`(12) Patent Application Publication (10) Pub. No.: US 2007/015550.6 A1
`Malik
`(43) Pub. Date:
`Jul. 5, 2007
`
`US 20070 155506A1
`
`(54) SYSTEM, METHOD AND COMPUTER
`PROGRAM FOR ENABLING AN
`INTERACTIVE GAME
`
`(76) Inventor: Dale Malik, Atlanta, GA (US)
`Correspondence Address:
`JOHN S. PRATT
`KLPATRICK STOCKTON LLP 36968
`11OO PEACHTREE STREET
`SUTE 28OO
`ATLANTA, GA 30309 (US)
`(21) Appl. No.:
`11/303,725
`
`(22) Filed:
`
`Dec. 15, 2005
`
`Publication Classification
`
`(51) Int. Cl.
`(2006.01)
`A63F 9/24
`(52) U.S. Cl. ................................................................ 463/42
`(57)
`ABSTRACT
`A system, method and computer program enable an inter
`active game. A game Server, in response to a user request,
`provides a unique identifier associated with an instance of
`the interactive game. The game server forwards one or more
`invitations to join the interactive game in accordance with
`the user request. Thereafter, the game server registers one or
`more wireless communication devices to be used as data
`controllers for use by participants that join the game.
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`Patent Application Publication
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`Patent Application Publication
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`US 2007/015550.6 A1
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`Patent Application Publication Jul. 5, 2007 Sheet 4 of 5
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`ESTABLISH AN INTERACTIVE SESSION
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`PROVIDEAUNIOUE IDENTIFIER
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`REGISTER AWIRELESS COMMUNICATION
`DEVICE FOR USE ASA DATA CONTROLLER IN
`RESPONSE TO A COMMUNICATION FROM THE
`WIRELESS COMMUNICATION DEVICE THAT
`CONTAINS THE UNIOUE IDENTIFIER
`
`FIG. 4
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`Patent Application Publication Jul. 5, 2007 Sheet 5 of 5
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`US 2007/O15550.6 A1
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`5OO
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`DELIVER AN INDICATION THAT ALTERNATIVE
`CONTENT S AVAILABLE TO A DEVICE
`ASSOCATED WITH THE ACCOUNT
`
`RECEIVE ARESPONSE TO THE INDICATION
`INDICATING A DESIRE TO PLAY AN
`INTERACTIVE GAME
`
`PROVIDEA UNIQUE IDENTIFIER
`
`REGISTER AWIRELESS COMMUNICATION
`DEVICE AS AN INTERFACE FOR THE
`INTERACTIVE GAME
`
`USEAN INPUT FROM THE WIRELESS
`COMMUNICATION DEVICE ASA GAME INPUT
`
`
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`FIG. 5
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`US 2007/O 15550.6 A1
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`Jul. 5, 2007
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`SYSTEM, METHOD AND COMPUTER PROGRAM
`FOR ENABLING AN INTERACTIVE GAME
`
`BACKGROUND
`0001 Computer games are a very popular form of con
`temporary entertainment. Many conventional computer
`games enable participant interaction using a pointing device,
`keyboard, joystick or similar input devices associated with
`a computer or specialized controllers which are part of a
`game apparatus. Often game participation is limited by the
`availability of a desired number of these specialized con
`trollers and multiple use input devices.
`0002 To overcome this limitation, some conventional
`systems include multiple ports for coupling specialized
`controllers to a game apparatus. Generally, a limited number
`of controller ports are provided and game providers typically
`include no more than two specialized controllers with the
`game apparatus. Thus, those who wish to take advantage of
`the available controller ports must purchase or otherwise
`obtain additional controllers. Other conventional computer
`games permit a keyboard to be shared. These computer
`games designate specific keys on a keyboard for receiving
`input commands from respective participants.
`0003 Both of these conventional approaches have short
`comings. Systems having multiple controller ports often
`have no mechanism for Supporting a number of participants
`greater than the number of controller ports. Systems that
`share a single keyboard coupled to a computer are problem
`atic because the keyboard cannot always be positioned
`between multiple game participants in a manner that is
`comfortable for each participant. Moreover, each participant
`is limited to a specific location.
`0004. Accordingly, despite the development of multiple
`approaches to include more than one participant in a com
`puter game there is still a need for improved approaches for
`enabling participants to play a game.
