Method of providing player status and ability to join games
Claim Score by NHIP
Abstract
A method is disclosed in a gaming and media system for quickly and efficiently showing all friends gaming at a given time, what they are playing, and for providing the ability to download and/or join their friend's game. Information relating to which friends are gaming online, what games they are playing and whether their games are joinable are consolidated onto a single GUI. That same GUI, referred to as a Friends Playing Now GUI, also provides the user with the ability to join games which are indicated to be joinable.

Term
3 yearsto projected expiry
Projected expiry 19 September 2029, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
20 claims: 3 independent, 17 dependent
- 1In a gaming and media system having a user interface including a display and a user interface selection device, a method of allowing a user to find friends gaming and for the user to download, launch and/or join a friend's game, the method comprising the steps of:(a) receiving an indication via a graphical user interface to view a list of friends of the user then currently gaming;(b) loading into local memory information relating to the user's friends then currently gaming and the games the friends are then currently playing;(c) displaying on a single graphical user interface on the display a list of the user's friends then currently gaming, a list of the games the user's friends are playing and whether the games the user's friends are playing are joinable;(d) receiving a selection of a game a friend is playing;(e) determining whether the game selected in said step (d) is local to the user's system;(f) downloading the game to the user's system if it is determined in said step (e) that the selected game is not local to the user's system;(g) determining whether the game selected in said step (d) is joinable;(h) launching the selected game;and (i) joining, through interaction with the same graphical user interface displayed in said step (c), the selected game if it is determined in said step (g) that the selected game is joinable.
- 11Broadest claimClaim Score 50, average(NHIP)A method of allowing a user to find friends gaming online via a network service and for the user to download, launch and/or join a friend's game, the method comprising the steps of:(a) loading from the network service into local memory information relating to the user's friends then currently gaming and the games the friends are then currently playing;(b) displaying on a single graphical user interface a list of the user's friends then currently gaming, a list of the games the user's friends are playing and whether the games the user's friends are playing are joinable;(c) receiving an indication of a selected friend and game the friend is playing;(d) determining whether the game indicated in said step (c) is local to the user's system;(e) downloading the game to the user's system if it is determined in said step (d) that the indicated game is not local to the user's system;(f) determining whether the game indicated in said step (c) is joinable;(g) launching the indicated game;and (h) joining the indicated game if it is determined in said step (f) that the indicated game is joinable.
- 17A computer-readable medium having computer-executable instructions for programming a processor on a gaming and media system to perform a method of allowing a user to find friends gaming online and for the user to download, launch and/or join a friend's game, the method comprising the steps of:(a) loading from the network service into local memory information relating to the user's friends then currently gaming and the games the friends are then currently playing;(b) displaying on a single graphical user interface a list of the user's friends then currently gaming, a list of the games the user's friends are playing and whether the games the user's friends are playing are joinable;(c) receiving an indication of a selected friend and game the friend is playing;(d) determining whether the game indicated in said step (c) is local to the user's system;(e) downloading the game to the user's system if it is determined in said step (d) that the indicated game is not local to the user's system;(f) determining whether the game indicated in said step (c) is joinable;(g) launching the indicated game;and (h) joining the indicated game if it is determined in said step (f) that the indicated game is joinable.
Independent claims3
49 paragraphs in 4 sections, as filed
BACKGROUND
p-0002Gaming systems have evolved from those which provided an isolated gaming experience to networked systems providing a rich, interactive experience which may be shared in real time between friends and other gamers. With Microsoft's Xbox® video game system and Xbox Live® online game service, users can now easily communicate with each other while playing to share the gaming experience. Moreover, when not playing in tandem, current gaming systems allow friends to track others' gaming experiences and accomplishments.
