U.S. patent application number 11/335952 was filed with the patent office on 2007-07-26 for computer-based gaming groups.
This patent application is currently assigned to Microsoft Corporation. Invention is credited to Michal Bortnik, Johan Peter Hansen, Jerry Alan Johnson, Boyd Cannon Multerer, Patrick W. O'Kelley.
Application Number | 20070173324 11/335952 |
Document ID | / |
Family ID | 38286229 |
Filed Date | 2007-07-26 |
United States Patent
Application |
20070173324 |
Kind Code |
A1 |
Multerer; Boyd Cannon ; et
al. |
July 26, 2007 |
Computer-based gaming groups
Abstract
Groups are formed, in a computer-based (e.g., on-line) gaming
environment, based on social relationships between players. The
group is assigned an identity. The identity of the group is
maintained within a single game title, across multiple sessions of
a game title, and across multiple game titles. The group can
interact within the gaming environment much like an individual user
can interact. Group interaction provides a mechanism for social and
cooperative game play. Groups can play games with other groups.
Group members can play games with each other. Group statistics and
achievements can be accumulated and aggregated. Group profiles
provide information about the group, such as a list of the members
of the group. Via group profiles, a member of a group can see
information about other members of the group, such as other groups
to which they belong. Group members can send and receive
intra-group messages.
Inventors: |
Multerer; Boyd Cannon;
(Seattle, WA) ; Johnson; Jerry Alan; (Medina,
WA) ; Hansen; Johan Peter; (Redmond, WA) ;
Bortnik; Michal; (Seattle, WA) ; O'Kelley; Patrick
W.; (Seattle, WA) |
Correspondence
Address: |
WOODCOCK WASHBURN LLP (MICROSOFT CORPORATION)
CIRA CENTRE, 12TH FLOOR
2929 ARCH STREET
PHILADELPHIA
PA
19104-2891
US
|
Assignee: |
Microsoft Corporation
Redmond
WA
|
Family ID: |
38286229 |
Appl. No.: |
11/335952 |
Filed: |
January 20, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/12 20130101;
A63F 13/795 20140902; A63F 2300/5566 20130101; A63F 13/87 20140902;
A63F 2300/556 20130101; A63F 2300/5546 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for computer-based gaming group interaction, said
method comprising: forming, based on at least one social interest,
a group of computer-based game players; providing a group profile
for said group; providing a capability to interact as a group
across different games, within a computer-based gaming
environment.
2. A method in accordance with claim 1, wherein at least two of
said game players within said group have at least one common social
interest on which said group is based.
3. A method in accordance with claim 1, wherein said act of
interacting comprises at least one of playing a game, conducting
non-game activities, and transferring messages among members of
said group.
4. A method in accordance with claim 1, further comprising:
determining game performance statistics for game players of said
group; and determining game performance statistics for said group
in accordance with said determined statistics for game players of
said group.
5. A method in accordance with claim 1, wherein: said group is
managed by a service; said service is maintained on a server; and
game players within said group connect to said service over a
network via a game console.
6. A method in accordance with claim 1, wherein said group
maintains said group profile across multiple sessions of a
game.
7. A method in accordance with claim 1, wherein said group profile
is maintained across different games, said method further
comprising: providing information pertaining to a presence of
individual members of the group; and providing information
pertaining to a presence of said group as an entity.
8. A method in accordance with claim 1, further comprising
providing group specific information observable by all members of a
group.
9. A system for group interaction within a computer-based game
environment, said system comprising: a database, within said
computer-based game environment, for storing information about game
players; a service, within said computer-based game environment,
for: accessing said database; forming a group of game players based
on information stored in said database, wherein at least two of
said game players within said group have at least one common social
interest; providing a group profile for said group as a single
entity; and allowing said group to interact with other game players
not within said group, wherein groups can interact across different
games.
10. A system in accordance with claim 9, wherein: said service is
maintained on a server; and game players within said group connect
to said service over a network via a game console.
11. A system in accordance with claim 9, wherein said service:
determines game performance statistics for game players within said
group; and determines game performance statistics for said group in
accordance with said determined statistics for game players within
said group.
12. A system in accordance with claim 9, wherein said service
maintains said group profile across multiple sessions of a
game.
13. A system in accordance with claim 9, wherein said service
maintains said group profile across different games.
14. A system in accordance with claim 9, wherein said group
interacts with other game players not within said group by at least
one of playing a game, conducting non-game activities, and
transferring messages among members of said group.
15. A game console comprising: memory for: storing information
about a group of game players, wherein at least two of said game
players within said group have at least one common social interest;
and storing information pertaining to a group profile for said
group as a single entity; and a processor for: accessing said
memory; and allowing game play with said group, wherein said group
can interact across different game consoles.
