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US20110201430A1 - Method for enhancing online interactive gaming - Google Patents

Method for enhancing online interactive gaming Download PDF

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Publication number
US20110201430A1
US20110201430A1 US13/025,549 US201113025549A US2011201430A1 US 20110201430 A1 US20110201430 A1 US 20110201430A1 US 201113025549 A US201113025549 A US 201113025549A US 2011201430 A1 US2011201430 A1 US 2011201430A1
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player
virtual game
game room
computing devices
players
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US13/025,549
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Bernardo Maribona
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

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  • the present invention is directed to a method for providing an enhanced online interactive gaming experience. More in particular, the present invention is structured to connect a plurality of players via a virtual game room for purposes of playing one or more casino style games, such as poker, wherein the players are able to audibly and/or visually communicate with each other in real time as a game is played.
  • a virtual game room for purposes of playing one or more casino style games, such as poker, wherein the players are able to audibly and/or visually communicate with each other in real time as a game is played.
  • the Internet has opened the door which allows people to undertake a wide variety of activities which previously were conducted in person, with actual person to person interaction. Just a few examples include online shopping, online education, and online dating. Another activity which was traditionally conducted in person is interactive gaming, which is now also widespread via the Internet. Although arcade style games in which players compete against one another solely for bragging rights are quite common, casino style games of chance have also migrated to the online arena.
  • a further advantage may be realized by providing language specific virtual game rooms to allow players to engage in online interactive casino style gaming wherein the players can communicate with the house, dealer, and/or other players in a mutually selected virtual game room his or her own native language, or other language of their choosing.
  • the present disclosure is directed to a method for enhancing play of an online interactive game between a plurality of players.
  • the present invention is directed to a method for enhancing play of an online interactive poker game between the plurality of players.
  • the method comprising the steps of establishing a connection between each of a plurality of player computing devices and a gaming server network, wherein each player computing device has a player browser, such as an internet, intranet, or other computer network connection. More in particular, each player browser connected to gaming server network is served views of virtual game rooms in which online interactive games are played, as well as providing instructions and prompts to access the gaming server network.
  • a player browser such as an internet, intranet, or other computer network connection. More in particular, each player browser connected to gaming server network is served views of virtual game rooms in which online interactive games are played, as well as providing instructions and prompts to access the gaming server network.
  • the present method includes requesting a list of available virtual game rooms from the gaming server network via at least one of the plurality of player computing devices, and displaying the list of available virtual game rooms on the player computing device requesting the same.
  • the present method further comprises selecting an available virtual game room from the gaming server network via at least one of the plurality of player computing devices.
  • the present method provides for connecting at least some of the plurality of player computing devices to a mutually selected virtual game room, thereby admitting at least some of the plurality of players to the mutually selected virtual game room.
  • the method in accordance with the present invention comprises the step of providing a real time communication link between each of the plurality of player computing devices connected to the mutually selected virtual game room, wherein the real time communication link is structured to permit at least one of a real time audio communication link or a real time video communication link between each of the plurality of players admitted to the mutually selected virtual game room.
  • the present method further includes playing at least one online interactive poker game via the plurality of player computing devices connected to the mutually selected virtual game room and the gaming server network.
  • the present method provides for transferring each amount bet by each of the plurality of players admitted to the mutually selected virtual game room to a unique player account file corresponding to a player determined to be a winner of a hand of poker.
  • the players may play one or more hands of cards with one another in a virtual game room and, like a live casino environment, players may opt to leave a game room and allow other player(s) to join in the online interactive game taking place therein.
  • FIG. 1 is a schematic representation of one embodiment of a method for enhancing play of an online interactive poker game in accordance with the present invention.
  • FIG. 2 is a schematic representation of one embodiment of a method for establishing a connection between each of a plurality of player computing devices and a gaming server network in accordance with the present invention.
  • FIG. 2A is a schematic flow chart illustrative of one embodiment of a method for establishing a connection between each of a plurality of player computing devices and a gaming server network in accordance with the present invention.
  • FIG. 3 is a schematic representation of one embodiment of a method for selecting an available virtual game room from a gaming server network in accordance with the present invention.
  • FIG. 4 is a schematic representation of one embodiment of a method for connecting each of a plurality of player computing devices to a mutually selected virtual game room in accordance with the present invention.
  • FIG. 4A is a schematic flow chart illustrative of one embodiment of a method for connecting each of a plurality of player computing devices to a mutually selected virtual game room in accordance with the present invention.
  • FIG. 5 is a schematic representation of one embodiment of a method for playing an online interactive poker game in accordance with the present invention.
  • FIG. 5A is a schematic flow chart illustrative of one embodiment of a method for playing an online interactive poker game in accordance with the present invention.
  • FIG. 6 is a schematic representation of one embodiment of a gaming server network for implementing the method in accordance with the present invention.
  • the present disclosure is directed to a method for enhancing online interactive gaming, generally as shown at 10 throughout the Figures.
  • the present invention comprises a method 10 for enhancing play of an online interactive poker game between a plurality of players. It is understood that the laws in certain jurisdictions may limit, regulate, or even prohibit online gambling activities, and it is emphasized that the method 10 of the present disclosure is solely intended for implementation in a legal manner, i.e., only in those jurisdictions which permit the same, and in accordance with any and all laws regulating such activities within those jurisdictions.
  • FIG. 1 a schematic representation of one embodiment of a method 10 for enhancing play of an online interactive poker game is presented.
  • the method 10 begins with establishing a connection, as at 20 , between each of a plurality of player computing devices and a gaming server network.
  • the method 10 further comprises selecting an available virtual game room 30 from a gaming server network.
  • the method 10 in accordance with the embodiment of FIG. 1 includes the step of connecting a plurality of player computing devices to a mutually selected virtual game room, as at 40 .
  • FIG. 1 a schematic representation of one embodiment of a method 10 for enhancing play of an online interactive poker game is presented.
  • the method 10 begins with establishing a connection, as at 20 , between each of a plurality of player computing devices and a gaming server network.
  • the method 10 further comprises selecting an available virtual game room 30 from a gaming server network.
  • the method 10 in accordance with the embodiment of FIG. 1 includes the step of connecting a plurality of player computing devices to a mutually selected virtual game room, as
  • connection 22 such as an internet, intranet, or other computer network connection
  • a player computing device having a player browser It is understood to be within the scope an intent of the present invention to permit a player to utilize any accessible internet, intranet, or other computer network connection whether it be a hardwire connection, a wireless connection, or a cellular communication link, to name a few.
  • the connection to the gaming server network is established via standard HTML coding and HTTP requests.
  • each player Prior to establishing a connection between a player computing device and the gaming server network, each player must create a unique player account file 23 which corresponds to and is unique for each different one of a plurality of players that access a gaming server network.
  • the unique player account file is utilized to identify the various players accessing the gaming server network in accordance with the present method 10 , and requires at a minimum that each player enter a unique username and password to be utilized by the gaming server network to identify each player seeking access to the network.
  • the unique player account file will permit the gaming server network to access a player's financial account or accounts, such as a savings account, checking account, PAYPAL®, credit card, or other such funding source as a player elects to provide for purposes of covering any bets placed by the player, as well as to deposit any winnings earned by the player.