p-0003One way in which users track their and their friends' progress through different games is through the concept of game scores and achievements. As gamers progress through a game and complete game-specific challenges, such as getting to a new level or amassing a specified number of wins against other players, the Xbox Live service keeps track of scores and achievements for Xbox Live service subscribers. Where once a gamer's scores and achievements were only seen by him or her, gamers are now able to see the real time progress of others, either while logged on to the Xbox Live service via an Xbox game console or online. Game progress has become a highly visible measure associated with users, and the keeping and posting of scores and achievement data has evolved into a strong selling point for the Xbox platform and games. Friends and users now compete with each other for the highest scores and most achievements.
p-0004Another innovation in current gaming systems is the ability to quickly and easily download games. For example, Microsoft introduced a gaming disc known as Microsoft Arcade which is able to connect to a server through the Internet when the gaming console is connected to the Internet. From the server site, the Arcade gaming disc is able to enumerate full version games which are available for download to the user's hard disc drive on the XBox console. In the past, when a user learned of a game through a friend or otherwise, the user either had to go to a store to purchase the game media, or have the media delivered after an online purchase. With the passage of time and difficulty involved in the purchase, users often lost interest and did not follow through with the purchase. However, platforms such as Microsoft Arcade allow users to obtain games as soon as they learn about them.
p-0005Moreover, in some instances, once friends share the same game, a user is able to “join” the game of one of their friends so that they are able to play the game together, in tandem, from their respective remote locations. It has evolved as a recurring tendency that users want to quickly learn what games other people are playing online and join the game if possible. In the past, this has involved multiple steps. The steps included starting a game, entering the multiplayer menu, and searching for a game. Often times there are no multiplayer games available to join, but a user would not know this until they go through the above steps. This can be frustrating and time consuming.
p-0006Features such as real time game progress, the ability to join friends' games and the ability to instantly download games have increased interest and sales in gaming platforms. However, there is room for greater synergy between these features.
SUMMARY
p-0007Embodiments of the present system relate to a system for quickly and efficiently showing all friends gaming at a given time, what they are playing, and for providing the ability to download and/or join their friend's game. In embodiments of the present system, information relating to which friends are gaming online, what games they are playing and whether their games are joinable are consolidated onto a single GUI. That same GUI, referred to herein as a Friends Playing Now GUI, also provides the user with the ability to join games which are indicated to be joinable.
p-0008A user may access the Friends Playing Now GUI from a system menu. Once accessed, embodiments of the Friends Playing Now GUI display all of the user's friends that are then currently gaming online. The GUI displays the friends' names in the form of an avatar and/or a friend's online identity. The GUI also displays the games the friends are playing, and the friends' status within the respective games. The Friends Playing Now GUI further includes an indication of which of the listed games are joinable.
p-0009A user may indicate one of the friend's games to launch and/or join. Once an indication is received, the system checks whether the indicated game is local on the user's system. If not, the game is downloaded from a network service. Once downloaded, if the game is not joinable, the game is launched. If the game is joinable, the game is launched and the user joins his or her friend in the game.
p-0010This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter. The claimed subject matter is not limited to implementations that solve any or all disadvantages noted in the Background.
BRIEF DESCRIPTION OF THE DRAWINGS
p-0011<figref idrefs="DRAWINGS">FIG. 1</figref> is an isometric view of an exemplary gaming and media system.
p-0012<figref idrefs="DRAWINGS">FIG. 2</figref> is an exemplary functional block diagram of components of the gaming and media system shown in <figref idrefs="DRAWINGS">FIG. 1</figref>.
p-0013<figref idrefs="DRAWINGS">FIG. 3</figref> is a block diagram of an exemplary operating environment for rendering achievement information.
p-0014<figref idrefs="DRAWINGS">FIG. 4</figref> is a flow diagram of a method for showing friends gaming online and the ability to download, launch and/or join their friend's game.
p-0015<figref idrefs="DRAWINGS">FIG. 5</figref> is an exemplary user interface providing a menu including an option to find out which friends are then currently gaming online.
p-0016<figref idrefs="DRAWINGS">FIG. 6</figref> is an exemplary user interface providing information about which friends are then currently gaming online, which games they are playing and providing the ability to download, join and/or launch a game.
