U.S. patent application number 11/631703 was filed with the patent office on 2008-07-17 for gaming device, a system for gaming and a method of controlling a game.
Invention is credited to Turo Keski-Jaskari, Antti Salo.
Application Number | 20080171599 11/631703 |
Document ID | / |
Family ID | 35784902 |
Filed Date | 2008-07-17 |
United States Patent
Application |
20080171599 |
Kind Code |
A1 |
Salo; Antti ; et
al. |
July 17, 2008 |
Gaming Device, a System For Gaming and a Method of Controlling a
Game
Abstract
A gaming device for playing a game comprising: including
detection means for detecting the occurrence of a specified event
within a game while it is being played; and control means for
changing the state of the gaming device from a first non-penalty
state to a second, penalty state in response to the detection means
detecting the occurrence of the specified event within the game and
for returning the state of the gaming device from the second,
penalty state to the first non-penalty state.
Inventors: |
Salo; Antti; (Lohja, FI)
; Keski-Jaskari; Turo; (Vantaa, FI) |
Correspondence
Address: |
HARRINGTON & SMITH, PC
4 RESEARCH DRIVE
SHELTON
CT
06484-6212
US
|
Family ID: |
35784902 |
Appl. No.: |
11/631703 |
Filed: |
July 10, 2004 |
PCT Filed: |
July 10, 2004 |
PCT NO: |
PCT/IB04/02506 |
371 Date: |
November 13, 2007 |
Current U.S.
Class: |
463/41 |
Current CPC
Class: |
A63F 2300/5513 20130101;
A63F 13/332 20140902; A63F 13/792 20140902; A63F 2300/406 20130101;
A63F 13/77 20140902; G07F 17/3244 20130101; A63F 2300/609 20130101;
H04L 67/38 20130101; G07F 17/3269 20130101; A63F 13/12
20130101 |
Class at
Publication: |
463/41 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming device for playing a game comprising: detection means
for detecting the occurrence of a specified event within a game
while it is being played; and control means for changing the state
of the gaming device from a first non-penalty state to a second,
penalty state in response to the detection means detecting the
occurrence of the specified event within the game and for returning
the state of the gaming device from the second, penalty state to
the first non-penalty state.
2. A gaming device as claimed in claim 1, wherein the control means
is operable to return the state of the gaming device from the
second, penalty state to the first non-penalty state after the
expiry of a predetermined period.
3. A gaming device as claimed in claim 1, further comprising means
for receiving an electronic token, wherein the control means is
operable to return the state of the gaming device from the second,
penalty state to the first non-penalty state in response to the
receipt of an electronic token
4. A gaming device as claimed in claim 3, wherein the means for
receiving comprises a radio transceiver and the electronic token is
received wirelessly via the radio transceiver.
5. A gaming device as claimed in claim 4, wherein the electronic
token is a message received via the radio transceiver in response
to a request message sent via the radio transceiver.
6. A gaming device as claimed in claim 5, wherein the request
message identifies the user for billing.
7. A gaming device as claimed in claim 5, further comprising a
display which is controlled by the control means, when the state of
the gaming device changes from the first non-penalty state to the
second penalty state, to present a user selectable option for
obtaining a token immediately, wherein user selection of the option
controls the gaming device to send the request message via the
radio transceiver.
8. A gaming device as claimed in claim 1, wherein the control means
is operable to present a specified task for completion by a user of
the gaming device and is operable to return the state of the gaming
device from the second, penalty state to the first non-penalty
state on the successful completion of the specified task by the
user.
9. A gaming device as claimed in claim 8, further comprising means
for receiving a specification of the task.
10. A gaming device as claimed in claim 9, wherein the means for
receiving comprises a radio transceiver and the specification of
the task is received wirelessly via the radio transceiver.
11. A gaming device as claimed in claim 10, wherein the
specification of the task is within a message received via the
radio transceiver in response to a request message sent via the
radio transceiver.
12. A gaming device as claimed in claim 11, wherein the request
message identifies the user for billing.
13. A gaming device as claimed in claim 11, further comprising a
display which is controlled by the control means, when the state of
the gaming device changes from the first non-penalty state to the
second penalty state, to present a user selectable option for
obtaining a specified task immediately, wherein user selection of
the option controls the gaming device to send the request message
via the radio transceiver.
14. A gaming device as claimed in claim 1, wherein the control
means is operable to start a timer when it changes the state of the
gaming device from the first non-penalty state to the second
penalty state and is operable to return the state of the gaming
device from the second penalty state to the first non-penalty state
when the timer exceeds a predetermined period.
15. A gaming device as claimed in claim 14, comprising a memory for
recording a value of the timer when a game session ends while in
the penalty state, wherein the control means updates the value of
the timer when a game session is started, determines whether the
updated value of the timer exceeds the predetermined period and
determines whether the state of the device is the first non-penalty
state or the second penalty state.
