A63F13/847

Altitude-based difficulty adjustments for multi-player gaming interactivity

A method for dynamic adjustment of interactive game play includes identifying a game session for a game played between first and second players, with the first and second players being connected from geographic locations having first and second elevations, respectively. The method also includes determining an objective in the game that the first and second players are predicted to achieve, and identifying a first path to be traversed by the first player to reach the objective in the game and identifying a second path to be traversed by the second player to reach the objective in the game. Each of the first and second paths includes a respective plurality of game actions to be accomplished by the first and second players. The method further includes adjusting a physical activity rating of select ones of the respective plurality of game actions based on a difference between the first and second elevations.

Immersive interactive sports management system and method thereof

Described herein are computerized methods and systems for enabling remote participation in sporting event decision-making. A current game situation in a sporting event is received by a server from a remote device. The server retrieves plays applicable to the current game situation from a playbook. The server generates a playcall UI comprising the retrieved play categories and plays and transmits the playcall UI to fan computing devices. The server receives a vote for one of the plays from the fan computing devices. The server determines a selected play based on the received votes. The server transmits the selected play to player computing devices associated with players involved in the sporting event, wherein the players execute the selected play. The current game situation is updated at the remote device based upon an outcome of the selected play.

Immersive interactive sports management system and method thereof

Described herein are computerized methods and systems for enabling remote participation in sporting event decision-making. A current game situation in a sporting event is received by a server from a remote device. The server retrieves plays applicable to the current game situation from a playbook. The server generates a playcall UI comprising the retrieved play categories and plays and transmits the playcall UI to fan computing devices. The server receives a vote for one of the plays from the fan computing devices. The server determines a selected play based on the received votes. The server transmits the selected play to player computing devices associated with players involved in the sporting event, wherein the players execute the selected play. The current game situation is updated at the remote device based upon an outcome of the selected play.

RESPAWN SYSTEMS AND METHODS IN VIDEO GAMES
20230201720 · 2023-06-29 ·

In a video game, a player's character can start in a normal state, receive first damage, and change to an incapacitated state. The player's character can be revived from the incapacitated state back to the normal state. The player's character can be changed from the incapacitated state to a preliminarily defeated state, and in response, a player respawn activation item can be generated. The player respawn activation item can be used by the player's teammates to respawn the player's character at one or more respawn locations.

Method for facilitating user interactions in gaming environment
11684850 · 2023-06-27 · ·

A method for facilitating user interactions. The method includes detecting a selection by a pointer device of a first character; detecting a movement of the pointer device towards a target object; presenting an indicator; detecting that the pointer device is within a predetermined distance of the target object; determining whether a job to be executed with respect to the target object is capable of being executed by the first character; highlighting the target object when the pointer device is within the predetermined distance and the first character is capable of executing the job; assigning the first character to the 10 target object; causing the first character to execute the job with respect to the target object; and updating a presentation of the target object to present a result of the executed job.

ADAPTIVE OBJECT PLACEMENT IN COMPUTER-IMPLEMENTED GAMES
20170361232 · 2017-12-21 ·

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for an Alliance Engine. The Alliance Engine receives a selection, by a first player, of a first tile to be controlled by a first enforcer asset on behalf of the first player. The first tile provides access to a first type of in-game resource to the first player. The Alliance Engine detects the first tile is adjacent to a second tile. The second tile is controlled by a second enforcer asset on behalf of a second player. The first player and the second player belong to a player alliance. The second tile providing access to a second type of in-game resource to the second player. Based on the detected adjacency, the Alliance Engine transfers a portion of the first type of in-game resource of the first tile to the second player. The Alliance Engine transfers a portion of the second type of in-game resource of the second tile to the first player.

ADAPTIVE OBJECT PLACEMENT IN COMPUTER-IMPLEMENTED GAMES
20170361232 · 2017-12-21 ·

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for an Alliance Engine. The Alliance Engine receives a selection, by a first player, of a first tile to be controlled by a first enforcer asset on behalf of the first player. The first tile provides access to a first type of in-game resource to the first player. The Alliance Engine detects the first tile is adjacent to a second tile. The second tile is controlled by a second enforcer asset on behalf of a second player. The first player and the second player belong to a player alliance. The second tile providing access to a second type of in-game resource to the second player. Based on the detected adjacency, the Alliance Engine transfers a portion of the first type of in-game resource of the first tile to the second player. The Alliance Engine transfers a portion of the second type of in-game resource of the second tile to the first player.

GAME SERVER DEVICE, SERVER CONTROL METHOD, AND SERVER CONTROL PROGRAM
20230191246 · 2023-06-22 · ·

The server device includes: a storage unit that associates and stores multiple first characteristic data sets for each user and associates and stores second characteristic data for each group to which the multiple first characteristic data sets belong; a different-user-selecting unit that selects a different user when a predetermined event occurs while a game is being played; a group formation-assessing unit that determines whether or not all of the first characteristic data sets belonging to a group are included in the first characteristic data sets associated with the user and the different user; and an action-executing unit that executes predetermined actions using, in addition to the first characteristic data sets associated with the user and the different user, the second characteristic data associated with the group for which it has been determined that all of the pertinent first characteristic data sets are included.

GAME SERVER DEVICE, SERVER CONTROL METHOD, AND SERVER CONTROL PROGRAM
20230191246 · 2023-06-22 · ·

The server device includes: a storage unit that associates and stores multiple first characteristic data sets for each user and associates and stores second characteristic data for each group to which the multiple first characteristic data sets belong; a different-user-selecting unit that selects a different user when a predetermined event occurs while a game is being played; a group formation-assessing unit that determines whether or not all of the first characteristic data sets belonging to a group are included in the first characteristic data sets associated with the user and the different user; and an action-executing unit that executes predetermined actions using, in addition to the first characteristic data sets associated with the user and the different user, the second characteristic data associated with the group for which it has been determined that all of the pertinent first characteristic data sets are included.

INFORMATION PROCESSING SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN PROGRAM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
20230191253 · 2023-06-22 ·

Provided is an information processing system in which a moving object (ball) is moved at a first speed in first to third virtual spaces of first to third apparatuses. In the second virtual space of the second apparatus, the moving speed of the moving object is changed from the first speed to a second speed lower than the first speed.