A63F2300/402

Information Processing System, Information Processing Apparatus, Computer-Readable Storage Medium Having Stored Therein Information Processing Program, and Information Processing Method
20230191262 · 2023-06-22 ·

A plurality of game apparatuses function as a master, a client, and an audience. The master and the client register each other by performing therebetween an authentication process. The authentication process is not performed between the master and the audience. The audience receives a beacon from the master and registers the master in an own apparatus while the audience is not registered in the master. The master and the client execute a predetermined program, exchanging data by communicating with each other. The audience receives the data exchanged between the master and the client, and executes the predetermined program using the received data, thereby watches a game which is progressed between the master and the client, as a spectator.

Advertisement distribution system
09838752 · 2017-12-05 · ·

Effective advertisements are provided to users of a network. On a terminal of a user B, user names of users whom the user B registered in advance as friends are displayed. On the terminal, information indicating whether respective friend users are online or offline, is also displayed. Icons representing video games, etc., played by the friend users are also displayed on the terminal. When the user B clicks the icon of the Game C associated with the user A, the terminal executes advertisement information display processing. By this processing, an advertisement information screen is displayed on the terminal. On the advertisement information screen, an advertisement relating to the status of the user A registered as the friend is displayed.

Method for multicasting views of real-time streaming interactive video

Systems and methods for creating and delivering an interactive display of thumbnail windows of visual content of different video game sessions are presented. In one embodiment, a method provides for sending, by a server of a service, an interactive interface for display on display of a client device. The interactive interface has a set of thumbnail windows and each thumbnail window depicts visual content of different video game sessions being played. Responsive to a selection of a thumbnail window by a user of the client device, the method provides for sending a video stream associated with the selected thumbnail window from the set of thumbnail windows. The video stream enables the user of the client device to view interactive game play of a video game associated with the video stream.

METHODS, DEVICES, AND SYSTEMS FOR INTERACTIVE CLOUD GAMING

The various implementations described herein include methods, devices, and systems for interactive cloud gaming. In one aspect, an interface device with processors and memory storing an application program is used for cloud gaming. The interface device includes a communication module for receiving and/or transmitting messages and media streams between the interface device, a game controller, and a remote gaming server. The interface device further includes an output module configured to provide output of the application to an input of a display device coupled to or integrated with the interface device. The application is configured to implement a first mode in which the interface device processes and displays outputs associated with substantially all messages transmitted by the game controller, and a second mode in which the interface device processes and displays a predefined subset of messages from the game controller and displays gaming media streams from the gaming server.

Methods for cloud based game streaming and setting data rates between remote clients and servers

A computer-implemented method for online game streaming is provided, which includes receiving a request from a remote client to access a user account. The user account identifies information regarding the user and digital content available for the user to access from the remote client. The request is received over an Internet connection at a hosting service that includes one or more servers and the digital content including a video game. The method includes receiving selection of the game by the hosting service from the remote client and initiating a data rate test of the remote client. The data rate test identifies a maximum available data rate between the remote client and one or more servers of the hosting service. The data rate test includes gradually increasingly the data rate and then gradually decreasing the data rate to identify an active data rate for streaming interactive content of the video game.

Communication game system, game apparatus, server, storage medium storing a program, and game control method

A communication game system includes a plurality of game apparatuses which are able to wirelessly communicate with each other. Each of the game apparatus registers identifying information of an opponent obtained by a short-distance wireless communication or by user's manual input in a friend list. Thereafter, the game apparatus connects to the Internet, and inquires whether it is possible to communicate with an opponent in the friend list over the network. If it is possible to communicate, the game apparatus obtains an address of the opponent to make a network communication. Even if a user makes a short distance wireless communication with a friend to exchange and register the identifying information or registers the friend by hand and then is parted from the friend, the user can safely communicate with the friend across the network without being exposed to unknown players. In a case that an additional opponent is to be added to the multiplayer game session, one of the participants transmits identifying information to introduce the communicating opponents to each other. The game apparatuses introduced to each other make a communication over a network, and add the identifying information of the opponents to the friend list, if necessary.

Method for User Session Transitioning Among Streaming Interactive Video Servers
20170225080 · 2017-08-10 ·

A method by which a streaming interactive video user session is handed off from one streaming interactive video server to another without noticeable disruption to the video stream or the user interactivity.

System and method for storing program code and data within an application hosting center

A system and method are described for storing program code and data within an application hosting center. For example, one embodiment of a computer-implemented method comprises: subdividing program code and/or data used to execute an online application into a first type and a second type; storing program code and data of the first type in a first type of memory, the first type of memory providing relatively low latency memory access; storing program code and data of the second type in a second type of memory, the second type of memory providing relatively higher latency memory access compared to the first type of memory; retrieving program code and data from the first memory and the second memory in response to a client request to execute an online application; and transmitting a streaming interactive video stream representing images generated by the application to the client.

System and method for remote-hosted video game streaming and feedback from client on received frames

A method and system are provided for streaming a video game from a server to a client. One example system includes the server configured to generate video frames for the video game responsive to input received from the client. An encoder that processes the video frames to generate compressed video frames and storing past encoder states in memory associated with the encoder. The server is configured to transmit the compressed video frames to the client. The server is configured to receive a feedback signal from the client to determine when one or more of the compressed video frames that were sent were not been received by the client. The encoder is configured to generate one or more next video frames as compressed video frames that are dependent on compressed video frames that are known to have been successfully received based on the feedback signal.

System and method for streaming game video

A system and method are described for managing the state of an online video game. A method includes initiating a new online video game in response to user input from a client device, the online video game being in a first state on a first server when initiated; executing the online video game on the server, thereby causing the online video game to enter a second state; pausing or terminating the online video game; determining differences between the first state and the second state and generating difference data containing the differences; transmitting the difference data over a network to a second server; and recreating the second state from the difference data and the first state in response to user input indicating that the user wishes to resume the online video game and in response to the second server being selected as the server on which to execute the video game.