DETAILED DESCRIPTION
p-0017<figref idrefs="DRAWINGS">FIG. 1</figref> shows an exemplary gaming and media system <b>100</b>. The following discussion of <figref idrefs="DRAWINGS">FIG. 1</figref> is intended to provide a brief, general description of a suitable environment in which concepts presented herein may be implemented. As shown in <figref idrefs="DRAWINGS">FIG. 1</figref>, gaming and media system <b>100</b> includes a game and media console (hereinafter “console”) <b>102</b>. In general, console <b>102</b> is one type of computing system, as will be further described below. Console <b>102</b> is configured to accommodate one or more wireless controllers, as represented by controllers <b>104</b>(<b>1</b>) and <b>104</b>(<b>2</b>). Console <b>102</b> is equipped with an internal hard disk drive (not shown) and a portable media drive <b>106</b> that support various forms of portable storage media, as represented by optical storage disc <b>108</b>. Examples of suitable portable storage media include DVD, CD-ROM, game discs, and so forth. Console <b>102</b> also includes two memory unit card receptacles <b>125</b>(<b>1</b>) and <b>125</b>(<b>2</b>), for receiving removable flash-type memory units <b>140</b>. A command button <b>135</b> on console <b>102</b> enables and disables wireless peripheral support.
p-0018As depicted in <figref idrefs="DRAWINGS">FIG. 1</figref>, console <b>102</b> also includes an optical port <b>130</b> for communicating wirelessly with one or more devices and two USB (Universal Serial Bus) ports <b>110</b>(<b>1</b>) and <b>110</b>(<b>2</b>) to support a wired connection for additional controllers, or other peripherals. In some implementations, the number and arrangement of additional ports may be modified. A power button <b>112</b> and an eject button <b>114</b> are also positioned on the front face of game console <b>102</b>. Power button <b>112</b> is selected to apply power to the game console, and can also provide access to other features and controls, and eject button <b>114</b> alternately opens and closes the tray of a portable media drive <b>106</b> to enable insertion and extraction of a storage disc <b>108</b>.
p-0019Console <b>102</b> connects to a television or other display (such as monitor <b>150</b>) via A/V interfacing cables <b>120</b>. In one implementation, console <b>102</b> is equipped with a dedicated A/V port (not shown) configured for content-secured digital communication using A/V cables <b>120</b> (e.g., A/V cables suitable for coupling to a High Definition Multimedia Interface “HDMI” port on a high definition monitor <b>150</b> or other display device). A power cable <b>122</b> provides power to the game console. Console <b>102</b> may be further configured with broadband capabilities, as represented by a cable or modem connector <b>124</b> to facilitate access to a network, such as the Internet. The broadband capabilities can also be provided wirelessly, through a broadband network such as a wireless fidelity (Wi-Fi) network.
p-0020Each controller <b>104</b> is coupled to console <b>102</b> via a wired or wireless interface. In the illustrated implementation, the controllers <b>104</b> are USB-compatible and are coupled to console <b>102</b> via a wireless or USB port <b>110</b>. Console <b>102</b> may be equipped with any of a wide variety of user interaction mechanisms. In an example illustrated in <figref idrefs="DRAWINGS">FIG. 1</figref>, each controller <b>104</b> is equipped with two thumbsticks <b>132</b>(<b>1</b>) and <b>132</b>(<b>2</b>), a D-pad <b>134</b>, buttons <b>136</b>, and two triggers <b>138</b>. These controllers are merely representative, and other known gaming controllers may be substituted for, or added to, those shown in <figref idrefs="DRAWINGS">FIG. 1</figref>.
p-0021In one implementation, a memory unit (MU) <b>140</b> may also be inserted into controller <b>104</b> to provide additional and portable storage. Portable MUs enable users to store game parameters for use when playing on other consoles. In this implementation, each controller is configured to accommodate two MUs <b>140</b>, although more or less than two MUs may also be employed.
