Games with inserted function of instant message transfer
Abstract
FIELD: physics; computer facilities. SUBSTANCE: systems and ways of instant message transfer are offered. Systems and ways allow users to play competitive and cooperative games, using the client application of instant message transfer. The client application can create the screen map of user interface which includes area of instant message transfer or a window for an exchange of instant messages and game area or a window for game participants. EFFECT: increase of gaming convenience. 29 cl, 11 dwg
Term
Term ended
Expired 8 April 2024, 2.5 years ago.
- Priority
- Filed
- Granted
- Expired
- Today
29 claims: 2 independent, 27 dependent
- 1Система мгновенной передачи сообщений, содержащая:по меньшей мере, два узла в компьютерной сети, в которой каждый включает в себя клиентское приложение, имеющее пользовательский интерфейс;среду передачи, подсоединенную, по меньшей мере, к упомянутым двум узлам, чтобы позволить клиентским приложениям посылать и принимать мгновенные сообщения и игры;по меньшей мере один сервер, выполненный с возможностью маршрутизировать мгновенные сообщения и игры, по меньшей мере, к двум узлам;причем пользовательский интерфейс выполнен с возможностью позволять пользователям посылать мгновенные сообщения и играть в игры в одном и том же пользовательском интерфейсе, а также блокировать некоторые элементы списка участников первого пользователя от просмотра посредством мгновенных сообщений, которыми обмениваются участники в поднаборе списка участников первого пользователя.
- 2Система по п.1, в которой пользовательский интерфейс дополнительно включает в себя третью область, отображающую информацию промотирования для премиальной версии игры.
- 3Система по п.1, в которой пользовательский интерфейс дополнительно включает в себя третью область, отображающую игровую информацию.
- 4Система по п.3, в которой игровая информация содержит игровую статистику.
- 5Система по п.4, в которой игровая статистика содержит, по меньшей мере, один наивысший счет.
- 6Система по п.1, в которой пользовательский интерфейс дополнительно включает в себя третью область, отображающую информацию профиля пользователя.
- 7Способ обеспечения игры, по меньшей мере, двум пользователям системы мгновенной передачи сообщений, содержащий этапы:(a) принимают от первого пользователя системы мгновенной передачи сообщений запрос, введенный в пользовательском интерфейсе, на участие в игре, по меньшей мере, со вторым пользователем упомянутой системы мгновенной передачи сообщений, который является элементом списка участников первого пользователя, при этом список участников указывает, кто является доступным для игры в игры;и (b) передают игровой модуль, по меньшей мере, одному из первого и второго пользователей, (c) обеспечивают посылку мгновенных сообщений и проведение игры между упомянутыми пользователями посредством одного и того же пользовательского интерфейса, при этом блокируют некоторые элементы списка участников первого пользователя от просмотра посредством мгновенных сообщений, которыми обмениваются участники в поднаборе списка участников первого пользователя.
- 8Способ по п.7, в котором игровой модуль содержит полное игровое приложение.
- 9Способ по п.7, в котором игра является соревновательной игрой.
- 10Способ по п.7, в котором игра является совместной игрой.
- 11Способ по п.7, в котором игра является соревновательной и совместной игрой.
- 12Способ по п.7, дополнительно включающий в себя передачу информации о наивысшем счете первому и второму пользователям.
- 13Способ по п.7, дополнительно включающий в себя передачу игровой статистики первому пользователю.
- 14Способ по п.13, в котором игровая статистика содержит идентификационную информацию о тех элементах списка участника первого пользователя, кто играл, по меньшей мере, в одну заранее определенную игру.
- 15Способ по п.14, в котором игровая статистика дополнительно содержит идентификационную информацию о тех элементах списка участника первого пользователя, кто не играл, по меньшей мере, в одну заранее определенную игру.
- 16Способ по п.13, в котором игровая статистика содержит один или более пользовательских гандикапов, данных многозвенной схемы турнира или данных многозвенной схемы событий.
- 17Способ по п.16, дополнительно включающий в себя использование игровой статистики для сортировки.
- 18Способ по п.7, дополнительно включающий в себя передачу предупреждения, по меньшей мере, первому пользователю, когда элемент списка участников первого пользователя превысил предыдущий наивысший счет.
