# US 12,005,348 B2 · Game delivery system

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- Number: US 12,005,348 B2
- Document ID: US12005348B2
- Status: Granted
- Kind: B2
- Application number: 17/447,918
- Filed: 2021-09-16
- Published: 2022-12-22
- Granted: 2024-06-11
- Earliest claimed: 2021-06-17
- Assignees: Immersive Group Gaming Ltd
- Applicants: Immersive Group Gaming Ltd
- Inventors: William Thomas Dean; Thomas James Arnott; Jan Breens
- Web page: https://patentgrep.com/patent/US12005348B2

## CPC

- A63F 13/35: Details of game servers
- A63F 13/352: 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
- A63F 13/213: comprising photodetecting means, e.g. cameras, photodiodes or infrared cells (A63F13/219 takes precedence)
- A63F 13/2145: the surface being also a display device, e.g. touch screens
- A63F 13/31: Communication aspects specific to video games, e.g. between several handheld game devices at close range
- A63F 13/48: Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
- A63F 13/77: involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
- A63F 13/79: involving player-related data, e.g. identities, accounts, preferences or play histories
- G06F 3/0488: using a touch-screen or digitiser, e.g. input of commands through traced gestures
- G06Q 10/02: Reservations, e.g. for tickets, services or events
- G06Q 10/028: {for seating or spaces in a venue}
- H04L 67/10: in which an application is distributed across nodes in the network (software deployment G06F8/60; multiprogramming arrangements G06F9/46)
- H04L 67/131: Protocols for games, networked simulations or virtual reality
- H04L 67/14: Session management (for real-time applications in data packet communications networks H04L65/1066)
- H04L 67/141: Setup of application sessions (admission control or resource allocation in data switching networks H04L47/70)
- H04L 67/142: Managing session states for stateless protocols; Signalling session states; State transitions; Keeping-state mechanisms
- A63F 2300/1025: details of the interface with the game device, e.g. USB version detection
- A63F 2300/1075: using a touch screen
- A63F 2300/1087: comprising photodetecting means, e.g. a camera
- A63F 2300/513: server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
- A63F 2300/636: involving process of starting or resuming a game
- H04L 63/04: {for providing a confidential data exchange among entities communicating through data packet networks}
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- G06Q: INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- H04L: TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION (arrangements common to telegraphic and telephonic communication H04M)

## Abstract

Systems and methods are disclosed for delivering a requested game experience at any of multiple distributed venues. Each venue can include respective gameplay areas and multimedia gaming equipment for delivering a game experience in each gameplay area. The system can include a booking system for managing game bookings across the venues and a master central server configured to generate game sessions based on bookings at the booking system.

## Claims

### Claim 1

A distributed computer system for delivering a requested game experience at any venue of a plurality of distributed venues, the distributed computer system comprising:
at each venue: a plurality of local units serving respective gameplay areas of the venue, each local unit coupled to a set of multimedia gaming equipment for delivering a game experience in its gameplay area, and a venue central unit configured to connect to each of the local units of that venue;
a booking system for managing game bookings across the plurality of distributed venues, the booking system configured to receive, from a user device via a public network, a booking request denoting a requested venue of the plurality of distributed venues, and create a booking in response; and
a master central server configured to connect to the booking system and the venue central unit of each venue;
wherein the master central server is configured to generate a game session based on the booking, and automatically communicate the game session to the venue central unit of the requested venue, wherein the game session comprises details required by the local unit to load and execute the game at the venue, wherein the venue central unit receiving the game session is configured to render accessible, to the local unit serving one of the gameplay areas, game details of the game session, and wherein that local unit is configured to deliver the requested game experience within that gameplay area, using its set of multimedia gaming equipment, based on the game details of the game session;
wherein the venue central unit is configured to store the game session in a venue session database of the requested venue, and wherein the master central server is configured to duplicate the game session in a master session database.

### Claim 2 (depends on 1)

The distributed computer system according to claim 1, wherein the master central server is configured to retain control of the game session initially and, whilst in control of the game session, propagate any changes to the game session to the venue central unit of the requested venue for replicating in the venue session database;
wherein, responsive to a venue control event, the venue central unit is configured to assume control of the game session, and, whilst in control of the game session, propagate any changes in the game session to the master central server for replicating in the master session database.

