A63F13/34

Establishing and managing multiplayer sessions

A system and method for establishing and managing multiuser sessions is provided. A plurality of interactive content titles and at least one activity template associated with each of the interactive content titles are stored in memory. A processor executes instructions stored in memory, wherein execution of the instructions by the processor receives input regarding a selected activity associated with one of the interactive content titles stored in memory, retrieves an activity template associated with the selected activity from memory, establishes a session based at least on the activity properties, assigns a user as a leader of the established session, adds each of a plurality of peers to an available participant slot in accordance with leader input, and automatically initiates the selected activity within the established session.

Decentralized system for performing blockchain-based token management using a side-blockchain network
11361308 · 2022-06-14 · ·

A decentralized system is provided for using smart contracts executed on a side-blockchain network for performing token management by limiting token withdrawals from restricted wallets until an owner of the restricted wallet has met specified criteria and by permitting recapture of tokens from restricted wallets when the owner of the restricted wallet fails to meet the specified criteria within a specified time limit.

Information processing apparatus and game image distributing method

An image processing unit 118 generates a distribution image including a game image. A distribution processing unit 126 distributes the distribution image to one or more of information processing terminals through a shared server. A participation processing unit 128 accepts play requests of viewing users operating the information processing terminals and approves a game play of one of the viewing users who has made a request for a play. An application execution unit 110 processes a game using operation information transmitted from the information processing terminal operated by the viewing user the game play of which has been approved.

Information processing apparatus and game image distributing method

An image processing unit 118 generates a distribution image including a game image. A distribution processing unit 126 distributes the distribution image to one or more of information processing terminals through a shared server. A participation processing unit 128 accepts play requests of viewing users operating the information processing terminals and approves a game play of one of the viewing users who has made a request for a play. An application execution unit 110 processes a game using operation information transmitted from the information processing terminal operated by the viewing user the game play of which has been approved.

Identifying and addressing offensive actions in visual communication sessions

A processing system having at least one processor may establish a communication session between a first communication system of a first user and a second communication system of a second user, the communication session including first visual content, the first visual content including a first visual representation of the first user, and detecting a first action of the first visual representation in the first visual content in accordance with a first action detection model. The processing system may modify, in response to the detecting the first action, the first visual content in accordance with a first configuration setting of the first user for the communication session, which may include modifying the first action of the first visual representation of the first user in the first visual content. In addition, the processing system may transmit the first visual content that is modified to the second communication system of the second user.

Tracking unique video game digital media assets using tokens on a distributed ledger

A system and method for tracking digital assets associated with video games. The digital assets may be in-game digital assets, such as in-game items or characters. The digital assets may be video game digital media assets representing moments of gameplay of a video game, such as video clips or images. The digital asset is created, and a distributed ledger tracking a history of the digital asset is created and stored across devices. A unique token for the digital asset can include a unique identifier and metadata identifying properties of the digital asset. Changes to properties of the digital asset, such as ownership, visual appearance, or metadata, can be identified in a request to update the history. A new block can be generated for, and appended to, the distributed ledger identifying the changes to the history of the digital asset. The new block can include hashes of previous blocks.

METHOD AND SYSTEM FOR DISPLAYING SCREEN
20220159336 · 2022-05-19 ·

A method for displaying a screen is provided. In the method, a first client displays a first screen corresponding to a first video stream, and the first screen is also displayed on a second client associated with the first client; the first client acquires an operation instruction for the first screen, and sends the operation instruction to a first server; the first server sends the operation instruction to a second server, receives a first target video stream from the second server, and sends the first target video stream to the first client and the second client, and the second server is configured to acquire the first target video stream in response to the operation instruction; and the first client receives the first target video stream and displays a first target screen, and the first target screen is also displayed on the second client.

IMPLEMENTING TRUSTED CLIENTS USING SECURE EXECUTION ENVIRONMENTS

Systems and methods for implementing trusted clients using secure execution environments. An example method comprises: receiving, by a server, a measurement from a client application running in a secure execution environment implemented by a client computing device; responsive to validating the measurement, transmitting a first confidential data item to the client application running in the secure execution environment; receiving, from the client application running in the secure execution environment, a second confidential data item derived from a local state of the client application modified by the first confidential data item; and updating, in view of the second confidential data item, a local state of a server application.

COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD

In a virtual space of an own apparatus, the movement speed of a movement object is reduced on the basis of a reduction value according to a communication delay time with respect to an opponent apparatus. The reduction value is adjusted such that the movement speed of the movement object is reduced in accordance with the time having elapsed from start of movement of the movement object. The opponent character object is caused to perform an action on the movement object, on the basis of data received from the opponent apparatus.

Systems and methods for hardware-based matchmaking

The present disclosure provides a system for a game application host system and game application that can determine the hardware characteristics of a user computing system for use during online matchmaking in a multiplayer game application. The game application can include a hardware analysis module that can evaluate the user computing system to determine the speed and operational characteristics of the hardware. The hardware characteristics can be used for matchmaking by a matchmaking module of the host application system to select hosts and users for a game match. The hardware analysis module that can run tests, such as a data throughput analysis and a processing analysis, to evaluate and rate the user computing system. The ratings can be incorporated into the matchmaking analysis along with other matchmaking characteristics, such as latency, player skill level, geographical location, and other existing matchmaking characteristics, in order to selects users for game matches.