`
`SUMMARY
`0005 Embodiments of a system comprise a monitor, a
`processor, a first controller, a game server and a wireless
`communication device. The monitor is configured to receive
`audio and video content having associated therewith an
`indicator that alternative content is available. The processor
`presents the audio and video content for display on the
`monitor. The first controller is used to establish a commu
`nication session with the game server to communicate a
`request to start a game. In response, the game server
`communicates a unique identifier. The game server then
`registers one or more wireless communication devices that
`communicate the unique identifier. The user interface of
`each respective wireless communication device is used
`thereafter as a data controller by participants of the game.
`0006 An embodiment of a method for enabling an inter
`active game comprises establishing an interactive session,
`providing a unique identifier during the interactive session
`and registering a wireless communication device as a data
`controller in response to a communication that contains the
`unique identifier.
`0007 An embodiment of a computer-readable medium
`comprises executable instructions that when executed by a
`processor direct a system to establish an account, deliver an
`
`indication that alternative content is available to a set top
`box associated with the account, receive a response to the
`indication, the response indicating a desire to engage in an
`interactive game, provide a unique identifier and register a
`wireless communication device as an interface for the inter
`active game.
`0008. Other systems, methods, features and advantages
`will be or will become apparent to one with skill in the art
`upon examination of the following figures and detailed
`description. All Such additional systems, methods, features
`and advantages are defined and protected by the accompa
`nying claims.
`
`BRIEF DESCRIPTION OF THE FIGURES
`0009. The systems, methods and computer programs can
`be better understood with reference to the following figures.
`The components within the figures are not necessarily to
`scale, emphasis instead being placed upon clearly illustrat
`ing the principles for enabling an interactive game. More
`over, in the figures, like reference numbers designate cor
`responding parts throughout the different views.
`0010 FIG. 1 is a block diagram illustrating an embodi
`ment of a game environment.
`0011 FIG. 2 is a schematic diagram illustrating game
`setup and operation in the game environment of FIG. 1.
`0012 FIG. 3 is a block diagram illustrating an embodi
`ment of the game server of FIG. 1.
`0013 FIG. 4 is a flow diagram illustrating an embodi
`ment of a method for enabling an interactive game.
`0014 FIG. 5 is a flow diagram illustrating an embodi
`ment of a computer program operative on the game server of
`FIG 1.
`
`DETAILED DESCRIPTION
`00.15 Embodiments of the present system, method and
`computer program enable an interactive game. A game
`server, in response to a user request, provides a unique
`identifier associated with an instance of the interactive game.
`The game server forwards one or more invitations to join the
`interactive game in accordance with the user request. There
`after, the game server registers one or more wireless com
`munication devices to be used as data controllers by players
`who elect to join the game.
`0016. The integration of available entertainment, com
`munication and data networks is leveraged to provide select
`multimedia content to a specified viewing device. U.S. Pat.
`No. 5,818,438 (the 438 patent), the contents of which are
`incorporated by reference herein, discloses a system and
`method that provides an identifying code or interactive
`callback address along with information for directly invok
`ing alternative multimedia content. A user of the system and
`method disclosed in the 438 patent can establish a session
`with a game server using the interactive callback address
`and other information and upon completion of the session,
`re-tune or select the original content for viewing.
`0017. The game server associates this identifying code or
`interactive callback address with a location at which the
`presently viewed programming or application will be stored.
`The identifying code or interactive callback address may be
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`a program-specific code that can be used by hosts or
`Subscribers to invoke one or more programs to configure an
`interactive game. Alternatively, the identifying code may be
`a common identifying code or interactive callback address,
`used by all Subscribing viewers to access a setup program,
`or an application-specific identifying code or interactive
`callback address, which is in turn used to invoke a setup
`program on the game server.