16. A gaming device as claimed in claim 1, wherein the second
penalty state is persistent between sessions of a current
instantiation of the game.
17. A gaming device as claimed in claim 1, wherein the second
penalty state is persistent between instantiations of the game.
18. A gaming device as claimed in any preceding claim 1, operable
to play a plurality of games wherein the second penalty state is
persistent between the plurality of games.
19. A gaming device as claimed in claim 1 wherein the game
comprises a user playing object associated with the user, wherein
during the second penalty state of the gaming device the user
playing object associated with the user of the gaming device is
disabled.
20. A gaming device as claimed in claim 1, operable to play a
plurality of games each of which comprises a user playing object,
wherein during the second penalty state of the gaming device all
user playing objects associated with the user of the gaming device
are disabled.
21. A gaming device as claimed in claim 1, wherein the game
comprises a user playing object that is associated with the user of
the gaming device and has one or more attributes, wherein during
the second penalty state of the gaming device at least one
attribute of the user playing object associated with the user in
the game is affected.
22. A gaming device as claimed in claim 1, operable to play a
plurality of games each of which comprises a user playing object
that is associated with the user of the gaming device and has one
or more attributes, wherein during the second state of the gaming
device at least one attribute of the user playing object associated
with the user in the game is affected and at least one attribute of
the user playing object associated with the user in another game is
similarly affected.
23. A gaming device as claimed in claim 1 wherein the occurrence of
the event within the game is dependent upon how a user of the
gaming device plays the game.
24. A gaming device as claimed in claim 1, wherein the game
comprises a user playing object that is associated with the user of
the game, the event within the game corresponds to an injury to the
user playing object received within the game and the predetermined
period corresponds to a healing time for the injury.
25. A gaming device as claimed in claim 1 operable as a
hand-portable mobile cellular telephone.
26. A computer program comprising computer program instructions
which when run on a computer provide a gaming device, for playing a
game, comprising: detection means for detecting the occurrence of a
specified event within a game while it is being played; and control
means for changing the state of the gaming device from a first
non-penalty state to a second, penalty state in response to the
detection means detecting the occurrence of the specified event
within the game and for returning the state of the gaming device
from the second, penalty state to the first non-penalty state.
27. A physical entity embodying the computer program as claimed in
claim 26.
28. An electromagnetic carrier signal carrying the computer program
as claimed in claim 26.
29. A system for enabling a plurality of gaming devices including a
first gaming device having a first user and a second gaming device
having a second user, to participate in a game, the system
comprising: a game server that is remotely accessed by the
plurality of gaming devices to play a game, the game server
comprising: detection means for detecting the occurrence of a
specified event within a game while it is being played by the first
user; and control means for changing the state of the game for the
first user from a first non-penalty state to a second penalty state
in response to the detection means detecting the occurrence of the
specified event and for returning the state of the game for the
first user from the second penalty state to the first non-penalty
state.
30. A system as claimed in claim 29, wherein the control means is
operable to return the state of the game for the first user from
the second, penalty state to the first non-penalty state after the
expiry of a predetermined period.
31. A system as claimed in claim 29, wherein the control means is
operable to return the state of the game for the first user from
the second, penalty state to the first non-penalty state in
response to a transaction by the first user.
32. A system as claimed in claim 31, wherein the transaction is
initiated by a message identifying the first user received
wirelessly from the first gaming device.
33. A system as claimed in claim 29, wherein the control means is
operable to present a specified task for completion by the first
user and is operable to return the state of the game for the first
user from the second, penalty state to the first non-penalty state
on the successful completion of the specified task by the first
user.
34. A system as claimed in claim 29 wherein the game is a
multi-user game that is playable simultaneously by the first and
second users, wherein the specified event within the game is a
result of the action or inaction of the first user while playing
the game.
35. A system as claimed in claim 29, wherein the game is multi-user
game that is playable simultaneously by the first and second users,
wherein the specified event within the game is a result of the
action of the second user while playing the game.
36. A system as claimed in claim 29, wherein the game comprises a
first user playing object that is associated with the first user of
the game, the event within the game corresponds to an injury to the
first user playing object received within the game and the
predetermined period corresponds to a healing time for the
injury.
37. A system as claimed in claim 29, wherein the second penalty
state of the game for the first user is persistent, for the first
user, between sessions of a current instantiation of the game.
38. A system as claimed in claim 29, wherein the second penalty
state of the game for the first user is persistent, for the first
user, between instantiations of the game.
39. A system as claimed in claim 29, wherein the game comprises a
first user playing object associated with the first user, wherein
during the second penalty state of the game for the first user, the
first user playing object is disabled.
40. A system as claimed in claim 29, wherein the game comprises a
first user playing object that is associated with the first user of
the gaming device and has one or more attributes, wherein during
the second penalty state of the game for the first user, at least
one attribute of the first user playing object is affected.