p-0022Gaming and media system <b>100</b> is generally configured for playing games stored on a memory medium, as well as for downloading and playing games, and reproducing pre-recorded music and videos, from both electronic and hard media sources. With the different storage offerings, titles can be played from the hard disk drive, from an optical disk media (e.g., <b>108</b>), from an online source, or from MU <b>140</b>. Samples of the types of media that gaming and media system <b>100</b> is capable of playing include: <ul><li id="ul0001-0001" num="0000"><ul><li id="ul0002-0001" num="0022">Game titles played from CD and DVD discs, from the hard disk drive, or from an online source.</li><li id="ul0002-0002" num="0023">Digital music played from a CD in portable media drive <b>106</b>, from a file on the hard disk drive (e.g., music in the Windows Media Audio (WMA) format), or from online streaming sources.</li><li id="ul0002-0003" num="0024">Digital audio/video played from a DVD disc in portable media drive <b>106</b>, from a file on the hard disk drive (e.g., Active Streaming Format), or from online streaming sources.</li></ul></li></ul>
p-0023During operation, console <b>102</b> is configured to receive input from controllers <b>104</b> and display information on display <b>150</b>. For example, console <b>102</b> can display a user interface on display <b>150</b> to allow a user to select a game using controller <b>104</b> and display achievement information as discussed below.
p-0024<figref idrefs="DRAWINGS">FIG. 2</figref> is a functional block diagram of gaming and media system <b>100</b> and shows functional components of gaming and media system <b>100</b> in more detail. Console <b>102</b> has a central processing unit (CPU) <b>200</b>, and a memory controller <b>202</b> that facilitates processor access to various types of memory, including a flash Read Only Memory (ROM) <b>204</b>, a Random Access Memory (RAM) <b>206</b>, a hard disk drive <b>208</b>, and portable media drive <b>106</b>. In one implementation, CPU <b>200</b> includes a level 1 cache <b>210</b> and a level 2 cache <b>212</b>, to temporarily store data and hence reduce the number of memory access cycles made to the hard drive <b>208</b>, thereby improving processing speed and throughput.
p-0025CPU <b>200</b>, memory controller <b>202</b>, and various memory devices are interconnected via one or more buses (not shown). The details of the bus that is used in this implementation are not particularly relevant to understanding the subject matter of interest being discussed herein. However, it will be understood that such a bus might include one or more of serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus, using any of a variety of bus architectures. By way of example, such architectures can include an Industry Standard Architecture (ISA) bus, a Micro Channel Architecture (MCA) bus, an Enhanced ISA (EISA) bus, a Video Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnects (PCI) bus also known as a Mezzanine bus.
p-0026In one implementation, CPU <b>200</b>, memory controller <b>202</b>, ROM <b>204</b>, and RAM <b>206</b> are integrated onto a common module <b>214</b>. In this implementation, ROM <b>204</b> is configured as a flash ROM that is connected to memory controller <b>202</b> via a PCI bus and a ROM bus (neither of which are shown). RAM <b>206</b> is configured as multiple Double Data Rate Synchronous Dynamic RAM (DDR SDRAM) modules that are independently controlled by memory controller <b>202</b> via separate buses (not shown). Hard disk drive <b>208</b> and portable media drive <b>106</b> are shown connected to the memory controller <b>202</b> via the PCI bus and an AT Attachment (ATA) bus <b>216</b>. However, in other implementations, dedicated data bus structures of different types can also be applied in the alternative.
p-0027A three-dimensional graphics processing unit <b>220</b> and a video encoder <b>222</b> form a video processing pipeline for high speed and high resolution (e.g., High Definition) graphics processing. Data are carried from graphics processing unit <b>220</b> to video encoder <b>222</b> via a digital video bus (not shown). An audio processing unit <b>224</b> and an audio codec (coder/decoder) <b>226</b> form a corresponding audio processing pipeline for multi-channel audio processing of various digital audio formats. Audio data are carried between audio processing unit <b>224</b> and audio codec <b>226</b> via a communication link (not shown). The video and audio processing pipelines output data to an AN (audio/video) port <b>228</b> for transmission to a television or other display. In the illustrated implementation, video and audio processing components <b>220</b>-<b>228</b> are mounted on module <b>214</b>.
