Patent classifications
A63F13/47
ELECTRICAL COMPUTERS AND DIGITAL PROCESSING SYSTEMS INVOLVING INTERPROGRAM OR INTERPROCESS COMMUNICATION REGARDING RISK IN AMUSEMENT DEVICES AND GAMES
Various methods and apparatus related to gaming are described. Some embodiments relate to managing risk. Risk may be managed across different jurisdictions and among a plurality of wagering venues. Other embodiments are described.
Systems and methods for providing multi-part persistent content
The systems and methods discussed herein enable providing multi-part persistent content that may maintain a state across multiple presentations, including via different applications. In one such implementation, a first portion of a content item, such as a first level of a video game, may be provided to a client device, and the client device may interact with the game. An identification of a state of the game or completion of the first portion may be provided to a content server, which may store an association of the device or user with the execution state. At a subsequent time, a second portion of the content item, such as a second level of the game, may be provided to the client device, based on the stored association. This can prevent the repetitive transmission of the same content, thereby reducing use of computational and bandwidth resources.
In-Cinema And/Or Online Edutainment System
A computerized educational and entertainment system for one or more users comprising several modules, including a film module and an educational game module, wherein audio-video content of the film module is interrupted by one or more active modes at one or more set times to provide interactive teaching of subject matter.
In-Cinema And/Or Online Edutainment System
A computerized educational and entertainment system for one or more users comprising several modules, including a film module and an educational game module, wherein audio-video content of the film module is interrupted by one or more active modes at one or more set times to provide interactive teaching of subject matter.
SYSTEMS AND METHODS FOR DYNAMIC POINT CALCULATIONS FOR BRACKET BASED GAMING
Systems, methods and devices for promoting a social gaming environment including instructions stored on a computer-readable medium that, when executed by a processor, cause the processor to change point calculations for selections of a dynamic bracket gaming environment.
SYSTEMS AND METHODS FOR DYNAMIC POINT CALCULATIONS FOR BRACKET BASED GAMING
Systems, methods and devices for promoting a social gaming environment including instructions stored on a computer-readable medium that, when executed by a processor, cause the processor to change point calculations for selections of a dynamic bracket gaming environment.
COMPUTER SYSTEM, A COMPUTER DEVICE AND A COMPUTER IMPLEMENTED METHOD
A computer system has a first machine learning module configured to predict a probability of a respective option being selected by a particular user if presented to that user via a computer app. A second machine learning module is configured to determine a respective confidence value associated with the probability. A third module uses the predicted probabilities and confidence values to determine at least one option to be presented to the particular user.
REACTIONS OF FAILED ATTEMPTS DURING POINTS OF GAMEPLAY
A method and system for integrating media of past gameplay into overlays is disclosed. A plurality of trigger points associated with one or more interactive content titles is stored. Each trigger point is associated with a plurality of possible results of an activity in a respective interactive content title. Each of the possible results associated with one or more media files depicting the associated result of the activity. Gameplay data sent over a communication network of a current activity is monitored. The monitored gameplay data that indicates a possible result associated with the current activity is identified. The stored media files is filtered based on the identified result of the identified trigger point associated with the current activity. An overlay display of at least one of the filtered media files is generated and provided to the client device for presentation in association with the current gameplay session.
VIDEO INTERACTION PLATFORM
The disclosed computer-implemented method may include initiating a translucent layer, that includes a user interface element, for displaying over a content layer on a computing device, and receiving, from a content source, video content for the content layer. The method may also include receiving input via the user interface element and sending the input to the content source to direct the content source to modify the video content. The method may further include receiving modified video content from the content source and displaying the modified video content on the content layer. Various other methods, systems, and computer-readable media are also disclosed.
SYSTEMS AND METHODS FOR LEDGER-SPECIFIC UTILITIES FOR UNIQUE DIGITAL ARTICLES
Systems and methods to provide ledger-specific utilities for unique digital articles and other digital assets that are not fungible in an online gaming platform are disclosed. Exemplary implementations may execute instances of a game; manage user accounts associated with the users, including a first user account associated with a first user, wherein a first account inventory includes a first unique digital article; receive a first action request to use the first unique digital article in a first manner of usage; either permit or deny the requested first manner of usage, based on the type of unique digital article usage that is requested and on the type of decentralized ledger (or the specific decentralized ledger) on which the first unique digital article has been recorded.