- 19Способ по п.7, дополнительно включающий в себя на этапе (с) сохранение на сервере состояния частично завершенной игры в ответ на запрос от, по меньшей мере, одного из первого и второго пользователей.
- 20Способ по п.19, в котором этап (с) содержит сохранение состояния частично законченной игры в ответ на запрос от последнего пользователя, соединенного с сервером.
- 21Способ по п.19, дополнительно включающий в себя передачу состояния частично законченной игры, по меньшей мере, одному из первого и второго пользователей в ответ на запрос от, по меньшей мере, одного из первого и второго пользователей.
- 22Способ по п.7, дополнительно включающий в себя создание игрового турнира между первым пользователем и, по меньшей мере, частью элементов списка участников первого пользователя.
- 23Способ по п.7, дополнительно включающий в себя передачу, по меньшей мере, к первому пользователю данных промотирования, описывающих премиальную версию игры.
- 24Способ по п.23, дополнительно включающий в себя передачу премиальной версии игры первому пользователю в ответ на запрос от первого пользователя.
- 25Способ по п.7, дополнительно включающий в себя назначение значков мгновенной передачи сообщений первому и второму пользователям на основании игровых показателей первого и второго пользователей.
- 26Способ по п.25, в котором назначение основано на игровых показателях первого и второго пользователей во множестве игр.
- 27Способ по п.26, в котором игровые показатели содержат средний счет.
- 28Способ по п.7, в котором этап (b) содержит передачу игрового модуля от сервера первому пользователю и второму пользователю.
- 29Считываемый компьютером носитель, содержащий выполняемые компьютером команды для вынуждения компьютера сервера системы мгновенной передачи сообщений выполнять этапы способа по п.7.
Independent claims29
45 paragraphs in 5 sections, as filed
TECHNICAL FIELD
Aspects of the present invention relate to applications with instant messaging. More specifically, aspects of the present invention relate to applications with instant messaging, which allows users to run cooperative and competitive games.
BACKGROUND
Games in the operational (on-line) mode, are becoming increasingly popular. Users in remote locations are connected to the Internet and launch competitive and cooperative games, which are placed on the web-site. Typically, when a user wants to play games, he must first decide what game he wants to play, then the user must go through the process of finding a web-site that provides the game and then find other users to start the game. If the user wants to change the game, the user often has to look for another web-site, and users who want to play a new game.
There are several limitations associated with conventional systems that provide online games. First, users often need to search for web-sites, to find a web-site that is hosting the game required. People then often have to go through the process of registration and login separately to each web-site. Most users do not know most of the other users to play games on the gaming web-sites. The lack of acquaintance with the other users can degrade the experience of playing online. For example, it may be difficult to match the skill level, and users may not like the way other people play games online.
There is therefore a need to create such systems and methods for playing games online that allow users to connect to a computer network to make it comfortable to play in cooperative and competitive games with other known users.
SUMMARY OF THE INVENTION
Aspects of the present invention are directed to solving one or more of the problems mentioned above, thus ensuring the best gaming experience to play online. Instant messaging provides access to competitive and cooperative games. Games can be run in the same user interface used for instant messaging. User Instant messaging can select the participants from the user's list of participants. Among other advantages, access to games via instant messaging allows users to select the game after reviewing the list of participants to see who is available to play, instead of having to first select a game, and then look for the participants. Instant messaging also provides a convenient way to advertise (promote) bonus games and distribute premium games.
BRIEF DESCRIPTION OF DRAWINGS
Aspects of the present invention are described with reference to the accompanying drawings, in which like numerals identify like elements, and wherein:
1 illustrates an exemplary distributed computing system environment that can be used to implement aspects of the invention;
2 shows a snapshot of a user interface with a list of participants to send messages;
Figure 3 illustrates an exemplary user interface that allows users to exchange instant messages;
4 illustrates an instant messaging system configured to allow users to play the game for one or for a plurality of players in accordance with an embodiment of the invention;
5 illustrates a flowchart includes some of the functions that can be performed instant messaging server, in accordance with an embodiment of the invention;
6 illustrates an exemplary user interface that can be used to request a game to present the user in accordance with an embodiment of the invention;
7 illustrates a user interface that may be presented to the user in response to the user selecting a particular link, in accordance with an embodiment of the invention;
8 illustrates an exemplary user interface that includes a plurality of statistics for a game in accordance with an embodiment of the invention;
9 illustrates a view of an alternative user interface that can be used to display information such as ready-statistics, a list of the places of arrangement, the list of participants who still have no experience in the game and / or the list of participants in the game tournament or other structural event, in accordance with an embodiment of the invention;
10 illustrates a method of advertising and distributing a premium version of the game to users of an instant messaging in accordance with an embodiment of the invention; and
11 illustrates an exemplary user interface that users are provided with promotional material for the game "Deluxe Bejeweled".