p-0028<figref idrefs="DRAWINGS">FIG. 2</figref> shows module <b>214</b> including a USB host controller <b>230</b> and a network interface <b>232</b>. USB host controller <b>230</b> is shown in communication with CPU <b>200</b> and memory controller <b>202</b> via a bus (e.g., PCI bus) and serves as host for peripheral controllers <b>104</b>(<b>1</b>)-<b>104</b>(<b>4</b>). Network interface <b>232</b> provides access to a network (e.g., Internet, home network, etc.) and may be any of a wide variety of various wire or wireless interface components including an Ethernet card, a modem, a wireless access card, a Bluetooth module, a cable modem, and the like.
p-0029In the implementation depicted in <figref idrefs="DRAWINGS">FIG. 2</figref>, console <b>102</b> includes a controller support subassembly <b>240</b> for supporting four controllers <b>104</b>(<b>1</b>)-<b>104</b>(<b>4</b>). The controller support subassembly <b>240</b> includes any hardware and software components needed to support wired and wireless operation with an external control device, such as for example, a media and game controller. A front panel I/O subassembly <b>242</b> supports the multiple functionalities of power button <b>112</b>, the eject button <b>114</b>, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of console <b>102</b>. Subassemblies <b>240</b> and <b>242</b> are in communication with module <b>214</b> via one or more cable assemblies <b>244</b>. In other implementations, console <b>102</b> can include additional controller subassemblies. The illustrated implementation also shows an optical I/O interface <b>235</b> that is configured to send and receive signals that can be communicated to module <b>214</b>.
p-0030MUs <b>140</b>(<b>1</b>) and <b>140</b>(<b>2</b>) are illustrated as being connectable to MU ports “A” <b>130</b>(<b>1</b>) and “B” <b>130</b>(<b>2</b>) respectively. Additional MUs (e.g., MUs <b>140</b>(<b>3</b>)-<b>140</b>(<b>6</b>)) are illustrated as being connectable to controllers <b>104</b>(<b>1</b>) and <b>104</b>(<b>3</b>), i.e., two MUs for each controller. Controllers <b>104</b>(<b>2</b>) and <b>104</b>(<b>4</b>) can also be configured to receive MUs (not shown). Each MU <b>140</b> offers additional storage on which games, game parameters, and other data may be stored. In some implementations, the other data can include any of a digital game component, an executable gaming application, an instruction set for expanding a gaming application, and a media file. When inserted into console <b>102</b> or a controller, MU <b>140</b> can be accessed by memory controller <b>202</b>.
p-0031A system power supply module <b>250</b> provides power to the components of gaming system <b>100</b>. A fan <b>252</b> cools the circuitry within console <b>102</b>.
p-0032An application <b>260</b> comprising machine instructions is stored on hard disk drive <b>208</b>. When console <b>102</b> is powered on, various portions of application <b>260</b> are loaded into RAM <b>206</b>, and/or caches <b>210</b> and <b>212</b>, for execution on CPU <b>200</b>, wherein application <b>260</b> is one such example. Various applications can be stored on hard disk drive <b>208</b> for execution on CPU <b>200</b>.
p-0033Gaming and media system <b>100</b> may be operated as a standalone system by simply connecting the system to monitor <b>150</b> (<figref idrefs="DRAWINGS">FIG. 1</figref>), a television, a video projector, or other display device. In this standalone mode, gaming and media system <b>100</b> enables one or more players to play games, or enjoy digital media, e.g., by watching movies, or listening to music. However, with the integration of broadband connectivity made available through network interface <b>232</b>, gaming and media system <b>100</b> may further be operated as a participant in a larger network gaming community, as discussed below in connection with <figref idrefs="DRAWINGS">FIG. 3</figref>.
