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1. WO2010053427 - METHOD AND ARRANGEMENT FOR ENABLING GAMES IN A COMMUNICATION NETWORK

Publication Number WO/2010/053427
Publication Date 14.05.2010
International Application No. PCT/SE2009/051186
International Filing Date 19.10.2009
IPC
A63F 13/12 2006.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
12involving interaction between a plurality of game devices, e.g. transmission or distribution systems
H04L 29/06 2006.01
HELECTRICITY
04ELECTRIC COMMUNICATION TECHNIQUE
LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
29Arrangements, apparatus, circuits or systems, not covered by a single one of groups H04L1/-H04L27/136
02Communication control; Communication processing
06characterised by a protocol
H04L 29/08 2006.01
HELECTRICITY
04ELECTRIC COMMUNICATION TECHNIQUE
LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
29Arrangements, apparatus, circuits or systems, not covered by a single one of groups H04L1/-H04L27/136
02Communication control; Communication processing
06characterised by a protocol
08Transmission control procedure, e.g. data link level control procedure
CPC
A63F 13/12
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
12involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
A63F 13/31
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
31Communication aspects specific to video games, e.g. between several handheld game devices at close range
A63F 13/352
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
352involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/358
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/71
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
70Game security or game management aspects
71using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
A63F 13/792
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
70Game security or game management aspects
79involving player-related data, e.g. identities, accounts, preferences or play histories
792for payment purposes, e.g. monthly subscriptions
Applicants
  • TELEFONAKTIEBOLAGET LM ERICSSON (publ) [SE]/[SE] (AllExceptUS)
  • HJELM, Johan [SE]/[JP] (UsOnly)
  • ERIKSSON, Olle [SE]/[SE] (UsOnly)
Inventors
  • HJELM, Johan
  • ERIKSSON, Olle
Agents
  • BERGENSTRÅHLE & LINDVALL AB
Priority Data
61/111,41405.11.2008US
Publication Language English (EN)
Filing Language English (EN)
Designated States
Title
(EN) METHOD AND ARRANGEMENT FOR ENABLING GAMES IN A COMMUNICATION NETWORK
(FR) PROCÉDÉ ET AGENCEMENT PERMETTANT D’ACTIVER DES JEUX DANS UN RÉSEAU DE COMMUNICATIONS
Abstract
(EN)
A method and apparatus for enabling an electronic game provided by an external game server (202) in a public network (204) and involving multiple players. The players and a plurality of local devices (A,B,C) operated by the players in a local network (200), are registered in a gateway device (GW) connected to the local network. The gateway device then registers the players and devices in the external game server for the electronic game. During the game, the gateway device applies a local game logic and translates any game related messages and/or media communicated between the local devices and the external game server, while communicating with the local devices in the local network using a short-range communication mechanism. As a result, only the gateway device in the local network needs to communicate with the external game server (202) in the public network, which may provide reduced latency in responses to user actions.
(FR)
La présente invention concerne un procédé et un appareil permettant d’activer un jeu électronique proposé par un serveur de jeux externe (202) dans un réseau public (204) et faisant intervenir de multiples joueurs. Les joueurs et plusieurs dispositifs locaux (A, B, C) utilisés par les joueurs dans un réseau local (200) sont enregistrés dans un dispositif de passerelle (GW) connecté au réseau local. Le dispositif de passerelle enregistre ensuite les joueurs et les dispositifs dans le serveur de jeux externe pour le jeu électronique. Pendant le jeu, le dispositif de passerelle applique une logique de jeu local et translate tout message et/ou tout contenu multimédia associé au jeu communiqué entre les dispositifs locaux et le serveur de jeux externe, tout en communiquant avec les dispositifs locaux dans le réseau local à l’aide d’un mécanisme de communication à faible portée. Il en résulte que seul le dispositif de passerelle du réseau local doit communiquer avec le serveur de jeux externe (202) dans le réseau public, ce qui peut assurer une latence réduite des réponses aux actions des utilisateurs.
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