Detailed description
Example Operating Environment
Aspects of the present invention can be implemented with a distributed computer system environment which provides the possibility of instant messaging. In a distributed computing environment, tasks may be performed by remote computer devices that are linked through a communications network. The distributed computing environment may include devices "client" and "server", which can communicate either locally or via one or more networks. Embodiments of the present invention may include a specialized and / or general purpose computing devices, each of which may include standard computer hardware such as a central processing unit (CPU) or other processing means to execute computer-executable instructions, computer-readable media for storing executable instructions, a display or other output means for displaying or outputting information, a keyboard or other input means for inputting information, etc. Examples of suitable computer devices include hand-held devices, multiprocessor systems, microprocessor-based or programmable consumer electronics, connected to the network PCs, minicomputers, mainframe computers, etc.
The invention is described in the general context of computer-executable instructions, such as program modules that execute processing device, including, but not limited to, a personal computer. Generally, program modules include routines, programs, objects, components, data structure definitions and instances, etc., that perform particular tasks or implement particular abstract data types. Typically, the functionality of the program modules may be combined or distributed as desired in various environments.
Embodiments within the scope of the present invention also include computer-readable media having executable instructions. Such computer-readable media can be any available media that can be accessed using a universal or special purpose computer. By way of example, and not limitation, such computer-readable media can comprise RAM, ROM, EEPROM (electrically erasable reprogrammable ROM), CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired executable instructions and which can be accessed by a general purpose or special purpose computer. Combinations of the above carriers must also be included in the computer-readable media. Executable instructions comprise, for example, instructions and data that cause a general purpose computer, special purpose computer, or special purpose processing device to perform a certain function or group of functions.
1 illustrates an example of a suitable operating environment, a distributed computing system 100 in which the invention may be implemented. Distributed computing system 100 is only one example of a suitable operating environment and is not intended to limit any scope of use or functionality of the invention. The system 100 is shown including a communications network 102. The specific network implementation may be made, for example, from any of the following components: a local area network (LAN, LAN) and associated LAN topology and protocols; simple network point-to-point (e.g., a direct connection "modem modem"); and implementation of the WAN connection (WAN, WAN), including a public Internet and commercial online services such as Microsoft Networks or America Online's Network. Systems may also include more than one communication network such as a LAN coupled to the Internet.
Computer device 104, computer device 106 and computer device 108 may be connected to communication system 102 through the communication device. Network interfaces or adapters may be used to connect computer devices 104, 106 and 108 to the LAN. When communications network 102 includes HS can use a modem or other means for establishing communications over the WAN. Computer devices 104, 106 and 108 can communicate with each other through a communication network 102 in ways that are known in the art. It is assumed the presence of any of various well-known protocols such as TCP / IP, Ethernet, FTP (File Transfer Protocol), HTTP (hypertext transport protocol), etc. Computer device 104.106 and 108 can share content, applications, messages, and other communications over the network 102.
The configuration and operation of instant messaging systems are known. Examples of instant messaging systems include MSN Messenger, AOL ® Instant Messenger ™ and Yahoo Messenger. Instant messages can be sent between computers connected to the local network using peer configuration, or between computers connected to the global communication network such as the Internet using a client-server configuration. In the client-server configuration, when a user connects to the network, the client application connects to a server instant messaging. After the user connects to the server, the server updates the user's status to show that the user is online. Information describing the change of state of the user, may be sent to other users, identified this person in the list of participants.
2 shows a user interface 200 of instant messaging. The area 202 shows a list of participants users to identify the user as members. Participants are grouped according to whether they are in the operational mode or not. The user can send an instant message to the participant identified as being online, by selecting the party, which will open a new area of instant messaging. For example, the user can force the selection of the user interface 300 shown in Figure 3, to appear on the display user. The user interface 300 includes an area 302 instant messaging, which allows users and participants to exchange instant messages. The user interface 300 also allows the user to perform tasks such as text messaging, files and photos.
DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
4 illustrates an instant messaging system configured to allow users to play games with one or a plurality of players, in accordance with an embodiment of the invention. Each of the terminals 402 and 404 are configured so that the client's application instant messaging, such as MSN Messenger, AOL® Instant Messenger ™ and Yahoo Messenger. Terminals 402 and 404 may be implemented as computer workstations, personal digital assistants (PDA), mobile phones or any other devices capable of instant messaging. Terminals 402 and 404 represent the user interfaces 406 and 408, respectively. User interfaces 406 and 408 may be used to perform functions such as instant messaging and participate in the game as described in detail below. Availability may be many other terminals in addition to the 402 and 404.
Terminals 402 and 404 are shown connected to the Internet 410. Of course, aspects of the invention may work with other networks. In one embodiment, the terminals connected to the local network and exchange data using a peer protocol. 412 Server instant messaging is also shown connected to the Internet 410. The server 412 instant messages may include a database of 418 people for common functions, such as tracking when users are online, and save the list of participants. Database 416 games may be included to keep the game modules, which will be sent to the terminals 402 and 404 games can be competitive, collaborative, or combinations of competitive and cooperative. Furthermore, one user can participate in two or more game sessions simultaneously. One example of a co-op is the solution of a crossword puzzle. One example of a competitive game is checkers. Game database 416 may also include games that were originally designed for a single game or a single player, in which, by implementing aspects of the invention may be permitted to play two or more users competitive or collaborative fashion. For example, using the invention, a user may be able to run the game Solitaire, originally designed for a single player, competitive way with another player using a common deck of cards and competing to achieve a high score, or together, attempting to finish the game as a team. When two or more users to run the game for the single player competitive way, users can provide simultaneous account in real time. Also, the result of the actions of one player can affect by the game or the other person. Some games can be configured to play the game affect the sessions of instant messaging and vice versa. For example, while playing a word some words used in the instant messaging session may appear in the game. Database 418 accounts can be enabled to save game statistics, such as the highest value of the account, handicap, placement in places, etc. In one embodiment, can be used accounts database 418 to store information about the state of the game when the user pauses the game. The status information may be stored when the users intend to resume play later or after the last user connected to the server 412, instant messaging disconnected. For example, users can play chess and go to the server 412 instant messages at different times, to make moves. The status information may be stored after the user has made a turn and is disconnected from the server 412, instant messaging.
Server 412 instant messaging may include additional components for performing conventional instant messaging functions. Moreover, the functions of databases 414, 416, 418 may be combined and implemented by a single database or other databases implemented. Module could be introduced aligning (matching) (not shown), for example, for matching a first instant messaging user with another user not from the list of the first user. Create matching may be a function profile or other user information. In one alternative embodiment, the instant messaging server does not include databases and other modules for performing game functions. The client application is instant messaging may be configured to coordinate the association of pieces of data and instant messaging server and a separate game server. Skilled person will appreciate that numerous servers may be included to perform different instant messaging and game functions. Servers may be configured to combine the data with each other and / or client application is instant messaging can be configured to combine data from some or all of the servers.
In accordance with embodiments of the invention, instant messaging server may be implemented to perform several instant messaging and game functions. As used herein, the instant messaging server, is intended to encompass a group of servers configured to work together, such as a server farm.
5 illustrates a flowchart includes some of the functions that can be performed with the server game experience instant messaging in accordance with an embodiment of the invention. Of course, an implementation may include additional steps or steps arranged in good order. First, in step 502, the server receives the instant message transmission request from the user to start the game with an element of the user list of participants. The user may provide a request by highlighting an entry in the user's list of participants, and then making a selection from the menu. For example, the user can highlight an element in the user's list of participants using a pointing device, and pressing the right button and then select the specific game menu. Then, at step 504 the server transmits the game module user, using instant messaging. Of course, the gaming unit may also be referred to the elements of the list of participants who will participate in the game. The gaming unit may include a complete application, or a sufficient number of computer-executable instructions for the client application instant messaging, to introduce the game to the user. In one embodiment, in which users are connected to the local network, the server sends an instant messaging gaming unit to the first user and the first user transmits the game module to subsequent users.
