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Title:
WIRELESS COMMUNICATION UNIT GAMING SERVER AND METHODS OF GAMING
Document Type and Number:
WIPO Patent Application WO/2005/018765
Kind Code:
A1
Abstract:
A wireless communication unit (110) capable of playing an electronic game, the communication unit comprising a processor capable of running gaming software on the communication unit (110), wherein the wireless communication unit (110) is characterised in that the processor (160) is configured to wirelessly obtain gaming extension data to the gaming software. A gaming server, wireless communication system and method of gaming are also described. In this manner, a player is able to extend the playability and longevity of the game on his/her wireless communication device.

Inventors:
SHIPTON MARK (GB)
Application Number:
PCT/EP2004/051900
Publication Date:
March 03, 2005
Filing Date:
August 25, 2004
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
SENDO INT LTD (CN)
SHIPTON MARK (GB)
International Classes:
A63F13/00; A63F13/12; (IPC1-7): A63F13/12
Domestic Patent References:
WO2002041961A12002-05-30
WO2002000317A12002-01-03
Foreign References:
US5738583A1998-04-14
EP1184061A12002-03-06
Attorney, Agent or Firm:
Wray, Antony John (Lutyens Close Chineham Court, Basingstoke Hampshire RG24 8AG, GB)
Download PDF:
Claims:
Claims
1. A wireless communication unit (110) capable of playing an electronic game, comprising a processor (160) capable of running gaming software on the wireless communication unit (110), wherein the wireless communication unit (110) is characterised in that the processor (160) is configured to wirelessly obtain gaming extension data to the gaming software.
2. A wireless communication unit (110) according to Claim 1, further characterised by a user interface (180), operably coupled to the processor (160), to facilitate a user playing an extended game on the wireless communication unit (110).
3. A wireless communication unit (110) according to Claim 1 or Claim 2, further characterised by the processor integrating the gaming extension data into the gaming software run on the wireless communication unit (110).
4. A wireless communication unit (110) according to any preceding Claim, further characterised by a transmitter operably coupled to the processor (160) to transmit a wireless request to a remote gaming server (120) to obtain the gaming extension data.
5. A wireless communication unit (110) according to Claim 4, further characterised by a receiver for wirelessly receiving a response (210) to the wireless request from the remote gaming server (120) wherein the wireless response comprises one or more gaming extension options supported by the gaming server (120).
6. A wireless communication unit (110) according to Claim 5, further characterised by the one or more gaming extension options comprising one or more of the following: unique gaming extension ID, title, gaming extension description, gaming criteria, ranking, challenge data, additional gaming level (s), additional gaming tools/attributes.
7. A wireless communication unit (110) according to any preceding Claim, further characterised by a storage element, operably coupled to the processor (160), for storing game extension data.
8. A wireless communication unit (110) according to any preceding Claim, further characterised by the processor (160) being configured to run a Java MIDlet relating to the game extension data.
9. A wireless communication unit (110) according to Claim 8, further characterised in that the Java MIDlet is capable of connecting to a gaming server running a Java Servlet (126) via a hypertext transfer protocol link.
10. A wireless communication unit (110) according to Claim 8 or Claim 9 further characterised in that the Java MIDlet is configured to receive the gaming server's response and parse the data contained therein.
11. A wireless communication unit (110) according to Claim 10 further characterised in that the Java MIDlet is configured to save the data contained therein into a Java MIDlet record management system.
12. A wireless communication unit (110) according to any preceding Claim, further characterised by the wireless communication unit (110) functioning as one or more of the following: cellular phone, personal data assistant, portable or mobile radio, a laptop computer or a wirelessly networked personal computer capable of remote gaming.
13. An electronic game adapted to be extendable and operate in the wireless communication unit of any preceding Claim.
14. A gaming server adapted to communicate with a wireless communication unit in accordance with any of preceding Claims 1 to 12.
