US 11,865,462 B2
Communication system, server and information-processing method
Daisuke Nakamura, Kyoto (JP); Masashi Seiki, Kyoto (JP); Yosuke Fujino, Kyoto (JP); Miki Murakami, Kyoto (JP); Hideaki Tanabe, Kyoto (JP); Sho Onuma, Kyoto (JP); Naoya Hirota, Kyoto (JP); Kojiro Taguchi, Kyoto (JP); and Daisuke Tsujimura, Kyoto (JP)
Assigned to NINTENDO CO., LTD., Kyoto (JP)
Filed by NINTENDO CO., LTD., Kyoto (JP)
Filed on May 23, 2022, as Appl. No. 17/664,533.
Application 17/664,533 is a continuation of application No. 16/790,483, filed on Feb. 13, 2020, granted, now 11,369,886.
Application 16/790,483 is a continuation of application No. 15/889,472, filed on Feb. 6, 2018, granted, now 10,596,473, issued on Mar. 24, 2020.
Claims priority of application No. JP2017-115984 (JP), filed on Jun. 13, 2017.
Prior Publication US 2022/0280876 A1, Sep. 8, 2022
Int. Cl. A63F 13/87 (2014.01); A63F 13/77 (2014.01); A63F 13/73 (2014.01); A63F 13/822 (2014.01); A63F 13/352 (2014.01); A63F 13/795 (2014.01); A63F 13/31 (2014.01); A63F 13/847 (2014.01); A63F 13/215 (2014.01); A63F 13/92 (2014.01); A63F 13/798 (2014.01); H04L 65/403 (2022.01); H04L 67/131 (2022.01); A63F 13/332 (2014.01); A63F 13/32 (2014.01); A63F 13/335 (2014.01)
CPC A63F 13/87 (2014.09) [A63F 13/215 (2014.09); A63F 13/31 (2014.09); A63F 13/352 (2014.09); A63F 13/73 (2014.09); A63F 13/77 (2014.09); A63F 13/795 (2014.09); A63F 13/798 (2014.09); A63F 13/822 (2014.09); A63F 13/847 (2014.09); A63F 13/92 (2014.09); H04L 65/403 (2013.01); H04L 67/131 (2022.05); A63F 13/32 (2014.09); A63F 13/332 (2014.09); A63F 13/335 (2014.09)] 17 Claims
OG exemplary drawing
 
1. A system comprising:
one or more servers that include memory and at least one hardware processor that is configured to:
communicate with a plurality of computing devices to conduct a multi-player video game that includes multiple matches, wherein players for each match are separated into at least two different gameplay groups;
automatically allocate, for each match of the multiple matches, each one of the players to one of a plurality of different voice communication channels, wherein players in different gameplay groups are allocated to different voice communication channels, wherein each one of the players is automatically allocated into one of the plurality of different voice communication channels prior to a start of the match;
during each match, control voice communication between the players according to how the players have been allocated into the plurality of different voice communication channels; and
based on completion of each match of the multiple matches, automatically allocate players from a respective match to a common communication channel to thereby allow communication.