

The following description of the invention is provided as an enabling teaching of the invention. Those skilled in the relevant art will recognize that many changes can be made to the invention described below, while still attaining the beneficial results of the present invention. It will also be apparent that some of the desired benefits of the present invention can be attained by selecting some of the features of the present invention without utilizing other features. Accordingly, those skilled in the art will recognize that modifications and adaptations to the present invention are possible and can even be desirable in certain circumstances and are a part of the present invention. Thus, the following description is provided as illustrative of the principles of the present invention and not a limitation thereof.

Referring first to Figure 1 , an overview of the various components of the invention is shown. Central to the invention is a game platform 10 for a device (typically a mobile device) associated with a player. The platform 10 comprises a controller module 12 that can function as an input device for a game or application that is running either on the player’s device or on a separate device. The platform 10 further includes a connectivity module 14 to facilitate the discovery of, and connection to, games and applications in the local vicinity of the player’s device, as will be described in more detail further below. This enables the player to connect their mobile device as a controller to a game that is running on another device.

The controller module 12 makes use of the device's built-in multi-touch interface to provide input for movement in two dimensions (2D) and any number of simulated buttons for player-triggered actions within the game. However, developers will be able to customise the configuration of the controller to meet the needs of the specific application that is relying on the controller.

The controller module 12 may be configured to provide a number of accommodated layout options that provide for different application needs, as shown in Figure 2. These layouts include: a basic layout 16, comprising a 2D movement controller 18 for 360 degrees of movement in the horizontal plane, along with two large buttons 20 for player actions; an advanced layout 22 to create a simulated console controller experience, comprising a 2D movement controller 24 for 360 degrees of movement in the x-y plane, along with four buttons 26 for player actions; an audience layout 28, comprising a plurality of buttons 30 to facilitate audience participation in events such as quizzes or voting-based audience participation in reality television shows; and a twin-stick layout 32, comprising two movement controllers 34 to facilitate movement in games that requires two different planes of rotation such as multi-layered movement where player movement is separate from aiming, for example, or possibly a flight simulator experience where movement is required in 3D.

Conveniently, the controller module 12 allows the layout options to be flipped horizontally, to accommodate left-handed players.

Advantageously, the controller module 12 can implement haptic feedback to further simulate a console controller experience, as the player is using his/her device.

Typically, the controller module 12 can access a game library to enable a player to customise the visual representation (i.e. the ‘skin’) of their controllers with downloadable or unlockable content. This is done using the game library interface, which will be described further below.

In general, the connectivity module 14 of the game platform 10 facilitates the discovery of, and connection to, games and applications in a local network in the vicinity of the player’s device. In this regard, when a hosting player creates a game or application session on a host device, the controller module of the game platform 10 of the hosting player’s device generates a unique code that will be used to identify the session uniquely on the local network. Other players who then wish to join the hosting player’s game will scan the unique code from the host device with their own devices, using a camera or other image capturing component on the player’s device, to connect to the session as clients.

Once a connection has been established, all connected client devices can then communicate with each other through the host device. When the host player starts the game, all connected clients will be able to interact with the game using the controller module on their own devices.

The envisaged connection protocols to enable device connectivity include the following:

1. Wi-fi LAN, in which devices that are connected to the same wi-fi network as the game session host device, either through a separate wi-fi router or a wi-fi hotspot issued from any local player’s device, will be able to connect to the hosted game using the TCP/IP networking protocol.

2. Internet, in which players will be able to access the game session through the internet provided the unique code that is generated on the game session host device is disseminated to all client devices. This facility will be particularly useful for remote access by players wishing to participate as the audience to a reality television show.

The game platform 10 further comprises an extensible and easy to use scripting language engine 36 to assist developers in integrating the controller and networking modules into their own games and applications. Scripts are written in the Lua programming language and interpreted by the game platform through an embedded Lua interpreter. The scripting language approach will allow developers to:

1. Tweak user, controller and game interface components to make small adjustments to how they function. 2. Create entirely new components.

3. Override the default controller device integration and schema to support a highly customised game.

3. Implement game logic into the controller.

According to a second aspect of the invention there is provided a method of operating the game platform described above. The method thus comprises connecting the player’s device to games and applications in the local vicinity of the player’s device, to enable the player to use their mobile device as a controller in respect of a game that is running on another device.