16. A game console in accordance with claim 15, wherein said game
console is connected to players within said group connect over a
network.
17. A game console in accordance with claim 15, wherein: said game
console receives game performance statistics for game players
within said group; and said game console receives game performance
statistics for said group in accordance with said statistics for
game players within said group.
18. A system in accordance with claim 15, wherein said group
profile is maintained across multiple sessions of a game.
19. A system in accordance with claim 15, wherein said service
group profile is maintained across different games.
20. A game console in accordance with claim 15, wherein said game
console provides interaction with other game players not within
said group by at least one of playing a game, conducting non-game
activities, and transferring messages among members of said group.
Description
COPYRIGHT NOTICE/PERMISSION
[0001] A portion of the disclosure of this patent document contains
material, which is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever. The following notice
applies to the software and data as described below and in the
drawings hereto: Copyright.COPYRGT. 2004, Microsoft Corporation,
All Rights Reserved.
TECHNICAL FIELD
[0002] The technical field generally relates to gaming and
multimedia devices, and more particularly relates to on-line
gaming.
BACKGROUND
[0003] Computer-based game players tend to participate in games as
individuals. Further, game players (gamers) tend to focus
activities around a game. For example, it is not uncommon for an
individual on-line gamer to attempt to become the best player of a
specific game title (e.g., HALO). This game player may also, as an
individual, attempt to become the best player at other game titles
(e.g., PROJECT GOTHAM RACING, PGR). This type of behavior does not
afford the gamer an opportunity to enjoy the benefits of social
interaction with other players. Further, typical on-line game
systems do not provide mechanisms to encourage social
interaction.
SUMMARY
[0004] This Summary is provided to introduce a selection of
concepts in a simplified form that are further described below in
the Detailed Description Of The Illustrative Embodiments. This
Summary is not intended to identify key features or essential
features of the claimed subject matter, nor is it intended to be
used to limit the scope of the claimed subject matter.
[0005] A group of gamers is identified in an on-line gaming
environment. The identity of the group, based on a group profile,
is maintained within a single game title, across multiple sessions
of a game title, and across multiple game titles. Groups are formed
based on social relationships between players. A computer-based
gaming system provides the ability to create a group, to delete a
group, to manage group membership, to provide message
communications between members of a group, to determine if members
of a group are present, to accumulate and aggregate achievements
and statistics pertaining to the group, to edit a group profile,
and to allow group competitions.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] The foregoing summary, as well as the following detailed
description of computer-based gaming groups, is better understood
when read in conjunction with the appended drawings. For the
purpose of illustrating computer-based gaming groups, there is
shown in the drawings exemplary constructions thereof; however,
computer-based gaming groups are not limited to the specific
methods and instrumentalities disclosed. In the drawings:
[0007] FIG. 1 is a block diagram of an exemplary computer network
environment in which aspects of computer-based gaming groups can be
implemented;
[0008] FIG. 2 is a block diagram illustrating an exemplary console
that can be incorporated into a network computing environment such
as the network computing environment of FIG. 1;
[0009] FIG. 3 is a block diagram illustrating the interaction of a
console with the remote service;
[0010] FIG. 4 illustrates sources of information that provide input
to a Gamer Profile;
[0011] FIG. 5 through FIG. 13 illustrate various graphical user
interfaces in accordance with the present invention; and
[0012] FIG. 14 is a flow diagram of an exemplary process for
computer-based gaming group creation and interaction.
DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
[0013] Groups are formed, in a computer-based (e.g., on-line)
gaming environment, and the groups are maintained across different
games and across multiple session of the same game. The groups are
based on social relationships between players. The group is
assigned an identity, and the identity of the group is maintained
within a single game title, across multiple sessions of a game
title, and across multiple game titles. The group can interact
within the gaming environment much like an individual user can
interact. Group interaction provides a mechanism for social and
cooperative game play. Groups can play games with other groups.
Group members can play games with each other. Group statistics and
achievements can be accumulated and aggregated. Group profiles
provide information about the group, such as a list of the members
of the group. Via group profiles, a member of a group can see
information about other members of the group, such as other groups
to which they belong. Group members can send and receive
intra-group messages. To facilitate an understanding of
computer-based gaming groups, a description of an exemplary gaming
environment is provided followed by a more detailed description of
computer-based gaming groups.
[0014] FIG. 1 is diagram of an exemplary computer network that
serves to illustrate aspects of group interaction in a
computer-based gaming environment. Here computers 100a-100e can
host various ones of the computing objects such as games and other
applications. Although the physical environment shows the connected
devices as computers, such illustration is merely exemplary and can
comprise various digital devices such as PDAs, game consoles, etc.