15. A gaming server (120) characterised by a storage element (122) for storing game extension data, wherein the gaming server (120) comprises a wireless transceiver (124), operably coupled to the storage element (122), wirelessly communicating with a remote wireless communication unit capable of running gaming software such that the gaming server (120) transmits game extension data to the remote wireless communication unit to extend gaming software stored thereon.
16. A gaming server (120) according to Claim 15, wherein the gaming server (120) is further characterised by a processor (126), for example a processor running a Java Servlet, operably coupled to the wireless transceiver (124), to identify a request for game extension data from a wireless message received from the remote wireless communication unit and, in response to the request, transmit game extension data to the remote wireless communication unit.
17. A gaming server (120) according to Claim 16 further characterised by the processor running a Java Servlet configured to process requests for game extension data and transmit game extension data to the remote wireless communication unit in response thereto.
18. A wireless communication system comprising a wireless communication unit (110) comprising a processor capable of running gaming software on the communication unit (110), the wireless communication system characterised in that a remote gaming server is configured to store gaming extension data and wirelessly transmit the gaming extension data to the wireless communication unit (110) to be integrated into the gaming software run on the wireless communication unit (110).
19. A wireless communication system according to Claim 18 further characterised in that the wireless communication unit (110) transmits a wireless request to the remote gaming server (120) to obtain the gaming extension data.
20. A wireless communication system according to Claim 18 or Claim 19 further characterised in that the gaming extension data comprises one or more of the following: unique gaming extension ID, title, gaming extension description, gaming criteria, ranking, challenge data, additional gaming level (s), additional gaming tools/attributes.
21. A wireless communication system according to any of preceding Claims 18 to 20 further characterised in that the wireless communication unit (110) runs a Java MIDlet to process and run the game extension data.
22. A wireless communication system according to Claim 21, further characterised in that the gaming server runs a Java Servlet such that the Java MIDlet is capable of connecting to the gaming server a via a hypertext transfer protocol link.
23. A method of gaming for a wireless communication unit having a processor capable of running gaming software, wherein the method is characterised by the steps of: wirelessly obtaining gaming extension data in the wireless communication unit; and integrating the gaming extension data into the gaming software to facilitate a user playing the gaming extension on the wireless communication unit (110).
24. A method of gaming for a wireless communication unit according to Claim 23, wherein the step of wirelessly obtaining gaming extension data comprises: transmitting a wireless request, for example comprising a player identifier and a challenge request, from the wireless communication unit to a remote gaming server (120) to retrieve the gaming extension data.
25. A method of gaming for a wireless communication unit according to Claim 23 or Claim 24, wherein the method is further characterised by the step of: storing gaming extension data in a database on a hypertext transfer protocol capable gaming server.
26. A method of gaming for a wireless communication unit according to any of preceding Claims 23 to 25, wherein the method is further characterised by the step of: wirelessly receiving a response (210) at the wireless communication unit from the remote gaming server (120) wherein the wireless response comprises one or more gaming extension options supported by the gaming server (120).
27. A method of gaming for a wireless communication unit according to any of preceding Claims 23 to 26, wherein the one or more gaming extension options comprises one or more of the following: unique gaming extension ID, title, gaming extension description, gaming criteria, ranking, challenge data, additional gaming level (s), additional gaming tools/attributes.
28. A storage medium storing processorimplementable instructions for controlling one or more processors in the communication unit of any of Claims 23 to 27.
29. A communication protocol supporting an extended gaming mechanism of a wireless communication unit according to any of the preceding Claims.
Description:
WIRELESS COMMUNICATION UNIT GAMING SERVER AND METHODS OF GAMING Field of the Invention The present invention relates to a wireless communication unit, a gaming server and methods and protocols for playing electronic games. The invention is applicable to, but not limited to, gaming data obtained over a wireless communication network to extend a gaming experience.