p-0034<figref idrefs="DRAWINGS">FIG. 3</figref> provides a block diagram of multiple consoles <b>300</b>A-<b>300</b>N networked with a console service <b>302</b> having one or more servers <b>304</b> through a network <b>306</b>. In one embodiment, network <b>306</b> comprises the Internet, though other networks such as LAN or WAN are contemplated. Server(s) <b>304</b> include a communication component capable of receiving information from and transmitting information to consoles <b>300</b>A-N and provide a collection of services that applications running on consoles <b>300</b>A-N may invoke and utilize.
p-0035For example, consoles <b>300</b>A-N may invoke user login service <b>308</b>, which is used to authenticate a user on consoles <b>300</b>A-N. During login, login service <b>308</b> obtains a gamer tag (a unique identifier associated with the user) and a password from the user as well as a console identifier that uniquely identifies the console that the user is using and a network path to the console. The gamer tag and password are authenticated by comparing them to user records <b>310</b> in a database <b>312</b>, which may be located on the same server as user login service <b>308</b> or may be distributed on a different server or a collection of different servers. Once authenticated, user login service <b>308</b> stores the console identifier and the network path in user records <b>310</b> so that messages and information may be sent to the console.
p-0036User records <b>310</b> can include additional information about the user such as game records <b>314</b> and friends list <b>316</b>. Game records <b>314</b> include information for a user identified by a gamer tag and can include statistics for a particular game, achievements acquired for a particular game and/or other game specific information as desired.
p-0037Friends list <b>316</b> includes an indication of friends of a user that are also connected to or otherwise have user account records with console service <b>302</b>. The term “friend” as used herein can broadly refer to a relationship between a user and another gamer, where the user has requested that the other gamer consent to be added to the user's friends list, and the other gamer has accepted. This may be referred to as a two-way acceptance. A two-way friend acceptance may also be created where another gamer requests the user be added to the other gamer's friends list and the user accepts. At this point, the other gamer may also be added to the user's friends list. While friends will typically result from a two-way acceptance, it is conceivable that another gamer be added to a user's friends list, and be considered a “friend,” where the user has designated another gamer as a friend regardless of whether the other gamer accepts. It is also conceivable that another gamer will be added to a user's friends list, and be considered a “friend,” where the other user has requested to be added to the user's friends list, or where the user has requested to be added to the other gamer's friends list, regardless of whether the user or other gamer accepts in either case.
p-0038Friends list <b>316</b> can be used to create a sense of community of users of console service <b>302</b>. Users can select other users to be added to their friends list <b>316</b> and view information about their friends such as game performance, current online status, friends list, etc. Friends list <b>316</b> can be used to assemble and display a “friends playing now” GUI as explained hereinafter.
p-0039User records <b>310</b> also include additional information about the user including games that have been downloaded by the user and licensing packages that have been issued for those downloaded games, including the permissions associated with each licensing package. Portions of user records <b>310</b> can be stored on an individual console, in database <b>312</b> or on both. If an individual console retains game records <b>314</b> and/or friends list <b>316</b>, this information can be provided to console service <b>302</b> through network <b>306</b>. Additionally, the console has the ability to display information associated with game records <b>314</b> and/or friends list <b>316</b> without having a connection to console service <b>302</b>.
p-0040Server(s) <b>304</b> also include message service <b>320</b> which permits one console, such as console <b>300</b>A, to send a message to another console, such as console <b>300</b>B. Such messages can include text messages, voice messages, and specialized in text messages known as invites, in which a user playing the game on one console invites a user on another console to play in the same game while using network <b>306</b> to pass gaming data between the two consoles so that the two users are playing from the same session of the game. Friends list <b>316</b> can also be used in conjunction with message service <b>320</b>.
p-0041<figref idrefs="DRAWINGS">FIG. 4</figref> is a flow diagram of a method <b>400</b> for displaying information relating to which user's friends are then currently gaming online, and for providing the ability to download, launch and/or join a friend's game. In step <b>402</b>, the user's console may periodically query the console service <b>302</b> to determine which of the user's friends are then gaming online through service <b>302</b>, and what they are playing, and return that information to the user's console. This may all be done invisibly to the user in the background. Instead of periodically obtaining this information as shown in step <b>402</b>, this information may be obtained only upon the user selecting the Friends Playing Now option as explained below.
