A63F2300/407

Video game overlay

A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.

INFORMATION PROCESSING APPARATUS AND INPUTTING APPARATUS FOR SHARING IMAGE DATA

Methods and apparatus provide for: generating image data for an application to be displayed on an output device; recording the image data generated by the image generating unit; and receiving operation information from an input device, where the recording includes storing the image data for an application for a predetermined period of time up to the point in time at which operation information is received during the receiving operation information from a specific input unit provided in the input device while displaying an application image.

System and method for providing virtual spaces for access by users via the web

A system configured to provide one or more virtual spaces that are accessible to users. The virtual spaces may be provided such that an enhanced level of interactivity between the virtual spaces and the Web, including resources that communicate with the system via the Internet (e.g., via users, websites, webpages, other web resources, etc.) and/or other networks. To provide this enhanced level of interactivity, the system may enable interactions between an instance of a virtual space and the Web (e.g., queries, commands, communication, administrative controls, etc.) via a standard web protocol, such as a HyperText Transfer Protocol (e.g., http, https, etc.) and/or other standard web protocols. Since interactions take place between the instance of the virtual space and the Web via a standard web protocol, the instance of the virtual space may interact directly with Web resources such as web servers, web browsers, websites, webpages, and/or other Web resources.

Board game with dynamic characteristic tracking

A board game comprises one or more game objects such as a game board and game pieces, at least one memory device and at least one controller. Each of the game objects comprise a globally unique identifier and dynamic characteristic values associated with the unique identifier, stored in the memory device, that define the characteristics/attributes of the corresponding game object when used in the game. A user is able to play the game by utilizing the game objects according to their characteristic values. During the course of game play, the events of the game are able to dynamically change the characteristic values of each game object affected by the event. Similarly, outside of game play, external events are also able to dynamically change the characteristic values of a game object. These characteristic values are able to be kept and updated during and in between games.

Method of synchronizing online game, and server device
09849389 · 2017-12-26 · ·

The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.

Cloud-based game slice generation and frictionless social sharing with instant play

Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.

COLLABORATIVE ELECTRONIC GAME PLAY EMPLOYING PLAYER CLASSIFICATION AND AGGREGATION
20170361228 · 2017-12-21 ·

A method and system tracks, analyzes or sorts behaviors of user or players across a network to draw correlations from, or characterizations of, those user or players and identifies similarly characterized or mutually complementary user or players. For example, the method automatically obtains player data regarding interactions by each of multiple players with a multiplayer electronic game via each player's corresponding data processing device connected via the network. The method can then sort, classify or suggest additional activities, games, groups, or other different activities or actions for the players.

Systems and method for modem power aware extended reality (XR) and gaming software applications

Methods and systems for providing software applications on a client device with dynamic control over low-latency mode (LLM) operations of the client device. The client device may monitor downlink data packets of a client software application operating on the client device to detect trigger events. The client device may determine operating parameters of the modem based on a detected trigger event and dynamically adjust the low-latency mode of the modem based on the detect trigger event or the determined operating parameters.

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.

Fantasy game system and method for player selection and scoring

A first list of available players is provided to each individual user who then selects a first fantasy lineup, where selections by another individual user does not preclude other individual users from also selecting the same player. First fantasy lineups are received from each individual user, the fantasy lineups comprising one or more players selected from the first list of available players. Each individual user may provide a replacement lineup prior to the end of a game. A subsequent list of available players is provided to each user and does not include players from the first fantasy lineup. Subsequent fantasy lineups from each individual user are received comprising only players selected from the subsequent list of available players. None of the players of the first fantasy lineup for an individual user is included in any subsequent fantasy lineup of the individual user.