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1575 results about "Game server" patented technology

Secured virtual network in a gaming environment

A disclosed gaming machine may securely communicate with devices over a public network such as the Internet. The gaming machine utilizes a combination of symmetric and asymmetric encryption that allows a single gaming machine to securely communicate with a remote server using a public network. The secure communication methods may be used to transfer gaming software and gaming information between two gaming devices, such as between a game server and a gaming machine. For regulatory and tracking purposes, the transfer of gaming software between the two gaming devices may be authorized and monitored by a software authorization agent.
Owner:IGT

Secured virtual network in a gaming environment

A disclosed gaming machine may securely communicate with devices over a public network such as the Internet. The gaming machine utilizes a combination of symmetric and asymmetric encryption that allows a single gaming machine to securely communicate with a remote server using a public network. The secure communication methods may be used to transfer gaming software and gaming information between two gaming devices, such as between a game server and a gaming machine. For regulatory and tracking purposes, the transfer of gaming software between the two gaming devices may be authorized and monitored by a software authorization agent.
Owner:IGT

Network computer game linked to real-time financial data

A network-based computer game that both uses real-time financial data to affect game state and uses participants' actions to determine and engage in financial transactions. A game server receives financial data on market conditions (such as currency markets) from a financial server and regularly synchronizes user's game environments to match the financial data. The game server propagates financial data to the game or games, coordinates communication (if any) between the games, and can initiate the opening and closing of positions in the financial market based on players' game behavior. The financial market can be a currency market, where one nation's currency can be exchanged for another currency at a certain exchange rate.
Owner:FINANCIAL DATA GAMES

Secured virtual network in a gaming environment

A disclosed gaming machine may securely communicate with devices over a public network such as the Internet. The gaming machine utilizes a combination of symmetric and asymmetric encryption that allows a single gaming machine to securely communicate with a remote server using a public network. The secure communication methods may be used to transfer gaming software and gaming information between two gaming devices, such as between a game server and a gaming machine. For regulatory and tracking purposes, the transfer of gaming software between the two gaming devices may be authorized and monitored by a software authorization agent.
Owner:IGT

Biofeedback for a gaming device, such as an electronic gaming machine (EGM)

Environmental feedback and / or biofeedback is associated with one or more players' emotions in real time. The emotional feedback is provided to a game device being used by the player, such an electronic gaming machine (EGM). The game device uses the biofeedback and / or environmental feedback to appropriately adjust the game play to maximize the game's entertainment value to the player(s). The player(s) can be identified, and the game device matches the emotional response with certain game elements being presented at that time and associates this matching to the identified player. The matches can be used to make an adjustment to the game device, to the environments, and / or to take some other action. The game device can also store the matches, combined with any collected environmental and / or biometric stimuli, on a game server or player tracking database via the network. Previous environmental / biometric information can be used to make immediate adjustments to the game or environment, or incorporated into future game design and environmental design.
Owner:LNW GAMING INC

Impulse radio interactive wireless gaming system and method

An interactive wireless gaming system is provided which utilizes the significant wireless improvements of impulse radio technology to enable gaming system enhancements. For instance, the interactive wireless gammg system has a plural of impulse radio wireless gaming units operating alternately as a host device and a guest device. Each impulse radio wireless gaming unit includes an impulse radio receiver for receiving impulse radio wireless messages including gaming information from a game server, a display for displaying the received gaming information, a processor for generating updated gaming information, and an impulse radio transmitter for transmitting impulse radio wireless messages including the updated gaming information to said game server. The game server then uses impulse radio technology to interact with and provide the updated gaming information to the other impulse radio wireless gaming units.
Owner:ALEREON

System, method and handheld controller for multi-player gaming

Embodiments of the invention relate to systems and methods for multi-player gaming. Some embodiments relate to systems having an improved communications infrastructure and improved handheld game controllers, while other embodiments relate to improvements in handling large numbers of players in the multi-player game when played in a game arena with a single large display screen showing the multi-player game images. In one particular embodiment, a system is provided that has a game server controlling a display system to display the multi-player game on the large screen and a plurality of game controllers. Each game controller has a secondary display means for providing a secondary game display and input means for receiving player input. The system further comprises communication mans for enabling communication between the game server and each of the plurality of game controllers. The plurality of game controllers are located in proximity to the large display screen such that it is visible to game players manipulating the game controllers while playing the multi-player game.
Owner:TIMEPLAY