  • a player's financial account or accounts such as a savings account, checking account, PAYPAL®, credit card, or other such funding source as a player elects to provide for purposes of covering any bets placed by the player, as well as to deposit any winnings earned by the player.
  • the unique player account file will also include a financial account balance corresponding to the player such that the gaming serving network can verify that a particular player has sufficient funds to cover any bet attempted to be placed by the player during any online gaming activity.
  • the unique player account file may require input and verification of a physical geographical location of the player and/or the player computing device, in order to verify that the player and/or player computing device are not located in a jurisdiction which prohibits online gambling, in which case, the network may act to prevent the player from accessing the gaming server network.
  • a player After creating a unique player account file 23 , a player will be able to establish a connection 20 between a player computing device and the gaming server network.
  • the user Upon accessing a website for a particular online interactive gaming network, the user will be prompted to login, such as illustrated in FIG. 2A .
  • the player will be prompted to provide a username and password, and more in particular, the player must input the username and password provided by the player when creating his or her unique player account file 23 .
  • the gaming server network Once the username and password have entered by a player, the gaming server network will retrieve the unique player account file 24 which, in at least one embodiment, will be stored on a separate database server network.
  • the step of retrieving a player's unique account file 24 is by way of a request from the gaming server network to access the database server network, as well as the return of the response to the query, is implemented via a secure SQL language.
  • the present method 10 provides for verifying a player's identity 26 via a match of the username and password entered by the player with the username and password provided by the player while creating his or her player account file 23 .
  • the method 10 provides for connecting a player computing device 28 to a gaming server network, as in the illustrative embodiment of FIG. 2 .
  • the username and password do not match, the player will be prompted to reenter the same.
  • the number of attempts for a player to enter a correct username and password may be limited. As one example, after three failed attempts, the player's account may be blocked until such time as the player having created the unique player account file contacts the operator of the online interactive gaming server network to verify his or her identity and/or to reset his or her username and/or password.
  • the method 10 Upon connecting a player computing device 28 to a gaming server network the method 10 , in at least one embodiment, further comprises testing a player browser capability 29 to assure that the player browser is adequately configured to properly display the web pages to be served from the gaming server network to facilitate playing of an online interactive poker game in accordance with the present method 10 .
  • the gaming server network can send one or more HTML web pages to the player browser.
  • the present method 10 for enhancing online interactive gaming further comprises selecting an available virtual game room from a gaming server network, as shown at 30 .
  • the method 10 includes requesting a list of available game rooms 32 such as via a ⁇ getRooms ⁇ function. This step is represented schematically in the flow chart presented in FIG. 2A .
  • the gaming server network Upon receipt on a request for a list of available virtual game rooms 32 , the gaming server network responds by serving a list of available virtual game rooms 34 to a player computing device.
  • a ⁇ pageReady ⁇ function is utilized to serve the list of available game virtual game rooms, as illustrated schematically in FIG. 2A .
  • serving the list of available virtual game rooms 34 further comprises displaying a set of parameters 36 corresponding to a different one of each available virtual game room.
  • the set of parameters corresponding to an available virtual game room may include parameters to designate a virtual game room as a public game room, or as a private game room.
  • another parameter corresponding to an available virtual game room may comprise a parameter designating a primary game room language, that is to say, the primary language to be spoken by players admitted to the particular virtual game room, as well as for the primary language to be utilized for the display of any textual information served to a player browser by the gaming server network corresponding to a particular virtual game room.
  • the primary game room languages which may be available in any particular virtual game room in accordance with the present method 10 include, but are in no manner limited to, English, Spanish, Chinese, Portuguese, French, German, Italian, Japanese, Korean, Russian, Arabic, Ukrainian, Hindi-Urdu, Bengali, Wu, Marathi, Telugu, Tamil, Cantonese and Javanese.
  • Other parameters may include, but are in no manner limited to, wagering limits, game selection, geographical location of players, etc.
  • the present method 10 further comprises selecting an available virtual game room 38 via player computing device. More in particular, the present method 10 contemplates a plurality of players mutually selecting an available virtual game room, as at 38 , via each of a plurality of different player computing devices. In this matter, a plurality of players who may be geographically distributed throughout the world may all seek admission to the same virtual game room for purposes of playing an online interactive game in accordance with the method 10 of the present invention.
  • FIG. 4 is illustrative of an embodiment of the present method 10 further comprising the step of connecting at least some of the plurality of player computing devices to a mutually selected virtual game room, as shown at 40 . It will be appreciated that by connecting a plurality of player computing devices to a mutually selected virtual game room 40 , the present method 10 effectively admits a corresponding plurality of players to the mutually selected game room for purposes of engaging in the play of an online interactive game.
  • FIG. 4A is schematic flow chart which is illustrative of the step of connecting a plurality of player computing devices to a mutually selected virtual game room.
  • the present method 10 further includes the step of providing a real time communication link 42 between each of a plurality of player computing devices. More in particular, the present method 10 provides a real time communication link 42 between each of a plurality of player computing devices connected to a mutually selected virtual game room.
  • the method 10 includes providing a real time audio communication link 42 ′ between each of a plurality of player computing devices, such that the plurality of players in a mutually selected virtual game room may audibly communicate with one another during the play of an online interactive game, thereby enhancing the “live” feel during play of the same.
  • a microphone may be utilized in conjunction with a player computing device in order to allow a particular player to speak in his or her own voice, which is then transmitted to the other player computing devices connected to a mutually selected game room during play, and is output via a speaker, headset, or other such audio output device.
  • a player may elect not to broadcast their actual voice, in which case, a series of canned audio responses, such as, by way of example only, “hit”, “stand”, “call”, raise”, fold”, etc., may be accessible from the gaming server network to allow a player to communicate with at least some anonymity, if desired.
  • a player may elect to communicate with other players solely via text messaging viewable on the player computing devices connected to a particular virtual game room. In such an embodiment, the player may elect to mute his or her microphone to assure that no audible signal is transmitted via the player's microphone.
  • the real time audio communication link may be utilized to insert background music, or prerecorded background noise from an actual casino floor or other such environment, once again, to further enhance the “live” feel of the online interactive gaming experience.
  • the present method 10 comprises a step of providing a real time video communication link 42 ′′ between each of a plurality of computing devices.
  • a digital video camera may be utilized in conjunction with a player computing device to capture and transmit real time video images of a player for transmission to each of the plurality of other player computing devices connected to a mutually selected virtual game room.
  • a player may select an avatar or other forms of non-descript and non-identifying visual symbol or visual image to be transmitted to represent himself or herself to the other players admitted to the virtual game room, once again, thereby providing a degree of anonymity for a player desiring to do so.
  • the method 10 of the present invention comprises a step of providing in at least one of a real time audio communication link 42 ′ or providing a real time video communication link 42 ′′.
  • the method 10 of the present invention is structured to provide a real time audio communication link and a real time video communication link between each of the plurality of player computing devices connected to a mutually selected virtual game room. As a result, each of the plurality of players admitted to a mutually selected virtual game room will be able to communicate with one another in real time, both audibly and visually, creating a pseudo live gaming environment, and thereby enhancing the play of an online interactive game.