41. A system as claimed in claim 29, wherein the detection means is
additionally operable to detect the occurrence of a specified
event, relating to the second user, within the game while it is
being played by the second user; and the control means is operable
to change the state of the game for the second user from a first
non-penalty state to a second penalty state in response to the
detection means detecting the occurrence of the specified event,
relating to the second user, and for returning the state of the
game for the second user from the second penalty state to the first
non-penalty state after one of: the expiry of a predetermined
period; the receipt of an electronic token at the input means
during the predetermined period; completion of a specified task by
the second user.
42. A system as claimed in claim 29, wherein at least one of the
gaming device is a hand-portable mobile cellular telephone.
43. A game server that is remotely accessed by a plurality of users
playing a game, the game server comprising: detection means for
detecting while the game is being played the occurrence of a
specified event in the game and the user(s) associated with that
event; and control means for changing the state of the game for the
associated user(s) only from a first non-penalty state to a second
penalty state in response to the detection means detecting the
occurrence of the specified event and the user(s) associated with
the event and for returning the state of the game for an associated
user from the second penalty state to the first non-penalty state
when the associated user completes a transaction.
44. A game server as claimed in claim 43, wherein the transaction
is a financial transaction.
45. A game server as claimed in claim 43, wherein the control means
is operable to return the state of the game for the user(s) from
the second, penalty state to the first non-penalty state after the
expiry of a predetermined period.
46. A game server as claimed in claim 43, wherein the control means
is operable to return the state of the game for a first user from
the second, penalty state to the first non-penalty state in
response to a transaction by the first user.
47. A game server as claimed in claim 43, wherein the control means
is operable to present a specified task for completion by a first
one of the user(s) and is operable return the state of the game for
the first one of the user(s) from the second, penalty state to the
first non-penalty state on the successful completion of the
specified task by the first one of the user(s).
48. A computer program comprising computer program instructions
which when run on a computer provides a game server comprising:
detection means for detecting, while the game is being played, an
occurrence of a specified event in the game and the user(s)
associated with that event; and control means for changing the
state of the game for only the associated user(s) from a first
non-penalty state to a second penalty state in response to the
detection means detecting the occurrence of the specified event and
the user(s) associated with the event and for returning the state
of the game for an associated user from the second penalty state to
the first non-penalty state when the associated user completes a
transaction.
49. A physical entity embodying the computer program as claimed in
claim 48.
50. A client device for accessing a remote server to play a game,
the client device comprising: a user interface for providing, in
response to the server changing the state of the game for the user
from a first non-penalty state to a second penalty state, a
user-selectable option for completing a transaction with the server
that changes the state of the game for the user from the second
penalty state to the first non-penalty state.
51. A computer program comprising computer program instructions
which when run on a computer provides a client device for accessing
a remote server to play a game, the client device comprising: a
user interface for providing in response to the server changing the
state of the game for the user from a first non-penalty state to a
second penalty state, a user-selectable option for completing a
transaction with the server that changes the state of the game for
the user from the second penalty state to the first non-penalty
state.
52. A physical entity embodying the computer program as claimed in
claim 51.
53. A method of controlling a game comprising: detecting the
occurrence of a specified event within a game while it is being
played by a user; changing the state of the game for the user from
a first non-penalty state to a second, penalty state in response to
detecting the occurrence of the specified event; and returning the
state of the game for the user from the second, penalty state to
the first non-penalty state
54. A method as claimed in claim 53, wherein the step of returning
the state of the game for the first user to the first non-penalty
state occurs after the expiry of a predetermined period.
55. A method as claimed in claim 53, wherein the step of returning
the state of the game for the first user to the first non-penalty
state occurs in response to a transaction by the first user.
56. A method as claimed in claim 53, wherein the step of returning
the state of the game for the first user to the first non-penalty
state occurs on the successful completion of a specified task by
the first user.
57. A computer program comprising computer program instructions
which when run on a computer provides a method for: detecting the
occurrence of a specified event within a game while it is being
played by a user; changing the state of the game for the user from
a first non-penalty state to a second, penalty state in response to
detecting the occurrence of the specified event; and returning the
state of the game for the user from the second, penalty state to
the first non-penalty state.
58. A method of obtaining a revenue stream from a game comprising:
transacting with a remote device, used by a first user to play a
game, to change the state of the game for the first user from a
second penalty state to a first non-penalty state.
59. A method as claimed in claim 58, wherein the transacting
involves a financial transaction.
60. A method as claimed in claim 58, wherein the transacting
involves the sending of a message, from the remote device, that
incurs a charge.
Description
FIELD OF THE INVENTION
[0001] Embodiments of the invention relate to a gaming device, a
system for gaming and a method of controlling a game. In
particular, they relate to a gaming device, a system for gaming and
a method of controlling a game in the field of mobile cellular
telecommunications.