Server control of peer to peer communications

A server provides a secure environment for establishing peer-to-peer communications between clients. When two clients of the server wish to establish peer-to-peer communication, they first connect to the server. The server authenticates each client and provides information to authenticated clients to enable them to establish peer-to-peer communication. Any client who abuses the peer-to-peer communication privileges can lose the right to be authenticated. In an exemplary embodiment, the server is a game server and the clients joining in playing games, preferably using voiced-based peer-to-peer communication. Different levels of authorization may be granted to different clients, to limit the interaction between clients.
Owner:MICROSOFT TECH LICENSING LLC

System and method for network interactive game match-up and server selection

A computer-based system and method of interactive game challenge and acceptance for finding an appropriate game server for one or more individuals to play on given skill level, latency and numerous other factors; setting up the game server with the proper parameters; connecting those individuals to that server; logging the details of the match; updating those details to a database and updating or creating statistics related to those individuals for display and ranking purposes to be used for later match-ups.
Owner:PROFESSIONAL INTERACTIVE ENTERTAINMENT

Massive role-playing games or other multiplayer games system and method using cellular phone or device

A massive multiplayer role-playing game platform utilizing mobile devices such as cellular phones is disclosed. The invention links massive amounts of players, each holding at least one mobile device, via a cellular or wireless network. The system provides the user with the game data in a client-server method or in a streaming / buffering mode of operation. Most of the game data is stored on the game servers, and only the minimal amount of data is temporarily stored on the device's memory. The user may play in a single mode or group mode and several groups can join together to make a larger group. A game may be downloaded onto the mobile devices which may be linked to a base station. The base station in turn is connected to the network, which links it to the game server.
Owner:INNOVATION SYST

Communication game system and communication game processing method

This communication game system comprises a client system 1 and a game server system 2 for communicating with the client system 1. The game server system 2 comprises a database 21 for storing group information which relates a plurality of client systems to each other as a battle group. The game server system 2 is structured to decide a battle combination among the client systems 1 belonging to the same battle group, to perform a battle by managing the sending and receiving of data between the client systems determined by the above-mentioned combination, and to decide the next combination in accordance with the results of the battle. Each client system 1 has its own character select function and chat function when watching games.
Owner:SEGA CORP

Centralized gaming system with modifiable femote display terminals

A centralized gaming system comprises a central server system and a plurality of display terminals remote from and linked to the central server system. The central server system includes a master game server, a game execution server, and a database server. The master game server stores a plurality of games of chance. Each game includes respective game play software and respective audiovisual software. In response to one of the games being selected for play at one of the display terminals, the game play software for the selected game is loaded from the master game server into the game execution server and is executed by the game execution server to randomly select an outcome. The audiovisual software for the selected game is selectively executed at the display terminal to visually represent the outcome on a display of the display terminal. The database server collects game activity data based on the outcome and maintains such data for report generation and player tracking purposes. The master game server may evaluate the collected game activity data and, in turn, modify one or more of the display terminals for maximizing earnings and target marketing.
Owner:BALLY GAMING INC

Method for controlling display of messages transmitted/received in network game

Multiple video game apparatuses are connected to a game server apparatus. This network game progresses when players of the respective video game apparatuses exchange messages via the game server apparatus. When a predetermined event is generated by processing in the game server apparatus, a specific message is transmitted to each video game apparatus. In a chat window provided on a display screen of each video game apparatus, the message sent from the game server apparatus is scrolled and displayed from the bottom to the top. When the specific message reaches an uppermost portion of the chat window, a lock window is set and the specific message is displayed therein. The specific message in the lock window is not erased by the reception of a next message.
Owner:SQUARE ENIX HLDG CO LTD

System and method for controlling access to a massively multiplayer on-line role-playing game

A method for controlling access to a massively multi-player, online role-playing game begins by presenting a web page to a first user. The web page receives a parameter for controlling access of a second user to a massively multi-player, online role-playing game. The received parameter is transmitted to a database server, which stores the received parameter in a database record associated with the second user. A game server receives at connection request from the second user and controls access of the second user to the massively multi-player, online role-playing game using the stored parameter.
Owner:TURBINE INC

