Game Session Management in Social Messenger Apps

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Solution Overview

Problem

Conventional online game systems require users to leave social networking platforms to access and manage game sessions, limiting seamless integration and instant access to games within social networks.

Innovation Solution

A system that integrates a client-side player component with a social networking system, enabling communication between a game instance on a client device and a backend server, allowing games to be initialized and played within the social network platform, with features like challenge notifications, score sharing, and live streaming, using a game library with private and public APIs to facilitate communication between different components.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users access online games through dedicated game servers, then game sessions can be properly managed and maintained, but users must leave the social networking platform to access and manage games

Engineering Contradiction:
ImproveAccess convenienceVSAvoidSystem integration
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent introduces a game server as an intermediary component that bridges the social networking platform and game management functions. The game server receives game session information from the social networking system and manages game instances independently, allowing users to access games through the social platform without direct platform-server integration complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system is segmented into distinct functional components: the social networking system handles user interactions and session initiation, while the separate game server handles game instance management. This segmentation allows each component to specialize in its function without requiring full integration, simplifying the overall system architecture

Inventive Principle:
Principle #1Segmentation

2Productivity

If game sessions are managed externally to the social network, then game functionality is maintained, but user engagement within the social network is reduced

Engineering Contradiction:
ImproveUser engagementVSAvoidCommunication protocols
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The social networking system is enhanced with multi-functionality to handle both social interactions and game session management. The system can process different types of requests (social messages, game invitations, session management) through unified communication interfaces, increasing user engagement without requiring separate specialized systems

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

3Adaptability or versatility

If multiple programming languages and protocols are used for communication between game components, then system flexibility is improved, but communication complexity increases

Engineering Contradiction:
ImproveSystem flexibilityVSAvoidCommunication complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game server acts as a communication intermediary that handles protocol translation and data format conversion between different programming languages and systems. It receives requests in various formats from the social networking system and translates them into standardized game management commands, isolating the complexity of multi-protocol communication within a single component

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11185787B2Managing game sessions in a social network messaging system
Publication Date: 2021.11.30 META PLATFORMS INC
  • US11185787B2 patent drawing
  • US11185787B2 patent drawing
  • US11185787B2 patent drawing

AI summary

This disclosure is directed to enabling access to a game instance through a messenger application. A client-side player component facilitates communication between a game instance on the client device and a backend server of a social networking system. The communication information can be stored in or retrieved from a social graph of the social networking system. The game instance can be initialized from a social platform of the social networking system, and the game can be played without leaving the messenger application.