Moreover, communications network 160 can itself comprise a number
of computers, servers and network devices such as routers and the
like.
[0015] There is a variety of systems, components, and network
configurations that support distributed computing environments. For
example, computing systems can be connected together by wireline or
wireless systems, by local networks or widely distributed networks.
Currently, many of the networks are coupled to the Internet, which
provides the infrastructure for widely distributed computing and
encompasses many different networks. Aspects of computer-based
gaming groups can be usable to distribute computer-readable
instructions, code fragments, applications and the like to various
distributed computing devices.
[0016] The network infrastructure enables a host of network
topologies such as client/server, peer-to-peer, or hybrid
architectures. The "client" is a member of a class or group that
uses the services of another class or group to which it is not
related. Thus, in computing, a client is a process (i.e., roughly a
set of instructions or tasks) that requests a service provided by
another program. The client process utilizes the requested service
without having to "know" any working details about the other
program or the service itself. In a client/server architecture,
particularly a networked system, a client is usually a computer
that accesses shared network resources provided by another computer
(i.e., a server). A server is typically a remote computer system
accessible over a remote network such as the Internet. The client
process can be active in a first computer system, and the server
process can be active in a second computer system, communicating
with one another over a communications medium, thus providing
distributed finctionality and allowing multiple clients to take
advantage of the information-gathering capabilities of the
server.
[0017] Clients and servers communicate with one another utilizing
the functionality provided by a protocol layer. For example,
Hypertext-Transfer Protocol (HTTP) is a common protocol that is
used in conjunction with the World Wide Web (WWW) or, simply, the
"Web." Typically, a computer network address such as a Uniform
Resource Locator (URL) or an Internet Protocol (IP) address is used
to identify the server or client computers to each other.
Communication among computing devices is provided over a
communications medium. In particular, the client and server can be
coupled to one another via TCP/IP connections for high-capacity
communication.
[0018] In general, the computer network can comprise both server
devices and client devices deployed in a network environment (in a
peer-to-peer environment devices can be both clients and servers).
Communications network 160 can be a LAN, WAN, intranet or the
Internet, or a combination of any of these that facilitates
communication among a number of computing devices 100a-100e.
Moreover, communication network 160 can comprise wireless,
wireline, or combination wireless and wireline connections.
Additionally, the computer network can comprise a distributed
computing environment. In such an environment a computing task can
be spread over a number of computing devices that are addressable
elements in a computer network.
[0019] According to an aspect of computer-based gaming groups,
communication network 160 can host a service 150 that is accessible
from the plurality of computers 100a-100e. The service 150 gathers
information and tracks users of computers 100a-100e to provide
computing services for all of the users of the service 150.
[0020] FIG. 2 illustrates functional components of a
multimedia/gaming console 100 that can be used as the computers
100a-100e in the network of FIG. 1. The multimedia console 100 has
a central processing unit (CPU) 101 having a level 1 cache 102, a
level 2 cache 104, and a flash ROM (Read Only Memory) 106. The
level 1 cache 102 and a level 2 cache 104 temporarily store data
and hence reduce the number of memory access cycles, thereby
improving processing speed and throughput. The CPU 101 can be
provided having more than one core, and thus, additional level 1
and level 2 caches 102 and 104. The flash ROM 106 can store
executable code that is loaded during an initial phase of a boot
process when the multimedia console 100 is powered ON.
[0021] A graphics processing unit (GPU) 108 and a video
encoder/video codec (coder/decoder) 114 form a video processing
pipeline for high speed and high resolution graphics processing.
Data is carried from the graphics processing unit 108 to the video
encoder/video codec 114 via a bus. The video processing pipeline
outputs data to an AN (audio/video) port 140 for transmission to a
television or other display. A memory controller 110 is connected
to the GPU 108 to facilitate processor access to various types of
memory 112, such as, but not limited to, a RAM (Random Access
Memory).
[0022] In an exemplary embodiment, the multimedia console 100
includes an I/O controller 120, a system management controller 122,
an audio processing unit 123, a network interface controller 124, a
first USB host controller 126, a second USB controller 128 and a
front panel I/O subassembly 130 that can be implemented on a module
118. The USB controllers 126 and 128 serve as hosts for peripheral
controllers 142(1)-142(2), a wireless adapter 148, and an external
memory device 146 (e.g., flash memory, external CD/DVD ROM drive,
removable media, etc.). The network interface 124 and/or wireless
adapter 148 provide access to a network (e.g., the Internet, home
network, etc.) and can be any of a wide variety of various wired or
wireless adapter components including an Ethernet card, a modem, a
Bluetooth module, a cable modem, and the like.