  • the method 10 of the present invention further comprises monitoring a capacity of a mutually selected virtual game room 46 in order to determine first, availability for one or more additional players to join the virtual game room, and second, to determine when a maximum capacity, i.e., the maximum number of players which may be admitted to a particular virtual game room, has been attained.
  • a maximum capacity i.e., the maximum number of players which may be admitted to a particular virtual game room.
  • the present method 10 provides for closing the mutually selected virtual game room 48 to additional players, and proceeds to initiating play of an online interactive game.
  • the present method 10 provides for displaying a listing of other available virtual game rooms to any additional players seeking to play on online interactive game.
  • FIG. 4A is illustrative of the steps of monitoring a capacity of a mutually selected virtual game room and closing a mutually selected virtual game room to additional players via the ⁇ getPlayers ⁇ function and the ⁇ roomReady ⁇ function, respectively.
  • the method 10 of the present invention provides an override to the maximum capacity for a particular virtual game room such that the plurality of players having mutually selected a virtual game room may elect, unanimously or by majority, to close the virtual game room to additional players and initiate play of an online interactive game with less than the maximum capacity of players permitted in a virtual game room.
  • a minimum capacity may be established for a virtual game room whereby a virtual game room may not be closed and an online interactive game may not commence until at least a minimum number of players have mutually selected the particular virtual game room in question.
  • the method 10 of the present invention includes the step of playing an online interactive game in a mutually selected virtual game room, generally as shown as 50 throughout the figures. More in particular, looking to the illustrative embodiment of FIG. 5 , the present method 10 provides for playing an online interactive poker game 50 in a mutually selected virtual game room. To facilitate this process, the present method 10 comprises uploading a unique player account file 51 corresponding to each of a plurality of players admitted to a mutually selected virtual game room. As noted above, each player's unique account file includes information sufficient to specifically identify a player via the gaming server network, as well as comprising a player's financial account balance, to assure a player has sufficient funds to cover any bet which a player may choose to place.
  • the method 10 includes dealing an initial hand of cards 52 to each of the plurality of the players admitted to the mutually selected virtual game room. It is understood and appreciated that any of a variety of known random cards generators may be utilized to assure that the initial hand of cards dealt to each player, as well as any subsequent cards dealt in the mutually selected virtual game room are fairly and legally distributed to each player. Further, it will be appreciated that the gaming server network utilized to implement the present method 10 is configured to serve different views to each player in the mutually selected virtual game room, depending on the game selected by the players. In one example, such as three card draw poker, each player is only able to view its own hand of cards, and not the cards dealt to the other players admitted to the mutually selected virtual game room.
  • the gaming server network may be configured such that only the “hole” cards for a particular player will be visible on the player browser corresponding to that player, while the “face up” cards will be visible on the player browser of each of the plurality of players admitted to the virtual game room.
  • the present method 10 provides for a soliciting a bet on an initial hand of cards 53 from each of the plurality of players admitted to the mutually selected virtual game room. Further, the present method 10 provides for verifying that each player's financial account balance is sufficient to cover the corresponding a player's bet on an initial hand of cards 53 ′.
  • the method 10 of the present invention further comprises requesting an identification of unwanted cards 54 from each of the plurality of players admitted to a mutually selected virtual game room.
  • each player is initially dealt five cards which a player may elect to keep as their final hand, or the player may request one, two, or three new cards in exchange a corresponding one, two, or three cards from the initial hand dealt to that player.
  • Numerous other card games provide for an exchange of cards in a similar manner, and such games are well known and too numerous to list, however, it is understood to be within the scope and intent of the present method 10 to encompass any game of chance based on cards such as are known to date or as may be developed in the future.
  • the invention herein lies not in any step or procedures for playing any particular game of chance, rather in the method for admitting a plurality of players to a mutually selected virtual game room wherein the plurality of players may implement enhanced play of an online interactive game.
  • the present method 10 further comprises the step of dealing a replacement card 55 corresponding to each unwanted card identified by each of the plurality of players admitted to the mutually selected virtual game room.
  • this step is only implemented for a game in which the players actually exchange one or more cards from the initial hand of cards which they are dealt.
  • the present method 10 further provides for soliciting a bet on a final hand of cards 56 from each of the plurality of players admitted to the mutually selected virtual game room.
  • the present method 10 includes the step of verifying that each player's financial account balance is sufficient to cover a corresponding player's bet on a final hand of cards 56 ′.
  • the method 10 of the present invention provides for displaying the final hand of card for each player having called the final bet 57 .
  • the gaming server network is configured to display the same view to each of the plurality of players admitted to the mutually selected virtual game room, such that each player will be able to see not only their own final hand of cards displayed, but will be able to see the final hand of cards for each other player admitted to the mutually selected virtual game room that had called the final bet in a game.
  • the gaming server network is further configured to determine a winner of the game based on the final hands of cards displayed for each player having called a final bet 58 .
  • the present method 10 provides for transferring an amount bet by each player to the unique player account file corresponding to the player determined to be the winner the game of cards 59 .
  • the present method 10 includes the steps of recalculating the financial account balance 59 ′ for each of the plurality of players admitted to a mutually selected virtual game room after transferring each amount bet by each of the plurality of players to the unique player account corresponding to the player determine to be the winner of hand of poker.
  • the present method 10 comprises a step of recalculating the financial account balance 59 ′ for each of the plurality of players admitted to a mutually selected virtual game room following any amount bet by a corresponding one of the plurality of players so as to assure sufficient financial account balance to cover any subsequent bet made by the player during any game of poker, or other game of chance.
  • FIG. 5A is a schematic flow chart illustrative of one embodiment of the play of a card game of chance in accordance with one embodiment of the method 10 of the present invention.
  • FIGS. 1 through 5A herein are primarily directed to a card game of chance, and in particular, a poker game, it is understood to be within the scope and intend of the method 10 of the present invention to implement the steps and procedures outlined herein to facilitate enhancing play any online interactive game, including an online game of chance.
  • the present method 10 establishes procedures for bets to be placed by each of the plurality of players engaging in online interactive game, the laws and certain jurisdiction may prohibit betting for actual monetary gain, in which case, the method 10 of the present invention may be implemented utilizing “play money”, having no cash value at all, in which case, the method 10 may be implemented to allow players to compete with one another purely for bragging rights or other such non-monetary forms of gain.
  • FIG. 6 presents a schematic representation of one embodiment of a gaming server system 100 which may be utilized to implement the method 10 in accordance with the present invention.
  • the gaming server system 100 comprises a gaming server network 110 thereby allowing a provider to implement the method 10 of the present invention for enhancing play of an online interactive game between a plurality of players.
  • the gaming server network 110 comprises a plurality of servers serving separate functions, such as multipoint control unit farms to provide for conference bridging, and database servers to store unique player account file as well as the software required to configure the various virtual game rooms as well as to implement the various online interactive games which a plurality of players may elect to play.
  • the gaming server network 110 may further include one or more conference of registration servers structured to control player access to the gaming server network, as well as front-end application server farms which serve to communicate directly with each of the plurality of player computing devices 120 accessing the gaming server network 110 .
  • a public network or internet 105 is utilized to allow each of a plurality of player computing devices 120 to communicate directly with the gaming server network 110 , such as, via a front-end application server.
