# US 7,613,800 B2 · Communication across multiple game applications

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- Number: US 7,613,800 B2
- Document ID: US7613800B2
- Status: Granted
- Kind: B2
- Application number: 12/218,591
- Filed: 2008-07-15
- Published: 2009-01-01
- Granted: 2009-11-03
- Earliest claimed: 2002-04-26
- Assignees: Sony Computer Entertainment America LLC
- Inventors: Shekhar V. Dhupelia; Glen Van Datta; Brian Fernandes; Eiko Erika Kato; William McCarroll
- Web page: https://patentgrep.com/patent/US7613800B2

## CPC

- 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 13/358: Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
- A63F 13/71: using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
- G06Q 10/025: {Coordination of plural reservations, e.g. plural trip segments, transportation combined with accommodation}
- G06Q 20/108: {Remote banking, e.g. home banking}
- G06Q 40/123: {Tax preparation or submission}
- H04L 67/1001: for accessing one among a plurality of replicated servers
- H04L 67/1012: based on compliance of requirements or conditions with available server resources
- H04L 67/1014: based on the content of a request
- H04L 67/131: Protocols for games, networked simulations or virtual reality
- A63F 13/335: using Internet
- A63F 13/79: involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F 2300/208: for storing personal settings or data of the player
- A63F 2300/401: Secure communication, e.g. using encryption or authentication
- A63F 2300/407: Data transfer via internet
- A63F 2300/50: characterized by details of game servers
- A63F 2300/513: server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
- A63F 2300/532: using secure communication, e.g. by encryption, authentication
- A63F 2300/534: for network load management, e.g. bandwidth optimization, latency reduction
- A63F 2300/5546: using player registration data, e.g. identification, account, preferences, game history
- Y10S 707/99931: Database or file accessing
- Y10S 707/99936: Pattern matching access
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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)
- Y10S: TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS

## Abstract

Systems for communication across multiple game applications are provided. In various embodiments, systems of the present invention may include a first application server hosting a first game application, a second application server hosting a second game application that is different from the first game application, a first client device for interaction with the first game application, a second client device for interaction with the second game application, and a universe management server for maintaining information about the first client device and the second client device. The information maintained in the universe management server may include game application interaction information, which allows the universe management server to facilitate real-time communication between a user of the first client device and a user of the second client device. The universe management system may further receive communications from both client devices via the first and second application server.

## Claims

### Claim 1

A system for communication across multiple game applications, the system comprising:
a first application server hosting a first game application;
a second application server hosting a second game application, wherein the first game application and the second game application are different game applications;
a first client device configured for interaction with the first game application hosted by the first application server;
a second client device configured for interaction with the second game application hosted by the second application server; and
a universe management server configured to maintain information about the first client device and the second client device, the maintained information including game application interaction information, and wherein the universe management server facilitates real-time user communication between a user of the first client device and a user of the second client device, the facilitation of real-time user communication including the use of the game application interaction information, the universe management server receiving user communications from the first and second client device via the first and second application server.

### Claim 2 (depends on 1)

The system of claim 1, wherein facilitating the real-time user communication includes providing a messaging channel between the user of the first client device and the user of the second client device.

### Claim 3 (depends on 1)

The system of claim 1, wherein the real-time user communication is a chat session.

### Claim 4 (depends on 1)

The system of claim 1, wherein the real-time user communication includes an indication of user location.

### Claim 5 (depends on 1)

The system of claim 1, wherein the real-time user communication includes an indication of availability for game play.

### Claim 6

A method for communication across multiple game applications, the method comprising:
maintaining information at a universe management server, the information concerning a first client device and a second client device, the first client device interacting with a first game application hosted by a first application game server and the second client device interacting with a second game application hosted by a second application game server, wherein the first game application and the second game application are different game applications, the maintained information including game application interaction information between the first client device and the second client device;
receiving a user communication at a universe management server, the user communication from a first user of the first client device via the first application server or from a second user of the second client device via the second application server; and
facilitating real-time user communication between the first user and the second user, the facilitation of real-time user communication including the use of the game application interaction information maintained at the universe management server.

### Claim 7 (depends on 6)

The method of claim 6, further comprising providing a messaging channel between the user of the first client device and the user of the second client device.

### Claim 8 (depends on 6)

The method of claim 6, wherein the real-time user communication is a chat session.

### Claim 9 (depends on 6)

The method of claim 6, wherein the real-time user communication includes an indication of user location.

### Claim 10 (depends on 6)

The method of claim 6, wherein the real-time user communication includes an indication of availability for game play.

### Claim 11

A computer-readable storage medium having embodied thereon a program, the program being executable by a processor to form a method for communication across multiple game applications, the method comprising:
maintaining information concerning a first client device and a second client device, the first client device interacting with a first game application hosted by a first application game server and the second client device interacting with a second game application hosted by a second application game server, wherein the first game application and the second game application are different game applications, the maintained information including game application interaction information between the first client device and the second client device;
receiving a user communication, the user communication from a first user of the first client device via the first application server or from a second user of the second client device via the second application server; and
facilitating real-time user communication between the first user and the second user, the facilitation of real-time user communication including the use of the maintained game application interaction information.

### Claim 12 (depends on 11)

The computer-readable storage medium of claim 11, further comprising providing a messaging channel between the user of the first client device and the user of the second client device.

### Claim 13 (depends on 11)

The computer-readable storage medium of claim 11, wherein the real-time user communication is a chat session.

### Claim 14 (depends on 11)

The computer-readable storage medium of claim 11, wherein the real-time user communication includes an indication of user location.

### Claim 15 (depends on 11)

The computer-readable storage medium of claim 11, wherein the real-time user communication includes an indication of availability for game play.