[0023] System memory 143 is provided to store application data that
is loaded during the boot process. A media drive 144 is provided
and can comprise a DVD/CD drive, hard drive, or other removable
media drive, etc. The media drive 144 can be internal or external
to the multimedia console 100. Application data can be accessed via
the media drive 144 for execution, playback, etc. by the multimedia
console 100. The media drive 144 is connected to the I/O controller
120 via a bus, such as a Serial ATA bus or other high speed
connection (e.g., IEEE 1394).
[0024] The system management controller 122 provides a variety of
service functions related to assuring availability of the
multimedia console 100. The audio processing unit 123 and an audio
codec 132 form a corresponding audio processing pipeline with high
fidelity and stereo processing. Audio data is carried between the
audio processing unit 123 and the audio codec 132 via a
communication link. The audio processing pipeline outputs data to
the AN port 140 for reproduction by an external audio player or
device having audio capabilities.
[0025] The front panel I/O subassembly 130 supports the
functionality of the power button 153 and the eject button 152, as
well as any LEDs (light emitting diodes) or other indicators
exposed on the outer surface of the multimedia console 100. A
system power supply module 136 provides power to the components of
the multimedia console 100. A fan 138 cools the circuitry within
the multimedia console 100.
[0026] The CPU 101, GPU 108, memory controller 110, and various
other components within the multimedia console 100 are
interconnected via one or more buses, including serial and parallel
buses, a memory bus, a peripheral bus, and a processor or local bus
using any of a variety of bus architectures. By way of example,
such architectures can include a Peripheral Component Interconnects
(PCI) bus, PCI-Express bus, etc.
[0027] When the multimedia console 100 is powered ON, application
data can be loaded from the system memory 143 into memory 112
and/or caches 102, 104 and executed on the CPU 101. The application
can present a graphical user interface that provides a consistent
user experience when navigating to different media types available
on the multimedia console 100. In operation, applications and/or
other media contained within the media drive 144 can be launched or
played from the media drive 144 to provide additional
functionalities to the multimedia console 100.
[0028] The multimedia console 100 can be operated as a standalone
system by simply connecting the system to a television or other
display. In this standalone mode, the multimedia console 100 allows
one or more users to interact with the system, watch movies, or
listen to music. However, with the integration of broadband
connectivity made available through the network interface 124 or
the wireless adapter 148, the multimedia console 100 can further be
operated as a participant in the larger network community as
illustrated in FIG. 1.
[0029] According to an aspect of computer-based gaming groups, when
a game is executed on console 100, it provides information to a
service 150 operating on communications network 160. The service
150 tracks the information for all of the users connected to the
service 150 to provide a rich user experience. The service 150 also
can allow players to form a group, and track information for the
group. The service 150 tracks user/group information across games,
consoles, computing devices, etc. By tracking the information for
all users/groups of the service 150, the service 150 can aggregate
statistics for all users/groups and measure game playing ability,
provide a richer user experience by providing information about
friends and/or other groups (e.g., what game they are playing and
what skill level they have attained), track user/group
achievements, and generally measure statistics for a game
aggregated over a large user community.
[0030] In order to provide a consistent data set across games, the
system contemplates a schematized, configuration driven process
where each game generates a configuration file (according to the
schema defined by the service) that defines the game data for a
particular game. Through a game configuration process, games
describe the data the game generates about each game player. By
using the configuration process, the service 150 is able to
understand the data as it flows from the game, and is be able to
integrate it in meaningful ways with the other data that the
service understands to create a rich profile of each user and/or
group of the service. The profile will follow the user wherever he
goes on the service, i.e. it is game and location independent.
[0031] For each user (alternatively referred to as a player or
gamer) and for each group, the service collects a number of pieces
of data (called Profile Data) to build the User Profile and/or
Group Profile in every game session--and even after a game session
is concluded. In general, the pieces of the service experience that
feed a profile include: [0032] 1. What the user/group says about
himself/herself/itself (including account set up and the
construction of an elaborate personal/group profile, including the
preferred social gameplay "zone"). [0033] 2. What others say about
the user/group (feedback scores and a publicly visible reputation).
[0034] 3. What the games say about the user/group (game
configuration and integration of data that comes out of game play
to compute a player's skill, among other things). [0035] 4. What
the system says about the user/group (time online, aggregates of
games played, Friends list, console behavior etc.)