Background of the Invention In the field of this invention, it is known that predominantly two mechanisms for playing electronic-based games exist using a wireless communication unit such as a mobile phone. A first mechanism enables games to be played over a wireless or wireline communication network between two or more remote communication units. In particular, wireless communication networks such as the Global System for Mobile communication (GSM) networks, General Packet Radio System (GPRS) networks and 3rd Generation (3G) cellular networks, are increasingly being explored as means for connecting players of games, via a wireless link to the wireline-based Internet. For example, remote gaming is known whereby a plurality of players interact via a network, for example a computer network such as the Internet, in order to participate in playing a game. Increasingly such games are being developed that make use of email and similar messaging services for users/parties to communicate over a network in order to play a game.

It is also known that a player may be charged for each transmission (and perhaps reception) of gaming information to/from the wireless communication unit.

Thus, it is advantageous to the communication Network Operators to support games with an increasing number of transmissions.

Furthermore, a second mechanism is known whereby mobile phones allow users to access a variety of pre-installed software game applications. Mobile phone games have been pre-installed on a mobile phone during manufacture and/or before purchase. With the addition of Java Virtual Machine technology on mobile phones, users can now download and install new games via the mobile phone's wireless connection. Websites such as www. midlet. com and others are in the business of selling Java mobile phone games to mobile phone users. Java applications that run on Java enabled mobile phones are called MIDlets'.

Several games exist that take advantage of the mobile phone's wireless connections. The primary use of a wireless connection is to send data to a gaming server.

For example, 02'runs a score league for their 'Breakout'game. Players play the game Breakout', and can then choose to upload their scores. The scores are then displayed on 02's gaming website, found at http ://www. o2. co. uk/games/story/breakout. html.

The inventor of the present invention has recognised a number of limitations associated with such mobile phone gaming methods. Currently available mobile phone games, whether utilising the phone's wireless connection or not,

are developed with a fixed set of goals (i. e. tasks to achieve or levels to complete within the game). Notably, each and every one of the game's goals is pre-defined such that the software code for each aspect of the whole game needs to be written and tested and subsequently stored in the phone at manufacture. Given the rapid development of the mobile phone market, the time-to- market'factor associated with marketing and selling a new phone and its applications, such as internal games, is therefore critical. The inventor of the present invention has therefore appreciated that with such a rapidly changing product market, it is too restrictive to fully develop and test each and every possible feature and enhancement that can be thought of to play or enhance a mobile phone game prior to product launch. Therefore, a more flexible approach is needed.

Furthermore, the use of fixed goals is viewed by the inventor of the present invention as being inflexible as a user becomes more adept at playing the game, as the levels or tasks associated with a pre-installed game are consequently the only ones available to the user. Thus, once a user has acquired a particular level of expertise in a game, the user will no longer want to continue playing the game.

It should be noted that the aforementioned gaming problems are different to those encountered in multi- player wireless competitions such as Battlemail' (see www. battlemail. com), which offers a prospect of continued challenges between players, based on the pre-installed game on the mobile phone. Such challenge'based games do not provide for enhancements/modifications to the pre-

installed game, but rather a new opponent in playing the same game.

A need therefore exists for an improved gaming mechanism, together with associated communication units, protocols and message formats supporting the gaming mechanism, wherein the abovementioned disadvantages may be alleviated.

Statement of Invention In accordance with a first aspect of the present invention, there is provided a wireless communication unit for playing a game, as claimed in Claim 1.

In accordance with a second aspect of the present invention, there is provided an electronic computer-based or processor-based game, as claimed in Claim 13.

In accordance with a third aspect of the present invention, there is provided a gaming server, as claimed in Claim l4.

In accordance with a fourth aspect of the present invention, there is provided a gaming server, as claimed in Claim 15.

In accordance with a fifth aspect of the present invention, there is provided a wireless communication system, as claimed in Claim 18.

In accordance with a sixth aspect of the present invention, there is provided a method of gaming for a wireless communication unit, as claimed in Claim 23.

In accordance with a seventh aspect of the present invention, there is provided a storage medium storing processor-implementable instructions, as claimed in Claim 28.

In accordance with an eighth aspect of the present invention, there is provided a communication protocol, as claimed in Claim 29.

Further advantageous features of the present invention are as described in the appended Claims.

In summary, the present invention provides an improved gaming mechanism, particularly for pre-installed games on wireless communication units. In particular, a mechanism for a wireless communication unit, such as a mobile phone, to obtain extended gaming data is described. The mechanism comprises a remote gaming server being configured to maintain a database of extended gaming options to the wireless communication unit, specific challenges, etc. and transmit the extended gaming options when requested. In this manner, a player is able to extend the playability and longevity of the game on his/her wireless communication unit.

Brief Description of the Drawings

Exemplary embodiments of the present invention will now be described, by way of example only, with reference to the accompanying drawings, in which: FIG. 1 illustrates a block diagram of a wireless communication unit operating in a wireless communication system, adapted to support the inventive concepts of the preferred embodiments of the present invention; FIG. 2 illustrates a message flowchart between a wireless communication unit and a gaming server in accordance with the preferred embodiment of the present invention; FIG. 3 illustrates a flowchart of a communication unit's registration process to request an extended gaming/challenge mode in accordance with the preferred embodiment of the present invention; FIG. 4 illustrates a flowchart of a process of initiating an extended game/challenge mode of operation in accordance with the preferred embodiment of the present invention; FIG. 5 illustrates a flowchart of a process in rating a player's performance in an extended game/challenge mode of operation in accordance with the preferred embodiment of the present invention; and FIG. 6 illustrates a short message service structure that can be utilised in registering a wireless communication unit for extended gaming data in accordance with the preferred embodiment of the present invention.

