Patent classifications
A63F2300/407
INTERACTIVE MESSAGE-BASED DELIVERY OF NARRATIVE CONTENT USING A COMMUNICATION NETWORK
A system and related methodologies of delivering storyline content to users are presented herein. A server system maintains storyline data corresponding to an interactive narrative storyline having variable narrative paths that influence outcomes of the storyline. Storyline messages are communicated from the server system using a messaging service, wherein each communicated storyline message includes a portion of the narrative storyline. The server system receives messages generated from the subscriber device in response to communicated storyline messages, wherein each response message includes a user-specified storyline option. Subsequent storyline messages are retrieved by the server system based on the user-specified storyline options conveyed with the user responses.
System and method for retaining system state
An apparatus and method are described for retaining system state of an online application such as a video game. For example, a method according to one embodiment comprises: executing a application on a server in response to user input from a client; transmitting video generated by the application over a network connection from the server to the client; detecting that the network connection has become unusable or impaired; responsively pausing the execution of the application from a current point of execution; and resuming the execution of the application from the current point of execution upon detecting that the network connection has become usable or unimpaired.
Synchronizing system for gameplaying
The subject application describes an activity performed with or without a website, such as a game. The game can be played either when in contact with the website or when disconnected from the website. The game playing can be carried out for example on a mobile device. The game can be used to earn virtual cash on the website, when playing from the mobile device. The game can also be played when the mobile device is not attached to the website, in which case the points that are received are saved along with an encryption to avoid a user's improper increasing of the points.
System and method for selecting a video encoding format based on feedback data
Methods and systems for processing instructions by an online video game hosting system are provided. One example method includes receiving a control signal for a video game. The control signal is received by a server of the online video game hosting system, and the control signal is transmitted from a client device to the server over a network. Then, executing the online video game by the server while receiving the control signal. The executing causes generation of a sequence of video frames and encoding the sequence of video frames to generate a first compressed sequence of video frames and generate a second compressed sequence of video frames. Transmitting the first compressed sequence of video frames to the client device over the network for decoding by the client device to produce a first decoded sequence of video frames for displaying on a display of the client device. Receiving feedback information from the client device, the feedback information used to determine whether one or more of the first compressed sequence of video frames has been successfully decoded at the client device and modifying the encoding of the sequence of video frames in response to the feedback information. The second compressed sequence of video frames are directed to a storage associated with the server and wherein the quality of the second compressed sequence of video frames is higher than a quality of the first compressed sequence of video frames.
Dynamic quality of service management in multiplayer gaming
Embodiments of the present invention provide a method, system and computer program product for dynamic quality of service (QoS) management for multi-player gaming. In an embodiment of the invention, a method for dynamic QoS management for multi-player gaming is provided. The method includes monitoring a multi-player game and detecting a game moment for a game player in the multi-player game. The method also includes determining a degree of sensitivity for the game moment and enhancing access to a computing resource of the game player in response to determining the game moment to be highly sensitive. In one aspect of the embodiment, the method additionally includes detecting a subsequent game moment for the game player in the multi-player game, determining a degree of sensitivity for the subsequent game moment, and reducing access to the computing resource of the game player in response to determining the game moment to be less sensitive.
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.
CELLULAR PHONE GAMES BASED UPON TELEVISION ARCHIVES
Cellular phone games based on television archives allow users to play games on their cellular phones wherein the games are based on archived television programs. The game is able to be played simultaneously between competitors or on demand. Game data and video data are combined into one file and are sent to participating cellular phones so that the required information is received at the same time at each cellular phone. Each cellular phone contains software to manipulate the game and video data so that the user is able to play the game. The game is played by watching video clips from archived television programs and then selecting choices related to the video clips using the inputs on the user's cellular phone. User scores are determined based on the answers to the questions related to the video clips and results are distributed to the participants.
AUTOMATICALLY IDENTIFYING POTENTIALLY FRAUDULENT GAMING ACCOUNTS
In example embodiments, a method of mitigating the effects of fraudulent usage of game accounts is disclosed. One or more values stored in one or more fields of a row of a database table maintained by the game networking system are received. The one or more fields correspond to features of a game account that are relevant to determining whether the game account is potentially being used fraudulently. Based on a combination of the one or more values transgressing a threshold value, it is determined that the game account is potentially being used fraudulently. At least some use of the potentially fraudulent game account is automatically locked to mitigate the effect of the potentially-fraudulent use.
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.
Methods and systems for updating in-game content
Systems and methods for updating content of a mobile video game allow for mobile communication devices to receive updated content for video games that operate on the devices. The updates may be promotional in nature, and may be pre-selected based on the device type, service, or service provider. The game may contain instructions that cause the mobile communication device to contact an interface and/or server to receive updated content. After the updated content is received by the mobile communication device, the content may be displayed in-game. The user of the mobile communication device may be provided with one or more options that affect the frequency or ability to receive or display updated content. In addition, the server may track what content has already been received by the mobile communication device.