[0036] The system creates a "User Profile" and a "Group Profile"
which serve as a building block for services and applications that
aim to create a social community of gamers and grow relationships
among players. The User/Group Profile is the entirety of
information (e.g., metadata) related to a specific user/group
(i.e., the game player's/group's digital identity). The User/Group
Profile is developed from a set of services that collect and expose
this information in a meaningful way to the community. The
User/Group Profile also provides for personalization such that
users and groups can customize and enhance their gaming experience.
The User/Group Profile comprises various components, including, but
not limited to, a Gamercard, game achievements, and gamer
preferences. User profiles can be used by player to help determine
group formation.
[0037] Referring to FIG. 3, there is illustrated an overview of an
exemplary architecture that can be used to implement the User
Profile and Group Profile interaction as well as user and group
interaction with the game session service. The console 100
interacts with a remote service 158 that provides services 161 such
as voice/chat, a friends list, matchmaking, content download,
roaming, feedback, tournaments, voice messaging, group formation,
and updates to gamers. The service 158 also maintains the Profiles
in a profile database 162 and configuration data 164 used by the
services 158 and games 154. The service 158 collects Profiles,
aggregates, processes information supplied by other services 158,
and fulfills real-time client requests for retrieving
Profile-related services. The Profiles in the database 162 are also
used by the games 154 to enable, among other things,
personalization and customization, group interaction, etc.
[0038] Using the console 100, the user can interact with a Guide
156. The Guide 156 provides an interface by which the user can
navigate to, and enter, various online areas and options provided
by the remote service 158. The configuration data 164 stored by the
service can be used to determine features and options provided by
the Guide 156. When the game 154 is running, a defined set of APIs
(including SetContext, SetProperty, SetAchievement, and Session
APIs for writing data about players and groups, and a number of
specialized read APIs for viewing statistics, achievements, and
other Profile data) are used to call and interact with the services
158. When requesting Profile information via the APIs, the game 154
can pass a unique identifier of a user/group. The service can
return a Gamercard (discussed below), game statistics, game
achievements, affiliations, game settings, etc. pertaining to a
user/group. Additional details of the various aspects of the
exemplary architecture are provided below.
[0039] Service 158 assists in tracking and displaying a
wide-variety of in-game statistics, such as number of kills, best
lap times, and (importantly, for calculating the skill value needed
in Matchmaking) win/loss. These statistics can be provided for a
user and/or for a group of users. All statistics are provided by
the various games that a user/group plays and provided to the
service for inclusion in a player's User Profile and/or in a
group's Group Profile. For example, a first-person shooter title
may want to define a `Kills` Property to be tracked independently
for each `Map` Context (e.g. 5 Kills on Blood Creek vs. 10 Kills on
Battle Range). Also, a group may want to define a similar `Kills`
Property. That information could be displayed as: TABLE-US-00001
"PER-MAP KILLS" Map Kills Blood Creek 5 Battle Range 10
[0040] Referring to FIG. 4, the Profile 166 represents a User
Profile or a Group Profile. The Profile 166 is created when a user
creates a profile (selected from the guide 156) and chooses
his/her/the group's unique Gamertag (a unique name), tile
(picture/avatar associated with the user or group), and other
options during an account sign-up phase. From there, a base Profile
166 is created. The Profile 166 can then be populated from several
sources. For example, the Profile 166 can include self-described
data 168 from the, Profile owner, the group administrator, and/or
members of a group. Other gamers 170 can provide feedback regarding
the Profile owner. The service 158 can track the gamer's and/or the
group's online and offline activity. In addition, the games 154 can
report the gamer's and group's statistics and game
achievements.
[0041] The owner of a Profile can edit his/her/its Profile 166
directly and control who can view each section of the Profile. The
Profile 166 can be edited via general fields (e.g., tile, country,
language, gender, greeting, etc.) and/or system settings (e.g.,
voice output, controller vibration, character name, game format,
game mode, etc.). Privacy/Opt-out Settings can be tuned for the
Profile to, e.g., restrict presence information only to friends,
allow game achievements to be visible to all, etc.
[0042] The Profile 166 can include feedback provided by other
players 170. Feedback helps others learn about a particular gamer
or group. For example, if the gamer or group uses foul language or
aggressive play in game sessions, other gamers or groups can submit
feedback to the service 158. The feedback mechanism improves user
experience by building reputations. Players and groups are
therefore anonymous, but not unknown because of the accumulated
feedback.
