Patent classifications
A63F13/73
Method to detect and counteract suspicious activity in an application environment
Aspects of the subject disclosure may include, for example, comparing an input received from a peripheral device associated with an execution of a gaming application with a threshold value, wherein the threshold value is based on a first identification of a first user, a second identification of the peripheral device, and a third identification of stimuli presented as part of the execution of the gaming application. Responsive to the comparing, a determination may be made that the input exceeds the threshold value. Responsive to the determination, a validation request may be transmitted to a user device of the first user. Other embodiments are disclosed.
Systems and method for managing permission for interacting with virtual objects based on virtual proximity
In some embodiments, techniques for managing interaction permissions for an object in a shared virtual environment are provided. The techniques may determine whether to present an object in a limited-interaction mode or in an interactive mode based on a permission condition. The permission condition may include a proximity condition that specifies a proximity threshold between two objects within the shared virtual environment that should be met in order to provide the object in the interactive mode. The proximity threshold may specify a distance between an avatar of an owning user of the object and the object; a distance between an avatar of an owning user of the object and an avatar of a user being presented the object, or other distances.
Systems and method for managing permission for interacting with virtual objects based on virtual proximity
In some embodiments, techniques for managing interaction permissions for an object in a shared virtual environment are provided. The techniques may determine whether to present an object in a limited-interaction mode or in an interactive mode based on a permission condition. The permission condition may include a proximity condition that specifies a proximity threshold between two objects within the shared virtual environment that should be met in order to provide the object in the interactive mode. The proximity threshold may specify a distance between an avatar of an owning user of the object and the object; a distance between an avatar of an owning user of the object and an avatar of a user being presented the object, or other distances.
Virtual, augmented and extended reality system
Systems, methods and apparatus for multi-realm, computer-generated reality systems are disclosed. A method for managing a multi-realm, computer-generated reality includes determining one or more variances between each activity of a first participant and a corresponding baseline activity for each of a plurality of activities associated with traversal of a managed reality system during a session, and quantifying the one or more variances to obtain a performance metric. The method includes combining at least one performance metric for each activity of the first participant to obtain a session performance measurement for the first participant.
Non-transitory computer-readable storage medium, terminal device, and information processing system
A non-transitory computer-readable storage medium storing a program configured to cause a terminal device to execute a game in communication with a server device, the program includes: a first storing step of receiving from the server device at least one token generated and stored in the server device to store the token in a terminal storage unit; a transmitting step of transmitting to the server device information-to-be-transmitted including an updating instruction of game data of a user and encrypted information obtained by encrypting information-to-be-encrypted at least including the token; and a deleting step of deleting the token stored in the terminal storage unit, wherein the updating instruction includes a first instruction to update the game data stored in the server device when the token extracted by decrypting the encrypted information and the token stored in the server device are matched.
Non-transitory computer-readable storage medium, terminal device, and information processing system
A non-transitory computer-readable storage medium storing a program configured to cause a terminal device to execute a game in communication with a server device, the program includes: a first storing step of receiving from the server device at least one token generated and stored in the server device to store the token in a terminal storage unit; a transmitting step of transmitting to the server device information-to-be-transmitted including an updating instruction of game data of a user and encrypted information obtained by encrypting information-to-be-encrypted at least including the token; and a deleting step of deleting the token stored in the terminal storage unit, wherein the updating instruction includes a first instruction to update the game data stored in the server device when the token extracted by decrypting the encrypted information and the token stored in the server device are matched.
Consensus protocol for blockchain structure
A non-monetary incentive model defines a Distributed Consensus Protocol (DCP) for a blockchain based on a proof-of-play mining approach. The non-monetary incentive model employs a gamification approach where mining efforts are recorded responsive to achievement in a gaming environment, rather than the proof-of-work or proof-of-stake approaches commonly used for blockchain valuation. The incentive model draws on a participant volition in attaining or improving a gaming achievement. The approach records gaming moves or actions undertaken by a participant playing the game, based on a seed used to instantiate the game. Upon attaining a predetermined minimum score, and at a predefined difficulty, the gaming effort is deemed to warrant a new block in the blockchain.
GAME PRODUCTION AND DISTRIBUTION SYSTEM FOR HTML5-BASED WEB GAME PRODUCTION AND DISTRIBUTION AND METHOD THEREOF
Disclosed are a game production and distribution system for HTML 5-based web game production and distribution and a method thereof which allow a user to easily produce a game according to a predetermined sequence in an HTML 5-environment. The present invention exhibits an effect of enabling a user to intuitively produce a game even without professional programming knowledge.
Dynamically varying identifiers for geocaching
A method for verifying a discovery of a geocache positioned at one or more physical locations is disclosed. The method comprises providing a first location information corresponding to a first geocache located at a first physical position; receiving from a user device a target credential corresponding to the geocache, wherein the target credential comprises a dynamically varying identifier associated with the geocache; determining a validation credential associated with the geocache; comparing the target credential with the validation credential; and determining whether the geocache was discovered.
Systems and methods for multi-currency utilities in an online game supporting different player types
Systems and methods to facilitate usage of multiple currencies having different utilities for different types of players within an online gaming platform are disclosed. Exemplary implementations may execute instances of a game; control player accounts associated with the players; facilitate usage of a first currency that is exchangeable for a first set of utilities by players of a first player type, including a first player; facilitate usage of a second currency that is usable to upgrade players from the first player type to a second player type, wherein upgrading unlocks additional utilities; receive an upgrade instruction from the first player; perform an in-game action falling within the additional utilities on behalf of the first player, wherein the in-game action is performed by virtue of the first player having been upgraded to the second player type; and/or other steps.