Method of and apparatus for utilizing SMS while running an application on a mobile device controlling a viewer's participation with a broadcast
US-9205339-B2 · Dec 8, 2015 · US
US11654368B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11654368-B2 |
| Application number | US-202017064386-A |
| Country | US |
| Kind code | B2 |
| Filing date | Oct 6, 2020 |
| Priority date | Jun 28, 2004 |
| Publication date | May 23, 2023 |
| Grant date | May 23, 2023 |
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A system and method are provided for updating game participants. In some embodiments, the participants receive game control information via a one-way broadcast. The method selects a set of sampling participants from the set of all participants of a game. In some embodiments, the selection occurs prior to the start of the game. The method of some embodiments establishes a two-way connection between a server and each of the sampling participants. For some embodiments, the two-way connection is realtime. The method continuously maintains the two-way connection throughout the game. During each discrete game period, the method receives from a sampling participant, data for the sampling participant's game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a non-sampling participant. A non-sampling participant is a participant who was not selected for the set of sampling participants. In some embodiments, the non-sampling participant determines a standing relative to the other participants in the game event. Some embodiments provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value.
Opening claim text (preview).
What is claimed is: 1. A mobile device for receiving updates during a game, the mobile device comprising: a communication module for connecting to a network, the communication module having connectivity, wherein the communication module receives a broadcast from a server through the network, including a received data set, wherein the mobile device determines if a trigger event has occurred based on the broadcast, wherein the mobile device records data for ongoing game play if the trigger event occurred, and communicates game results to the server by using the connectivity, wherein the connectivity enables the mobile device to be part of a representative sample of all participants, wherein the game includes discrete game periods and after each discrete game period, performance information based on each discrete game period is received from one or more sampling participants; a processor coupled to the communication module, the processor for calculating a local data set and for comparing the local data set to the received data set; a memory coupled to the processor, the memory for storing applications and data, including the local data set and the received data set; and a display for presenting data. 2. The mobile device of claim 1 , wherein the mobile device comprises a cellular telephone, notebook or another internet-connected device. 3. The mobile device of claim 1 , wherein the broadcast comprises a histogram. 4. The mobile device of claim 1 , further comprising an application allowing connection to a server for participation in the game. 5. The mobile device of claim 1 , wherein based on the broadcast, the mobile device establishes a two-way connection with a server. 6. The mobile device of claim 5 , wherein the server examines the mobile device by using the two-way connection. 7. The mobile device of claim 1 , further comprising modules for: determining whether the mobile device has been accessed abnormally, or determining whether data stored by the mobile device has been altered; or determining whether data stored by the mobile device includes an anomaly, wherein the anomaly indicates a prohibited action for the game. 8. A mobile device for receiving updates during a game, the mobile device comprising: a memory for storing applications, the applications configured for: receiving a broadcast from a server through a network, including a received data set, wherein the mobile device determines if a trigger event has occurred based on the broadcast, wherein the mobile device records data for ongoing game play if the trigger event occurred, and communicating game results to the server by using a communication module with connectivity, wherein the connectivity enables the mobile device to be part of a representative sample of all participants, wherein the game includes discrete game periods and after each discrete game period, performance information based on each discrete game period is received from one or more sampling participants; and a processor coupled to the memory, the processor for processing the applications. 9. The mobile device of claim 8 , wherein the mobile device comprises a cellular telephone, notebook or another internet-connected device. 10. The mobile device of claim 8 , wherein the broadcast comprises a histogram. 11. The mobile device of claim 8 , further comprising an application allowing connection to a server for participation in the game. 12. The mobile device of claim 8 , wherein based on the broadcast, the mobile device establishes a two-way connection with a server. 13. The mobile device of claim 12 , wherein the server examines the mobile device by using the two-way connection. 14. The mobile device of claim 8 , further comprising modules for: determining whether the mobile device has been accessed abnormally, or determining whether data stored by the mobile device has been altered; or determining whether data stored by the mobile device includes an anomaly, wherein the anomaly indicates a prohibited action for the game. 15. A method of receiving updates during a game, the method comprising: connecting to a network with a communication module of a mobile device, the communication module having connectivity, receiving a broadcast with the communication module from a server through the network, including a received data set, wherein the mobile device determines if a trigger event has occurred based on the broadcast, wherein the mobile device records data for ongoing game play if the trigger event occurred, and communicating game results to the server using the connectivity, wherein the connectivity enables the mobile device to be part of a representative sample of all participants, wherein the game includes discrete game periods and after each discrete game period, performance information based on each discrete game period is received from one or more sampling participants. 16. The method of claim 15 , wherein the mobile device comprises a cellular telephone, notebook or another internet-connected device. 17. The method of claim 15 , wherein the broadcast comprises a histogram. 18. The method of claim 15 , further comprising establishing a two-way connection with the server based on the broadcast. 19. The method of claim 18 , further comprising examining the mobile device by the server using the two-way connection. 20. The method of claim 15 , further comprising: determining whether the mobile device has been accessed abnormally, or determining whether data stored by the mobile device has been altered; or determining whether data stored by the mobile device includes an anomaly, wherein the anomaly indicates a prohibited action for the game.
Video game devices specially adapted to be hand-held while playing · CPC title
for downloading to client devices, e.g. using OS version, hardware or software profile of the client device · CPC title
involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title
involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world · CPC title
for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters · CPC title
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