`0018 Hosts or subscribers are provided with a set top box
`or similar device adapted to be coupled to a multimedia
`distribution network to which one or more service provider
`systems are also coupled and a suitable display device. Such
`as a television monitor, a computer, etc. The set top box
`includes a receiving set capable of receiving broadband
`signals over the multimedia-distribution network. The set
`top box is configured to detect the presence and content of
`an identifying code or interactive callback address received
`by the receiving set either in a program signal (an in-band
`signal) or in an out-of-band signal. The set top box is also
`configured to store the identity of the Source or channel on
`which the presently viewed programming is being received
`in one or more storage devices. The set top box is also
`configured to detect and store information accompanying the
`transmission of the identifying code or interactive callback
`address regarding an image to be displayed on the display
`device (such as a “key” or "icon') or an audio message to be
`reproduced to indicate the availability of content, Such as an
`interactive application, from the game server. Alternatively,
`such information regarding the image to be displayed or the
`message to be reproduced may be pre-stored in an appro
`priate storage device to which the set top box is coupled. The
`set top box is also coupled to a processor configured to
`generate a video image based on the received or pre-stored
`“key” or "icon' information, or alternatively, is programmed
`to generate the video signal and is coupled to the display
`device in Such a manner as to provide Such a signal to that
`device.
`Furthermore, the set top box is adapted to establish
`0.019
`communication over the multimedia distribution network
`with the game server, upon receiving a request from the host
`or Subscribing viewer in response to seeing the "icon' or
`hearing the message. The processor may first store in the
`information storage device the identity of the channel on
`which the program then being viewed is being transmitted.
`A communication session over a network to the game server
`is then established by transmitting a message including the
`identifying code or interactive callback address. If the iden
`tification code or interactive callback address is a common
`identification code (for example, a “well-known callback
`address') the game server returns the program- or applica
`tion-specific identification code or interactive callback
`address, which the set top box then may use to invoke from
`the game server an appropriate setup or configuration pro
`gram.
`0020. The game server transmits to the set top box the
`identity of a network service (i.e., a network address) or a
`channel on which the requested program and later game
`information will be provided, and the set top box initiates a
`session with the indicated network service and/or causes the
`receiving set to tune to the channel. The set top box then
`receives the program and later game information from the
`game server. During that session, communication between
`the set top box and the game server may be two-way.
`
`0021. A setup program directs the host in identifying the
`game and the participants or players. The setup program
`may be configured to prompt the host for information
`regarding each of the players and a respective wireless
`communication device that each player will use to commu
`nicate with the game server to play the game. Otherwise, the
`setup program will simply prompt the host for contact
`information associated with potential players. In turn, the
`game server generates a unique identifier that is associated
`with a particular instance of the game and contacts each of
`the players via a wireless communication device to confirm
`the potential player's desire to participate and to receive
`information regarding the wireless communication device
`that will be used to communicate with the game server
`during the game.
`0022. One or more communication sessions or channels
`remain open while the players interact with the game server
`to play the game. Players located within view of the hosts
`display device may communicate with the game server via
`a short-range wireless network, the set top box and one or
`more links between the set top box and the game server.
`Alternatively, these local players can communicate with the
`game server via a wireless data network. Local players
`receive game content from the game server via the hosts
`display device or via a display device integrated with their
`respective wireless communication device. Local players
`generate game commands using the user interface of their
`respective wireless communication devices. Players
`removed from the host (not within view of the host’s display
`device) can be contacted and invited to join the game. Such
`a player forwards the unique identifier, a user name, and
`information identifying their wireless communication
`device to the game server. Game content is provided to
`remote players via a wireless data network. Similarly, game
`commands are generated using the user interface of the
`wireless communication device and communicated back to
`the game server via the wireless data network.
`0023. When the setup program is terminated and game
`play is not desired or when the host signals the set top box
`that interactive game is no longer desired, the communica
`tion session(s) with the game server associated with the
`particular instance of the game are terminated. The set top
`box then retrieves the identity of the first program from the
`information storage device, and causes the receiving set to
`re-tune to the first program to which the hosts viewing
`device had been tuned.
`0024 Having generally described the present system,
`method and computer program for enabling an interactive
`game, various additional embodiments will be described
`with respect to FIGS. 1-5. By way of example, FIG. 1 is a
`block diagram illustrating an embodiment of a game envi
`ronment 100. Game environment 100 includes a short-range
`wireless or home network 180 that is communicatively
`coupled to game server 110 via a network layer 120. The
`short-range wireless network 180 is configured to support
`network connectivity of portable devices and complies with
`one or more wireless network protocols, such as but not
`limited to the Institute of Electrical and Electronics Engi
`neers 802.11 and 802.15 protocols and the Bluetooth pro
`tocol for home or local area wireless networks.