6 illustrates an example user interface 600 that can be used to request a game to present the user. Users can send instant messages in the first region 602. In the instant messaging user can select the game from the field list of 604 games, to play with the participants of the session with instant messaging. The user can, for example, choose the link 606 "Checkers" during the instant messaging session to run the game "Checkers". Area 604 game list can be configured to list all the available games include a separate indication of the games that the user has the right to play. For example, the list may include all games available through the instant messaging server, and include an icon next to the games, in which the user is free to play.
7 illustrates a user interface 700 that may be presented to the user in response to user selection of link 606 "Checker" (shown in Figure 6). The user interface 700 includes a region 602 of instant messages and a game region 702. The necessary data for creating game region 702 may be transmitted from the server at step 504. The region 702 may be a window, which is caused by, but not controlled by the application Instant Messaging. The user interface 700 allows users to exchange instant messages during the game. In one embodiment, a user may block some members of the user from the list of participants view instant messages exchanged by a subset of the items in the list of participants. For example, when the first group elements together playing against elements of the second group, the first group of the second group can prohibit view the messages that are exchanged between the first group of elements. One or more additional areas of instant messaging can be incorporated with various restrictions, certain environment or users. For example, a first instant messaging region may be accessible to all members participating in the game, the second instant messaging window may be accessible only to elements of the same group. In another embodiment, users may be able to create permanent associations or "teams" of participants general visual "iconography" to identify the group. This group can share a window with a chat instant messaging, share a common statistics and to participate in structured tournaments and events as a group. In one embodiment, the user interface screen used for instant messaging, and games can also be users of various game statistics and options. Gaming statistics can be compiled and processed by the server instant messaging. Server instant messaging can provide services and statistics in response to requests from users. For example, in step 506, game statistics to the user. Game statistics may include the highest number of points, the allocation of places, the average score, number of games played, information about handicap, information on the tournament ladder diagram, etc. for a group or an individual player. Game statistics may also contain information the user profile.
8 illustrates an example user interface 800, which includes a plurality of statistics for a game. Field statistics 802 includes a column 804 that includes the elements of identification of the user the list of participants, which also displayed the game started. Column 806 includes the relative arrangement of the elements from the list of places. The best score of each item included in the column 808. The current account of each element may be included in the column 810, and the number of games played and medium-sized accounts may be included in the columns 812 and 814, respectively. Of course, it is also possible to provide additional statistics and information, such as the evaluation of games participants.
9 illustrates an alternative embodiment of the image of the user interface 900 that can be used to display game statistics to the user. The first region 902 includes identification information elements of the user list of participants who play the game. The second area 904 identifies the elements of the list of participants who have not played the game. Image 900 user interface can be used for making new games for the elements of the list of participants, or as an aid in the coordination rivals. For example, the user can quickly scan the region of 902 and identify the element with the same level of skills.
During the game, participants may choose to pause the game and restore the game at a later time. With reference to Figure 5, in step 508, instant messaging server may receive a request to pause the game. When the request is accepted, the state of a partially completed game stored in step 510. State information may include the current account for each user as well as sufficient information to resume the game at a later time. For example, when the suspension chess game status information may include identification information about the location of each chess piece, whose turn it is, how much time has elapsed, etc. The status information may be stored locally at one of the terminals and / or remotely at an instant messaging server. Saving the status information to the remote units facilitates resuming the game at different terminals.
In step 512, the server instant messaging determines whether the request is received on the resumption of play. If the request has been received, in step 514, the state partially completed games transmitted back to the user. Step 514 may include the transfer of a partially completed state of the game back to a lot of users who participated in the game. Of course, step 514 may not be required if the state information is stored locally in the terminal.
Instant messaging server may be configured to transmit a number of different types of information to users. For example, the user can choose - to accept an alert when a particular exceeded the highest score. In step 516, the server instant messaging determines whether an item has exceeded a list of participants in previous highest score. When an element of the list of participants exceeded the previous highest score, at step 518, the instant messaging server may send a warning to playing one or more elements from the list of participants. Game alert can identify the elements of the list of participants, which exceeded the highest score, and that score. Elements of the list of participants can choose - not to take such warnings or accept a subset of alerts that are available. Step 518 may include sending an instant message or e-mail.