BACKGROUND TO THE INVENTION
[0002] It is now common for mobile cellular telephones to have
games that are embedded in the system software. These games are
bundled with the mobile telephone when it is sold.
[0003] It has recently become possible to download games to a
mobile cellular telephone over the air (or by any other means).
This allows a mobile cellular telephone to be reprogrammed with a
new game.
[0004] The downloading of games over the air allows a user of a
mobile telephone to customize his or her mobile telephone so that
it has his or her favorite games.
[0005] It is now also possible to play multi-user games via a
mobile cellular telephone. A user of a mobile telephone may for
example, log onto a remote server to play the game with other
people who have logged on either through their own mobile
telephones or, for example, via the Internet. Another user of a
mobile telephone may, for example, form a local ad-hoc network with
other local wireless gaming devices, using for example BLUETOOTH
technology.
[0006] There may be a significant investment in developing new
games. The normal business model by which a game developer recoups
the investment made is by selling each game for a price that
includes a profit margin. A disadvantage of this business model is
that the initial purchase price for a game may be high.
[0007] Another more recent business model that is applicable to the
mobile cellular telephone industry is shareware. Shareware
generally operates on the principal that a working version of the
game can be obtained for free and can be distributed to others
without restriction. The game developers may recoup their
investment by generating an income stream from the game while it is
being used as opposed to when it is first distributed. They may,
for example, sell add-ons to the game or block certain features in
the game and then sell versions of the game without the blocks.
[0008] It would be desirable to provide a gaming system that uses
an alternative mechanism to generate an income stream while it is
played.
BRIEF DESCRIPTION OF THE INVENTION
[0009] According to one embodiment of the invention there is
provided a gaming device for playing a game comprising: detection
means for detecting the occurrence of a specified event within a
game while it is being played; and control means for changing the
state of the gaming device from a first non-penalty state to a
second, penalty state in response to the detection means detecting
the occurrence of the specified event within the game and for
returning the state of the gaming device from the second, penalty
state to the first non-penalty state.
[0010] According to another embodiment of the invention there is
provided a computer program comprising computer program
instructions which when run on a computer provide a gaming device,
for playing a game, comprising: detection means for detecting the
occurrence of a specified event within a game while it is being
played; and control means for changing the state of the gaming
device from a first non-penalty state to a second, penalty state in
response to the detection means detecting the occurrence of the
specified event within the game and for returning the state of the
gaming device from the second, penalty state to the first
non-penalty state .
[0011] According to another embodiment of the invention there is
provided a system for enabling a plurality of gaming devices
including a first gaming device having a first user and a second
gaming device having a second user, to participate in a game, the
system comprising: a game server that is remotely accessed by the
plurality of gaming devices to play a game, the game server
comprising: detection means for detecting the occurrence of a
specified event within a game while it is being played by the first
user; and control means for changing the state of the game for the
first user from a first non-penalty state to a second penalty state
in response to the detection means detecting the occurrence of the
specified event and for returning the state of the game for the
first user from the second penalty state to the first non-penalty
state.
[0012] According to another embodiment of the invention there is
provided a game server that is remotely accessed by a plurality of
users playing a game, the game server comprising: detection means
for detecting while the game is being played the occurrence of a
specified event in the game and the user(s) associated with that
event; and control means for changing the state of the game for the
associated user(s) only from a first non-penalty state to a second
penalty state in response to the detection means detecting the
occurrence of the specified event and the user(s) associated with
the event and for returning the state of the game for an associated
user from the second penalty state to the first non-penalty state
when the associated user completes a transaction.
[0013] According to another embodiment of the invention there is
provided a computer program comprising computer program
instructions which when run on a computer provides a game server
comprising: detection means for detecting, while the game is being
played, an occurrence of a specified event in the game and the
user(s) associated with that event; and control means for changing
the state of the game for only the associated user(s) from a first
non-penalty state to a second penalty state in response to the
detection means detecting the occurrence of the specified event and
the user(s) associated with the event and for returning the state
of the game for an associated user from the second penalty state to
the first non-penalty state when the associated user completes a
transaction.
[0014] According to another embodiment of the invention there is
provided a client device for accessing a remote server to play a
game, the client device comprising: a user interface for providing
in response to the server changing the state of the game for the
user from a first non-penalty state to a second penalty state, a
user-selectable option for completing a transaction with the server
that changes the state of the game for the user from the second
penalty state to the first non- penalty state.
[0015] According to another embodiment of the invention there is
provided a computer program comprising computer program
instructions which when run on a computer provides a client device
for accessing a remote server to play a game, the client device
comprising: a user interface for providing in response to the
server changing the state of the game for the user from a first
non-penalty state to a second penalty state, a user-selectable
option for completing a transaction with the server that changes
the state of the game for the user from the second penalty state to
the first non-penalty state.