[0043] In another aspect of the invention, the service 158 and
games 154 track online and offline activity of gamers and groups to
provide usage statistics in the Profile 166. When a gamer and/or
group plays online, a particular game title is added to list of
games played that is made visible to others. While offline, the
game console 100 and game 154 track the gamer's/group's activity
via a mechanism for instrumenting games to collect detailed
information about a specific player's/group's in-game statistics
and accomplishments. The Profile 166 is updated during the next
connection to the service 158 to reflect the offline play. Game
achievements can be reported to the service 154 by games via the
Gamer Profile and Group Profile data mechanisms.
[0044] As noted above the Profile 166 can be used for customization
and preference setting on a global level, as well as a per game
level. Gamer and Group preferences aid games 154 in choosing
defaults for common settings such as game profile name, controller
inversion and controller vibration, etc. For example, if a gamer
likes using an inverted controller, this preference will be used
for new titles as they are played. Games 154 have access to Gamer
Profiles and Group Profiles via the database 162 and services 161.
In addition, game usage data can be mined to tune the game 154 to
the user's/group's particular preferences and game features updated
after the initial game launch.
[0045] A presence service can be included to provide information
about user's or group's whereabouts and activities. Presence
information will be available to those users and groups that the
gamer/group wishes to share it. The Gamer Profile and the Group
Profile are the primary ways to access the presence
information.
[0046] It is to be understood that the following description of
Gamer Profiles is also appropriately applicable to Group Profiles,
and the following description of Gamercards is appropriately
applicable to Groupcards. For the sake of brevity, Gamer Profiles
and Gamercards are described as illustrative embodiments. Referring
to FIG. 5 through FIG. 13, the Gamer Profile (Group Profile) can be
viewed in a number of ways and forms, and is typically displayed in
the Gamercard 172 (Groupcard). In various embodiments, a Group
Profile comprises a Groupcard. The Gamercard 172 is the visual
representation of the Gamer Profile (e.g., Profile 166 as applied
to a gamer) that is available to games on the console 100 and,
e.g., the web. The Gamercard 172 serves as a summary or snapshot of
a player's Gamer Profile (e.g., Profile 166 as applied to a gamer).
Similarly, the Groupcard serves as a summary or snapshot of a
group's Profile. Gamers can use the Gamercard to set up a
matchmaking list where gamers are added to a preferred players list
to play again in the future.
[0047] As shown in FIG. 5, the Gamercard 172 can be divided into
two regions, a base area 174 and a context-specific (or extended)
area 176. It is again emphasized that the following description
pertaining to Gamercards is also appropriately applicable to
Groupcards. The base area 174 is provided a set of Gamer Profile
information in a standard and consistent way across multiple
contexts, whereas the extended area 176 can be customized to fit a
specific context. Although the Gamercard 172 of FIG. 5 through FIG.
13 are shown in the context of the guide 156, the Gamercard 172 can
be visually separated from the rest of the screen and adopt the
background color of the screen it is displayed on. In addition, the
Gamercard 172 can be temporarily replaced by an animation while it
is being loaded for viewing.
[0048] The base area 174 can be provided in different variants
corresponding to differing contexts, while being a consistent view
within each context. For example, an online Gamercard 172 is shown
when one player is looking at another player's Gamercard 172 during
an online session. The online base area 174 includes details such
as the player's Gamertag, gamer tile, overall community rating,
gamer Cred (a points-based reward points system), gamer zone,
country, membership tier, awards, etc. An offline Gamercard 172 is
shown when a player is looking at his/her own Gamercard 172. The
offline base area 174 can include a subset of the online base area
and can further include information regarding titles played and
time played. The base area 174 of a Gamercard 172 is preferably
fixed in size, has a consistent, static layout and has a fixed
placement of all information elements, such as Tile or Gamer
Cred.
[0049] The extended area 176 can include a set of Gamercard
Actions, such as "View Profile" and "Send Feedback," etc. In an
exemplary embodiment, the extended area of the Gamercards is not
fixed in size, because it can vary based on the context. As shown
in FIG. 5 through FIG. 13 a user can scroll through the list of
other users via the guide 156 and a friends list 178. The Gamercard
for other users can be displayed as the user scrolls among his/her
friends or the user can be presented with an option to see a full
view of the Gamer Profile. The full view mode consists of different
views of the extended area 176 and can include several sections,
such as a Profile Summary, Community Feedback, Game Achievements,
Activity, and Social Network. The guide 156 can advance through the
list of friends, recent players (and summary sections for each
player), a user home page for navigating to various options and
settings, etc.
[0050] The profile summary includes information regarding number of
games played, time played, tile, greeting, etc. The community
feedback includes ratings on style, sportsmanship, language,
cooperation, etc. The game achievements section includes recent
titles, experience points (gamer Cred), time played, game-specific
stats and achievements, etc. The activity section includes Gamer
Cred earned, sessions played, total time played, active days on the
service, etc. The social network includes friends, groups,
positive/negative feedback count, etc.
