Patent classifications
A63F2300/408
METHODS, SYSTEMS, AND DEVICES OF SOCIAL NETWORKING WITH PORTIONS OF RECORDED GAME CONTENT
Embodiments include a system and method that facilitate detecting a request from a player to share a trigger clip of a video game, preparing the trigger clip for sharing and sharing the trigger clip in a message to a third party or to a social media destination. Additional embodiments include storing one or more trigger clips in a library where the trigger clips are available for searching and review by players and others. Advantages include making the trigger clips available for subsequent review, training, coaching and other purposes.
Method of synchronizing online game, and server device
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.
Systems and methods for seamless host migration
Systems and methods of the present invention for maintaining network data distribution are provided. Network data may be distributed in such as manner as to allow a network session to weather interrupted communications between host and clients without significant loss of data. Embodiments of the present invention provide for one or more clients to serve as backup host(s) for the network session. When the other clients transmit data to the host, they may also transmit the data to one or more backup hosts if there are any indications of interrupted communication.
Peer-to-peer (P2P) code exchange facilitation in centrally managed online service
Technologies are generally provided for a hybrid architecture of an enhanced networked environment implementing a centralized management of peer-to-peer (P2P) code exchange for secure real-time content distribution. In some examples, central game servers in a massively multiplayer online game (MMOG) service may prepare both P2P admission and eviction planning and P2P element integration packages, instructing a game client whom to send data to while also removing exploitable data from the P2P channel. Thus, large amounts of data may be offloaded from a datacenter hosting an MMOG or similar service involving high numbers of users to P2P connections.
Methods, systems, and devices of providing multi-perspective portions of recorded game content in response to a trigger
A system that incorporates the subject disclosure may include, for example, a device that has a memory to store instructions and a processor coupled to the memory, wherein responsive to executing the instructions, the processor performs operations that include defining a group of perspectives around an avatar controlled by a player of a video game, detecting a current trigger during the video game, recording a trigger clip of game content for each perspective in the group of perspectives resulting in a group of trigger clips, wherein each trigger clip of the group of trigger clips is a portion of game content that includes the current trigger from each perspective of the group of perspectives, and providing the group of trigger clips over a communication network to a gaming device utilized by the player. Additional embodiments are disclosed.
METHOD OF SYNCHRONIZING ONLINE GAME, AND SERVER DEVICE
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.
METHOD AND SYSTEM OF CREATING A NETWORK TO FACILITATE A MULTIPLAYER GAME
The present invention relates to a method of building a network between a plurality of portable computing devices to facilitate a multiplayer game. The method includes each portable computing device: receiving an audio signal at a microphone at the device; matching the audio signal to one of a plurality of pre-stored games, each game associated with a game network identifier; creating a new network identifier utilising the matched game network identifier; and creating a network using the new network identifier if the network does not exist or joining the network using the new network identifier if the network does exist. A system for building a network and a multiplayer game system are also disclosed.
System and method for game play in a dynamic communication network
A short-range wireless communication network may be established by direct communication between two or more wireless communication devices and/or communication via an access point to permit game play between a plurality of devices. A conventional cellular telephone includes an integrated short-range transceiver. The short-range transceivers of multiple wireless communication devices can be coupled together to dynamically form a short-range communication network without utilizing any wireless communication network supported by a Public Land Mobile Network (PLMN). Data is disseminated between the wireless communication devices using a data message synchronization process. Messages may also be carried from one wireless network to another as the communication devices are carried by individuals.
SYSTEM AND METHOD FOR GAME PLAY IN A DYNAMIC COMMUNICATION NETWORK
A short-range wireless communication network may be established by direct communication between two or more wireless communication devices and/or communication via an access point to permit game play between a plurality of devices. A conventional cellular telephone includes an integrated short-range transceiver. The short-range transceivers of multiple wireless communication devices can be coupled together to dynamically form a short-range communication network without utilizing any wireless communication network supported by a Public Land Mobile Network (PLMN). Data is disseminated between the wireless communication devices using a data message synchronization process. Messages may also be carried from one wireless network to another as the communication devices are carried by individuals.
SYSTEM AND METHOD FOR GAME PLAY IN A DYNAMIC COMMUNICATION NETWORK
A short-range wireless communication network may be established by direct communication between two or more wireless communication devices and/or communication via an access point to permit game play between a plurality of devices. A conventional cellular telephone includes an integrated short-range transceiver. The short-range transceivers of multiple wireless communication devices can be coupled together to dynamically form a short-range communication network without utilizing any wireless communication network supported by a Public Land Mobile Network (PLMN). Data is disseminated between the wireless communication devices using a data message synchronization process. Messages may also be carried from one wireless network to another as the communication devices are carried by individuals.