Description of Preferred Embodiments The preferred embodiment of the present invention is described with reference to a portable cellular phone capable of transmitting messages in a gaming context, for example HTTP messages, over a current or future generation of wireless cellular technology. However, it is within the contemplation of the present invention that the inventive concepts described herein are equally applicable to any other wireless communication unit, such as a personal data assistant (PDA), a portable or mobile radio, a laptop computer or a wirelessly networked personal computer (PC) that is able to support gaming.

FIG. 1 illustrates a block diagram of a wireless communication network 100 adapted to support the inventive concepts of the present invention. The wireless communication network 100 comprises a wireless communication unit 110, operably coupled via a wireless communication link 125 to a gaming server 120. The gaming server 120 comprises a transceiver 126 for wirelessly communicating with the wireless communication unit 110.

The gaming server 120 further compromises a memory function 122 and a processor 124, for processing and storing gaming extension data and messages. In the illustrated embodiment, the wireless communication unit 110 is preferably a cellular mobile telephone, and the network is a wireless communication network such as a Global System for Mobile Communication (GSM) network.

The wireless communication unit 110 comprises an antenna 135 and transceiver circuitry 138 operably coupled to a processor 160. The processor includes communication

software 140, to allow the wireless communication unit 110 to wirelessly communicate in the network 100. The processor 160 further comprises gaming software 150 to enable the processor to provide the functionality necessary for a user of the wireless communication unit 110 to play a game. In alternative embodiments of the present invention, it is envisaged that two or more processors may be used, for example where at least one processor is dedicated for communication purposes and at least one processor is dedicated for gaming purposes.

According to a preferred embodiment of the present invention, the processor 160 has been adapted to facilitate the extending of a gaming experience for the wireless communication unit's user. The communication software is configured to wirelessly request gaming extension data and receive the gaming extension data from a gaming server. The gaming software is configured to play the wirelessly received extended gaming data for the user. A memory element 170 is preferably arranged to store the communication software and the gaming software, when the processor is not running such software, for example when the phone is switched off or in stand-by mode. In addition, the memory element 170 is configured to store extended gaming information received from the gaming server. A user-interface 180 is provided so that a player is able to play the game and interact with the wireless communication unit.

A skilled person will appreciate that a wireless communication unit incorporates many more functional blocks than those described. However, for simplicity

reasons only, such functional blocks are not described in detail here.

In the context of the present invention, the concept of extended gaming encompasses any electronic gaming data that can be wirelessly obtained to supplement or complement an existing game. The extended gaming information may comprise user-specific challenges, additional gaming levels, additional gaming attributes/tools/characters etc.

The extended gaming information is preferably integrated into the existing game to provide further new gaming experiences to the player. In this context, integration of the extended gaming information preferably encompasses saving the extended gaming information onto the wireless communication device in an area and format that the game can find, recognise and use. A section of the game would then look for downloaded extensions, parse the information and make it available to the player. For example, an additional level may be downloaded and saved onto the device. The game may then have an option to play downloaded levels. On selecting this, the game would parse the downloaded level information and begin the game.

In the context of the present invention, it is envisaged that it would be possible to also download new levels, characters, attributes, tools, etc. Each new game extension could use the same data transfer method. The new extended gaming data would be stored in the phone's Record Management System (RMS) and the original game would then use the new information to extend the game.

For example, the player may wish to download a new level.

This would consist of level information and potentially new images. The game would send a request to the sever asking for a new level. The new level information would be returned and saved. The game would then be able to access the new level information.

In the foregoing description, any reference to a particular extended gaming aspect or data, such as an additional challenge, should be considered as encompassing any other extended gaming aspect or data for other embodiments unless explicitly stated otherwise.

In accordance with the preferred embodiment of the present invention, the extended gaming experience is facilitated by enabling a user of the game to obtain over-the-air, preferably user-specific, potentially multi-player, gaming data/challenges. In this regard, FIG. 2 illustrates an overview 200 of the wireless communication aspect of the game-extension process. If a player wishes to extend the gaming experience of his/her communication unit, the player initiates a request for, say, a new challenge'205, relating to a game stored on the wireless communication unit, which is sent from the wireless communication unit 110 to the gaming server 120.

