Patent classifications
G06Q30/0209
SYSTEMS AND METHODS FOR VIDEO STREAMING ANALYSIS
Systems and methods related to video streaming analyses for video game streams are disclosed. In embodiments, soft-ware-based algorithms may be applied to enhance game play, enable improvements to wagering, and applying artificial intelligence and machine learning algorithms to enhance game play experience. In embodiments, video game streams may be received to determine data regarding the video game play. Based on the data, an analysis regarding one or more aspects of the gaming event may be produced, with such aspects including at least one or a game strategy, behavioral information, and prediction, and a recommendation. The analysis can then generate a message to be output to the player of the video game stream.
Systems and methods for providing dynamic rewards
A loyalty program management system associated with an enterprise location is provided. The loyalty program management system is programmed to: a) receive a plurality of input data associated with a plurality of patrons, wherein the plurality of input data represents actions of the plurality of patrons; b) determine a current location of a patron of the plurality of patrons, wherein the current location of the patron is not at the enterprise location; and c) transmit a message to a computer device associated with the patron including a prize to be awarded if the patron visits the enterprise location.
Consensus protocol for blockchain structure
A non-monetary incentive model defines a Distributed Consensus Protocol (DCP) for a blockchain based on a proof-of-play mining approach. The non-monetary incentive model employs a gamification approach where mining efforts are recorded responsive to achievement in a gaming environment, rather than the proof-of-work or proof-of-stake approaches commonly used for blockchain valuation. The incentive model draws on a participant volition in attaining or improving a gaming achievement. The approach records gaming moves or actions undertaken by a participant playing the game, based on a seed used to instantiate the game. Upon attaining a predetermined minimum score, and at a predefined difficulty, the gaming effort is deemed to warrant a new block in the blockchain.
System and method for providing virtual items to users of a virtual space
Participation by multiple users in an online game through client computing platforms associated with the users is facilitated. User accounts associated with the users indicate affiliations having a functional significance between users. Presentation of offers to sell virtual items are provided to users having a first affiliation and to users having a second affiliation. The virtual items associated with the offers are distributed to the users having a first affiliation upon an indication that a threshold number of users having the first affiliation have accepted the offer and are not distributed to users having a second affiliation upon an indication that a threshold number of users having the second affiliation have not accepted the offer.
Using cross platform metrics for determining user engagement
Systems, apparatuses, and methods are described for determining a consumer's engagement with a brand of the business by tracking the consumer's activities in multiple platforms, such as social media platforms, content platforms, gaming platforms, other retailers, streaming video providers, service providers, etc. Method are described for probabilistically granting users variations of items that are otherwise being acquired. The granting may be random, but probabilities may be boosted based on the consumer's activities in the platforms.
Method and system for customizing end user gaming experience
A system for customizing an end user gaming experience is disclosed herein. The system includes a processor. The processor is configured to create a campaign by receiving a campaign creation request from an end user device, the campaign creation request comprising one or more parameters of a campaign associated with the campaign request, creating the campaign based on the one or more parameters associated with the campaign request, and personalizing one or more offers for an end user, each of the one or more offers comprising a game having one or more hurdles, wherein completion of each of the one or more hurdles leads to a reward. The processor is further configured to map a subset of the one or more personalized offers to the end user. The processor is further configured to monitor progress of the campaign.
Method and apparatus for advertising on a mobile gaming device
In various embodiments, promotions are featured on mobile gaming devices.
Augmented reality store and services orientation gamification
A method implemented on an electronic computing device includes identifying a user of an augmented reality (AR) device. Profile information is obtained for the user based on the identity of the user. An interactive game is activated on the AR device. The interactive game is tailored to the user based on the profile information. One or more rewards are provided to the user for implementing aspects of the interactive game.
SYSTEM AND METHOD FOR PROVIDING EXTERNAL NOTIFICATIONS OF EVENTS IN A VIRTUAL SPACE TO USERS
External notifications of events that take place within a virtual space may be provided to users. External notifications may be sent, for example, via email, text message, instant message (external from the virtual space), push notification and/or through other external communication media. These external notifications may be generated based on parameters, such as user parameters, event parameters, and/or other parameters. The parameters may include one or more parameters that are dynamic and/or one or more parameters that are static. The notifications may include incentive offers. The incentive offers may include offers of virtual items within the virtual space. The incentive offers may require a response to the notification for redemption. The incentive offers may enhance engagement with the virtual space by users.
SOCIAL NETWORKING BASED ON ASSET ITEMS
The present disclosure describes techniques for social networking based on trading asset items. The techniques comprise sending a request by a first client computing device for connecting with a second client computing device, displaying a first video comprising a first user and a second video comprising a second user on an interface, determining a first body part of the first user based on a selection of a representative of a first asset item associated with the second user, determining a position of rendering an image of the first asset item on the interface, rendering the image of the first asset item and combining the image into the first video for display of an effect of the first asset item being tried on the first body part of the first user, and receiving the first asset item from the second user based on the effect and user input.