  • each player computing device 120 includes an audio visual interface layer to permit audio and video communications to and from the player computing device 120 , as well as the software processing layer required to process the various audio and video inputs and outputs from the player computing device 120 .
  • FIG. 6 further illustrates that, in at least one embodiment, the player computing device 120 includes a core client application layer, including an online gaming core application which may comprise software downloaded from the gaming server network 110 now resident on the player computing device 120 .
  • the player computing device 120 comprises a network interface layer which includes a TCP/IP network interface, as well as a physical network interface to allow connection of the player computing device 120 to the gaming server network 110 via a public network/internet 105 .
  • the player computing device 120 as shown is typical of a personal computer or a laptop computer, however, it will be appreciated that as utilized herein, and as recited in the claims, “player computing device” may comprise any of a number of devices which allow interconnection to via an internet, intranet, or other computer network, such as a smart phone, a PDA, and other such device which allows a user access to and interaction with a website.
  • the gaming server system 100 of the illustrative embodiment of FIG. 6 is merely representative of but one of numerous physical configurations of a gaming server network 110 and each of a plurality of player computing devices 120 which may be utilized to implement the method for enhancing play of an online interactive game 10 in accordance with the present invention. As such, the present method 10 is not to be limited in any manner based upon on the illustrative embodiment the gaming server system 100 as presented in FIG. 6 .

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Abstract

A method for enhancing an online interactive gaming experience includes establishing a connection between each of a plurality of player computing devices and a gaming server network, such as via an internet, intranet, or other computer network. In addition, the method provided for selecting an available virtual game room from the gaming server network, and connecting at least some of the plurality of player computing devices to a mutually selected virtual game room. The present method further comprises providing a real time communication link between each of a plurality of player computing devices connected to a mutually selected virtual game room, wherein the real time communication link may include a real time audio communication link and/or a real time video communication link, such that each of the players admitted to a virtual game room can communicate with one another in real time during the play of an online interactive game. The method also provides for playing an online interactive game by the plurality of players admitted to a mutually selected virtual game room via the plurality of player computing devices.

Description

    CLAIM OF PRIORITY
  • The present application is based on and a claim of priority is made under 35 U.S.C. Section 119(e) to a provisional patent application that is currently pending in the U.S. Patent and Trademark Office, namely, U.S. Provisional Patent Application Ser. No. 61/337,886 having a filing date of Feb. 12, 2010, and which is incorporated herein by reference in its entirety.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention is directed to a method for providing an enhanced online interactive gaming experience. More in particular, the present invention is structured to connect a plurality of players via a virtual game room for purposes of playing one or more casino style games, such as poker, wherein the players are able to audibly and/or visually communicate with each other in real time as a game is played.
  • 2. Description of the Related Art
  • The Internet has opened the door which allows people to undertake a wide variety of activities which previously were conducted in person, with actual person to person interaction. Just a few examples include online shopping, online education, and online dating. Another activity which was traditionally conducted in person is interactive gaming, which is now also widespread via the Internet. Although arcade style games in which players compete against one another solely for bragging rights are quite common, casino style games of chance have also migrated to the online arena.
  • More in particular, persons are now able, within legally regulated limitations on gambling activities, to access any of a number of websites via the Internet, and compete against players around the globe for actual monetary stakes in any of a number of casino style games. Just a few examples of games available for play via such websites are poker, blackjack, roulette, and, even craps. Typically, such websites allow a user to select a static icon or image to represent themselves in a “virtual” game room where casino style games of chance are played for actual monetary stakes. Further, such sites also typically permit a player to communicate with the “dealer” and/or other players via text messages to direct actions a player wishes to undertake during the course of a game, for example, “bet”, “hit”, “stand”, “raise”, “fold”, etc. In this manner, a group of players around the globe can participate in an actual casino style game, for actual monetary stakes, from the comfort of his or her own home.
  • While the games and the stakes of such online casino gaming websites are real, the experience of the player's engaging in such games is limited and lacking. Specifically, player's in a casino environment competing against one typically observe the actions of other players, for example, to get a feel for the strength or weakness of a particular player's hand, and to try and determine if another player may have a strong hand if he or she is merely bluffing. Similarly, the tone or inflection of a player's voice can tip off an experienced player as to the likelihood that a player is trying to bluff. There is also an element of simple conversation amongst players in an actual casino environment, such as between hands, rolls of the dice, etc. These interactions are wholly lost when engaging in casino style games via the gaming websites available at the present time.
  • As such, it would be beneficial to provide a method for enhancing an online interactive gaming experience for the players. More in particular, it would be helpful to provide a method for implementing an online interactive game wherein a plurality of players are provided with a real time communication link between one another during play of a online interactive game, such as a casino style game. It would be further beneficial to provide players of an online interactive casino style game with real time audio and/or video communication links so as to further emulate a live casino gambling experience. Yet another advantage may be realized by providing a method for online interactive gaming wherein virtual game rooms may be selected by prospective players based a variety of parameters, such as private game rooms for persons wishing to compete solely against one another, public rooms for person wishing to engage a wider variety of competition. A further advantage may be realized by providing language specific virtual game rooms to allow players to engage in online interactive casino style gaming wherein the players can communicate with the house, dealer, and/or other players in a mutually selected virtual game room his or her own native language, or other language of their choosing.
  • SUMMARY OF THE INVENTION
  • The present disclosure is directed to a method for enhancing play of an online interactive game between a plurality of players. In at least one embodiment, the present invention is directed to a method for enhancing play of an online interactive poker game between the plurality of players.
  • The method comprising the steps of establishing a connection between each of a plurality of player computing devices and a gaming server network, wherein each player computing device has a player browser, such as an internet, intranet, or other computer network connection. More in particular, each player browser connected to gaming server network is served views of virtual game rooms in which online interactive games are played, as well as providing instructions and prompts to access the gaming server network.
  • In at least one embodiment, the present method includes requesting a list of available virtual game rooms from the gaming server network via at least one of the plurality of player computing devices, and displaying the list of available virtual game rooms on the player computing device requesting the same. The present method further comprises selecting an available virtual game room from the gaming server network via at least one of the plurality of player computing devices.
  • Once a virtual game room has been selected, the present method provides for connecting at least some of the plurality of player computing devices to a mutually selected virtual game room, thereby admitting at least some of the plurality of players to the mutually selected virtual game room.
  • Next, the method in accordance with the present invention comprises the step of providing a real time communication link between each of the plurality of player computing devices connected to the mutually selected virtual game room, wherein the real time communication link is structured to permit at least one of a real time audio communication link or a real time video communication link between each of the plurality of players admitted to the mutually selected virtual game room.
  • The present method further includes playing at least one online interactive poker game via the plurality of player computing devices connected to the mutually selected virtual game room and the gaming server network. Finally, the present method provides for transferring each amount bet by each of the plurality of players admitted to the mutually selected virtual game room to a unique player account file corresponding to a player determined to be a winner of a hand of poker. The players may play one or more hands of cards with one another in a virtual game room and, like a live casino environment, players may opt to leave a game room and allow other player(s) to join in the online interactive game taking place therein.