System and method for managing virtual worlds mapped to real locations in a mobile-enabled massively multiplayer online role playing game (mmorpg)

Apparatus and methods provide a player of a massively multiplayer online role playing game (MMORPG) to participate in at least one aspect of the MMORPG while using a wireless device. The wireless device executes a mobile MMORPG client, which interfaces with the game server(s) of the MMORPG via a mobile MMORPG server. A location based gaming mode for use with the wireless device is disclosed.
Owner:QUALCOMM INC

Method and apparatus for providing insurance policies for gambling losses

A method according to some embodiments of the present invention provides for a game server to receive policy requirements of a user for a gambling loss insurance policy from a terminal. The game server determines a premium amount based on the policy requirements of the user and transmits information concerning the premium amount to the user.
Owner:IGT

Collusion detection and control

A system for detecting and controlling collusion in a game with a plurality of participating players The system (1) includes a gaming server (2) and a number of portals (3a, 3b) in the form of websites on the World Wide Web in the Internet. Each of the portal websites is an online casino website hosted on a corresponding casino web server (not shown). Each of the casino websites (3a, 3b) is accessible by one or more would-be poker players. Each player accesses the website using a computer with a display (5) and an associated pointing device (6). The system (1) includes an administration facility (13) which communicates with the gaming server (2) along a communication channel (12). There is also a collusion detection server (14) in communication with the game server (2) via communication channel (12).
Owner:CORK GROUP TRADING

Methods and systems for computer video game streaming, highlight, and replay

Methods and systems for generating a highlight video of a critical gaming moment from a source computer game running on a game server are disclosed. The method, when executed by a processor accessible by a processing server, comprises receiving video recordings recorded using at least two game virtual cameras positioned at predetermined locations during a source game play, wherein at least one of the game virtual cameras was inserted into the source computer game using a SDK or a game connector module. Next, analyzing the received recordings to extract visual, audio, and / or metadata cues; generating highlight metadata; and detecting the critical gaming moment based on the highlight metadata. Finally, generating a highlight video of the critical gaming moment from the received video recordings based on the highlight metadata. In some embodiments, the highlight videos can be used to drive additional traffic to the game tournament and / or streaming platform operator.
Owner:SLIVER VR TECH INC

Game server system and method for generating revenue therewith

The present invention provides a system and method for generating revenue to a game provider from users using a gaming system. Games are provided to users by the game provider and played over the Internet or a mobile network. The system and method includes providing Internet or wireless services to the users having a computer or mobile device for playing a game. User activity is recorded by the system including the start time and end time of the game. A total game time is calculated and used as a basis for sharing revenue generated from the user's network use between the game provider and an Internet service provider or wireless network provider.
Owner:UPFRONT TECH

System for secure transfer of online privileges

Methods and apparatus for transferring privileges in a computer system. In one implementation, a system for transferring online privileges includes: a game server having a network connection and storing data providing an online game and game environment; a game database connected to said game server, said game database storing data representing one or more game items, data representing a first user game account, and data representing a second user game account, said game item associated with said first user game account; an auction server having a network connection and connected to said game server though said network connections, and storing data providing an online auction for game items; and an auction database connected to said auction server, said auction database storing data representing one or more game items received from said game server, data representing a first user auction account, and data representing a second user auction account.
Owner:SONY INTERACTIVE ENTRTAINMENT LLC

Virtual world event notification from a persistent world game server in a logically partitioned game console

A mechanism is provided for generating event notifications for offline characters from within a persistent world online game. A player agent for an offline player runs in a secondary partition in a video game console while a primary application runs in a main partition. The offline player agent includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent composes an event notification message and presents the message to the offline player through speech or through an interface within the primary application. Event notification messages may include images, voice (text-to-speech), sound, or video.
Owner:IBM CORP

Video game characters having evolving traits

A server-based video game system maintains a number of video game characters having computer-simulated genetic (“digenetic”) structures that prescribe a number of physical and cognitive performance traits and characteristics for the video game characters. The system allows end users to establish remote online access to the game characters (via, e.g., the Internet). The results of competitions and training activities are based upon the game characters' digenetics, the conditions of the game environment, and the game characters' current levels of physical and cognitive development. The game characters' performance capabilities and cognition are updated continuously in response to the results of competitions and training activities. Competition and training results can be processed by the game servers and transmitted to the end user presentation devices for graphics rendering. In this manner, the video game system need not be burdened by network latency and other delays. The game system also supports game character breeding; game character evolution based upon the digenetics; and game character buying, trading, selling, and collecting.
Owner:DIGENETICS