[0051] In accordance with the above, FIG. 6 illustrates a list of
Recent Players in the guide 156. The Gamercard displayed, when
browsing recent players, can show the base area and an extended
area that provides information regarding recent games, feedback,
and presence of the recent players. FIG. 6 through FIG. 9
illustrate further details that can be obtained about recent
players, such as general achievements and gamer Cred (FIG. 7); game
specific achievements, gamer Cred, times/sessions played (FIG. 8);
and a date-sorted achievement display (FIG. 9).
[0052] FIG. 10 illustrates an exemplary user home page from which
the user may navigate among the various options provided by the
service 158, edit Gamercard information, change game settings, set
preferences and privacy settings, etc. Such settings and
preferences can be accessed using the exemplary user interfaces of
FIG. 11 through FIG. 13.
[0053] There can be differences, however, between how the guide
156, games 154, and players trigger Gamer Profile viewing. One
instance is a user-instantiated Gamercard. Here, if a user receives
a request from another gamer, the user can pause the game 154 and
bring up the Gamercard 172 to find out who is sending the request.
There can also be a game-instantiated Gamercard 172, where a user
can select to view the Gamercard 172, which brings up a Gamercard
system application.
[0054] It is emphasized that the user interfaces (UIs) of FIGS. 5
through FIG. 13 are provided for exemplary purposes only and are
not intended to limit computer-based gaming groups as recited in
the claims.
[0055] Computer-based gaming groups enhance both user involvement
and the quality of social interactions among users. Utilizing user
profiles, group interaction provides a mechanism for social and
cooperative game play. It is accepted that that gameplay is more
enjoyable when a user is playing with people he knows and likes.
Playing in groups and playing as a group having a group identity,
makes playing with known and liked people much easier, especially
as favorite games change over time. It is further envisioned that
computer-based gaming groups (e.g., on-line gaming) will amplify
social dimension of gamplay, meaningfully connect users to one
another, help users build shared commitment to play with each
other, smooth out the path for new users to become empowered
participants in a gaming community, and help users establish group
identities within and across games.
[0056] A group is an association of users who agree to be part of
the group. A group can comprise users across games. It is
envisioned that users having a common social interest will form
into a group. For example, siblings in a family could form a group,
high school or college buddies could form a group, members of a
bowling league or softball league could form a group, or a
combination thereof. Although, players of a particular
computer-based game can form a group, the common social interest
does not have to be game related. A group differs from a Friends
list, in that constituents of a Friends list do not necessarily
have a social interest in common. Members of a Friends list may not
even know each other or realize that both of them are on one
player's Friends list. Further, it is possible that members of a
player's Friends list may not even like each other. In contrast,
members of a group have at least one social interest in common and
realize that they all are part of the same group.
[0057] Groups can be formed (created) via a game-instantiated
system application or out of a game context. Thus, a player does
not have to be playing a game to join or leave a group. Group size
is not limited. In an exemplary embodiment, however, group size is
limited to conserve system resources. For example, group size could
be limited to ten members. When a group is formed, the group is
given a group name. The group name is assigned by a user. The
service manages the formation of the group. The service assigns the
group a Globally Unique Identifier and maintains this Globally
Unique Identifier for the group. Players can be invited to join a
group at any time. Typically, players are invited to join a group
by a player that is already a member of the group. Any invited
player can join a group.
[0058] Any member of a group can invite any other player to join a
group. In an exemplary embodiment, one member of a group is
assigned the role of group administrator. The group administrator
is given the authority to eject members from a group. Any group
member can leave a group at any time. In an exemplary embodiment,
once a member leaves a group or is ejected from a group, a new
invitation from another group member is needed to rejoin.
[0059] In an exemplary embodiment, the service automatically
assigns the creator of a group the role of group administrator. One
group member can be group administrator at any given time. A group
member can determine who the group administrator is by enumerating
the group membership. A group administrator can transfer the group
administrator role to another group member. That is, the role of
group administrator is transferable within a group. If a group
administrator transfers the role of group administrator to another
group member, that other group member is notified of the transfer
by the service via a system message. In an exemplary embodiment,
the group administration role comprises two modes: exclusive and
shared. In the exclusive group administration mode, only the group
administrator can edit group settings and/or profiles. In the
shared group administrator mode, all group members can edit group
settings and/or profiles. The group administrator mode can be
toggled between the exclusive mode and the shared mode. In an
exemplary embodiment, only the group administrator can toggle the
group administrator mode.