In one embodiment, the custom icons (icons) instant messaging assigned based on game performance. For example, the icon of the occupation of the first, second and third places are awarded to the elements of the list of participants who reached the first, second and third highest count values for a particular game or a particular group of games. In step 520, the server determines whether the figures deserve a reward user icon (icon)). This determination may be based on an analysis of a plurality of accounts, invoices, or any individual criteria, providing an element list of participants. When the criteria are met, at step 522, the server may award icon on the basis of indicators. Step 522 may also include removing the icons based on indicators of the other element. For example, if you use a special icon to identify the element as having the highest score when the highest score achieved by a new icon related to a high score is taken from the previous owner of the highest score is awarded and the new owner of the highest score. The user may be the owner of a number of icons and choose the one to use. Finally, in step 524 the server may update game information. Step 524 may include informing the account, update the distribution of the places included in the list of participants who still have not played the game, and update any information that has changed after the game was over.
10 illustrates a method of providing advertising (promotion) and the distribution of the premium version of the game users to instant messaging. First, in step 1002 users of the instant messaging is provided access to a free version of the game on the user interface screen instant messaging. 8 illustrates a free version of the game "Bejeweled" in game area 816. At 1004 promotion information describing the premium version of the game, provided on-screen user interface Instant messaging.
11 illustrates an exemplary user interface 1100 in which the user is provided promotional material for the game "Deluxe Bejeweled". User interface 1100 and / or any of the previous user interfaces may also include advertisements for other games. The user interface 1100 may also provide a custom game that may or may not be a premium version that will allow single player game to spend within instant messaging.
At 1006, determine the user has ordered the premium version of the game. If the user has ordered a premium version of the game, in step 1008 is delivered to a premium version of the game. Step 1008 may include transmitting the game over a computer network or distributing a computer readable medium containing the game. Premium version of the game can be a standalone application or configured to work with the user interface of instant messaging. In one embodiment, games are sold as a game application program Windows®32. At 1010, the game can be related to the user interface, instant messaging. For example, a link to the game may be added to the menu.
A number of different payment schemes can be used to order a premium game. For example, games may be purchased on a pay per game basis or pay per time period basis. In one embodiment, the game buying, using an approach based on gaming skills. Each user can pay for the game board, and the winner or winners receive part or full payment for the entire game. For example, two users can each pay $ 1 to play the game, and the winner could get $ 1.50, and the remaining amount can be collected for administrative services. Users can also buy, earn or otherwise obtain privileges to allow other users without playing privileges to participate in the game. For example, a user may have a subscription to a premium game and subscription can allow the user to play the game with another user who does not have a subscription.
In another embodiment, users may earn points or virtual cash based on game play performance or other activities, such as inviting party to participate in the game. Digital objects such as trophies, stars, badges, etc. can be earned by using items or virtual funds. In yet another embodiment, the user interface can be used instant messaging to allow users bidding on digital objects during surgical auction.
The present invention has been described in terms of preferred and exemplary embodiments thereof. Numerous other embodiments, modifications and variations within the context and scope of the appended claims will be apparent to those skilled in the present disclosure.
