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08/23/07 - USPTO Class 463 |  8 views | #20070197293 | Prev - Next | About this Page  463 rss/xml feed  monitor keywords

System and method for alias addressing during effectuation a push-to-talk service in a multiplayer gaming environment

USPTO Application #: 20070197293
Title: System and method for alias addressing during effectuation a push-to-talk service in a multiplayer gaming environment
Abstract: A client for effectuating a push-to-talk service in a gaming environment includes a processor capable of operating a game client, where the client has an associated alias address in a gaming architecture and multimedia service address in a multimedia service architecture. The game client interacts with the gaming architecture to play an electronic game. During this interaction, the game client can then join the push-to-talk session in the multimedia service architecture, where joining the session includes sending a request to the multimedia service architecture, the request including the multimedia service address of the client. The request is routed through the gaming architecture such that the gaming architecture can modify the request to include the alias address of the client, and forward the modified request to the multimedia service architecture. The multimedia service architecture can then join the client to the push-to-talk session based upon the alias address. (end of abstract)



Agent: Alston & Bird LLP - Charlotte, NC, US
Inventors: Teemu Jalava, Thane Frivold
USPTO Applicaton #: 20070197293 - Class: 463040000 (USPTO)

Related Patent Categories: Amusement Devices: Games, Including Means For Processing Electronic Data (e.g., Computer/video Game, Etc.), With Communication Link (e.g., Television Broadcast, Etc.)

System and method for alias addressing during effectuation a push-to-talk service in a multiplayer gaming environment description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20070197293, System and method for alias addressing during effectuation a push-to-talk service in a multiplayer gaming environment.

Brief Patent Description - Full Patent Description - Patent Application Claims
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FIELD OF THE INVENTION

[0001] The present invention generally relates to systems and methods of operating a multiplayer game and, more particularly, relates to systems and methods of effectuating a push-to-talk service in a game operated by a plurality of clients.

BACKGROUND OF THE INVENTION

[0002] Electronic games have become a widespread entertainment feature and are well known in the state of the art as video games or gaming machines. To increase the fun of the game many video games offer the option to play against a computer or against other persons. Some games can be played in a one, two or more player mode, to provide virtual adventures, or to economize expensive gaming equipment. There are actually many different gaming simulations such as sports games, car races, strategy games and even war games available. The attraction of some of these games resides in the fact that the games can be played via networks such as the Internet, enabling remote users to access and play different games with or against other real and/or virtual players, while being in different rooms, homes, towns, countries or even continents.

[0003] Typically, electronic games are implemented using application-level gaming infrastructure providing, for example, login, gamer identity, game session or user searches, match-making services or the like. In this regard, by implementing such games using application-level gaming infrastructure, the games are adapted to operate on top of TCP/IP or other protocols as well as alongside other non-gaming applications, thereby ensuring that no need exists for dedicated gaming networks.

[0004] During play of electronic games, as in a number of other computing contexts, users desire to communicate with one another. Desktop computers, game consoles, workstations and other wireline computers that provide gaming applications currently allow users to communicate via e-mail, video conferencing, instant messaging (IM) and voice-over-IP (VoIP) to name a few communication applications. Mobile devices, such as mobile telephones, handheld computers, personal digital assistants (PDAs) and the like, which are increasingly also providing gaming applications, also assist in day-to-day communication. Mobile/wireless telephones have conventionally served as voice communication devices, but through technological advancements have recently proved to be effective devices for communicating data, graphics, etc. Wireless and landline technologies continue to merge into a more unified communication system, as user demand for seamless communications across different platforms increases.

[0005] Although a number of communication services are currently implemented in the game environment, it is typically desirable to improve upon existing technologies. In this regard, as a number of the current communication systems are proprietary, it would be desirable to design a communication system that draws from existing infrastructures, particularly in the context of mobile devices that are already limited in their computing power, storage space and bandwidth. It would be further desirable for such a system to permit users to have a manner of control over their contact address in implementing communication service in the gaming environment, thereby providing a manner of control over the other users capable of communicating with the client via the communication service within the gaming environment, and also outside the gaming environment.

SUMMARY OF THE INVENTION

[0006] In light of the foregoing background, exemplary embodiments of the present invention provide an improved client, network entity, method and computer program product for effectuating a push-to-talk service, such as a push-to-talk over cellular (PoC) service, in a multiplayer gaming environment. Exemplary embodiments of the present invention provide a means for a client, operating in a gaming architecture, to also operate in a multimedia service architecture to effectuate a push-to-talk session. The push-to-talk session can then be utilized by the gaming architecture to enable other clients operating in the gaming architecture to join the push-to-talk session. Exemplary embodiments of the present invention are capable of being implemented in a manner utilizing both a gaming architecture and a multimedia service architecture, without requiring integration of one architecture into the other. Further, exemplary embodiments of the present invention provide for alias address routing while operating in both the gaming architecture and multimedia service architecture to thereby provide a manner of control over the availability of a multimedia service address with which the client may be addressed in the multimedia service architecture outside the gaming environment.