  • These and other objects, features and advantages of the present invention will become clearer when the drawings as well as the detailed description are taken into consideration.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • For a fuller understanding of the nature of the present invention, reference should be had to the following detailed description taken in connection with the accompanying drawings in which:
  • FIG. 1 is a schematic representation of one embodiment of a method for enhancing play of an online interactive poker game in accordance with the present invention.
  • FIG. 2 is a schematic representation of one embodiment of a method for establishing a connection between each of a plurality of player computing devices and a gaming server network in accordance with the present invention.
  • FIG. 2A is a schematic flow chart illustrative of one embodiment of a method for establishing a connection between each of a plurality of player computing devices and a gaming server network in accordance with the present invention.
  • FIG. 3 is a schematic representation of one embodiment of a method for selecting an available virtual game room from a gaming server network in accordance with the present invention.
  • FIG. 4 is a schematic representation of one embodiment of a method for connecting each of a plurality of player computing devices to a mutually selected virtual game room in accordance with the present invention.
  • FIG. 4A is a schematic flow chart illustrative of one embodiment of a method for connecting each of a plurality of player computing devices to a mutually selected virtual game room in accordance with the present invention.
  • FIG. 5 is a schematic representation of one embodiment of a method for playing an online interactive poker game in accordance with the present invention.
  • FIG. 5A is a schematic flow chart illustrative of one embodiment of a method for playing an online interactive poker game in accordance with the present invention.
  • FIG. 6 is a schematic representation of one embodiment of a gaming server network for implementing the method in accordance with the present invention.
  • Like reference numerals refer to like parts throughout the several views of the drawings.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
  • As previously indicated, the present disclosure is directed to a method for enhancing online interactive gaming, generally as shown at 10 throughout the Figures. In at least one embodiment, the present invention comprises a method 10 for enhancing play of an online interactive poker game between a plurality of players. It is understood that the laws in certain jurisdictions may limit, regulate, or even prohibit online gambling activities, and it is emphasized that the method 10 of the present disclosure is solely intended for implementation in a legal manner, i.e., only in those jurisdictions which permit the same, and in accordance with any and all laws regulating such activities within those jurisdictions.
  • Looking to FIG. 1, a schematic representation of one embodiment of a method 10 for enhancing play of an online interactive poker game is presented. The method 10, as illustrated in FIG. 1, begins with establishing a connection, as at 20, between each of a plurality of player computing devices and a gaming server network. In the illustrative embodiment of FIG. 1, the method 10 further comprises selecting an available virtual game room 30 from a gaming server network. Further, the method 10 in accordance with the embodiment of FIG. 1 includes the step of connecting a plurality of player computing devices to a mutually selected virtual game room, as at 40. In addition, in the illustrative embodiment of FIG. 1, the method 10 comprises the step of providing a real time communication link 42 between each of a plurality of player computing devices connected to a mutually selected virtual game room. Finally, the method 10 as shown in FIG. 1 includes playing an online interactive poker game 50 in a mutually selected virtual game room. Each of the foregoing steps of the present method 10 are described in further detail below with reference to FIG. 2 through FIG. 5A.
  • Looking next to FIG. 2, the step of establishing a connection 20 between each of a plurality of player computing devices and a gaming server network is presented in greater detail. To begin, in accordance with the illustrative embodiment of FIG. 2, a player wishing to implement the present method 10 for enhancing play of an online interactive poker game must access a connection 22, such as an internet, intranet, or other computer network connection, via a player computing device having a player browser. It is understood to be within the scope an intent of the present invention to permit a player to utilize any accessible internet, intranet, or other computer network connection whether it be a hardwire connection, a wireless connection, or a cellular communication link, to name a few. In at least one embodiment, the connection to the gaming server network is established via standard HTML coding and HTTP requests.
  • Prior to establishing a connection between a player computing device and the gaming server network, each player must create a unique player account file 23 which corresponds to and is unique for each different one of a plurality of players that access a gaming server network. The unique player account file is utilized to identify the various players accessing the gaming server network in accordance with the present method 10, and requires at a minimum that each player enter a unique username and password to be utilized by the gaming server network to identify each player seeking access to the network. In addition, the unique player account file will permit the gaming server network to access a player's financial account or accounts, such as a savings account, checking account, PAYPAL®, credit card, or other such funding source as a player elects to provide for purposes of covering any bets placed by the player, as well as to deposit any winnings earned by the player. Accordingly, the unique player account file will also include a financial account balance corresponding to the player such that the gaming serving network can verify that a particular player has sufficient funds to cover any bet attempted to be placed by the player during any online gaming activity.
  • In at least one embodiment, the unique player account file may require input and verification of a physical geographical location of the player and/or the player computing device, in order to verify that the player and/or player computing device are not located in a jurisdiction which prohibits online gambling, in which case, the network may act to prevent the player from accessing the gaming server network.
  • After creating a unique player account file 23, a player will be able to establish a connection 20 between a player computing device and the gaming server network. Upon accessing a website for a particular online interactive gaming network, the user will be prompted to login, such as illustrated in FIG. 2A. In at least one embodiment, the player will be prompted to provide a username and password, and more in particular, the player must input the username and password provided by the player when creating his or her unique player account file 23. Once the username and password have entered by a player, the gaming server network will retrieve the unique player account file 24 which, in at least one embodiment, will be stored on a separate database server network. In at least one embodiment, the step of retrieving a player's unique account file 24 is by way of a request from the gaming server network to access the database server network, as well as the return of the response to the query, is implemented via a secure SQL language.
  • More in particular, the present method 10 provides for verifying a player's identity 26 via a match of the username and password entered by the player with the username and password provided by the player while creating his or her player account file 23. When the username and password entered by the player match the username and password corresponding to a unique player account file, the method 10 provides for connecting a player computing device 28 to a gaming server network, as in the illustrative embodiment of FIG. 2. In the event the username and password do not match, the player will be prompted to reenter the same. As a security measure, in at least one embodiment, the number of attempts for a player to enter a correct username and password may be limited. As one example, after three failed attempts, the player's account may be blocked until such time as the player having created the unique player account file contacts the operator of the online interactive gaming server network to verify his or her identity and/or to reset his or her username and/or password.
  • Upon connecting a player computing device 28 to a gaming server network the method 10, in at least one embodiment, further comprises testing a player browser capability 29 to assure that the player browser is adequately configured to properly display the web pages to be served from the gaming server network to facilitate playing of an online interactive poker game in accordance with the present method 10. As illustrated further in FIG. 2A, upon verification of the player browser capability, the gaming server network can send one or more HTML web pages to the player browser.
