A63F2300/609

NETWORK GAMING RIDE ATTRACTION

A method for operating an entertainment attraction includes receiving an input selection from a guest relating to a characteristic of the attraction. The guest creates their guest profile, or by accesses their previously created profile stored in a memory. The profile may be changed by the current input selection made by the guest, with the changed profile stored for the guest's next use of the attraction. If the attraction is a ride, the guest is assigned to a viewing position, an active prop, a seat, or a vehicle of the attraction. The attraction is then operated with the input selection and/or the guest's profile influencing a characteristic of the attraction as perceived by the guest. A mobile application gameplay may unlock specified game features to change the attraction experience. The attraction may alternatively be a theater or game arcade type of attraction.

NFT FRAMEWORK FOR TRANSFERRING AND USING DIGITAL ASSETS BETWEEN GAME PLATFORMS

Systems and methods are disclosed for determining that a first end-user entity has performed a task within a computer simulation for which a non-fungible token (NFT) is to be provided, where the NFT is associated with a digital asset. Responsive to the determination, the NFT is provided to the first end-user entity so that the digital asset may be used, via the NFT, across plural different computer simulations and/or across plural different computer simulation platforms. Ownership of the NFT may also be subsequently transferred to other end-user entities for their own use across different simulations and/or platforms.

Shared augmented reality unboxing experience

Methods and systems are disclosed for performing operations for providing a shared augmented reality unboxing experience. The operations include causing concurrent display of a shared augmented reality experience comprising a shared virtual box that is in a closed state on a plurality of client devices associated with a plurality of users and obtaining a sequence of triggers associated with the shared virtual box. First and second inputs are received respectively from first and second client devices. The operations include determining that the first and second inputs correspond to the sequence of triggers associated with the shared virtual box. The operations include modifying the shared virtual box from being displayed on the plurality of devices in the closed state to being displayed in the open state.

System and method for dynamic matchmaking population herding

Techniques are disclosed for dynamically herding a matchmaking population for a multi-player game. A new player requesting to play a multi-player game is presented with a gameplay selection mode interface based on metrics gathered by monitoring the matchmaking population for the different gameplay modes of the multi-player game. The metrics are evaluated by a metric evaluation engine to determine a configuration of the gameplay mode selection interface that is designed to herd the matchmaking population to evenly balance the players across the different gameplay modes of the multi-player game. A herding incentive may be determined based on the evaluation of the metrics and included in the gameplay mode selection interface.

Game system and game apparatus
10427049 · 2019-10-01 · ·

A communication play is performed between a master machine and a slave machine. The slave machine can obtain an item according to the result of the communication play and the item is deposited to the master machine. After the communication play ends, if a cartridge is mounted to the slave machine and the master machine and the slave machine perform communication, the item that has been deposited to the master machine is delivered to the slave machine.

Incentivizing location-based actions by groups

A method of incentivizing location-based actions by groups is disclosed. A group of users of a game networking system is notified that an incentive reward is to be provided based on a number of members of the group performing a location-based action transgressing a threshold. The incentive reward is provided based on the number of members of the group performing the location-based action transgressing the threshold.

Game control method, game server, and program

A game control method, game server, and program can increase variations on methods for acquiring items, increase the predictability of acquisition of an item with a high rarity value or the like, and heighten interest in the game. Included are the steps of presenting a communication terminal, connected over a communication line, with acquirable item information that, for each item type, includes a total count and an acquisition count or a non-acquisition count of items when receiving, from the communication terminal, a request to present information related to items acquirable by the communication terminal, determining an item to provide to the communication terminal when receiving an item acquisition request from the communication terminal, and changing the acquirable item information when receiving a reset request from the communication terminal.

Method for controlling computer, recording medium and computer
10417859 · 2019-09-17 · ·

Provided is a method for controlling a computer and the like that cause players to effectively use possessed game contents in a game, and increase the attractiveness of the game. The computer includes a storage unit that stores one or more game contents possessed by a player and a game content group, the one or more game contents each having a parameter value, the game content group being composed by using at least one of the one or more game contents, and makes a game proceed based on an instruction from a player. The method includes the steps of modifying the parameter value of a common game content in the game content group possessed by the player and being the same type as the one or more game contents other than the game content group, and processing an event by using the game content group whose parameter value is modified.

EVENT-BASED CURRENCY
20190279466 · 2019-09-12 ·

An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.

System and method for processing random events
10398973 · 2019-09-03 · ·

Implementations of the present disclosure are directed to a method, a system, and an article for managing the use of global position information in a multi-player online game. An example computer-implemented method can include: identifying a number of random events for which each random event has a plurality of possible outcomes and each possible outcome has a respective probability of occurrence for each random event; selecting a first possible outcome from the plurality of possible outcomes; determining a probability distribution for the first possible outcome that defines a relationship between (i) a number of occurrences of the first possible outcome in the number of random events and (ii) a range of probabilities; selecting a first probability from the range of probabilities; and determining the number of occurrences of the first possible outcome based on the probability distribution and the selected first probability.