Automated Game Session Initiation for Streaming Subscribers
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing online gaming systems lack automated mechanisms for subscribers to participate in actual game sessions with the players whose streams they are watching, relying on cumbersome manual techniques such as texting and chat for coordination.
Innovation Solution
The system automates the initiation of game sessions by allowing game participants to invite subscribers to join through a client interface, where parameters like the number of participants and criteria can be set, with the gaming server managing session creation and notification to eligible subscribers.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If manual techniques (texting and chat) are used to coordinate subscriber participation, then the system can accommodate subscriber invitations, but the process becomes cumbersome and labor intensive
Solution Approach 1:
The system enables self-service automation where the gaming server automatically manages subscriber invitations without requiring manual coordination. The server autonomously identifies eligible subscribers, sends notifications, and handles session initiation based on pre-set criteria, eliminating the need for manual texting and chat coordination.
Solution Approach 2:
The patent replaces manual mechanical coordination processes with an automated electronic system. Instead of manual texting and chatting, the system uses automated server-based mechanisms to identify, notify, and coordinate subscriber participation, substituting human labor with automated computational processes.
2Productivity
If automated mechanisms are implemented for game session initiation, then coordination efficiency improves, but system complexity increases
Solution Approach 1:
The gaming server is designed with multi-functionality to handle both traditional gaming operations and automated subscriber coordination. The server integrates multiple functions including game hosting, subscriber identification, notification management, and session coordination within a single unified system, avoiding the need for separate dedicated systems.
Solution Approach 2:
The system performs preliminary actions by pre-identifying and categorizing subscribers based on their preferences and eligibility criteria before game sessions occur. The server maintains pre-configured subscriber databases and notification templates, allowing rapid automated coordination when game sessions need to be initiated without complex real-time decision-making.
3Loss of time
If manual coordination is used for game sessions, then system simplicity is maintained, but time consumption increases
Solution Approach 1:
The automated system operates continuously to manage subscriber coordination without interruption. The gaming server continuously monitors subscriber status, maintains ready lists, and can immediately initiate sessions when needed, eliminating the delays and interruptions inherent in manual coordination processes.
Solution Approach 2:
The system implements feedback mechanisms where the gaming server receives responses from subscribers (such as acceptance of invitations or selection of game modes) and automatically adjusts the coordination process accordingly. This automated feedback loop eliminates manual back-and-forth communication and significantly reduces coordination time.
Data Source
AI summary
Automated initiation of game sessions between a game player and subscribers to the game player's streamed output is disclosed. A content item server receives a request to initiate a game session from a particular game player. The content item server communicates the request to a streaming server which references a database to identify streaming subscribers who receive streaming output of games played by the particular game player. The streaming server communicates a notification to the streaming clients for the identified streaming subscribers. In response to receiving acceptances from particular subscribers, the streaming server communicates information identifying the accepting subscribers to the game server which creates a game session and adds the accepting subscribers to the game session. The streaming server communicates instructions to the streaming clients of the accepting subscribers to launch game clients and log in the subscribers to the designated game session.