  • Turning next to the illustrative embodiment of FIG. 3, the present method 10 for enhancing online interactive gaming further comprises selecting an available virtual game room from a gaming server network, as shown at 30. In particular, as shown in FIG. 3, the method 10 includes requesting a list of available game rooms 32 such as via a {getRooms} function. This step is represented schematically in the flow chart presented in FIG. 2A. Upon receipt on a request for a list of available virtual game rooms 32, the gaming server network responds by serving a list of available virtual game rooms 34 to a player computing device. In at least one embodiment, a {pageReady} function is utilized to serve the list of available game virtual game rooms, as illustrated schematically in FIG. 2A. In at least one embodiment, serving the list of available virtual game rooms 34 further comprises displaying a set of parameters 36 corresponding to a different one of each available virtual game room. As one example, the set of parameters corresponding to an available virtual game room may include parameters to designate a virtual game room as a public game room, or as a private game room. Yet another parameter corresponding to an available virtual game room may comprise a parameter designating a primary game room language, that is to say, the primary language to be spoken by players admitted to the particular virtual game room, as well as for the primary language to be utilized for the display of any textual information served to a player browser by the gaming server network corresponding to a particular virtual game room. The primary game room languages which may be available in any particular virtual game room in accordance with the present method 10 include, but are in no manner limited to, English, Spanish, Chinese, Portuguese, French, German, Italian, Japanese, Korean, Russian, Arabic, Ukrainian, Hindi-Urdu, Bengali, Wu, Marathi, Telugu, Tamil, Cantonese and Javanese. Other parameters may include, but are in no manner limited to, wagering limits, game selection, geographical location of players, etc.
  • The present method 10, in at least one embodiment, further comprises selecting an available virtual game room 38 via player computing device. More in particular, the present method 10 contemplates a plurality of players mutually selecting an available virtual game room, as at 38, via each of a plurality of different player computing devices. In this matter, a plurality of players who may be geographically distributed throughout the world may all seek admission to the same virtual game room for purposes of playing an online interactive game in accordance with the method 10 of the present invention.
  • FIG. 4 is illustrative of an embodiment of the present method 10 further comprising the step of connecting at least some of the plurality of player computing devices to a mutually selected virtual game room, as shown at 40. It will be appreciated that by connecting a plurality of player computing devices to a mutually selected virtual game room 40, the present method 10 effectively admits a corresponding plurality of players to the mutually selected game room for purposes of engaging in the play of an online interactive game. FIG. 4A is schematic flow chart which is illustrative of the step of connecting a plurality of player computing devices to a mutually selected virtual game room.
  • As previously indicated, with respect to FIG. 1, the present method 10 further includes the step of providing a real time communication link 42 between each of a plurality of player computing devices. More in particular, the present method 10 provides a real time communication link 42 between each of a plurality of player computing devices connected to a mutually selected virtual game room.
  • In at least one embodiment, the method 10 includes providing a real time audio communication link 42′ between each of a plurality of player computing devices, such that the plurality of players in a mutually selected virtual game room may audibly communicate with one another during the play of an online interactive game, thereby enhancing the “live” feel during play of the same. A microphone may be utilized in conjunction with a player computing device in order to allow a particular player to speak in his or her own voice, which is then transmitted to the other player computing devices connected to a mutually selected game room during play, and is output via a speaker, headset, or other such audio output device. Alternatively, a player may elect not to broadcast their actual voice, in which case, a series of canned audio responses, such as, by way of example only, “hit”, “stand”, “call”, raise”, fold”, etc., may be accessible from the gaming server network to allow a player to communicate with at least some anonymity, if desired. As yet a further alternative, a player may elect to communicate with other players solely via text messaging viewable on the player computing devices connected to a particular virtual game room. In such an embodiment, the player may elect to mute his or her microphone to assure that no audible signal is transmitted via the player's microphone. In yet one further embodiment, the real time audio communication link may be utilized to insert background music, or prerecorded background noise from an actual casino floor or other such environment, once again, to further enhance the “live” feel of the online interactive gaming experience.
  • In one further embodiment the present method 10 comprises a step of providing a real time video communication link 42″ between each of a plurality of computing devices. In this embodiment, a digital video camera may be utilized in conjunction with a player computing device to capture and transmit real time video images of a player for transmission to each of the plurality of other player computing devices connected to a mutually selected virtual game room. Once again, and in a similar respect to the audio communication link between the plurality of player computing devices, a player may select an avatar or other forms of non-descript and non-identifying visual symbol or visual image to be transmitted to represent himself or herself to the other players admitted to the virtual game room, once again, thereby providing a degree of anonymity for a player desiring to do so.
  • In at least one further embodiment, the method 10 of the present invention comprises a step of providing in at least one of a real time audio communication link 42′ or providing a real time video communication link 42″. It will be appreciated from the foregoing, that in at least one embodiment, the method 10 of the present invention is structured to provide a real time audio communication link and a real time video communication link between each of the plurality of player computing devices connected to a mutually selected virtual game room. As a result, each of the plurality of players admitted to a mutually selected virtual game room will be able to communicate with one another in real time, both audibly and visually, creating a pseudo live gaming environment, and thereby enhancing the play of an online interactive game.
  • The method 10 of the present invention further comprises monitoring a capacity of a mutually selected virtual game room 46 in order to determine first, availability for one or more additional players to join the virtual game room, and second, to determine when a maximum capacity, i.e., the maximum number of players which may be admitted to a particular virtual game room, has been attained. Once a virtual game room has been mutually selected by sufficient number of players such that the maximum capacity for the virtual game room has been attained, the present method 10 provides for closing the mutually selected virtual game room 48 to additional players, and proceeds to initiating play of an online interactive game. Once any particular virtual game room has reached capacity, or is otherwise closed to additional players, the present method 10 provides for displaying a listing of other available virtual game rooms to any additional players seeking to play on online interactive game.
  • FIG. 4A is illustrative of the steps of monitoring a capacity of a mutually selected virtual game room and closing a mutually selected virtual game room to additional players via the {getPlayers} function and the {roomReady} function, respectively. In at least one embodiment, the method 10 of the present invention provides an override to the maximum capacity for a particular virtual game room such that the plurality of players having mutually selected a virtual game room may elect, unanimously or by majority, to close the virtual game room to additional players and initiate play of an online interactive game with less than the maximum capacity of players permitted in a virtual game room. In yet one further embodiment, a minimum capacity may be established for a virtual game room whereby a virtual game room may not be closed and an online interactive game may not commence until at least a minimum number of players have mutually selected the particular virtual game room in question.
  • Once a mutually selected virtual game room has attained maximum player capacity or the plurality of players admitted to a mutually selected virtual game room have opted to override the maximum capacity requirement, such that the mutually selected virtual game room has been closed to additional players, the method 10 of the present invention includes the step of playing an online interactive game in a mutually selected virtual game room, generally as shown as 50 throughout the figures. More in particular, looking to the illustrative embodiment of FIG. 5, the present method 10 provides for playing an online interactive poker game 50 in a mutually selected virtual game room. To facilitate this process, the present method 10 comprises uploading a unique player account file 51 corresponding to each of a plurality of players admitted to a mutually selected virtual game room. As noted above, each player's unique account file includes information sufficient to specifically identify a player via the gaming server network, as well as comprising a player's financial account balance, to assure a player has sufficient funds to cover any bet which a player may choose to place.
