Patent classifications
A63F2300/57
VIDEO GAME PAGE PROVIDING INFORMATION AND FUNCTIONALITIES BASED ON VIDEO GAME LIFECYCLE AND USER CONTEXT
Techniques for providing information and functionalities based on a video game lifecycle and user context are described. In an example, a computer system presents a page as a single user interface to information and functionalities associated with a video game. The page is generated based on a layout that is specific to a phase of the lifecycle of the video game. The page is also customized based on a context of the user of the video game. The page is accessible to the user across the different phases of the video game's lifecycle. The computer system updates the phase through the different phases and based on changes to the user context, such that the page presents the most relevant and needed information and functionalities at any point in time.
Systems and methods for managing electronic interactive gaming-based investments
The field of the invention relates to systems and methods for facilitating investments through interactive online gaming. In one embodiment, an interactive electronic gaming system includes a game server for hosting a Web application game, accessible over a data network. One or more client communication devices are configured to access the game server. An index fund server is accessible over said data network for maintaining electronic investment portfolios. The game server is configured to intercept any electronic payment transactions over a payment gateway server through the Web application game from one or more client devices and redirect the intercepted transaction to the index fund server.
METHOD AND SYSTEM FOR PROVIDING AN EVENT SPACE ASSOCIATED WITH A PRIMARY VIRTUAL SPACE
An approach to facilitate providing an event space associated with a primary virtual space is provided. An event space is provided to users of a primary virtual space, wherein the event space comprises one or more event objectives. Users of the primary virtual space having primary user accounts have associated event space accounts indicating event user parameters, event game parameters, and event inventory information for the first user. The user may be provided with event virtual items for purchase wherein the event virtual items are used in the event space during the event period. In response to a determination of the progress of the user associated with one or more event objectives an event award is determined for distribution to the user, wherein the event award may be used within the primary virtual space.
Video game page providing information and functionalities based on video game lifecycle and user context
Techniques for providing information and functionalities based on a video game lifecycle and user context are described. In an example, a computer system presents a page as a single user interface to information and functionalities associated with a video game. The page is generated based on a layout that is specific to a phase of the lifecycle of the video game. The page is also customized based on a context of the user of the video game. The page is accessible to the user across the different phases of the video game's lifecycle. The computer system updates the phase through the different phases and based on changes to the user context, such that the page presents the most relevant and needed information and functionalities at any point in time.
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.
Systems and methods for interactions with remote entities
In the disclosed systems and methods for competitive scene completion, in conjunction with a scene completion challenge, an image of an initial scene and a plurality of markers are displayed. For each user marker selection, virtual furnishing units corresponding to the unit type are displayed. User unit selection results in display of a three-dimensional graphic of the selected virtual furnishing unit at the corresponding coordinates within the scene, thereby creating an augmented scene that comprises the initial scene with three-dimensional graphics of selected virtual furnishing units. The augmented scene is submitted to a remote server. The user is provided with a reward that consists of credits. Responsive to user selection to access the store, a user interface for the store is displayed within the application. Visual representations of tangible products are displayed. The credits are configured for use towards purchase of the tangible products.
Method and system for providing an event space associated with a primary virtual space
An approach to facilitate providing an event space associated with a primary virtual space is provided. An event space is provided to users of a primary virtual space, wherein the event space comprises one or more event objectives. Users of the primary virtual space having primary user accounts have associated event space accounts indicating event user parameters, event game parameters, and event inventory information for the first user. The user may be provided with event virtual items for purchase wherein the event virtual items are used in the event space during the event period. In response to a determination of the progress of the user associated with one or more event objectives an event award is determined for distribution to the user, wherein the event award may be used within the primary virtual space.
Systems and methods for competitive scene completion in an application
In the disclosed systems and methods for competitive scene completion, a user selects a first scene completion challenge that comprises an image of an initial scene and a plurality of markers. Each marker has a designated set of coordinates within the initial scene and corresponds to a furnishing unit type. For each user marker selection, virtual furnishing units corresponding to the unit type are displayed. User unit selection results in display of a three-dimensional graphic of the selected virtual furnishing unit at the corresponding coordinates within the scene, thereby creating an augmented scene that comprises the initial scene with three-dimensional graphics of selected virtual furnishing units. The augmented scene or user selections of virtual furnishing units is submitted to a remote server. The user is provided with a reward.
Predictive modeling for multiplayer gaming
Machine learning is used to generate and update predictive models configured to predict the positions, orientations, or actions of various gameplay elements capable of being controlled by players of a network-based multiplayer game. A gaming server can send a trained predictive model to each player device actively involved in a gaming session. Those devices can use the predictive model to predict the positions and orientations of various gameplay elements, where the actual data will not be received for a period of time due to latency of transmission over at least one network connection. When the actual data is received, the game state and gameplay action can be corrected or initiated as appropriate, enabling the overall gameplay experience to be smoother and more enjoyable. The gameplay and prediction data can be analyzed to further train or improve the models.
GAME CONTROL METHOD, SERVER APPARATUS, AND STORAGE MEDIUM
When a mobile terminal obtains a container upon movement of a display range, a processor increases points in a storage unit. When the mobile terminal opens a container obtained by movement of the display range or as a present from another mobile terminal, the processor opens the container at predetermined success percentages, and writes an item obtained from the opened container in the storage unit. When the mobile terminal presents a container without opening it, the processor transmits screen data indicating a present to the other mobile terminal. The processor converts an item in the storage unit into points to increase the points in the storage unit based on an operation of the user of the mobile terminal.