A63F13/79

Parental Controls of Gameplay Sessions
20230051771 · 2023-02-16 ·

Systems and methods for monitoring gameplay for stopping points and applying a setting preference at a next predicted timing point. The monitored gameplay may be based on object data received from an object server. The supervising control server may predict one or more starting and/or stopping timing points in stopping periods within a gameplay session. The predicting of the one or more starting and/or stopping timing points may be based on a comparison of the gameplay data to historical gameplay data. Then, a setting preference set by a supervisory account may be applied to a next predicted timing point.

Parental Controls of Gameplay Sessions
20230051771 · 2023-02-16 ·

Systems and methods for monitoring gameplay for stopping points and applying a setting preference at a next predicted timing point. The monitored gameplay may be based on object data received from an object server. The supervising control server may predict one or more starting and/or stopping timing points in stopping periods within a gameplay session. The predicting of the one or more starting and/or stopping timing points may be based on a comparison of the gameplay data to historical gameplay data. Then, a setting preference set by a supervisory account may be applied to a next predicted timing point.

METHOD AND APPARATUS FOR GAME TEAM FORMATION, AND ELECTRONIC DEVICE AND STORAGE MEDIUM

A method and apparatus for game teaming in live streaming, and an electronic device and a computer-readable storage medium, relating to the technical field of computers. The method comprises: receiving a game teaming request, the game teaming request comprising user information of multiple game participants, the multiple game participants comprising a live streaming anchor user and at least one live streaming viewer user, the live streaming viewer user satisfying a specified live streaming teaming condition (S210); sending the game teaming request to a gaming platform (S220); and displaying a game teaming instruction returned by the gaming platform, so that the multiple game participants enter the gaming platform according to the game teaming instruction (S230).

SCREEN DISPLAY METHOD AND APPARATUS, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT

A screen display method and apparatus, a device, a storage medium, and a program product, in the field of application development technologies are provided. The method includes: displaying a display interface of an application running on a terminal device, the display interface displaying a first application screen of a first user account in the application; displaying an account display bar, the account display bar displaying identifiers of a plurality of user accounts participating in a service related to the application; displaying, in response to an operation on an identifier of a target user account among the identifiers of the plurality of user accounts, the identifier of the target user account in the display interface; and displaying a target screen of the target user account in response to the operation on the identifier of the target user account, the target screen being a screen of the target user account in the application.

SCREEN DISPLAY METHOD AND APPARATUS, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT

A screen display method and apparatus, a device, a storage medium, and a program product, in the field of application development technologies are provided. The method includes: displaying a display interface of an application running on a terminal device, the display interface displaying a first application screen of a first user account in the application; displaying an account display bar, the account display bar displaying identifiers of a plurality of user accounts participating in a service related to the application; displaying, in response to an operation on an identifier of a target user account among the identifiers of the plurality of user accounts, the identifier of the target user account in the display interface; and displaying a target screen of the target user account in response to the operation on the identifier of the target user account, the target screen being a screen of the target user account in the application.

DYNAMIC GAME INTERVENTION
20230052493 · 2023-02-16 ·

Systems and methods for determining excessive motions or strained positions based on inputs associated with gameplay of game titles. A game intervention server may evaluate, based on learning models, posture, and physical motions of players for repetitive, unbalanced, or excessive motions, as well as gameplay quality patterns, and compare to thresholds for identifying unhealthy conditions. The game intervention server may make recommendations regarding breaks, stretches, warm-up/cool-down, curbing extended periods of play, etc. Notifications may be overlaid on screen with option to pause play without exiting game session. In-game events and requirements may also be adjusted based on learned insights to avoid excessive movement or counteract unbalanced movement.

INTELLIGENT RECOMMENDATIONS FOR GAMEPLAY SESSION ADJUSTMENT
20230047065 · 2023-02-16 ·

Systems and methods for monitoring gameplay for monitoring real-time gameplay object data that is used to extract patterns in gameplay for generating notifications regarding control options based on extracted patterns. The notifications may indicate that selected conditions may be met based on the activity data that may be analyzed based on learning models associated with the selected conditions. The learning models may include models regarding player behavior, such as bullying or harassing language. The extract patterns may include gameplay session length, type of game played, and in-game behavior. Supervising accounts may receive recorded media segments associated with the activity data that met the selected conditions. And the user accounts engaging in such activities may be blocked and/or provided suggestions regarding alternative activities.

INTELLIGENT RECOMMENDATIONS FOR GAMEPLAY SESSION ADJUSTMENT
20230047065 · 2023-02-16 ·

Systems and methods for monitoring gameplay for monitoring real-time gameplay object data that is used to extract patterns in gameplay for generating notifications regarding control options based on extracted patterns. The notifications may indicate that selected conditions may be met based on the activity data that may be analyzed based on learning models associated with the selected conditions. The learning models may include models regarding player behavior, such as bullying or harassing language. The extract patterns may include gameplay session length, type of game played, and in-game behavior. Supervising accounts may receive recorded media segments associated with the activity data that met the selected conditions. And the user accounts engaging in such activities may be blocked and/or provided suggestions regarding alternative activities.

SYSTEMS AND METHODS FOR PROVIDING IN-GAME CONSEQUENCES FOR UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
20230049092 · 2023-02-16 ·

Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.

SYSTEMS AND METHODS FOR PROVIDING IN-GAME CONSEQUENCES FOR UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
20230049092 · 2023-02-16 ·

Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.