  • Next, the method 10 includes dealing an initial hand of cards 52 to each of the plurality of the players admitted to the mutually selected virtual game room. It is understood and appreciated that any of a variety of known random cards generators may be utilized to assure that the initial hand of cards dealt to each player, as well as any subsequent cards dealt in the mutually selected virtual game room are fairly and legally distributed to each player. Further, it will be appreciated that the gaming server network utilized to implement the present method 10 is configured to serve different views to each player in the mutually selected virtual game room, depending on the game selected by the players. In one example, such as three card draw poker, each player is only able to view its own hand of cards, and not the cards dealt to the other players admitted to the mutually selected virtual game room. In the event of a game selected whereby common cards may be utilized by all players, such as forty-four, the common cards will of course be visibly displayed on the player browser for each player admitted to the mutually selected virtual game room, while each players individual hands will be visible only to themselves. Further, for games in which a player may receive one or more “hole” card, such five-card or seven-card stud, with subsequent cards dealt “face up”, the gaming server network may be configured such that only the “hole” cards for a particular player will be visible on the player browser corresponding to that player, while the “face up” cards will be visible on the player browser of each of the plurality of players admitted to the virtual game room.
  • Once an initial hand of cards has been dealt to each of the plurality of players admitted to a mutually selected virtual game room, the present method 10 provides for a soliciting a bet on an initial hand of cards 53 from each of the plurality of players admitted to the mutually selected virtual game room. Further, the present method 10 provides for verifying that each player's financial account balance is sufficient to cover the corresponding a player's bet on an initial hand of cards 53′.
  • As shown in the illustrative embodiment of FIG. 5, the method 10 of the present invention further comprises requesting an identification of unwanted cards 54 from each of the plurality of players admitted to a mutually selected virtual game room. For example, in three card draw, each player is initially dealt five cards which a player may elect to keep as their final hand, or the player may request one, two, or three new cards in exchange a corresponding one, two, or three cards from the initial hand dealt to that player. Numerous other card games provide for an exchange of cards in a similar manner, and such games are well known and too numerous to list, however, it is understood to be within the scope and intent of the present method 10 to encompass any game of chance based on cards such as are known to date or as may be developed in the future. To further clarify, the invention herein lies not in any step or procedures for playing any particular game of chance, rather in the method for admitting a plurality of players to a mutually selected virtual game room wherein the plurality of players may implement enhanced play of an online interactive game.
  • Looking further to the illustrative embodiment of FIG. 5, the present method 10 further comprises the step of dealing a replacement card 55 corresponding to each unwanted card identified by each of the plurality of players admitted to the mutually selected virtual game room. Of course, this step is only implemented for a game in which the players actually exchange one or more cards from the initial hand of cards which they are dealt. The present method 10 further provides for soliciting a bet on a final hand of cards 56 from each of the plurality of players admitted to the mutually selected virtual game room. Once again, the present method 10 includes the step of verifying that each player's financial account balance is sufficient to cover a corresponding player's bet on a final hand of cards 56′.
  • Once each player admitted to a mutually selected virtual game room has been dealt a final hand of cards or has folded prior to the same, and each player has “called” the final bet for a game of cards, or, once again, has folded or otherwise dropped out of the game, the method 10 of the present invention provides for displaying the final hand of card for each player having called the final bet 57. In implementing this step, the gaming server network is configured to display the same view to each of the plurality of players admitted to the mutually selected virtual game room, such that each player will be able to see not only their own final hand of cards displayed, but will be able to see the final hand of cards for each other player admitted to the mutually selected virtual game room that had called the final bet in a game. Once the final hand of cards had been displayed for each player, the gaming server network is further configured to determine a winner of the game based on the final hands of cards displayed for each player having called a final bet 58.
  • Subsequently, the present method 10 provides for transferring an amount bet by each player to the unique player account file corresponding to the player determined to be the winner the game of cards 59. In at least one embodiment, the present method 10 includes the steps of recalculating the financial account balance 59′ for each of the plurality of players admitted to a mutually selected virtual game room after transferring each amount bet by each of the plurality of players to the unique player account corresponding to the player determine to be the winner of hand of poker. In one further embodiment, the present method 10 comprises a step of recalculating the financial account balance 59′ for each of the plurality of players admitted to a mutually selected virtual game room following any amount bet by a corresponding one of the plurality of players so as to assure sufficient financial account balance to cover any subsequent bet made by the player during any game of poker, or other game of chance.
  • FIG. 5A is a schematic flow chart illustrative of one embodiment of the play of a card game of chance in accordance with one embodiment of the method 10 of the present invention.
  • While the embodiments described above and illustrated in FIGS. 1 through 5A herein are primarily directed to a card game of chance, and in particular, a poker game, it is understood to be within the scope and intend of the method 10 of the present invention to implement the steps and procedures outlined herein to facilitate enhancing play any online interactive game, including an online game of chance. It is further appreciated that while the present method 10 establishes procedures for bets to be placed by each of the plurality of players engaging in online interactive game, the laws and certain jurisdiction may prohibit betting for actual monetary gain, in which case, the method 10 of the present invention may be implemented utilizing “play money”, having no cash value at all, in which case, the method 10 may be implemented to allow players to compete with one another purely for bragging rights or other such non-monetary forms of gain.
  • FIG. 6 presents a schematic representation of one embodiment of a gaming server system 100 which may be utilized to implement the method 10 in accordance with the present invention. As shown in FIG. 6, the gaming server system 100 comprises a gaming server network 110 thereby allowing a provider to implement the method 10 of the present invention for enhancing play of an online interactive game between a plurality of players. As further shown in FIG. 6, in at least one embodiment, the gaming server network 110 comprises a plurality of servers serving separate functions, such as multipoint control unit farms to provide for conference bridging, and database servers to store unique player account file as well as the software required to configure the various virtual game rooms as well as to implement the various online interactive games which a plurality of players may elect to play. The gaming server network 110 may further include one or more conference of registration servers structured to control player access to the gaming server network, as well as front-end application server farms which serve to communicate directly with each of the plurality of player computing devices 120 accessing the gaming server network 110.
  • In the illustrative embodiment of FIG. 6, a public network or internet 105 is utilized to allow each of a plurality of player computing devices 120 to communicate directly with the gaming server network 110, such as, via a front-end application server.
  • As is also shown in FIG. 6, each player computing device 120 includes an audio visual interface layer to permit audio and video communications to and from the player computing device 120, as well as the software processing layer required to process the various audio and video inputs and outputs from the player computing device 120. FIG. 6 further illustrates that, in at least one embodiment, the player computing device 120 includes a core client application layer, including an online gaming core application which may comprise software downloaded from the gaming server network 110 now resident on the player computing device 120. Additionally, the player computing device 120 comprises a network interface layer which includes a TCP/IP network interface, as well as a physical network interface to allow connection of the player computing device 120 to the gaming server network 110 via a public network/internet 105.
  • As illustrated in FIG. 6, the player computing device 120 as shown is typical of a personal computer or a laptop computer, however, it will be appreciated that as utilized herein, and as recited in the claims, “player computing device” may comprise any of a number of devices which allow interconnection to via an internet, intranet, or other computer network, such as a smart phone, a PDA, and other such device which allows a user access to and interaction with a website. It will be further appreciated, that the gaming server system 100 of the illustrative embodiment of FIG. 6 is merely representative of but one of numerous physical configurations of a gaming server network 110 and each of a plurality of player computing devices 120 which may be utilized to implement the method for enhancing play of an online interactive game 10 in accordance with the present invention. As such, the present method 10 is not to be limited in any manner based upon on the illustrative embodiment the gaming server system 100 as presented in FIG. 6.