[0007] According to one aspect of the present invention, a client is provided for effectuating a push-to-talk service in a gaming environment. The client includes a processor capable of operating a game client, where the client has an associated alias address in a gaming architecture and an associated multimedia service address in a multimedia service architecture. In this regard, the game client is capable of interacting with the gaming architecture to play an electronic game. During interaction with the gaming architecture, the game client is capable of receiving at least one parameter of a push-to-talk session in the multimedia service architecture. The game client is then capable of joining the push-to-talk session in the multimedia service architecture based upon the parameter(s) while the client interacts with the gaming architecture, joining the push-to-talk session including sending a request to the multimedia service architecture, where the request includes the multimedia service address of the client. The game client is capable of sending the request such that the request is routed through the gaming architecture. The gaming architecture, then, is capable of modifying the request to include the alias address of the client, and forwarding the modified request to the multimedia service architecture. The multimedia service architecture can thereafter join the client to the push-to-talk session based upon the alias address.

[0008] More particularly, the game client can be capable of receiving at least one parameter including a routing address identifying a first network entity (e.g., event server) in the gaming architecture, where the routing address can be associated with a session address identifying the push-to-talk session at a second network entity (e.g., controlling server) in the multimedia service architecture. In such instances, the game client can be capable of sending a request such that the request is routed through the first network entity identified by the routing address. Further, the game client can be capable of sending a request to a third network entity (e.g., participating server) in the multimedia service architecture, where the third network entity is capable of forwarding the request to the first network entity identified by the routing address. Irrespective of exactly how the first network entity receives the request, however, the first network entity can thereafter forward the modified request to the second network entity identified by the session address, where the second network entity can thereafter be capable of joining the client to the push-to-talk session identified by the session address.

[0009] The game client can be further capable of establishing a push-to-talk session in the multimedia service architecture before joining the push-to-talk session. In establishing the push-to-talk session, the game client can be capable of receiving at least one associated session parameter, where the session parameters include the session address. The game client can be capable of transferring at least one of the session parameters to the gaming architecture. The gaming architecture can thereafter be capable of associating the session address with the routing address and advertising the associated routing address for receipt by the client.

[0010] According to other aspects of the present invention, a network entity, method and computer program product are provided for effectuating a push-to-talk service in a gaming architecture. Exemplary embodiments of the present invention therefore provide an improved client, network entity, method and computer program product for effectuating a push-to-talk service in a gaming architecture. By operating the client within the gaming architecture to play an electronic game, and within a multimedia service architecture to participate in a push-to-talk session, exemplary embodiments of the present invention are capable of effectuating a push-to-talk service within a gaming architecture. Also, by effectuating the push-to-talk service via the client, the gaming architecture and the multimedia service architecture need not be integrated with one another, and can accordingly be maintained separate from one another. Further, by routing a request to join the push-to-talk session through the gaming architecture, the push-to-talk session can be effectuated based upon an alias address of the client, as opposed to a multimedia session address of the client. In this manner, the client can control the other clients capable of communicating with the client via the multimedia service architecture within the gaming environment, and also outside the gaming environment. As such, the client, network entity, method and computer program product of exemplary embodiments of the present invention may solve the problems identified by prior techniques and/or provide additional advantages.

BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Having thus described the invention in general terms, reference will now be made to the accompanying drawings, which are not necessarily drawn to scale, and wherein:

[0012] FIG. 1 is a block diagram of one type of terminal and system that would benefit from exemplary embodiments of the present invention;

[0013] FIG. 2 is a schematic block diagram of an entity capable of operating as a mobile station, game server, routing server, personal computer (PC) system, game console and/or PoC server, in accordance with exemplary embodiments of the present invention;

[0014] FIG. 3 is a schematic block diagram more particularly illustrating a mobile station in accordance with one embodiment of the present invention;

[0015] FIG. 4 is a schematic block diagram of various network entities of the system of FIG. 1 configured in a multiplayer gaming architecture, in accordance with one embodiment of the present invention;

[0016] FIG. 5 is a schematic block diagram of various network entities of the system of FIG. 1 configured in an IP multimedia subsystem (IMS) architecture, in accordance with one embodiment of the present invention;

[0017] FIG. 6 is a schematic block diagram of various network entities of a client operating in both a gaming architecture and an IMS architecture, in accordance with one embodiment of the present invention;

[0018] FIG. 7 is a schematic block diagram of a multi-layer protocol stack of a client operating in both a gaming architecture and an IMS architecture, in accordance with one embodiment of the present invention; and

[0019] FIGS. 8a and 8b are control flow diagrams including various steps in a method of effectuating a PoC service in a multiplayer gaming environment, in accordance with one embodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

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Brief Patent Description - Full Patent Description - Patent Application Claims

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Previous Patent Application:
Music game device, music game system, operation object, music game program, and music game method
Next Patent Application:
Communications interface for a gaming machine
Industry Class:
Amusement devices: games

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