In use, as described above and further below, when a hosting player creates a game or application session on a host device, the method comprises generating, typically by the controller module of the game platform of the hosting player’s device, a unique code that will be used to identify the session uniquely on the local network. The method then further comprises allowing other players who then wish to join the hosting player’s game to scan the unique code from the host device with their own devices, using the camera on the player’s device, to connect to the session as clients.

Once a connection has been established, all connected client devices can then communicate with each other through the host device. When the host player starts the game, all connected clients will be able to interact with the game using the controller module on their own devices.

Referring back to Figure 1 , the invention further includes a game management application 40, typically an account and player experience management application, that includes the game platform 10 defined above, to make use of the game platform’s connectivity and scripting facilities.

The game management application 40 functions as a hub for the player experience and will offer specific features for player and game asset persistence such as saved games, unlocked content and player information. The game management application 40 will be developed using the game platform 10 as a foundation. All the features of the game platform 10 will accordingly be available to players through the game management application 40 as well, including access to the game controller interface, connectivity features for local multiplayer gaming and the Lua scripting interpreter and APIs.

The game management application 40 includes an advertising module 42, which can serve integrated advertising to players through both the game management application 40 and a game 58 running on the platform. Developers will be able to utilise the advertising capabilities to monetise their games and applications using the various components of the present invention. The advertising module 42 will cater for third-party advertising vendor integration and bespoke advertising originating from within the game platform 10.

The game management application 40 may further include a social media integration module 44, to enable integration to major social media platforms. This would typically be used for user identification, sharing of platform content and viral propagation of the game platform and related, integrated games.

The game management application 40 further includes an avatar module 46 to enable players to be represented by a common avatar in all related, integrated games. In use, players will be able to acquire avatar accessories in games that will then be added to a library from where the avatar can be customised. The avatar system caters for the customisation of the player avatar and the collection, management and trading of avatar accessories. Players will be able to level up their avatars and game developers will be able to reference a player’s avatar level to offer additional unlockable content. Although the improvement of a player’s virtual presence and progressively offering more and better features based on the improvements is known, in this invention the player’s avatar plays a direct role in all of the games on the platform 10; in addition, enhancements to an avatar that originates from one game is able to affect the game-play in another game.

The game management application 40 further includes an online retailer integration module 48. In use, it is envisaged that the game management application will not natively provide an online retail platform for the distribution of applications and games. Games and applications integrated with the game platform will be distributed and sold through established online retailers and distributors including, but not limited to, the Apple App Store for iOS devices, the Google Play Store for Android devices and Valve Corporation’s Steam for Personal Computers running Microsoft Windows. The game management application 40 will allow players to search or browse for integrated content on a retailer platform and also allow retailers to promote products to players through the game management application 40. When players elect to download or purchase a game or application they will be directed to the relevant retailer or distributor.

The game management application 40 further includes a game library interface module 50, as alluded to above with reference to enabling a player to customise the visual representation (i.e. the‘skin’) of their controllers. The related game library is typically maintained on the player’s device and synchronised with a secure online database to maintain an online master record of the player’s gaming assets. In use, the game management application 40 will keep a record of all integrated content linked to the player’s account, including games and applications and unlocked content such as avatar assets, in-app purchases and downloaded content.

The game management application may further include a player account module 52, with each player being able to register a user profile on the platform, to enable the player to make full use of the game management platform and features. All digital content will be stored in relation to the player’s online profile. The player will manage their profile and related information through this module.

The game management application 40 further includes a cross-game player rewards module 54, so that when a player is playing an integrated game, in-game assets from other integrated games will be revealed to the player as player-rewards. The player will be able to use these rewards in the other games to enhance his experience in those games. Rewards may consist of in-game items, levels and skins and may or may not affect the player’s performance in those games. In addition to in-game rewards, players will also acquire avatar rewards from within related, integrated games that can then be used to customise the player’s avatar. Avatar rewards are not intended to affect a player’s performance in any game. The reward system and subsequent asset inventory will be managed through the game management application.

One of the key functions of the game management application 40 and associated technology is to provide an extensible ecology that supports the player’s ever- deepening immersion into the game universe. Players will be able to discover other games or activities in the game universe during exploration and gameplay. For example, one game in the universe may reward players with a special item that gives them limited special powers in a different game, or a ticket that gives them an opportunity to temporarily access a hidden area of another game, or special passes to participate in an exclusive preview of newly developed content. By playing games based on the platform 10, players will be provided with content from other games in the platform 10 in order to entice and attract them to remain within the platform 10 to meet all their varied and evolving entertainment needs.