`0025 Short-range wireless network 180 includes set top
`box 140 and one or more wireless communication devices,
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`Such as wireless communication device 160, wireless com
`munication device 162 and wireless communication device
`164. Set top box 140 communicates with one or more
`network layer 120 content transfer mediums via communi
`cation link 123. In addition, short-range wireless links
`communicatively couple set top box 140 with wireless
`communication devices, such as wireless link 161, which
`couples set top box 140 and wireless communication device
`164. Moreover, set top box 140 is coupled to monitor 130
`and processor 132, which converts various signals received
`via communication link 123 and network layer 120 to
`present multimedia content to viewers in close proximity to
`display 134. In the illustrated embodiment, set top box 140
`is a separate device. The set top box 140 could be integrated
`or otherwise combined with monitor 130 or some other
`device Such as a gaming console (not shown). For that
`matter, the gaming console could be combined or integrated
`with monitor 130. As described above and in the 438 patent,
`one or more indicators, such as indicator 135 is integrated
`within the various signals communicated via set top box 140
`to indicate that game server 110 is available to provide
`alternative content.
`0026. As indicated in FIG. 1, controller 150 is wirelessly
`coupled to set top box via communication link 151 and
`wirelessly coupled to monitor 130 via communication link
`153. A game host or subscriber of one or more multimedia
`services delivered via set top box 140 directs the operation
`of set top box 140 and monitor 130 via multiple function
`controller 150.
`0027 Game server 110 communicates with one or more
`network layer 120 content transfer mediums via communi
`cation link 121. Game server 110 is configured to provide
`one or more interactive games to local players within home
`network 180. Game instance 112 stored within game server
`110 includes information that supports the generation of
`game content, which is communicated via network layer 120
`and set top box 140 on its way to monitor 130. Game
`instance 112 further includes a unique identifier 115, which
`is used to bind set top box 140 and each of the wireless
`communication devices, such as wireless communication
`device 160, wireless communication device 162, and wire
`less communication device 164 to the interactive game.
`Upon the completion of a setup procedure that is illustrated
`in FIG. 2 and explained in detail below, game instance 112
`includes information that maps select items of the user
`interface of each respective wireless communication device
`for use as a game input. In this way, multiple players can
`enjoy an interactive multi-player game without the need of
`specialized game controllers or being in close proximity to
`the host's home network.
`0028. In one alternative embodiment, one or more select
`items of the user interface of controller 150 are registered to
`enable the host or an additional player without a wireless
`communication device to join the game. In this mode of
`operation, other items of the user interface of controller 150
`remain operable to communicate with set top box 140 and
`monitor 130 to control these devices.
`0029. As further illustrated in FIG. 1, a remote wireless
`communication device 170 (i.e., not within home network
`180) is communicatively coupled to network layer 120 via
`cellular data network 125, communication link 127 and
`wireless data link 175. User interface 172 associated with
`
`wireless communication device 170 can also be registered or
`bound to game instance 112 via unique identifier 115. In this
`way, an operator of remote wireless communication device
`170 can be contacted, invited to join and added to the game.
`0030 Alternatively, one or more of the local wireless
`communication devices can be coupled to cellular data
`network 125 via communication link 165 to directly or
`indirectly contact the operator of remote wireless commu
`nication device 170. For example, one or more of a text
`message, a multimedia message, a Voice message or a phone
`call can be communicated to invite the operator of remote
`wireless communication device 170 to join the game. These
`messages will include the unique identifier and perhaps
`additional information that can be used by the operator to
`communicate with game server 110 to join the game.
`0031 While the embodiment illustrated in FIG. 1
`includes wireless telephonic devices (i.e., cellular tele
`phones), it should be understood that wireless communica
`tion devices with various user interfaces, such as personal
`digital assistants (PDAs), combination devices, wireless
`computing devices, etc. can be interchanged with one or
`more of the wireless communication devices to communi
`cate with game server 110.
`0032 FIG. 2 is a schematic diagram illustrating game
`setup and operation in the environment of FIG. 1. The
`schematic diagram includes a sequence of encircled num
`bers from 1 through 11 that are indicative of an example
`sequence of actions, events and information transfers that
`occur during the setup and operation of an interactive game.
`As described above and noted by the encircled number “1,”
`game server 110 and/or set top box 140 are configured to
`work in conjunction with monitor 130 to present indicator
`135 on display 134.