The message preferably contains the player's username and, say, a challenge request.

The gaming server 120 processes the request and transmits a response 210 to the wireless communication unit 110.

The response preferably includes a list of available challenges or gaming extension data that is supported by the gaming server 120. A preferred game to implement the

preferred embodiments of the present invention is the Java MIDlet-based"Sendo Farm"game, which is pre- installed on mobile phones manufactured by SendoT. In the context of the Sendo Farm game, each challenge preferably consists of one or more of the following: a unique challenge ID, title, description, criteria and ranking variable.

In the preferred embodiment of the present invention, as illustrated in FIG. 2, wireless communication unit 110 processes the message, displays the challenge titles to the player and then stores the selected challenge for subsequent playing. In an alternative embodiment of the present invention, it is envisaged that upon receiving the list of available challenges that are supported by the gaming server 120, the wireless communication unit 110 may process the message and transmit a request 215 to the gaming server 120 for additional gaming data such as new levels. This alternative embodiment is useful if the extended gaming information uses a lot of data/memory.

The player will play through the challenge according to the challenge's details. Once the extended game/challenge has been played by the player, the player may decide to upload his/her challenge game status, to see how they performed in the challenge compared to all other Sendo Farm players that have competed in that challenge. In this regard, the uploaded game status information may include one or more of the variables associated with the game and/or challenge. The gaming server 120 receives the uploaded challenge game status 215, processes the data and checks whether the challenge has been successfully completed. In response, the gaming

server 120 may transmit 220 a message, for example, a score and/or ranking information, back to the player.

This information will then be displayed to the player.

If the challenge criteria have not been met, the gaming server will return a message explaining this to the game which will then display that message to the player.

To appreciate how the inventive concepts of the present invention can be applied to an electronic game of a wireless communication unit, a basic overview of the preferred embodiment of the Sendo Farm game is described below.

A gaming user is made in charge of his/her own farm.

Starting off with a small amount of money the user is confronted with the task of running their farm to become a Master Farmer'. This is achieved by winning all seven farming trophies, which are awarded for various achievements that the user may accomplish throughout the game.

The player must perform all the work on the farm, i. e.

(s) he must plant seeds, water crops, feed animals, harvest and bake goods. All produce may be sold in the local village shops. Profit made from working on the farm can be used to purchase more seeds, animals, ingredients and extensions to the user's farm. Player's can save their progress within the game when they exit and continue where they left off the next time they play the game. Players use the user interface of the phone to play the game.

Apart from the main game challenge of becoming a Master Farmer', no other challenges are built into the game.

The pre-fixing of the scope of the game is typical of all such gaming products.

In accordance with the preferred embodiment of the present invention, the user is further provided with the ability to subsequently request extra gaming'challenges to be added to/integrated into the game. A preferred technique in requesting/selecting new challenges may be provided, for example, as a Start new challenge'option on the game's main menu. FIG. 4 illustrates a flow chart of a preferred method for a Download Challenge Process'.

In accordance with a preferred embodiment of the present invention, a player may only utilise the extra gaming' challenges if the player has previously registered with the Sendo Farm server 120. Therefore, let us first consider a player registration process associated with the extension of the Sendo Farm game, as illustrated in the flowchart 300 of FIG. 3. If the wireless communication unit determines that a player has not previously registered with the Sendo Farm server, the player is requested to enter a username of, say, 6-12 characters, as shown in step 305. Once entered, and initially validated by the game, a hyper text transfer protocol (HTTP) connection is established to the Sendo Farm HTTP server, as shown in step 310, and a message containing the username sent with a registration request type, as shown in step 315.

In accordance with the preferred embodiment of the present invention, a database (e. g. database 122 of FIG.

1) has been created on a gaming server to store all of the player's registration data, game data and currently available challenge information, etc. A Java Servlet (e. g. Java Servlet 124 of FIG. 1) is run on the Sendo Farm server, and this Java Servlet handles all server side logic including database access. A Java Servlet is a Java application that specifically runs on a computer server. In this case it is running on a hyper text transfer protocol (HTTP) server and has an input of HTTP requests and an output of HTTP responses.