[0016] According to another embodiment of the invention there is
provided a method of controlling a game comprising: detecting the
occurrence of a specified event within a game while it is being
played by a user; changing the state of the game for the user from
a first non-penalty state to a second, penalty state in response to
detecting the occurrence of the specified event; and returning the
state of the game for the user from the second, penalty state to
the first non-penalty state
[0017] According to another embodiment of the invention there is
provided a computer program comprising computer program
instructions which when run on a computer provides a method for:
detecting the occurrence of a specified event within a game while
it is being played by a first user; changing the state of the game
for the first user from a first non-penalty state to a second,
penalty state in response to detecting the occurrence of the
specified event; and returning the state of the game for the user
from the second, penalty state to the first non-penalty state
[0018] According to another embodiment of the invention there is
provided a method of obtaining a revenue stream from a game
comprising: transacting with a remote device, used by a first user
to play a game, to change the state of the game for the first user
from a second penalty state to a first non-penalty state.
BRIEF DESCRIPTION OF THE DRAWINGS
[0019] For a better understanding of the present invention
reference will now be made by way of example only to the
accompanying drawings in which:
[0020] FIG. 1 illustrates a hand-portable electronic device
operable as a gaming device;
[0021] FIG. 2 illustrates a process for controlling the
functionality of a game;
[0022] FIG. 3 illustrates a system in which gaming devices use a
remote server to play a game; and
[0023] FIG. 4 illustrates a transaction, initiated by a user of the
remote device, for changing the state of a game for the first user
from a second penalty state to a first non-penalty state.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[0024] FIG. 1 illustrates a gaming device 10 for playing a game
comprising: detection means 12 for detecting the occurrence of a
specified event within a game while it is being played; and control
means 12 for changing the state of the gaming device 10 from a
first non-penalty state to a second, penalty state in response to
the detection means 12 detecting the occurrence of the specified
event within the game and for returning the state of the gaming
device 10 from the second, penalty state to the first non-penalty
state.
[0025] In more detail, FIG. 1 illustrates a hand-portable
electronic device 10 comprising: a processor 12, a display 14, a
memory 16, a user input device 18 and an audio output device 20.
The illustrated hand-portable electronic device 10 in this example
is a mobile cellular telephone and further comprises an audio input
device 22 and a cellular radio transceiver 24.
[0026] The processor 12 is connected in two-way communication with
the memory 16 and with the radio cellular transceiver 24. It is
also connected to provide command signals to the display 14 and the
audio output device 20 and to receive input signals from the user
input device 18 and the audio input device 22. It should be
appreciated that the electronic device 10 may comprise further
functional elements and that the processor 12 may be comprised of a
plurality of processor units.
[0027] The memory 16 stores computer program instructions that
control the operation of the electronic device 10 when loaded into
the processor 12. The memory 16 may be any suitable type of memory,
for example, it may be an extended memory chip. The memory 16
includes computer program instructions for a game, which when
loaded into the processor 12 enable a user to interact with the
device 10 and play the game. As a consequence, the device 10 may be
referred to as a gaming device. The user may interact with the
device via the display 14 and user input device 18 and, optionally,
the audio output device 20.
[0028] The computer program instructions may arrive at the device
10 via an electromagnetic carrier signal 11 or be copied from a
physical entity 13 such as a computer program product, a memory
device or a record medium such as a CD-ROM or DVD.
[0029] The gaming device 10 enables a user to play any suitable
type of game for which computer program instructions are stored in
the memory 16. Examples of games include first person perspective
games, role playing games, board games and arcade games.
[0030] In embodiments of the invention, the gaming device 10 enters
a penalty state if a specified event occurs within a game. The user
of the gaming device 10 can exit the penalty state either by
waiting until a time-out period has expired or by buying a token
which cancels the penalty state or by completing a specified task
in the game.
[0031] For example, if the game is a snowboarding game, then when a
user's game character takes' a tumble and is injured, the user is
prevented from playing the game until the injury has healed or
until the user pays a fee or until the user completes a specified
task. In this example, the event is the tumble and the penalty
state of the device prevents the user playing the game for a
certain period.
[0032] Another example is a competitive game, where one user
competes against another. In this example, the electronic device 10
may have a Low Power Radio Frequency transceiver (e.g. as BLUETOOTH
transceiver), for forming an ad-hoc wireless network with another
device to play a multi-user game. When a user's game character
loses a competition that character loses, for example, a weapon to
the competing user's game character. However, the user is then able
to purchase a new replacement weapon. In this example, the event is
losing the competition and the penalty state of the device is one
in which the user's game character is without that weapon.
[0033] The inventive process is further described with reference to
FIG. 2. The game has an associated data structure 17 stored in the
memory 16. This data structure is in the form of a table that
specifies a plurality of events that can occur within the game and
associates, with each of those events, a penalty state. When a
penalty state becomes the state of the gaming device, it effects
how a user of the gaming device 10 participates in the game.
