OVERLAYING INTERACTIVE VIDEO GAME PLAY WITH REAL-TIME CHAT SESSIONS WITH GAME SWITCHING
First Claim
1. A client device that is configured for use in playing a computer game, comprising:
- a processor; and
memory in communication with the processor useable in storing data and machine instructions that causes the processor to perform actions, including;
injecting hooks into a portion of a component used by the computer game on the client device;
executing the computer game including the hooked component;
employing the hooks to monitor for a user input or a display output;
determining if a monitored user input is associated with a messaging session, and if so;
directing the user input to the messaging session; and
if the output is associated with a display output, employing the output to display, at least in part, a user interface window for the messaging session overlaid onto a game display managed through the computer game.
1 Assignment
0 Petitions
Accused Products
Abstract
Embodiments are directed towards providing an interactive game experience whereby a game player may combine game play with a user interface overlaid onto the game that is useable to interact and communicate with other players inside and/or outside of the current game. Through the use of the user interface, a player may select different game sets to play, and rapidly switch between games with different players, while maintaining a real-time interactive chat session, or similar communication session, including, without limit, voice communication sessions. A game client component may launch a game, and then hooks into the game to intercept various input and video functions.
84 Citations
20 Claims
-
1. A client device that is configured for use in playing a computer game, comprising:
-
a processor; and memory in communication with the processor useable in storing data and machine instructions that causes the processor to perform actions, including; injecting hooks into a portion of a component used by the computer game on the client device; executing the computer game including the hooked component; employing the hooks to monitor for a user input or a display output; determining if a monitored user input is associated with a messaging session, and if so;
directing the user input to the messaging session; andif the output is associated with a display output, employing the output to display, at least in part, a user interface window for the messaging session overlaid onto a game display managed through the computer game. - View Dependent Claims (2, 3, 4, 5, 6)
-
-
7. A system that is configured for use in managing a computer game, comprising:
-
a game client manager that is configured to perform actions, including; receiving a request to play the computer game; launching for play the requested computer game; injecting hooks into a components employed by the computer game; launching a game overlay component; receiving messaging session data; and providing the messaging session data to the game overlay component for use in a messaging session during play of the computer game; and the game overlay component that is configured to perform actions, including; employing the hooks to monitor for a user input or a display output; if a user input is detected, determining if the user input is associated with the computer game or the messaging session, and routing the user input to the computer game or the messaging session based on the determination; and if the display output is detected, modifying the display output to enable display of a user interface window for the messaging session that is overlaid onto a game display associated with the computer game. - View Dependent Claims (8, 9, 10, 11, 12, 13)
-
-
14. A method of managing a computer game, comprising:
-
injecting hooks into a portion of a computer game component; executing the computer game including the hooked computer game component; executing a game overlay component configured to establish a messaging session user interface window overlaid onto a game display that is managed through the computer game; employing the hooks to monitor user inputs and display outputs; and if a monitored input or output is associated with the messaging session, directing the input to the messaging session or employing the output to display, at least in part, the user interface for the messaging session overlaid onto the game display. - View Dependent Claims (15, 16, 17, 18, 19, 20)
-
Specification