Automated Game Session Initiation for Streaming Subscribers

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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

VSEngineering 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

Engineering Contradiction:
Improveease of subscriber invitationVSAvoidcoordination process complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

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.

Inventive Principle:
Principle #25Self-service

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.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Productivity

If automated mechanisms are implemented for game session initiation, then coordination efficiency improves, but system complexity increases

Engineering Contradiction:
Improvecoordination efficiencyVSAvoidsystem architecture complexity
Core Design Contradiction:
ProductivityVSDevice complexity

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.

Inventive Principle:
Principle #6Universality (Multi-functionality)

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.

Inventive Principle:
Principle #10Preliminary action

3Loss of time

If manual coordination is used for game sessions, then system simplicity is maintained, but time consumption increases

Engineering Contradiction:
Improvecoordination timeVSAvoidoperation simplicity
Core Design Contradiction:
Loss of timeVSEase of operation

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.

Inventive Principle:
Principle #20Continuity of useful action

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.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10112110B1Initiating a game session with broadcast subscribers
Publication Date: 2018.10.30 AMAZON TECH INC
  • US10112110B1 patent drawing
  • US10112110B1 patent drawing
  • US10112110B1 patent drawing

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.