Typically, when the gaming device is in a penalty state the user's
character in the game is handicapped or disadvantaged or the game
play is diminished in some way or the user's participation in the
game is limited in some aspect. The specified events are
non-temporal in the sense that an event does not merely correspond
to the expiry of a timer limiting the amount of game play and are
generally, at least partially, under the control of the user of the
gaming device 10. That is the likelihood of a particular event
occurring within the game is at least partially dependent upon how
the user of the gaming device 10 plays the game. In a multi-user
game, the likelihood of a particular event occurring within the
game may also be at least partially dependent upon how another user
in the game plays the game. The user may therefore, with skill,
improve the chances of avoiding an event that results in a penalty
state.
[0034] During the playing of a game, the gaming device 10 at step
30 operates to detect the occurrence of an event specified by the
data structure 17. When the occurrence of a specified event is
detected the process moves to step 32, where the gaming device 10
uses the data structure 17 to determine the penalty state
associated with the detected event. Then at step 34, the gaming
device 10 changes its state to the determined penalty state. The
gaming device 10 immediately starts a timer at step 36 and
presents, at step 38, a transaction option to the user for
disabling the penalty state. In the illustrated example, the option
involves the purchase of a token, however, in other implementations
it may involve the completion of a specified task. Typically this
transaction option will be displayed in the display 14. The process
then enters a loop 39. The loop 39 may be exited at step 40 when
the timer reaches a threshold value. This threshold value may be
dependent upon the current penalty state and may be stored as a
value associated with the current penalty state in the data
structure 17. The loop 39 may also be exited if a token is received
by the gaming device or the specified task is completed at step 42.
When the loop 39 is exited, the gaming device 10 changes its state
back to its normal state at step 44. The user of the gaming device
10 may thus exit the loop 39 at any time by purchasing a token or
completing the specified task. When such a token is received or the
specified task is completed at the gaming device 10, the loop 39 is
exited at step 42 and the state of the gaming device reverts from
the penalty state to the normal state.
[0035] Although the penalty state is a state of the device in this
embodiment, it may also be described as a state of the game. FIG. 4
illustrates a transaction, initiated by a user of the remote device
10 by accepting the transaction option. The transaction changes the
state of the game from a penalty state to a non-penalty state.
[0036] The transaction option for disabling the penalty state may
be the same for all penalty states, for example, it may require the
purchase of a token (which may be the same for all penalty states
or dependent upon the type of penalty state) or the completion of a
task (which may be the same for all penalty states or dependent
upon the penalty state).
[0037] The token may, for example, be an electronic token. One type
of electronic token is a code sequence that is input via the user
input device 18 but a preferred electronic token is a message
received via the radio transceiver 24.
[0038] If the transaction option for disabling the penalty state is
the purchase of an electronic token, then the user is presented
with an option for purchasing an electronic token. If the user
accepts this option a transaction message 101 is sent to a remote
authorization server 50 using the radio transceiver 24. Typically,
this transaction message 101 is dependant upon the current penalty
state of the gaming device 10 and includes an identification of the
user of the gaming device 10. When the transaction message 101 is
received at the authorization server, the server issues a token to
the gaming device by sending to the gaming device 10 a response
message 102 that authorizes the deactivation of the current penalty
state of the gaming device 10. The authorization server 50 also
uses the identification information of the user to charge the user
for issuing the token. The charge 103 made for a token may vary and
may depend upon the particular penalty state it deactivates. The
token will typically have a security feature that prevents its
reuse. This may include a time stamp which limits its use to a
particular period of time or a mechanism that allows it only to be
used once. The messages 101, 102 exchanged between the gaming
device 10 and the server may be SMS messages.
[0039] If the transaction option for disabling the penalty state is
the completion of an extra specified task, then a transaction
message 101 is sent to a remote authorization server using the
radio transceiver 24. Typically, this transaction message 101 is
dependant upon the current penalty state of the gaming device 10
and includes an identification of the user of the gaming device 10.
When the transaction message 101 is received at the authorization
server, the server issues a specified task to the gaming device by
sending to the gaming device 10 a response message 102 that either
specifies the task or identifies the specified task. The
authorization server may also use the identification information of
the user to charge the user for issuing the specified task. The
charge 103 made for a task may vary and may dependent upon the
particular penalty state it deactivates. The messages 101, 102
exchanged between the gaming device 10 and the server may be SMS
messages. The specified task may, for example, involve a test of
skill or knowledge. In one implementation, the specified task
involves answering one or more questions, provided by the server,
correctly. As an example, if a game character is injured the
specified task may involve answering a series of medical questions.
This advantageously enables the introduction of educational
material into the game.
[0040] A revenue stream from a game can thus be obtained by
transacting with a remote gaming device, used by a first user to
play a game, to change the state of the game for the first user
from a penalty state to a non-penalty state.