The Java Servlet processes the incoming HTTP requests, as shown in step 320, and can if desired make outgoing HTTP responses using the same connection. Each response has a response type. When a registration request is made to the Servlet it first checks that the player's selected username has not previously been registered, as shown in step 325. This is preferably achieved by searching through the database for a username match. If the requested name is already taken, in step 330, an error response string is created asking the player to re-enter a different name, as shown in step 335. The error response string is then returned to the player in step 340 via the Sendo Farm game, which processes the Servlet's error response string and displays the message to the player, as shown in step 345.

If the requested name has not been taken, in step 330, a unique ID and password is generated for the player and a new player record is added to the database, as shown in step 350. A response string containing a unique ID, password and confirmed registration and username is then created in step 355. The Servlet then sends the response

string back to the Sendo Farm game, in step 360, which processes the response, displays the content of the response to the player and stores the information in a storage device in the wireless communication unit, as shown in step 365.

All responses sent to the wireless communication unit are parsed in the Sendo Farm game. This checks the response type and processes it as necessary. For example, a successful registration response would cause the game to save the unique ID, password and confirmed username variables to the games data store (e. g. memory element 170 of FIG. 1) whilst displaying the attached message. An error response would cause the game to display the error message to the player.

Referring back to FIG. 1, it is within the contemplation of the invention that the processor 160 and memory element 170 function together to save received gaming extension data into a Java MIDlet record management system (not shown). Furthermore, the processor 160 is operably coupled to the memory element 170 of the wireless communication unit 110 such that the processor 160 or associated memory element 170 may be re-programmed with data or an algorithm (such as that described with respect to FIG. 2, FIG. 3, FIG. 4 or FIG. 5) supporting the inventive concepts of the present invention, as described herein. More generally, according to the preferred embodiment of the present invention, such re- programming, in order to effect an improved extended gaming mechanism, may be implemented in a respective wireless communication unit in any suitable manner. For

example, a new memory chip or processor may be added to a conventional cellular mobile phone.

Alternatively, existing parts of a wireless communication unit 110 may be adapted, for example by reprogramming one or more processors therein. The adaptation may include (re-) programming of the processor 160 to support the improved gaming protocol or message structure. As such, the required adaptation may be implemented in the form of processor-implementable instructions stored on a storage medium, such as a floppy disk, hard disk, programmable read only memory (PROM), random access memory (RAM) or any combination of these or other storage media.

In an alternative embodiment of the present invention, a user of the wireless communication unit 110 is able to interact/communicate 125 with another wireless communication unit over the communication network 100 supported by, say, base station 130, in order to play a game. In this regard, it is envisaged that the wireless communication unit 110 is able to interact/communicate directly with another wireless communication unit 110 over a bluetooth communication link, a wireless local loop (WLL), a direct-mode or two-way radio link, etc.

Thus, when the inventive concepts are applied to games between multiple players, it is envisaged that each of the wireless communication units may obtain the extended gaming information in order for the players to participate in a multiple player, extended game. It may not be strictly necessary for both players to have to get the game extension from the main server to participate in a multiple player, extended game. For example, it is

envisaged that one player who has the extension could send the other players the extension information themselves. Currently this is not possible via HTTP but would be theoretically possible via Bluetooth.

Once a player has successfully registered with the Sendo Farm server (or any other appropriate registration device), by any appropriate mechanism such as the one described above with respect to FIG. 3, the player may activate the extended gaming facility by making a Start new challenge'request. A preferred method of initiating (downloading) a challenge process is illustrated in FIG.

4.

Referring now to FIG. 4, a flowchart 400 illustrates a preferred method of downloading the extended gaming/challenge data. As a starting point, the game being extended, such as Sendo Farm, has been loaded onto the wireless communication unit, as in step 405. The player is therefore preferably able to select a"start new challenge"option from the wireless communication unit's user interface, as shown in step 410. If the player has not previously registered, in step 415, the process follows the registration process illustrated in the flowchart 300 of FIG. 3.

If the player has registered, in step 415, the Sendo Farm game connects to the Sendo Farm server, say via a HTTP connection, as illustrated in step 420. The Sendo Farm game then sends the player's registration data and"Start new challenge"request to the gaming server, as shown in step 425. A Java Servlet running on the gaming server processes the request received from the Sendo Farm game,

in step 430, and accesses a database that contains a list of the currently available challenges, as shown in step 435. The Java Servlet then generates a response string, created from the challenge information, in step 440.

