Patent classifications
A63F2300/61
DRAMA ENGINE FOR DRAMATIZING VIDEO GAMING IN A HIGHLIGHT REEL INCLUDING USER REACTION
A method for dramatizing video gaming is disclosed. The method includes receiving over a network from a client device contextual data corresponding to game play of a player playing a gaming application. The method includes identifying an event of dramatic significance is occurring or likely will occur in the game play based on the contextual data and historical data of a plurality of game plays relating to the gaming application. The method includes generating information dramatizing the event of dramatic significance. The method includes surfacing the information in connection with the game play.
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.
Advertising impression determination
Systems and methods for verifying an advertisement impression in a digital environment are provided. In some aspects, methods of the subject technology include operations for defining a portion of the digital environment as an impression area, wherein the impression area is associated with a tagged advertisement area, providing a stream of an advertisement to the tagged advertisement area, and updating advertising impression information stored in memory regarding the advertisement, wherein an advertising impression is based on the identification of the character within the impression area and the availability of an unobstructed line-of-sight between the character and the tagged advertisement area. In some aspects, computer readable media are also provided.
METHOD FOR PROVIDING BOARD GAME BY MEANS OF SYSTEM USING UNIT POINTS COMMONLY USED IN AND OUT OF GAME AND SERVER USING SAME
The present invention provides a method for providing a board game by means of a system using unit points commonly used in and out of a game. Provided is a method comprising the steps of: (a) during a first player's play turn, a board game server moving the first player's character over blocks as much as one or more numbers determined in correspondence with the first player; and (b) if a particular block reached by the moved first player's character is a block owned by a second player, the board game server updating profit points or accumulated points for each game recorded in correspondence with the first player by means of subtracting passage points with respect to a passage fee of the particular block and updating profit points or accumulated points for each game recorded in correspondence with the second player by means of adding the passage points.
Method, system and computer readable recording medium for providing a game ranking in a game service platform
A game service platform server for providing a game service platform includes: a game association module to allow a first user device of a first user to access each of a plurality of games provided by the game service platform server; and a friend management module to: receive a service request from the first user device to access a game, associated with account information of a social network service (SNS) subscribed by the first user; inquire an acquaintance list of the first user to determine whether SNS acquaintances of the first user have joined the game; register, automatically, an SNS acquaintance as a game friend of the first user in response to a determination that the SNS acquaintance has joined the game; and transmit, to the first user device, game group information including results of the determination for each of the SNS acquaintances of the user.
SYSTEMS AND METHODS FOR GENERATING A META-GAME FROM LEGACY GAMES
A method for generating a meta-game is described. The method includes receiving, via a first user account, a first user input for a first challenge during a play of a legacy game. The first challenge is created from a first plurality of basic blocks of the legacy game. The method further includes recording at least a portion of the first challenge and receiving, via the first user account, a second user input for a second challenge during the play of the legacy game. The second challenge is created from a second plurality of basic blocks of the legacy game. The method includes recording at least a portion of the second challenge, determining whether a third user input is received via the first user account to request creation of the meta-game, and generating the meta-game from the first and second challenges upon determining that the third user input is received.
FANTASY SPORTS GAME SYSTEM AND METHOD
A computer-implemented method for operating a fantasy sports system permits the drafting of non-active players. The non-active players can be draft alongside active players, or a team or even a league can be comprised of exclusively non-active players. Fantasy points are generated for each of the non-active players by randomly selecting a plurality of historical plays by each non-active player from a database of historical plays. A total fantasy score for each fantasy team is generated based upon the fantasy points for each of the non-active players.
Axe throwing game with automated scoring and axe return
An amusement game that includes a target assembly that functions to receive an axe-shaped game piece. The amusement game includes a target assembly having one or more target areas that each include a series of spaced fingers designed to receive and retain the game piece when the game piece is thrown at the target area. After the game piece or pieces have been thrown, a sensor frame having a series of sensors detects the location of the game piece and a point total is assigned to the sensed location. A drive motor moves a release frame relative to the targets to release the game piece from the target. The release frame includes a wire mesh extending across an open area such that the wire mesh moves along the spaced fingers to release the game piece. A return conveyor receives the released game piece and automatically returns the game piece to the player.
COMMUNICATION SYSTEM, METHOD FOR CONTROLLING COMMUNICATION SYSTEM, AND PROGRAM
In a communication system including a server and a plurality of communication terminals capable of communication with the server, based on a variety of parameters indicating the status of a space formed within a game playable by the user of each communication terminal over the communication system, the server transmits advisory information, which suggests the next action for the space, to the communication terminal. The communication terminal displays a screen including the received advisory information.
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.