The platform 10 does not require players to be connected to the game management application 40 all the time to play games. Players will be able to play their games off-line, and all information, including activities that will render player rewards, will be stored on the player’s local device. Once a player connects the device to the internet, the off-line information will be integrated to their online profile to release rewards, updated player status information and changes to the player’s inventory.

The end result is a platform to enable a plurality of games 58 to be integrated with the game platform 10 to make use of the built-in controller module 12, the connectivity module 14 and the scripting features 36 offered by the game platform 10. The games are specifically intended to encourage a local multiplayer experience, with the players being able to play together using one of a number of playing modes, as described in more detail further below.

Console Mode

In this mode, as best show in Figure 3, a game will be hosted on a dedicated hosting device 60 that will not also be used by a player as a controller. Any device that is capable of running a particular game can be used as a host device, as shown in this figure, including mobile devices (phones and tablets), personal computers (including laptops), tabletop computers and smart TVs.

The game session will be started on the host device 60 and all players will scan the unique code from the host device 60 to join the game as client devices, with the host device 60 defining or providing a local network 62. To host a game, the host device 60 will need to have a copy of the relevant game installed.

In this mode, each game client device 64.1 to 64.4 will function only as a controller for the game. A player will thus only need a QR scanner, to scan the unique code identifying the game session, and one of the following applications installed on their device in order to join the game: the game management application (i.e. controller 64.1 ), the game platform (i.e. controller 64.2), or a copy of the game being played (i.e. controller 64.3). Alternatively, if a player does not have any of these applications installed, they can still join the game and play on a controller 64.4 rendered in an HTML5-capable browser.

In use, in this mode, the host device 60 will serve as the display for the game for all players, with all game logic being executed on the host device 60. Examples of games that may be implemented using this mode include a multiplayer racing game where each player controls a car in the game by using their device as a controller 64; a multiplayer action role-playing game where each player controls a character in the game by using their device as a controller 64 (with player-specific information, such as character inventory and statistics, being rendered on the player’s device); or a multiplayer board game where the common game assets such as the board, player pieces and score are rendered on the host device and hidden player information such as cards are rendered on the player’s device 64, along with the controller functionality.

Peer-to-Peer Mode

In this mode, as best show in Figure 4, a game will be hosted on a dedicated hosting device 70 that will also be used by a player as a controller. Any device that is capable of running a particular game can be used as a host device, including mobile devices (phones and tablets), personal computers (including laptops) and tabletop computers, with the host device 70 defining or providing a local network 72.

The game session will be started by a player on the host device 70 and all other players will scan the unique code from the host device to join the game as client devices 74 (and in particular, controllers 74.2 to 74.4). To host a game, the host device 70 will need to have a copy of the relevant game installed.

In this mode, the host device 70, 74.1 and each game client device 74.2, 74.3, 74.4 will function as both a controller and a display for the game. The client device 74.2, 74.3, 74.4 will thus only need a QR scanner, to scan the unique code identifying the game session, and one of the following applications installed on their device in order to join the game: the game management application (i.e. controller 74.2), the game platform (i.e. controller 74.3), or a copy of the game being played (i.e. controller 74.1 ). Alternatively, if a player does not have any of these applications installed, they can still join the game and play on a controller 74.4 rendered in an HTML5- capable browser.

Game logic will be executed primarily on the host device 70, though the client devices 74.2, 74.3, 74.4 may also be tasked with client-specific game logic. Examples of games that may be implemented using this mode include a multiplayer racing game where each player controls a car in the game by using their device as a controller and where the players can see the game from their perspective rendered on their device underneath the controls; a multiplayer action role-playing game where each player controls a character in the game by using their device as a controller and where the players can see the game from their perspective rendered on their device underneath the control (with player-specific information, such as character inventory and statistics, being rendered on the player’s device as an alternative view to the game view); a multiplayer aerial combat dog-fighting game where each player controls a fighter-jet in the game by using their device as a controller and where the players can see the game from their perspective rendered on their device underneath the controls.