Each item of challenge information preferably comprises at least one or more of the following: an ID, a title and a description.

The Java Servlet then sends this response containing the challenge information back to the Sendo Farm game, as shown in step 445. The gaming/software processor for the Sendo Farm game in the wireless communication unit then processes the Java Servlet's response. If no challenges are returned the game will inform the player that there are currently no challenges to take part in.

However, if challenges do exist, the Sendo Farm game preferably displays the list of the challenges'titles for the player to select from, as in step 450. The player may then select a title from the list, in order to view further details of the challenge, as shown in step 455. The player may then accept or decline the challenge. If the player wishes to accept the challenge in step 460, the corresponding received challenge data is stored in a memory element of the wireless communication unit associated with the Sendo Farm's data. The player is then able to play the extended game/work on the new challenges according to the challenge details, as shown in step 465.

It is envisaged that the extended game/challenge details may be received and stored in a temporary store such as a random access memory in the wireless communication unit.

Thus, once a particular game/challenge has been selected by the player, the non-selected games/challenges that had previously been received and stored in the temporary store may be deleted. Alternatively, it is envisaged that the player may decide to store more than just the selected game/challenge, so that the player is able to play further games/challenges at a later date, e. g. subsequent to the selected game/challenge, without further accessing the gaming server.

In a yet further alternative embodiment, it is envisaged that it may not be necessary or appropriate for all of the challenge/gaming data to be transmitted to the wireless communication unit and stored in memory for subsequent review by the player. In this embodiment, the titles and a summary may be transferred in a first message, with all of the selected gaming/challenge data transferred to the wireless communication unit once selected by the player. In this manner, the initial summary'download can be made free of charge to the player, with a charge associated with a subsequent game/challenge download. Advantageously, this embodiment reduces the memory requirements imposed on the wireless communication unit and also offers a potential revenue stream to the gaming developers.

Of course, one or more of the above embodiments may be appropriate dependent upon the type of game that is being extended. For example, the multiple message embodiment is better suited to a game where new levels or further gaming attributes may be downloaded to the wireless communication unit. Alternatively, for a challenge'- type scenario for a game similar to Sendo Farm, a single

message with a few specific challenge criteria may be appropriate.

For the purposes of the present invention, it is envisaged that an example challenge for the Sendo Farm game may entail one or more the following criteria: (i) Challenge ID: 3; (ii) Challenge title : 50-day credit race; and (iii) Challenge description: (a) Play Sendo Farm for 50 days.

(b) Raise as many credits as possible.

(c) On day 50 choose Upload status'.

(d) Challenge criteria: Days played = 50.

(e) Challenge rank: Number of credits.

The player with the most credits on a particular day wins the particular challenge.

Referring now to FIG. 5, a flowchart 500 illustrates a preferred challenge status upload process, once the <BR> <BR> player has completed the challenge (s) /played the extended game, in step 505. When the player decides to upload their status, a message is sent to the server containing, for example, the player's registration details, the current challenge ID and their whole set of game data, as shown in step 510. Game data may comprise every variable that the game saves for the player. For example, it is envisaged that the game data may include one or more of the following: (i) Challenge ID currently being undertaken; (ii) Credits owned; (iii) Time spent playing;

(iv) Number of seeds, crops, dairy products and kitchen items owned/gained; and/or (v) Number of extensions, recipes and trophies owned.

A Java Servlet running on the gaming server processes the Sendo Farm game's request in step 515. In this regard, the Java Servlet accesses a database that contains the currently available challenges and identifies the challenge that the player has taken part in, as shown in step 520. The Java Servlet checks the player's current challenge ID. If this variable matches a corresponding challenge ID in the database, the Java Servlet knows that the player has legitimately taken part in this challenge.

If no challenge ID match is found, an error has occurred and an error response will be sent back to the game. The Servlet then checks the criteria of the challenge against the player's game data, to determine whether the player has met the challenge criteria in step 525. If the criteria in step 530 have not been met, a response string is created by the gaming server stating that the user has not yet met the challenge criteria, in step 545.

If the criteria in step 530 have been met, the player's score is calculated and the player is preferably ranked according to the challenge's score and the other players' scores stored by the gaming server, as shown in step 535.

