Voice-based entertainment activity in a networked enviorment
Abstract
Methods and apparatus, including computer program products, for voice-based entertainment activity in a networked environment. A method includes, in a network of interconnected computers, establishing a connection between the client and a server, the client comprising a web browser and an audio input/output device, receiving a list of entertainment games over the connection from the server, selecting an entertainment game from the list, receiving a globally unique identifier from the server corresponding to the selected entertainment game, the globally unique identifier having an associated voice channel and text channel, in response to a client request to initiate game play, sending audio to the server through the audio input/output device and receiving audio from the server through the audio/input device, in response to a client request to terminate game play, terminating the associated voice channel, and receiving text messages from the server over the associated text channel.
Claims
exact text as granted — not AI-modified1 . A method comprising:
in a network of interconnected computers, establishing a connection between the client and a server, the client comprising a web browser and an audio input/output device; receiving a list of entertainment games over the connection from the server; selecting an entertainment game from the list; receiving a globally unique identifier from the server corresponding to the selected entertainment game, the globally unique identifier having an associated voice channel and text channel; in response to a client request to initiate game play, sending audio to the server through the audio input/output device and receiving audio from the server through the audio/input device; in response to a client request to terminate game play, terminating the associated voice channel; and receiving text messages from the server over the associated text channel.
2 . The method of claim 1 wherein the sent audio to the server through the audio input/output device enables game play.
3 . The method of claim 1 wherein the audio is recorded by the server.
4 . The method of claim 3 wherein the recorded audio is sent by the server upon a request from the client.
5 . The method of claim 1 wherein the globally unique identifier has an associated database table to maintain game information.
6 . The method of claim 2 wherein the server maintains a history of game play.
7 . The method of claim 1 wherein audio from the client is generated from a first user.
8 . The method of claim 1 wherein the globally unique identifier is received by a plurality of users and the server maintains a history of game interaction of the users.
9 . A method comprising:
in a network of interconnected computers, establishing a connection between a client and a server, the client comprising a web browser and an audio input/output device; sending a list of entertainment games over the connection to the client; in response to a selected entertainment game received from the client, sending a globally unique identifier from the server corresponding to the selected entertainment game, the globally unique identifier having an associated voice channel and text channel; receiving audio from the client over the voice channel and sending audio to the client over the voice channel; in response to client request to terminate game play, terminating the voice channel; and sending messages to the client over the text channel.
10 . The method of claim 9 where the received audio from the client enables game play.
11 . The method of claim 9 wherein the client audio is recorded.
12 . The method of claim 11 wherein the recorded audio is sent to the client upon a client request.
13 . The method of claim 9 wherein the globally unique identifier has an associated database table to maintain game information.
14 . The method of claim 9 wherein the messages comprise live feeds of information pertaining to the game.
15 . The method of claim 14 wherein the live feeds of information include one or more of completed game turns, game scores, leader board changes.
16 . The method of claim 9 wherein the server maintains a history of game play.
17 . The method of claim 9 wherein audio from the client is generated from a first user.
18 . The method of claim 9 wherein the globally unique identifier is received by a plurality of users and the server maintains a history of game interaction of the users.
19 . The method of claim 1 wherein the client request to initiate game play is not the same client used to complete subsequent portions of game play.Join the waitlist — get patent alerts
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