p-0042Referring now to step <b>404</b> and <figref idrefs="DRAWINGS">FIG. 5</figref>, a GUI <b>500</b> may display a system menu including high level gaming information on the user's display <b>150</b>. The high level gaming information may include menu item <b>502</b> showing the games currently stored locally on the user's system, menu item <b>504</b> showing the last played game, menu item <b>506</b> providing a link to download games from service <b>302</b> or elsewhere and menu item <b>508</b> which, when enabled, automatically downloads newly released trial versions of games to the user's system. It is understood that these menu items are not critical to the present system, and that one or more of these menu items may be omitted and/or others added.
p-0043System level GUI <b>500</b> further includes a menu item <b>510</b> for displaying high level information regarding which friends of the user are then currently playing online games through console service <b>302</b>, referred to herein as “Friends Playing Now.” The menu item <b>510</b> may further include a number, shown at reference <b>512</b>, indicating the number of friends of the user that are then currently playing online games. As indicated above, this information may be obtained by the user's console <b>300</b> periodically querying the console service <b>302</b>.
p-0044A user may place focus on menu item <b>510</b>, by positioning the graphical screen cursor over menu item <b>510</b>. This may result in a graphic <b>516</b> such as that shown to the right of menu item <b>510</b>, “Friends Playing Now—You have 5 friends online playing Xbox Live Arcade games.” Other graphics are possible, and the graphic <b>516</b> may be omitted in alternative embodiments.
p-0045If the system receives an indication in step <b>406</b> that the user has selected the Friends Playing Now option from system level GUI <b>500</b>, the system may then generate a Friends Playing Now GUI <b>600</b> such as shown in <figref idrefs="DRAWINGS">FIG. 6</figref>. In particular, upon receiving an indication that the user has selected the Friends Playing Now option, for example by selecting the menu item <b>510</b>, the system may load friend and game data into a memory buffer in step <b>408</b>. This information may include which friends are then currently gaming online through service <b>302</b>, their avatar (an icon or graphic the friend has selected as their online identity), what they are then playing, and information about the game, such as whether it is joinable and where the friend currently is within that game. As indicated above, this information may be periodically pulled from service <b>302</b> by the user's console <b>300</b> and stored locally within the user's system, or it may be obtained when the user selects the Friends Playing Now menu item <b>510</b>.
p-0046This information may be displayed on Friends Playing Now GUI <b>600</b> in step <b>410</b>. As shown in <figref idrefs="DRAWINGS">FIG. 6</figref>, GUI <b>600</b> may include a plurality of rows, each including a friend's avatar <b>606</b> and name <b>608</b> for each friend then gaming online. GUI <b>600</b> may further include a written and/or graphical indication <b>610</b> of whether the game the friend is playing is joinable. For example, in the friends listing shown in GUI <b>600</b>, all games are joinable except for the game then being played by “Wingman04000.” Each row may further include the name <b>612</b> of the game the friend is then playing, a graphic <b>616</b> associated with the game, and a status <b>618</b> of what the friend is then doing in the game.
p-0047A user may review the list shown in GUI <b>600</b> and select a friend's game to play by double selecting one of the rows. For example, in <figref idrefs="DRAWINGS">FIG. 6</figref>, the user has selected “Assault Heroes,” being played by “Amaj001AUS.” The system receives this selection in step <b>412</b>. In step <b>414</b>, the system determines whether the selected game is local on the user's system. If not, the system may download this game in step <b>418</b> from service <b>302</b>. The system may display a confirmation message requiring user confirmation before downloading the selected game.