In this regard, it is envisaged that the player's score may be the value of the variable that corresponds to the challenge's ranking variable. In this context, it is envisaged that the ranking variable is the variable that the particular challenge is graded by. For example, if the challenge was to earn as much money as possible in

two weeks the ranking variable would be money. This score will preferably be recorded for the player in the database. A response string is then created by the gaming server indicating the player's final challenge score and rank, in step 540.

The Java Servlet then sends the corresponding response string back to the player of the Sendo Farm game in step 550 and the Sendo Farm software on the wireless communication unit preferably parses the received message and displays the player's score and rank for the challenge, as shown in step 560. The challenge is then preferably removed from the player's game.

It is envisaged that the player should be able to upload their score once the challenge criteria have been met.

Thus, it is not necessary for the particular game to know anything about the challenge. Furthermore, it is envisaged that the particular game may or may not remind the player to upload their score, as it may be the player's responsibility to follow the challenge description and upload when desired or necessary.

It is envisaged that the player may enter a challenge as many times as (s) he wishes. It is also envisaged that a player may also start a new challenge without finishing an existing challenge. In one embodiment, this enables a player to accept and play multiple challenges.

Alternatively, it is envisaged that this option may overwrite the existing challenge as the player may be limited to only take part in one challenge at a time.

In a yet further alternative embodiment of the present invention, the extended game/challenge data may be provided to a player based on a player profile that is sent to the gaming server, for example whether a player has previously achieved a sufficiently high score or achieved one or more goals. Thus, extended gaming may be provided to a player, dependent upon the player's competence.

On requesting an extended game/challenge data, user game profile information that has been previously created is copied from an area of, say, non-volatile memory (NVM) into the request message. In the preferred embodiment of the present invention, the user game profile information may include, by way of example, any one or more of the following information: (i) A user's gaming identity, or"alias".

(ii) A character reference, relating to the user's preferred character.

(iii) Player attributes, either within the game or relating to the user of the wireless communication unit, such as proven skills, time periods monitored for playing the game (to identify a more appropriate sub-set of potential extended challenges, etc. , each of which may be improved through playing the game).

(iv) A user's credit or points, which may have been earned through playing the game.

Thus, in this embodiment, a user-specific set of extended games/challenges could be offered to a particular player.

The preferred message protocol, for performing the request and provision of the extended gaming mechanism

described above, utilises HTTP. However, in the context of cellular communications, it is envisaged that a short message service (SMS) message may be used for registration purposes by mobile phones that are compliant with, say, the Global System for Mobile Communications (GSM) recommendations.

Advantageously, the preferred embodiment of the present invention utilises HTTP that is supported by GSM and general packet radio system (GPRS) networks. HTTP is a guaranteed J2ME ("Java for mobile devices standard") connection method, i. e. all Java compatible wireless devices must be able to make HTTP connections.

However, it will be appreciated that the message and/or registration protocol of the present invention may equally be implemented in other messaging formats. One example of alternative message protocols could be electronic mail messaging used for computer networks such as the Internet.

For registration purposes, SMS point-to-point messaging is defined in the recommendation GSM 03.40, with the basic structure of an SMS message at the Short Message Transfer layer being illustrated in FIG. 6.

It is within the contemplation of the invention that the inventive concepts hereinbefore described are not limited to the particular game of the preferred embodiment.

Indeed, it is envisaged that the concepts are applicable to any wireless communication units capable of making wireless network connections and able to run games. Such units may comprise: cellular mobile phones, wirelessly

connectable personal digital assistants (PDAs), wireless toys such as Cybikolm and similar devices and Research In Motion's (RIM) Blackberry.

It will be understood that the improved gaming mechanism, together with associated communication units, protocols and message formats supporting the gaming mechanism, as described above, tends to provide at least one or more of the following advantages: (i) A player is able to extend the playability and longevity of the game on his/her wireless communication device; (ii) As each game can be updated and/or extended, it is not necessary for the terminals to retain all of the gaming data at the outset, thereby saving on the valuable memory resource.

(iii) Game creators can release game objectives after the game has been released using over-the-air transmission.

(iv) Competitions can be run after the game has been released.

Whilst the specific and preferred implementations of the embodiments of the present invention are described above, it is clear that one skilled in the art could readily apply variations and modifications of such inventive concepts.

Thus, an improved gaming mechanism, together with associated communication units and protocols supporting the extended gaming mechanism, has been described where the aforementioned limitations of prior art arrangements have been substantially alleviated.