Venue Mode In this mode, as best show in Figure 5, a game will be hosted on a dedicated device 80 that may or may not also be used by a player as a controller, though due to the nature of large-venue gaming, not all players will always be able to see the host device 80 screen. Any device that is capable of running a particular game can be used as a host device 80, as shown, including mobile devices (phones and tablets), personal computers (including laptops), tabletop computers and smart TVs, with the host device 80 defining or providing a local network 82.

The game session will be started on the host device 80 and all players that are able to see the host device screen may scan the unique code from the host device 80 to join the game as client devices acting as controllers for the game. Games may be hosted online in a persistent fashion and may be linked to a specific venue to allow patrons of that venue to access the online server at any time by scanning a unique code generated and reserved for that venue. Unique codes can be pre-printed and published within the venue in a number of formats. For practical reasons, the session host administrator will be able to publish or print the unique code from the host device to disseminate the code to a scattered audience. While specifically intended to function across a wi-fi LAN, provision will also be made for connection over the internet. The session host administrator will be able to specify the scope of the network when setting up the game. Provision will be made for the session host administrator to connect to the host device from a separate client device 84 as a controller configured to manage the game. A session host administrator may also manage the game directly through the host device. To host a game, the host device will need to have a copy of the relevant game installed.

Each game client device 86.1 to 86.4 will function only as a controller for the game. The client device 86.1 to 86.4 will thus only need a QR scanner, to scan the unique code identifying the game session, and one of the following applications installed on their device in order to join the game: the game platform (i.e. controller 86.1 ), the game management application (i.e. controller 86.2), or a copy of the game being played (i.e. controller 86.3). Alternatively, if a player does not have any of these applications installed, they can still join the game and play on a controller 86.4 rendered in an HTML5-capable browser. The host device 80 will not serve as the primary display for the game for all players. Each player’s controller 86.1 to 86.4 will display all the information that the player will need to play the game, while all game logic will be executed on the host device 80.

An example of a game that may be implemented using this mode include a large- scale pub quiz where individuals or teams of players connect their devices 86.1 to 86.4 as controllers to a quiz game that is managed by a quiz master who manages the game from the server device or a controller device of his own. The quiz master will broadcast questions to the connected players who will then respond on their controllers. Another example includes students in a lecture that can use their mobile devices 86.1 to 86.4 to connect to an application hosted by their lecturer from his device. The lecturer can broadcast questions or surveys to the students who can then respond on the controllers. A further example takes the form of a live studio audience that can connect to an application that will periodically ask the audience to participate in the game show using their mobile devices 86.1 to 86.4 as controllers. In yet another example, a community hall event can host an application to manage voting by constituents using their mobile phones as controllers.

Broadcast Mode

In this mode, as best show in Figure 6, a game will be hosted by a television broadcaster 90 and players will connect to the game host remotely through an internet connection 92. Remote players will interact with the television show by using their devices 94.1 to 94.4 as controllers. While any device capable of running a particular game would theoretically be able to serve as a host device, a powerful network server is recommended. Clearly, scalability of the network infrastructure and host device will be of required in order to accommodate potentially hundreds of thousands of concurrent users.

The game session will be started on a host device 96 where a unique code will be generated for players to use to connect to the host device 96. The unique code can be disseminated in a number of ways, including being displayed to players via a television 98, and/or being pre-generated and printed in a TV guide, and/or being pre-generated and published on social media. Players will scan the unique code to connect to the game session over the internet. For this type of application, a session host administrator will likely manage the game directly through the host device 96. A game session can either be time-limited or indefinite (at least until the host device stops serving the game). To host a game, the host device 96 will need to have a copy of the relevant game installed. Each game client device 94.1 to 94.4 will function only as a controller for the game.

The client device will thus only need a QR scanner, to scan the unique code identifying the game session, and one of the following applications installed on their device in order to join the game: the game management application (i.e. controller 94.1 ), the game platform (i.e. controller 94.2), or a copy of the game being played (i.e. controller 94.3). Alternatively, if a player does not have any of these applications installed, they can still join the game and play on a controller 94.4 rendered in an HTML5-capable browser.

The host device 96 will not serve as the primary display for the game for all players. Each player’s controller 94.1 to 94.4 will display all the information that the player will need to play the game. Instructions and player feedback can be communicated either via the television or through the player’s controller device 94.1 to 94.4, while all game logic will be executed on the host device 96.

