A63F13/73

Creation of winner tournaments with fandom influence

Methods and systems directed towards creation of winner tournaments that select and facilitate eligible remote users to compete with the professionals even if the remote user is not at the live e-sport event venue. Remote users are introduced into the live e-sport event for the purpose of also competing against competitive players as well as being introduced as an exhibition match with the professionals, such as fans of the professionals selected based on social media or gameplay statistics.

Creation of winner tournaments with fandom influence

Methods and systems directed towards creation of winner tournaments that select and facilitate eligible remote users to compete with the professionals even if the remote user is not at the live e-sport event venue. Remote users are introduced into the live e-sport event for the purpose of also competing against competitive players as well as being introduced as an exhibition match with the professionals, such as fans of the professionals selected based on social media or gameplay statistics.

Game engine-based computer security

A game engine sensor of a computing device executing an operating system receives first data from the operating system that represents occurrence of a monitored event. The game engine sensor sends second data corresponding to the monitored event to a game engine logic controller. A first logic block of the game engine logic controller determines, based on the second data and third data representing a system state of the computing device, that a first predicate condition is satisfied. A second logic block of the game engine logic controller determines, based on the second data and the third data, that a second predicate condition is satisfied. A computer security threat is detected based on the first and second predicate conditions being satisfied, and at least one game engine actuator is instructed to perform at least one action responsive to the computer security threat.

Game engine-based computer security

A game engine sensor of a computing device executing an operating system receives first data from the operating system that represents occurrence of a monitored event. The game engine sensor sends second data corresponding to the monitored event to a game engine logic controller. A first logic block of the game engine logic controller determines, based on the second data and third data representing a system state of the computing device, that a first predicate condition is satisfied. A second logic block of the game engine logic controller determines, based on the second data and the third data, that a second predicate condition is satisfied. A computer security threat is detected based on the first and second predicate conditions being satisfied, and at least one game engine actuator is instructed to perform at least one action responsive to the computer security threat.

METHOD AND SYSTEM FOR ENABLING MULTI-LEVEL REAL-TIME COLLBORATION IN GAME ENGINES SUPPORTING HETEROGENEOUS PROJECT STATES
20230117441 · 2023-04-20 ·

A system and method of enabling improved collaboration between developers in a game development environment, the system and method including an authoritative hierarchy host (AHH) that monitors and maintains a hierarchy of objects. The AHH communicates with users that are developing in the game development environment to handle conflicts so that collaboration between the different users is improved.

METHOD AND SYSTEM FOR ENABLING MULTI-LEVEL REAL-TIME COLLBORATION IN GAME ENGINES SUPPORTING HETEROGENEOUS PROJECT STATES
20230117441 · 2023-04-20 ·

A system and method of enabling improved collaboration between developers in a game development environment, the system and method including an authoritative hierarchy host (AHH) that monitors and maintains a hierarchy of objects. The AHH communicates with users that are developing in the game development environment to handle conflicts so that collaboration between the different users is improved.

SYSTEM, METHOD, AND SMART DEVICE FOR AUTHENTICATION OF PRODUCTS AND INTERACTION WITH A VIRTUAL ENVIRONMENT

A system and method for identifying and authenticating a physical article to a virtual environment. A physical article, such as a decorative pin used in gameplay or some purchased article with anti-counterfeiting tag information, may be scanned by a mobile device and verified by a mobile device application. Such a process may uniquely identify a product as being associated with one particular customer, which may limit counterfeiting and may also allow the article to be incorporated in some form into a game or other virtual environment, such as in the form of an accessory for a game character.

SYSTEM FOR VALIDATING PLAY OF GAME APPLICATIONS VIA GAME NFTS AND METHODS FOR USE THEREWITH

An NFT system operates by receiving an application launch request for a game application having a game non-fungible token (NFT) associated therewith; generating, via the game application and in response to the application launch request, launch metadata; sending the launch metadata to an NFT wallet, the NFT wallet containing a private key associated with the game NFT; receiving, from the NFT wallet, a launch response that is generated based on the private key; generating, via the game application and based on the launch response, an ownership check; sending the ownership check to a blockchain system that stores the game NFT; receiving, from the blockchain system, an ownership validation response; and enabling, via the game application, play of the game when the ownership validation response indicates ownership of the game NFT is verified.

SYSTEM FOR VALIDATING PLAY OF GAME APPLICATIONS VIA GAME NFTS AND METHODS FOR USE THEREWITH

An NFT system operates by receiving an application launch request for a game application having a game non-fungible token (NFT) associated therewith; generating, via the game application and in response to the application launch request, launch metadata; sending the launch metadata to an NFT wallet, the NFT wallet containing a private key associated with the game NFT; receiving, from the NFT wallet, a launch response that is generated based on the private key; generating, via the game application and based on the launch response, an ownership check; sending the ownership check to a blockchain system that stores the game NFT; receiving, from the blockchain system, an ownership validation response; and enabling, via the game application, play of the game when the ownership validation response indicates ownership of the game NFT is verified.

SYSTEM FOR VALIDATING TICKET TRANSACTIONS VIA TICKET NFTS AND METHODS FOR USE THEREWITH

A client device operates by: receiving a ticket transaction request for a ticket transaction having a ticket NFT associated therewith; generating, in response to the ticket transaction request, transaction metadata that includes user identification data; sending the transaction metadata to a wallet associated with a user of a client device, the wallet containing a private key associated with the ticket NFT; receiving, from the wallet, a transaction response that is generated based on the private key; generating, based on the transaction response, ownership check data; sending the ownership check data to a blockchain system that stores the ticket NFT; receiving, from the blockchain system, an ownership validation response; and indicating approval of the ticket transaction when ownership of the ticket NFT is verified.