CPC A63F 13/216 (2014.09) [A63F 13/213 (2014.09); A63F 13/35 (2014.09); A63F 13/424 (2014.09); A63F 13/48 (2014.09); A63F 13/65 (2014.09); A63F 13/795 (2014.09); A63F 13/86 (2014.09); G06F 3/017 (2013.01); G06F 3/0346 (2013.01); G06F 2203/04803 (2013.01)] | 20 Claims |
1. A method, comprising:
receiving, by a game mediator server, from a first client device, a selection of a game from a plurality of electronic game applications;
configuring, by the game mediator server, a lobby for the selected game based at least in part on a feature of the selected game;
receiving, by the game mediator server, from the first client device, a request to launch a session of the selected game;
determining, by the game mediator server, whether each of the first client device and a second client device included in the session of the game has the game installed, the determining comprising:
sending, by the game mediator server, to each of the first and second client devices, a first deep link to a particular game folder in memory of the respective client device;
wherein the first deep link not leading to a folder existing in memory indicates that the respective client device has not installed the game; and
wherein the first deep link installs the selected game at the respective client device responsive to determining that the respective client device has not installed the game;
verifying, by the game mediator server, that the second client device to which the deep link was sent has installed the selected game; and
responsive to the verifying, launching, by the game mediator server, the session of the selected game.
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