[0041] Typically a game comprises one or more "user playing
objects". A "user playing object" is an object that is apparent to
the users of the game and which participates in the game play in a
manner controlled by a particular user. It could for example be a
character in a role playing. Each user playing object may have one
or more attributes. An "attribute" is a characteristic of a playing
object that affects its participation in a game.
[0042] It should be appreciated, that each different event
specified in the data structure 17 may have a different associated
penalty state. The gaming device 10 may therefore enter any one of
a plurality of penalty states. One type of penalty state disables a
user playing object in the game. Another possible type of penalty
state disables all user playing objects associated with the current
user in this and other games. A further possible type of penalty
state affects one or more attributes of a user playing object
associated with the user in the current game. A further possible
type of penalty state affects one or more attributes of a user
playing object associated with the user in this game and one or
more corresponding attributes of the user playing object associated
with the user in at least another game.
[0043] Thus a penalty state may be limited to the current game or
may have persistence through a number of different games. The
penalty state may prevent a user playing a game or may limit the
way in which a user plays a game.
[0044] It is possible to pause game playing in some games. For such
a game, a game instantiation starts at the beginning of a game and
ends when the game concludes and a session is a period during which
a game is played until a pause or a conclusion.
[0045] One type of penalty state may be limited to a session in
which the detected event occurs. In this case the penalty state
does not have persistence. Another type of penalty state may be
limited to a particular game instantiation during which the
detected event occurs. In this case the penalty state will have
persistence through the sessions of the current instantiation but
will not have persistence between instantiations. Another type of
penalty state may have persistence between instantiations of the
game. This persistence in time may be achieved by storing when a
gaming session ends the timer value, a real time clock value at
that time and information identifying the current penalty state.
Then, when a new session is initiated, the prior penalty state is
identified from the stored information and recorded real clock time
value is subtracted from the current real clock time value and the
difference is added to the recorded timer value to obtain a current
timer value. The current timer value is then compared with the
relevant threshold associated with the prior penalty state as in
step 40 of FIG. 2. If the threshold is exceeded, the state of the
gaming device is set to the normal state, but if the threshold is
not exceeded, the state of the device is set to the prior penalty
state.
[0046] FIG. 3 illustrates a system 100 for enabling a plurality of
gaming devices 10A, 10B including a first gaming device 10A having
a first user and a second gaming device 10B having a second user,
to participate in a game, the system comprising: a game server 50
that is remotely accessed by the plurality of gaming devices 10A,
10B to play a game, the game server 50 comprising: detection means
52 for detecting the occurrence of a specified event within a game
while it is being played by the first user; and control means 52
for changing the state of the game for the first user from a first
non-penalty state to a second penalty state in response to the
detection means detecting the occurrence of the specified event and
for returning the state of the game for the first user from the
second penalty state to the first non-penalty state.
[0047] In more detail, FIG. 3 illustrates a further implementation
of the invention, in which remote gaming devices 10A and 10B are
operable to play a game on the gaming server 50 by communicating
via the network 60, e.g. cellular mobile telephone network or broad
based network such as Internet. The gaming server may enable each
of the gaming devices 10A and 10B to play, as clients to the gaming
server 50, different games or different instantiations of the same
game. The gaming server may also enable a multi-user game in which
both the gaming devices 10A and 10B participate concurrently in the
same game. In this implementation, the gaming server 50 performs
the penalty process illustrated in FIG. 2. However, the process
does not affect the state of the server 50 but affects the
interaction of the server 50 with a particular gaming device
10.
[0048] The server 50 comprises a processor 52 and a memory 54 that
stores a data structure 17 for the game that is currently being
played remotely via the gaming device 10a. The memory 54 stores
computer program instructions that control the operation of the
server 50 when loaded into the processor 52. The memory 54 may be
any suitable type of memory. The memory 54 includes computer
program instructions for one or more games, which when loaded into
the processor 52 enable multiple users to interact with the server
50 and play the game(s). The computer program instructions may
arrive at the server 50 via an electromagnetic carrier signal 51 or
be copied from a physical entity 53 such as a computer program
product, a memory device or a record medium such as a CD-ROM or
DVD.
[0049] The server 50, as illustrated in FIG. 2, detects an event
specified by the data structure 17 in a game played using device
10A at step 30. The server 50, at step 32, determines the penalty
state associated with the detected event in the data structure 17.
Then, the server 50 changes the manner in which it interacts with
the gaming device 10A at step 34. The penalty state in this
circumstance is not a penalty state of the server 50 but it is a
virtual penalty state associated with the gaming device 10A or its
user. Typically, the server 50 will store a status flag against an
identification of the gaming device 10A (or its user) that
indicates the virtual state of the gaming device. Normally, the
status flag would indicate a normal state, but at step 34 the flag
is changed to indicate the determined penalty state. The server
uses the value of the status flag to affect how a user of the
gaming device participates in the game provided by the gaming
server 50. As described above, if the gaming device 10A is in a
virtual penalty state then its user's character in the game is
handicapped or disadvantaged or the game play is diminished in some
way or the user's participation in the game is limited in some
aspect.