p-0048In step <b>420</b>, the system then determines whether the selected game is joinable. If the system determines a selected game is not joinable, the system launches the game in step <b>424</b>. If the system determines a selected game is joinable, the system launches the game in step <b>426</b> and joins the friend. Some games may require an invitation to join a friend. In this instance, upon selection of a friend's game to join in step <b>412</b>, an invitation may be sent to the friend requiring a response from the friend before the user can join the friend's game. If no acceptance is received, then the game may be launched but not joined by the user.
p-0049In parallel with steps <b>410</b> through <b>426</b>, the user may send a text or other message to the friend via the message service <b>320</b> to let the friend know that the user has seen them online and/or to let the friend know the user would like to join the friend in his/her game.
p-0050The foregoing detailed description of the inventive system has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the inventive system to the precise form disclosed. Many modifications and variations are possible in light of the above teaching. The described embodiments were chosen in order to best explain the principles of the inventive system and its practical application to thereby enable others skilled in the art to best utilize the inventive system in various embodiments and with various modifications as are suited to the particular use contemplated. It is intended that the scope of the inventive system be defined by the claims appended hereto.
Contents4
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16 members in 8 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 92505707 | United States of America | A | |
| US20070925057 | – | – | – |
Members16
| Document | Office | Kind | |
|---|---|---|---|
| CA2698546A1 | Canada | A1 | |
| US2009111576A1 | United States of America | A1 | |
| WO2009055358A2 | World Intellectual Property Organization (WIPO) | A2 | |
| WO2009055358A3 | World Intellectual Property Organization (WIPO) | A3 | |
| KR20100075516A | Republic of Korea | A | |
| EP2212001A2 | European Patent Office (EPO) | A2 | |
| CN101835516A | China | A | |
| JP2011500277A | Japan | A | |
| CN101835516B | China | B | |
| EP2212001A4 | European Patent Office (EPO) | A4 | |
| JP5436437B2 | Japan | B2 | |
| IL204268A | Israel | A | |
| US8979647B2 | United States of America | B2 | |
| KR101515661B1 | Republic of Korea | B1 | |
| CA2698546C | Canada | C | |
| EP2212001B1 | European Patent Office (EPO) | B1 |
137 transactions on the USPTO file
Allowed after 3 non-final rejections, 2 final rejections and 2 RCEs.
- Non-final rejections
- 3
- Final rejections
- 2
- RCEs
- 2
- Appeals
- 0
Over time
Point at a mark for the transactionTransactions
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|---|---|---|
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| Patent Issue Date Used in PTA CalculationAllowedPTAC | PTAC | |
| Email NotificationEML_NTR | EML_NTR | |
| Issue Notification MailedAllowedWPIR | WPIR | |
| Dispatch to FDCD1935 | D1935 | |
| Application Is Considered Ready for IssuePILS | PILS | |
| Issue Fee Payment VerifiedN084 | N084 | |
| Issue Fee Payment ReceivedIFEE | IFEE | |
| Printer Rush- No mailingTCPB | TCPB | |
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6 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Maintenance fee paymentMAFP | MAFP | |
| Maintenance fee paymentMAFP | MAFP | |
| Information on status: patent grantGrantedPATENTED CASESTCF | STCF | |
| AssignmentAS | AS | |
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Numbers
- Publication, DOCDB
- 2009111576
- Publication, EPODOC
- US2009111576
- Application
- 11925057
- Application, DOCDB
- 92505707
- Application, EPODOC
- US20070925057
Titles
- English
- METHOD OF PROVIDING PLAYER STATUS AND ABILITY TO JOIN GAMES
Patent term adjustment
- A delay
- +1,167 daysthe office missed an examination deadline
- B delay
- +502 dayspendency past three years
- Overlap
- −113 daysdelays counted once
- Applicant delay
- −862 days
- Net adjustment
- 694 days
Classification
- CPC, 11
- A63F13/12
- A63F13/77
- A63F2300/308
- A63F2300/552
- A63F2300/556
- A63F2300/636
- A63F2300/5566
- A63F13/30
- A63F13/533
- A63F13/795
- A63F13/48
- IPC, 1
- A63F9 24
- USPC, 1
- 463029000