`0033. In response to the indicator 135, a host or sub
`scriber of a game service uses a wireless controller 150
`configured to communicate with monitor 130 and set top
`box 140 to engage a setup menu. The setup menu can be
`software and/or firmware stored and operative on set top box
`140. Alternatively, the setup menu can be hosted in game
`server 110. The host, via the setup menu, identifies a game,
`a number of proposed players and provides information
`about controller 150, when it is desired to have controller
`150 serve as both a host controller and as a game controller.
`In addition, the host may provide contact information asso
`ciated with one or more remote players. A remote player
`communicates with game server 110 via wireless commu
`nication device 170 and a wireless data network different
`from the short-range wireless network used by the host and
`local players. Moreover, the host may provide additional
`information via the setup menu about a first local player, a
`respective wireless communication device 160 and a second
`local player with wireless communication device 162. The
`above described activities of the host communicating with
`game server 110 via controller 150 are noted by the encircled
`number 2.
`0034. The encircled number "3 indicates that game:
`player, contact; and controller information collected during
`execution of the setup menu are communicated from set top
`box 140 to game server 110. Alternatively, the set top box
`140 or game server 110 may have stored contact information
`associated with remote or local users that have been invited
`to previous games. Information associated with the previous
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`invitation or previously game instances can be used to assist
`the setup menu in configuring a particular game instance.
`0035. As indicated by the encircled number “4” game
`server 110 in turn initiates a game instance 112, which
`includes unique identifier 115. Unique identifier 115 is
`transmitted from game server 110 to display 134 via set top
`box 140. As noted by the encircled number “5,” the host and
`local players can observe unique identifier 115 in the video
`information presented in display 134 and/or hear a message
`that includes the unique identifier. Encircled number “5”
`indicates that game server 110 forwards an invitation to join
`the game to a potential remote player via wireless commu
`nication device 170. The invitation can be made via a
`short-message service (SMS) or multimedia-message ser
`vice (MMS) message provided over a wireless data network.
`The invitation includes the unique identifier 115. Alterna
`tively, the wireless communications device 170 may also be
`able to initiate a request to join the game by entering a SMS,
`MMS, hypertext transfer protocol (HTTP), or other address
`associated with game instance 112 on game server 110. In
`this way, a remote user can attempt to join a game in
`progress from anywhere where the remote user, through
`wireless communication device 170 can be communica
`tively coupled to game server 110. In turn, game server 110
`will communicate information about the remote user to set
`top box 140, which may present a notice on monitor 130
`introducing the remote user or a request for the host to allow
`the remote user to enter the game.
`0036) Thereafter, as indicated by the encircled number
`“6, each of the potential local and remote players commu
`nicates the unique identifier 115, a user name and informa
`tion about their respective wireless communication devices
`to game server 110. The encircled number “7” indicates that
`game server 110 stores player interface data 200 in game
`instance 112. Player interface data 200 is derived from a
`description of the user interface on each respective players
`wireless communication device and is used throughout the
`existence of game instance 112 to process command inputs
`from each of the players. Game server 110 forwards infor
`mation on game operation and navigation via each specific
`wireless communication device registered with game
`instance 112. Game server 110 communicates this informa
`tion once the identity of each registered wireless communi
`cation device is determined. To assist users in configuring a
`particular game, game server 110 or set top box 140 is
`provided a database of popular wireless communication
`devices including photographs or graphical images repre
`senting different devices. In some embodiments, the setup
`menu presents images grouped by manufacturer for users to
`easily identify their respective wireless communication
`device. In return, game server 110 or set top box 140
`provides one or more images describing how the various
`items on each user interface is used to enter specific game
`commands.