Contents5
Every citation, both waysCites: the store holds 3 of 4
| Document | Relation | Office | Cited during |
|---|---|---|---|
| US11058947B2 | Cited by | United States of America | Applicant |
| US10668390B2 | Cited by | United States of America | Applicant |
| WO2014052205A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| US10350485B2 | Cited by | United States of America | Applicant |
| US11013993B2 | Cited by | United States of America | Applicant |
| US9717989B2 | Cited by | United States of America | Applicant |
| US10406429B2 | Cited by | United States of America | Applicant |
| US11660534B2 | Cited by | United States of America | Applicant |
| US9658776B2 | Cited by | United States of America | Applicant |
| US9623327B2 | Cited by | United States of America | Applicant |
| US9849372B2 | Cited by | United States of America | Applicant |
| US9707476B2 | Cited by | United States of America | Applicant |
| US11904233B2 | Cited by | United States of America | Applicant |
| US10518182B2 | Cited by | United States of America | Applicant |
| US9656163B2 | Cited by | United States of America | Applicant |
| US10293251B2 | Cited by | United States of America | Applicant |
| US10953316B2 | Cited by | United States of America | Applicant |
| US9925468B2 | Cited by | United States of America | Applicant |
| US11724205B2 | Cited by | United States of America | Applicant |
| WO2014052206A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| US9248374B2 | Cited by | United States of America | Applicant |
| US10525359B2 | Cited by | United States of America | Applicant |
| US9694276B2 | Cited by | United States of America | Applicant |
| US9258012B2 | Cited by | United States of America | Applicant |
| EP1258273A1 | Cites | European Patent Office (EPO) | – |
| RU2174258C2 | Cites | Russian Federation | – |
| WO0229084A | Cites | World Intellectual Property Organization (WIPO) | – |
| US 2002/0037767, 15.10.2002. | Non-patent | – | – |
31 members in 16 offices
Priority claims5
| Document | Office | Kind | Date |
|---|---|---|---|
| 10425290 | United States of America | – | |
| 43529003 | United States of America | A | |
| 43529003 | United States of America | A | |
| 10425290 | – | – | – |
| US20030435290 | – | – | – |
Members31
| Document | Office | Kind | |
|---|---|---|---|
| CA2463273A1 | Canada | A1 | |
| EP1475939A1 | European Patent Office (EPO) | A1 | |
| US2004224772A1 | United States of America | A1 | |
| KR20040095633A | Republic of Korea | A | |
| AU2004201342A1 | Australia | A1 | |
| JP2004329914A | Japan | A | |
| MXPA04003259A | Mexico | A | |
| CN1551030A | China | A | |
| BRPI0401021A | Brazil | A | |
| TW200505537A | Taiwan Province of China | A | |
| ZA200402593B | South Africa | B | |
| HK1071250A1 | Hong Kong, China | A1 | |
| RU2004110746A | Russian Federation | A | |
| RU2004110746A | Russian Federation | A | |
| SG115663A1 | Singapore | A1 | |
| EP1475939B1 | European Patent Office (EPO) | B1 | |
| EP2015539A2 | European Patent Office (EPO) | A2 | |
| AT420521T | Austria | T | |
| ATE420521T1 | Austria | T1 | |
| DE602004018870D1 | Germany | D1 | |
| US7549924B2 | United States of America | B2 | |
| JP2009148580A | Japan | A | |
| RU2364938C2This record | Russian Federation | C2 | |
| JP4411125B2 | Japan | B2 | |
| AU2004201342B2 | Australia | B2 | |
| EP2015539A3 | European Patent Office (EPO) | A3 | |
| TWI350195B | Taiwan Province of China | B | |
| JP4851548B2 | Japan | B2 | |
| KR101130381B1 | Republic of Korea | B1 | |
| EP2015539B1 | European Patent Office (EPO) | B1 | |
| CA2463273C | Canada | C |
1 legal event, as the office reported them to INPADOC
Events
| Event | Code | |
|---|---|---|
| The patent is invalid due to non-payment of feesMM4A | MM4A |
Numbers
- Publication
- 2364938
- Publication, DOCDB
- 2364938
- Publication, EPODOC
- RU2364938
- Application
- 11074609
- Application, DOCDB
- 2004110746
- Application, EPODOC
- RU20040110746
Titles2
- Russian
- ИГРЫ С ВНЕДРЕННОЙ ФУНКЦИЕЙ МГНОВЕННОЙ ПЕРЕДАЧИ СООБЩЕНИЙ
- English
- GAMES WITH INSERTED FUNCTION OF INSTANT MESSAGE TRANSFER
Classification
- CPC, 27
- H04L51/04
- A63F13/87
- G06Q50/10
- A63F2300/407
- A63F2300/50
- A63F2300/558
- A63F2300/572
- H04L67/131
- A63F13/533
- A63F2300/61
- A63F2300/308
- A63F2300/5506
- A63F2300/408
- A63F13/34
- A63F2300/5566
- A63F2300/556
- A63F13/46
- A63F13/335
- A63F13/61
- A63F13/798
- A63F13/795
- A63F13/35
- A63F2300/5513
- A63F2300/636
- A63F13/792
- A63F13/493
- G06Q50/40
- IPC, 7
- G06Q50 00
- A63F13 00
- G06F1 00
- A63F13 12
- G06F13 00
- G06Q50 34
- H04L29 06