[0050] When the virtual state of the gaming device 10A is changed
to a penalty state at step 34, a timer in the server 50 is started
at step 36 and the server 50 controls the gaming device 10 to
present a transaction option to the user for disabling the penalty
state. In the illustrated example, the option involves the purchase
of a token, however, in other implementations it may involve the
completion of a specified task.
[0051] The client gaming device 10 comprises a user interface 14
for providing, in response to the server 50 changing the state of
the game for the user from a first non-penalty state to a second
penalty state, a user-selectable transaction option for completing
a transaction with the server that changes the state of the game
for the user from the second penalty state to the first non-penalty
state.
[0052] The process in the server then enters the loop 39. The loop
is exited if the timer exceeds a threshold. This threshold value
may be dependent upon the current penalty state and may be stored
as a value associated with the current penalty state in the data
structure 17. The loop 39 may also be exited if a token is received
by the gaming device 10A or the specified task is completed in the
game at step 42. When the loop 39 is exited at the server 50, the
status flag associated with the gaming device 10A is reset to
indicate a normal state for the gaming device 10A.
[0053] FIG. 4 illustrates a transaction, initiated by a user of the
remote device by accepting the transaction option. The transaction
changes the state of the game from a penalty state to a non-penalty
state.
[0054] If the transaction option for disabling the penalty state is
the purchase of an electronic token, then the server controls the
client gaming device 10A to present a transaction option for
purchasing an electronic token. If the user accepts this
transaction option a transaction message 101 identifying the user
is sent to a remote authorization server 50 using the radio
transceiver 24. When the transaction message 101 is received at the
authorization server 50, the server issues a token to the server 50
that authorizes the deactivation of the current penalty state of
the user of gaming device 10A. In the example illustrated, the
authorization server and the gaming server 50 are the same device.
However, in other implementations they may be different devices.
The authorization server also uses the identification information
of the user to charge the user for issuing the token. The charge
103 made for a token may vary and may dependent upon the particular
penalty state it deactivates.
[0055] If the transaction option for disabling the penalty state is
the completion of an extra specified task, then a transaction
message 101 is sent to a remote authorization server 50 using the
radio transceiver 24. Typically, this transaction message 101 is
dependant upon the current penalty state and includes an
identification of the user of the gaming device 10. When the
transaction message 101 is received at the authorization server 50,
the server issues a specified task to the gaming device by sending
to the gaming device 10 a message 102 that either specifies the
task or identifies the specified task. The server may also use the
identification information of the user to charge the user for
issuing the specified task. The charge 103 made for a task may vary
and may dependent upon the particular penalty state it deactivates.
The messages 101, 102 exchanged between the gaming device 10 and
the server 50 may be SMS messages. The specified task may, for
example, involve a test of skill or knowledge. In one
implementation, the specified task involves answering one or more
questions, provided by the server, correctly. As an example, if a
game character is injured the specified task may involve answering
a series of medical questions. This advantageously enables the
introduction of educational material into the game.
[0056] A revenue stream from a game can thus be obtained by
transacting with a remote gaming device, used by a user to play a
game, to change the state of the game for the user from a penalty
state to a non-penalty state.
[0057] As described previously, the multi-user game may comprise
one or more "user playing objects" and each user playing object may
have one or more attributes. Each different event specified in the
data structure 17 may have a different associated penalty state. A
penalty state may disable a user playing object in the game.
Another possible type of penalty state may disable all user playing
objects associated with the current user in this and other games. A
further possible type of penalty state affects one or more
attributes of a user playing object associated with the user in the
current game. A further possible type of penalty state affects one
or more attributes of a user playing object associated with the
user in this game and one or more corresponding attributes of the
user playing object associated with the user in at least another
game. Thus a penalty state may be limited to the current game or
may have persistence through a number of different games. The
penalty state may prevent a user playing a game or may limit the
way in which a user plays a game. A penalty state may or may not
have persistence between sessions and/or game instantiations. This
persistence in time may be achieved by storing when a gaming
session ends the timer value, a real time clock value at that time
and information identifying the current penalty state. Then, when a
new session is initiated, the prior penalty state is identified
from the stored information and recorded real clock time value is
subtracted from the current real clock time value and the
difference is added to the recorded timer value to obtain a current
timer value. The current timer value is then compared with the
relevant threshold associated with the prior penalty state as in
step 40 of FIG. 2. If the threshold is exceeded, the state of the
gaming device is set to the normal state, but if the threshold is
not exceeded, the state of the device is set to the prior penalty
state.
[0058] Although embodiments of the present invention have been
described in the preceding paragraphs with reference to various
examples, it should be appreciated that modifications to the
examples given can be made without departing from the scope of the
invention as claimed.
* * * * *