[0060] Unless privacy settings preclude the listing of group
members, the members of a group can be obtained via the system
and/or via a game title. Any player can see all the groups to which
another player belongs. Any group member can list all the groups in
which he/she is a member. Any game title and/or the service can
list all the groups that a player is a member of. Any group member
can list all the group members of every group in which he/she is a
member.
[0061] Members of a group can send messages to other members of the
group. A message sent to a group is distributed to all members of
the group. The UI identifies a message to a group as a message to a
group (rather than a message to a single user). Example messages
include a group recruitment message, a group inactivity warning
message, a group expiration notification message, and a group
administration transfer confirmation message.
[0062] A member of a group can review a group presence summary. The
group presence summary provides the total number of members in a
group and the total number of group members that are currently
on-line. A member of a group also can review a group presence list.
The group presence list provides more detailed information than
provided by the group presence summary. The group presence list
provides on-line and off-line information pertaining to group
members. Further, a member of a group can enumerate a group
presence summary for all groups in which he/she is a member.
[0063] FIG. 14 is an exemplary flow diagram of a process for
computer-based gaming group creation and interaction. A group is
formed at step 180. Group formation is based on a social interest.
In an exemplary embodiment, at least two members of the group have
a common social interest. Examples social interests include family
interests, work interests, sports interests, hobby interests,
belonging to non-game related club, non-game related interests, or
any appropriate social interest. The group can play games as a
group, compete as a group, and aggregate statistics as a group. As
described above, the service manages the formation of a group. Any
user can form a group. The group is assigned an identity, such as a
Globally Unique Identifier, at step 182. The group identity is
associated with the group across games and across multiple sessions
of the same game. The group can be treated as a single entity,
entitled to many of the benefits enjoyed by individual users. The
group interacts within the computer-based gaming environment at
step 184. In an exemplary embodiment, the computer-based gaming
environment is an on-line gaming environment. Group interaction can
comprise any appropriate interaction such as activities related to
group membership; group messaging; group presence; group
achievements and group statistics; group profiles; administratively
managing groups; group expiration; and group competitions, for
example.
[0064] An exemplary scenario is provided to illustrate aspects of
computer-based gaming groups. In this exemplary scenario, a player,
G-Man, has a reputation for being the ring-leader who gets his
friends together to play on-line games. When G-Man notices the
Groups page in the Guide, G-Man creates a Group of his own. G-Man
names the group H-Group. G-Man invites all his friends to join the
group. A few days later, when his seven best friends accept the
invites, G-Man schedules the first in the long series of H-Group
game nights. In the text of the message, G-Man specifies Thursday
8:00 PM to Midnight and suggests PGR3 as the starting game
title.
[0065] When 8:00 PM on Thursday rolls around, G-Man takes a peek at
his Group presence information and sees that 3 of 9 members are
on-line. G-Man invites them all into a chat.
[0066] Game after game, members of H-Group are becoming more
enthusiastic about group interaction. Arguably the best shooters of
H-Group, is D-Blue. D-Blue begins to wonder about challenging other
Groups to play. He scouts out the overall rankings for Groups to
find suitable opponents.
[0067] None of the other members of H-Group can understand why
D-Blue invited his neighbor to join H-Group. D-Blue's neighbor is
obnoxious; he doesn't like any of the games that H-Group likes to
play. Tired of his constant complaining, G-Man expels D-Blue's
neighbor from H-Group.
[0068] A few weeks later, H-Group begins to sense that a group
identity is developing. G-Man proposes that their latest Halo
trophy image represent the H-Group `in public`. In the Guide, G-Man
edits the Group Profile, adding the Tile and recording a Group
Motto.
[0069] D-Blue doesn't like the Group Motto and goes into the Group
Profile to change it himself. As a result, a brief flame war erupts
between the members of H-Group. Fed up with the situation, G-Man
takes control and flips the Group Administrative Mode from Shared
to Exclusive. From now on only G-Man can edit the Group
Profile.
[0070] The following summer, G-Man takes off to backpack in
Australia and transfers the Administrative controls to D-Blue. But,
because D-Blue feels that he is so much better than the rest of the
members of H-Group, D-Blue loses his interest in playing with
H-Group. No one else takes initiative and after 30 days of
inactivity H-Group gets a message that the group will expire in 30
days if inactivity continues.
[0071] Those of ordinary skill in the art will understand that
there are various modifications that will fall within the scope of
the appended claims. While computer-based gaming groups have been
described in connection with the illustrative embodiments of the
various Figures, it is to be understood that other similar
embodiments can be used or modifications and additions can be made
to the described embodiments for performing the same function of
computer-based gaming groups without deviating therefrom.
* * * * *