Online Gaming
First Claim
1. An online gaming system enabling users connected to a communications network to interact with a computer game being played across the network, the system comprising at least one state engine for controlling the state of the game and at least one presentation engine for controlling the presentation to users of an output representing the state of the game;
- the state engine being arranged to enable one or more users to affect the state of the game by communicating with the state engine and thereby act as participant(s) in the game; and
the presentation engine being arranged to enable at least one other user to affect the presentation of the output to one or more users acting as spectator(s) of the game by communicating with the presentation engine.
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Accused Products
Abstract
An online gaming system enabling users connected to a communications network to interact with a computer game being played across the network, the system comprising at least one state engine for controlling the state of the game and at least one presentation engine for controlling the presentation to users of an output representing the state of the game; the state engine being arranged to enable one or more users to affect the state of the game by communicating with the state engine and thereby act as participant(s) in the game; and the presentation engine being arranged to enable at least one other user to affect the presentation of the output to one or more users acting as spectator(s) of the game by communicating with the presentation engine.
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Citations
16 Claims
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1. An online gaming system enabling users connected to a communications network to interact with a computer game being played across the network, the system comprising at least one state engine for controlling the state of the game and at least one presentation engine for controlling the presentation to users of an output representing the state of the game;
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the state engine being arranged to enable one or more users to affect the state of the game by communicating with the state engine and thereby act as participant(s) in the game; and the presentation engine being arranged to enable at least one other user to affect the presentation of the output to one or more users acting as spectator(s) of the game by communicating with the presentation engine. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A method of interacting with a computer game being played online by users connected across a communications network, the method comprising:
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controlling the state of the game using a state engine; controlling the presentation to users of an output representing the state of the game; enabling one or more users acting as participant(s) in the game to affect the state of the game by communicating with the state engine; and enabling one or more users acting as spectator(s) of the game to affect the presentation of the output by communicating with the presentation engine.
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13. A wireless user terminal for playing a computer game online across a communication network, the user terminal comprising:
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a user interface for inputting and outputting information to a human user; at least one state engine for controlling the state of the game and at least one presentation engine for controlling the presentation of an output representing the state of the game to the user interface; and a network interface for transferring information to and from network; wherein the state engine is arranged to enable a user of the terminal to affect the state of the game by communicating with the state engine and thereby act as a participant in the game, and the presentation engine is arranged to enable a user of the terminal to affect the presentation of the output to one or more other users acting as spectator(s) of the game by communicating with the presentation engine. - View Dependent Claims (14, 15)
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16. An online gaming system enabling users connected to a communications network to interact with a computer game being played across the network, the system comprising at least one state engine for controlling the state of the game in accordance with state rules and at least one presentation engine for controlling the presentation to the users of an output representing the state of the game;
- wherein;
the state engine is arranged to enable one or more users to affect the state of the game by communicating with the state engine and thereby act as participant(s) in the game; and the state engine is arranged to vary the state rules in response to inputs received from the spectators indicating a support for a participant so as to vary the rules to favour the participant having the most support.
- wherein;
Specification