### Claim 3 (depends on 2)

The distributed computer system of claim 2, wherein the local unit is configured to augment the game session with gameplay data, wherein the venue central unit is configured, whilst in control of the game session, to pass control of the game session to the local unit in response to a game initiation event, wherein the local unit is configured to: initiate the game experience responsive thereto, augment the game session with gameplay data whilst in control of the game session, and pass control of the augmented game session back to the venue central unit upon termination of the game experience.

### Claim 4 (depends on 3)

The distributed computer system of claim 3, wherein the venue central unit is configured to automatically communicate the augmented game session to the master central server, wherein the master central server is configured to store the augmented game session in the master session database and assume control of the augmented game session thereafter.

### Claim 5 (depends on 3)

The distributed computer system of claim 3, wherein the game initiation event is the receipt of a game initiation instruction at the local unit from a venue management device.

### Claim 6 (depends on 2)

The distributed computer system of claim 2, wherein the venue control event is the expiration of a time limit set by a booking time of the booking session.

### Claim 7 (depends on 2)

The distributed computer system of claim 2, wherein the booking system is configured to store the booking in a booking database, wherein the master central server is configured, whilst in control of the game session, to modify the game session in the master database based on a change in the booking, and communicate the modified game session to the local unit for storing in the venue session database.

### Claim 8 (depends on 1)

The distributed computer system of claim 1, wherein the local unit is configured to augment the game session with gameplay data.

### Claim 9 (depends on 8)

The distributed computer system of claim 8, wherein the venue central unit is configured to automatically communicate the augmented game session to the master central server.

### Claim 10 (depends on 9)

The distributed computer system of claim 9, wherein the game session comprises at least one user address, and the master central server is configured to automatically send at least a portion of the gameplay data from the augmented game session to the user address.

### Claim 11 (depends on 10)

The distributed computer system of claim 10, wherein the portion of the gameplay data of the augmented game session comprises image data captured by the local unit from the gameplay area during the gameplay experience.

### Claim 12 (depends on 1)

The distributed computer system of claim 1, wherein each venue central unit has a session management interface, wherein the venue central unit of the requested venue is configured to initiate the delivery of the game experience by the local unit in response to a game initiation instruction received at the session management interface.

### Claim 13 (depends on 12)

The distributed computer system of claim 12, wherein the session management interface is accessible to a venue management device via a private network of the venue, the game initiation instruction received from the venue management device via the private network.

### Claim 14 (depends on 12)

The distributed computer system of claim 12, wherein the game initiation instruction denotes the gameplay area to which the gameplay session is to be transferred, or the game session comprises an identifier of the gameplay area which the gameplay session is to be transferred.

### Claim 15 (depends on 1)

The distributed computer system of claim 1, wherein the master central server is configured to access the booking via a first application programming interface of the booking system, wherein the master central server is configured to provide a second application programming interface, accessible to each of the venue central units, via which the game session is communicated.

### Claim 16 (depends on 15)

The distributed computer system of claim 15, wherein the master central server comprises a control system for controlling operations of the venue central unit via control messages sent via push channels from the central server to the venue central units.

### Claim 17 (depends on 1)

The distributed computer system of claim 1, comprising a game management system for creating and/or modifying games held in a master game database, wherein the master central server is configured to automatically communicate a new or updated game to all of the venue central units, wherein each venue central unit is configured to store a venue copy of the central game database, wherein the game details of the game session identifies one of the games and the game experience is delivered by executing the identified game on the local unit.

### Claim 18 (depends on 1)

The distributed computer system of claim 1, wherein each set of multimedia gaming equipment comprises:
a display system configured to render a real or virtual moving image on at least one display screen in the gameplay area,
at least one input device for receiving user input,
wherein each local unit is configured to update the real moving image responsive to the user input in order to deliver the game experience.

### Claim 19 (depends on 18)

The distributed computer system of claim 18, wherein the at least one input device comprises:
at least one image capture device for tracking user motion detected in the gameplay area, the user input comprising user motion detected in the gameplay area, and/or
at least one touch detection device for detecting touch input at the display screen, the user input comprising tough input detected at the display screen.