  • Since many modifications, variations and changes in detail can be made to the described preferred embodiment of the invention, it is intended that all matters in the foregoing description and shown in the accompanying drawings be interpreted as illustrative and not in a limiting sense. Thus, the scope of the invention should be determined by the appended claims and their legal equivalents.
  • Now that the invention has been described,

Claims (24)

1. A method for enhancing play of an online interactive poker game between a plurality of players, the method comprising:
establishing a connection between each of a plurality of player computing devices and a gaming server network, each player computing device having a player browser,
requesting a list of available virtual game rooms from the gaming server network via at least one of the plurality of player computing devices,
displaying the list of available virtual game rooms on at least one of the plurality of player computing devices,
selecting an available virtual game room from the gaming server network via at least one of the plurality of player computing devices,
connecting at least some of the plurality of player computing devices to a mutually selected virtual game room, thereby admitting at least some of the plurality of players to the mutually selected virtual game room,
providing a real time communication link between each of the plurality of player computing devices connected to the mutually selected virtual game room, wherein the real time communication link is structured to permit at least one of a real time audio communication link or a real time video communication link between each of the plurality of players admitted to the mutually selected virtual game room,
playing at least one online interactive poker game via the plurality of player computing devices connected to the mutually selected virtual game room and the gaming server network, and
transferring each amount bet by each of the plurality of players admitted to the mutually selected virtual game room to a unique player account file corresponding to a player determined to be a winner of a hand of poker.
2. The method as recited in claim 1 wherein establishing a connection between the plurality of player computing devices and the gaming server network further comprises creating a unique player account file corresponding to a different one of each of the plurality of players.
3. The method as recited in claim 1 wherein displaying the list of available virtual game rooms further comprises displaying a set of parameters corresponding to a different one of each available virtual game room.
4. The method as recited in claim 3 wherein the set of parameters corresponding to at least one available virtual game room comprises a parameter designating a public game room.
5. The method as recited in claim 3 wherein the set of parameters corresponding to at least one available virtual game room comprises a parameter designating a private game room.
6. The method as recited in claim 3 wherein the set of parameters corresponding to at least one available virtual game room comprises a parameter designating a primary game room language.
7. The method as recited in claim 3 wherein the set of parameters corresponding to at least one available virtual game room comprises a parameter designating a maximum room capacity.
8. A method for enhancing play of an online interactive poker game between a plurality of players, the method comprising:
establishing a connection between each of a plurality of player computing devices and a gaming server network, each player computing device having a player browser,
requesting a list of available virtual game rooms from the gaming server network via at least one of the plurality of player computing devices,
selecting an available virtual game room from the gaming server network via at least one of the plurality of player computing devices,
connecting at least some of the plurality of player computing devices to a mutually selected virtual game room, thereby admitting at least some of the plurality of players to the mutually selected virtual game room,
uploading a unique player account file corresponding to each of the plurality of players admitted to the mutually selected virtual game room,
providing a real time communication link between each of the plurality of player computing devices connected to the mutually selected virtual game room, wherein the real time communication link is structured to permit at least one of a real time audio communication link or a real time video communication link between each of the plurality of players admitted to the mutually selected virtual game room, and
playing at least one online interactive poker game via the plurality of player computing devices connected to the mutually selected virtual game room and the gaming server network.
9. The method as recited in claim 8 wherein each unique player account file includes a financial account balance for the corresponding player.
10. The method as recited in claim 9 further comprising transferring each amount bet by each of the plurality of players admitted to the mutually selected virtual game room to the unique player account file corresponding to a player determined to be a winner of a hand of poker.
11. The method as recited in claim 10 further comprising recalculating the financial account balance for each of the plurality of players admitted to the mutually selected virtual game room after transferring each amount bet by each of the plurality of players to the unique player account corresponding to the player determined to be the winner of the hand of poker.
12. A method for enhancing play of an online interactive poker game between a plurality of players, the method comprising:
establishing a connection between each of a plurality of player computing devices and a gaming server network, each player computing device having a player browser,
requesting a list of available virtual game rooms from the gaming server network via at least one of the plurality of player computing devices,
displaying the list of available virtual game rooms on at least one of the plurality of player computing devices, wherein the list of available virtual game rooms further comprises a set of parameters corresponding to a different one of each available virtual game room,
selecting an available virtual game room from the gaming server network via at least one of the plurality of player computing devices,
connecting at least some of the plurality of player computing devices to a mutually selected virtual game room, thereby admitting at least some of the plurality of players to the mutually selected virtual game room,
uploading a unique player account file corresponding to each of the plurality of players admitted to the mutually selected virtual game room, wherein each unique player account file includes a financial account balance for the corresponding player,
providing a real time communication link between each of the plurality of player computing devices connected to the mutually selected virtual game room, wherein the real time communication link is structured to permit at least one of a real time audio communication link or a real time video communication link between each of the plurality of players admitted to the mutually selected virtual game room,
playing at least one online interactive poker game via the plurality of player computing devices connected to the mutually selected virtual game room and the gaming server network, and
transferring each amount bet by each of the plurality of players to a unique player account corresponding to a player determined to be a winner of a hand of poker.
13. The method as recited in claim 12 further comprising monitoring a capacity of the mutually selected virtual game room relative to a maximum room capacity.
14. The method as recited in claim 12 further comprising closing the mutually selected virtual game room to additional players once a maximum room capacity has been attained, and temporarily removing the mutually selected virtual game room from the list of available virtual game rooms.
15. The method as recited in claim 13 further comprising closing the mutually selected virtual game room to additional players once the maximum room capacity has been attained, and temporarily removing the mutually selected virtual game room from the list of available virtual game rooms.
16. The method as recited in claim 12 wherein playing at least one online interactive poker game further comprising dealing an initial hand of cards to each of the plurality of players admitted to the mutually selected virtual game room via the corresponding plurality of player computing devices.
17. The method as recited in claim 16 further comprising soliciting a bet on the initial hand of cards from each of the plurality of players admitted to the mutually selected virtual game room via the corresponding plurality of player computing devices.
18. The method as recited in claim 17 further comprising verifying that each player's financial account balance is sufficient to cover the corresponding player's bet on the initial hand of cards.
19. The method as recited in claim 18 further comprising requesting an identification of unwanted cards from each of the plurality of players admitted to the mutually selected virtual game room via the corresponding plurality of player computing devices.
20. The method as recited in claim 19 further comprising dealing a replacement card corresponding to each unwanted card identified by each of the plurality of players admitted to the mutually selected virtual game room via the corresponding plurality of player computing devices.
21. The method as recited in claim 20 further comprising soliciting a bet on a final hand of cards from each of the plurality of players admitted to the mutually selected virtual game room via the corresponding plurality of player computing devices.
22. The method as recited in claim 21 further comprising verifying that each player's financial account balance is sufficient to cover the corresponding player's bet on the final hand of cards.
23. The method as recited in claim 22 further comprising displaying a final hand of cards for each of the plurality of players admitted to the mutually selected virtual game room having called the bet on the final hand of cards via the corresponding plurality of player computing devices.
24. The method as recited in claim 23 further comprising determining a winner based on the final hand of cards displayed for each of the plurality of players admitted to the mutually selected virtual game room having called the bet on the final hand of cards via the corresponding plurality of player computing devices.
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