An example of a game that may be implemented using this mode include a television broadcaster hosting a reality TV show that relies on remote audience participation to determine winners. The broadcaster 90 would run an application that can be accessed by remote viewers by scanning a unique QR code from the TV screen using their mobile devices 94.1 to 94.4 to turn their devices 94.1 to 94.4 into controllers capable of interacting with the host application. When prompted by the television or their devices, viewers will then respond on their controllers to contribute to the show’s content and outcomes. Another example takes the form of an online entertainer that hosts a live video stream-cast over the internet and wishes to invite remote viewers to participate in the event by collecting votes on certain topics during the show. The entertainer publishes a QR code on his social media profiles that allows viewers to connect to an application hosted on his computer when scanned from their devices. The entertainer may periodically publishes questions to the viewers’ devices 94.1 to 94.4 and incorporates their feedback into his stream-cast. A further example includes an online marketing survey company conducts public surveys by issuing and promoting unique QR codes that connect players to a single question with two or more possible responses. Participants use their devices 94.1 to 94.4 to scan the QR code which then displays the question and responses on their devices 94.1 to 94.4. The participants can then respond to the survey from their devices 94.1 to 94.4. Responses are immediately and continuously recorded and added to the survey results.

Companion Mode

In this mode, as best show in Figure 7, an additional game controller 120 will be connected to a game hosting device 122, which defines or provides a local network 124, to provide enhanced viewing and controller capabilities on a separate device 126. Any device that is capable of running a particular game can be used as a host device, including mobile devices (phones and tablets), personal computers (including laptops), tabletop computers, smart TVs and established gaming consoles.

The game session will be started on the host device 122 where a unique code will be generated for players to use to connect to the host device 122. In addition to connecting a device 126 to the host device 122 as a controller, the specific application will allow the players to connect additional devices specifically as companion devices 120. To host a game, the host device 122 will need to have a copy of the relevant game installed.

Each game client device 126 will function as a companion to the game. A companion device 120 displays additional information about the game being played, such as character information, maps and in-game statistics. These devices 120 are not controllers in the traditional sense, but will be able to accept input to present information that will cater for the players’ needs.

The client device 126 will thus only need a QR scanner, to scan the unique code identifying the game session, and one of the following applications installed on their device 126 in order to connect the device to the game as a companion: the game platform, the game management application, or a copy of the game being played. Alternatively, if a player does not have any of these applications installed, they can still connect a device with an HTML5-capable browser to the game as a companion.

The host device 122 will serve as the main display for the game for all players, with all game logic being executed on the host device. Examples of games that may be implemented using this mode include a multiplayer roleplaying game where each player controls a character in the game by using one of their devices as a controller and another device to keep track of their in-game character’s assets, profile and location; and a competitive multiplayer first-person shooter game where members of the audience can join the game as in-game spectators by connecting their own devices to the game session host device as companion devices.

Analogue Companion Mode

In this mode, as best show in Figure 8, players can connect their devices 130 to a physical game 132 as companion devices 130 by scanning a unique code that has been generated as part of the physical game 132, either during production, or afterwards. For example, a traditional board game 132 that is intended to be extended into the digital environment can be issued with a unique QR code for each copy of the game. Players will scan the code to connect their devices 130 to the board game 132. Players will then be able to manage board game components such as cards and dice on their devices. With digital enhancement, board game publishers will also be able to push updated and extended content to players of the board game through their devices.

Each game client device 130 will function as a companion to the game.

The client device 130 will thus only need a QR scanner, to scan the unique code identifying the game session, and one of the following applications installed on their device in order to connect the device to the game as a companion: the game platform, the game management application, or a copy of the game being played. Alternatively, if a player does not have any of these applications installed, they can still connect a device with an FITML5-capable browser to the board game as a companion. Turning now to Figure 9, to implement the present invention, at least one player will initially have to access an online application retailer 140 through the internet 142 to acquire, through free digital download, the game management application 40 and/or one of the integrated games 60 and/or the game platform 10. The game will also require client devices to have at least the following additional components installed: a QR a scanner for the scanning of 2D QR codes, and/or an HTML5-capable web browser (if the device does not have any of the applications described above).

3. Terms and Definitions




 
Previous Patent: SHAPE DEPENDENT INTERPOLATION ORDER

Next Patent: VENTILATING LAMP