A63F2300/57

DYNAMIC ITEM OBTAIN RATE BASED ON PLAYER PROGRESSION, ACTION, AND OTHER IN-GAME BEHAVIOR

One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.

Custom reward for viral help in game
09943767 · 2018-04-17 · ·

Methods, systems, and computer programs are presented for processing operations of a computer game to be played on a computing device. One method includes an operation for detecting a petition for help from a first player to a second player to obtain a first game asset for the first player. The petition is sent to the second player notifying the second player that a game asset needed by the second player would be awarded to the second player for helping the first player. Further, the method includes operations for selecting a game asset to award the second player, the game asset being from a wish list of the second player, the wish list including game assets pre-identified by the second player. The second player is awarded with the game asset that is selected from the wish list of the second player, and as a result, both the first and second players are enabled to make progress within the game.

Qualified video delivery advertisement

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. 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.

USER-INTERACTIVE DISPLAYS INCLUDING THEME-BASED DYNAMIC VIDEO MOSAIC ELEMENTS
20180098017 · 2018-04-05 · ·

The present invention teaches a method of creating and presenting a user interface comprising a Dynamic Mosaic Extended Electronic Programming Guide (DMXEPG) using video, audio, special applications, and service dynamic metadata. The system enables television or digital radio service subscribers to select and display of various programs including video, interactive TV applications, or any combination of audio or visual components grouped and presented in accordance with the dynamic program/show metadata, business rules and objectives of service providers, broadcasters, and/or personal subscriber choices, collectively referred to as mosaic element presentation criteria.

INFORMATION PROCESSING SYSTEM AND INFORMATION PROCESSING METHOD
20180078855 · 2018-03-22 ·

An example of an information processing system includes a plurality of game machines, a smartphone, and a server system. Game processing is performed in the game machines, and information based on the game processing is transmitted to the server system. The server system totalizes the information transmitted from the respective game machines, and transmits a totalization result to the smartphone. In the smartphone, the received totalization result is displayed on a screen.

PROVIDING SOCIAL NETWORK CONTENT IN GAMES

An apparatus and method for providing social network content in an online game is disclosed herein. Content is obtained from a social network site and is displayed within the game. The game also provides a mechanism for the user of the game to generate content to the posted within the social network from within the game. Such generated content is automatically posted in the social network for a recipient specified by the user.

ASSESSMENT INFORMATION GATHERING SYSTEM

An assessment information gathering system provides an assessment on content of a game with an operation in real-time when a player or a tester finds that the content of the game is Good or Bad during the playing of the game. Assessment information and operator guidance information input by the player is transmitted to a server. Game progressing processing, such as a virtual combat between a player character and an enemy character or the occurrence of an event, is executed in the server in accordance with a prescribed program based on the operator guidance information. Results of the game progressing processing are transmitted to the player. A game image obtained by perspective transformation of a virtual 3-dimensional space on a virtual screen is displayed on a display screen based on the results.

Dynamic item obtain rate based on player progression, action, and other in-game behavior

One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.

Providing virtual items based on location-based actions

A method of providing virtual items based on location-based actions is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. A virtual item is added to an inventory of a player character of the player of the computer-implemented game based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game. The virtual item is usable within the computer-implemented game by the player character of the player of the computer-implemented game.

PROVIDING VIRTUAL ITEMS BASED ON LOCATION-BASED ACTIONS

A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game. The virtual item may be usable within the computer-implemented game.