System, network entity, client, method and computer program product for managing a contact list

A system for managing a contact or buddy list includes a network entity, such as a game server, capable of providing a contact list identifying a plurality of members, where each identified member is associated with at least one criterion related to interaction of the member with the network entity. The network entity is also capable of dynamically creating at least one criteria-screened list based upon at least one of the criteria associated with the members listed in the contact list. More particularly, network entity is capable of dynamically creating the criteria-screened list based upon at least one of the criteria that is independent of a current presence of the client with respect to the network entity.
Owner:NOKIA CORP

Method and apparatus for interactive real time distributed gaming

The present invention relates to an apparatus, system and method for playing interactive distributed gaming. One embodiment of the method comprises transmitting a performance prediction to a scoring database on a game server and determining an actual performance outcome. The actual performance outcome representation is transmitted to a remote terminal. The performance prediction is scored based on the actual performance outcome. In at least one embodiment, a predetermined ruleset is used to score the performance prediction based on the actual performance outcome.
Owner:JORDAN KENT WILCOXSON +1

Multiplayer gaming

A method of administration of a live electronic card game in which two or more players wager in a networked environment. The invention relates to the players being assigned virtual cards from a game server, which cards are displayed and used to construct a hand by the players. More specifically the method of the invention comprises the step of assigning to each player, a virtual deck from which their cards are dealt.
Owner:FINLAYSON SCOTT +2

System and method of seamless game world based on server/client

The present invention provides a seamless game world system in the field of massively multiplayer online games, comprising a plurality of game servers and at least a client, each of the game servers being assigned to a zone in the game world divided into zones. The seamless game world comprises: a game logic computing module for computing an avatar's new status; a map controller for detecting whether an area of interest of the avatar has crossed the border of a host server of the avatar and spanned neighbor game servers based on the avatar's new status computed by the avatar computing module, and determining to make / delete a clone on a neighbor game server or synchronize the clone's status based on the detected result; and an avatar status update module for performing a normal status update on the avatar based on the computed result of the game logic computing module after the map controller notices its neighbor game server to delete the clone from an avatar list.
Owner:IBM CORP

Menu Selection System and Method of Operation Thereof

Abstract of the DisclosureA menu selection system (1) including a game server (2) and a user access facility in the form of a computer work-station (3) with an associated display (5) and a pointing device (5a). The workstation (3) is remotely located from the game server (2) and communication between the two is provided across communications network (4).
Owner:WATERLEAF LTD

Reduced power consumption wager gaming machine

Novel wager gaming machines, gaming servers, and power consumption control methods for intelligently controlling power consumed by a wager gaming machine in a manner that does not discourage or prevent use of the gaming machine are described. A component of a gaming machine, for example, a ticket printer, is powered down when it has been determined that, based on usage pattern data, the component is not likely to be used. Usage pattern data are derived from raw activity usage data for a machine and its components. Components that are not powered based on the usage pattern data can be powered upon detecting an action implying that a user will be using the machine, for example, a card read or bill insert. A power controller processes signals conveying rules based on the usage pattern data and may also process a signal conveying a user-initiated action if there is one, to form a command to power up or turn off one or more gaming machine components.
Owner:IGT

Game system and game server

The present invention concerns a gaming system and a gaming server, and provides a gaming system and a gaming server by which enjoyment can be sustained. A gaming server 21 comprises: game result storage means, storing game results concerning the game for each of a plurality of game players; ranking determining means, determining a plurality of types of rankings concerning the game based on the game results stored by the game result storage means; ranking information setting means, setting, from among the plurality of types of ranking information determined by the ranking determining means, plurality of types of desired ranking information, which are desired by a game player, in accordance with the player operation of the operating part of a gaming terminal among the plurality of gaming terminals; and transmitting means, transmitting a signal, for making the plurality of desired ranking information, set by means of the ranking information setting means, be displayed on the gaming terminal of the game player, to the gaming terminal of the game player.
Owner:UNIVERSAL ENTERTAINMENT CORP
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