`0037 Having been provided with information from the
`setup menu as well as information about each of the respec
`tive devices that will be used to interact with game instance
`112, game server generates game information 210 as shown
`by the encircled number “8.” Game information 210 is used
`by game logic to coordinate the generation and transmission
`of game content 220 to set top box 140 for presentation on
`display 134 and presentation via the user interface (i.e., a
`separate display) on wireless communication device 170, as
`
`indicated by the encircled number “9. Thereafter, as indi
`cated by the encircled number “10, each of the respective
`players transmits various controller commands 230 in accor
`dance with play of the interactive game, which are commu
`nicated back to and temporarily buffered within game
`instance 112 of game server 110, as indicated by the
`encircled number “ 11.” Game server 110 or set top box 140
`is further configured to pause and restart or otherwise
`continue an interrupted game. Game server 110 or set top
`box 140 has the ability to choose how each player is invited
`to connect to a game instance 112 that is about to be restarted
`or continued in accordance with a host controllable connec
`tivity configuration. For example, game instance 112 may be
`paused while a remote player is in transit from a remote
`location to the hosts local network. If the remote player was
`using a cellular telephone to connect with game server 110
`and desires to Switch from connectivity via a wireless data
`network to connectivity via the host's local network, game
`instance 112 retains a record of the remote players user
`name and cellular telephone number to enable the remote
`player to continue under the new connectivity situation
`within the stored game. In addition, game server 110 and set
`top box 140 have the ability to store information identifying
`a number of alternative controllers and connectivity con
`figurations for a particular player should the information be
`needed to configure a continuation of an interrupted game or
`to configure a new game.
`0038 FIG. 3 is a block diagram illustrating an embodi
`ment of the game server 110 of FIG. 1 and FIG. 2. Generally,
`in terms of hardware architecture, game server 110 includes
`processor 310, memory 320, power supply 330, input/output
`(I/O) interface 340 and network interface 350. Processor
`310, memory 320, power supply 330, I/O interface 340 and
`network interface 350 are communicatively coupled via
`local interface 360. Local interface 360 can be, for example
`but not limited to, one or more buses or other wired or
`wireless connections, as is known in the art. Local interface
`360 may have additional elements, which are omitted for
`simplicity, Such as controllers, buffers (caches), drivers,
`repeaters, and receivers, to enable communications. Further,
`local interface 360 may include address, control, and/or data
`connections to enable appropriate communications among
`the aforementioned components.
`0039) Power supply 330 provides power to each of the
`processor 310, memory 320, I/O interface 340, network
`interface 350 and local interface 360 in a manner understood
`by one of ordinary skill in the art.
`0040 Processor 310 is a hardware device for executing
`software, particularly that stored in memory 320. The pro
`cessor 310 can be any custom made or commercially avail
`able processor, a central processing unit (CPU), an auxiliary
`processor among several processors associated with the
`game server 110, a semiconductor based microprocessor (in
`the form of a microchip or chip set), or generally any device
`for executing software instructions.
`0041. The memory 320 can include any one or combi
`nation of Volatile memory elements (e.g., random-access
`memory (RAM, Such as dynamic random-access memory
`(DRAM), static random-access memory (SRAM), synchro
`nous dynamic random-access memory (SDRAM), etc.) and
`nonvolatile memory elements (e.g., read-only memory
`(ROM), hard drive, tape, compact disc read-only memory
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`(CDROM), etc.). Moreover, the memory 320 may incorpo
`rate electronic, magnetic, optical, and/or other types of
`storage media. Note that the memory 320 can have a
`distributed architecture, where various components are situ
`ated remote from one another, but can be accessed by the
`processor 310.
`0042. The software in memory 320 may include one or
`more separate programs, each of which comprises an
`ordered listing of executable instructions for implementing
`logical functions in addition to identified locations for data
`storage. In the example of FIG. 3, the software in the
`memory 320 includes operating system 322, game engine
`323 and registration engine 324. The operating system 322
`essentially controls the execution of other programs. Such as
`game engine 323 and registration engine 324 and provides
`scheduling, input-output control, file and data management,
`memory management, and communication control and
`related services.
`0.043
`Registration engine 324 includes logic configured
`to complete the necessary steps to identify a desired game,
`initiate game instance 112, generate, associate and commu
`nicate unique identifier 115 with the game instance 112. In
`addition, registration engine 324 includes logic configured
`to generate one or more invitations, identify and associate
`players that communicate unique identifier 115 with game
`instance 112 and establish appropriate game content links.
`Moreover, registration engine 324 includes logic configured
`to work in conjunction with information in device interface
`store 325 to map and communicate the assignment of
`appropriate elements of a player's respective wireless com
`munication device interface with game commands. Player
`information generated as a result of the execution of logic
`within registration engine 324 may be collected and stored
`within player interface data 200.
`0044 Game engine 323 includes logic for recei