Patent classifications
A63F13/798
PROGRAM, INFORMATION PROCESSING DEVICE, METHOD, AND SYSTEM
An information processing device 10 is an information processing device for a game in which rankings of a plurality of game media are respectively determined and a winning team is determined among a plurality of teams consisting of the game media, the information processing device including: a game-media-to-be-used management unit 23a that manages, as the same teams, a plurality of game media selected by a player from a game media group including the plurality of game media; and a game execution unit 23b that executes the game by employing the plurality of game media managed as the teams, wherein the game execution unit 23b has a ranking determination unit 235 that respectively determines the rankings of the game media employed in the game and a winning-team determination unit 236 that determines the winning team on the basis of the rankings determined by the ranking determination unit 235.
PROGRAM, INFORMATION PROCESSING DEVICE, METHOD, AND SYSTEM
An information processing device 10 is an information processing device for a game in which rankings of a plurality of game media are respectively determined and a winning team is determined among a plurality of teams consisting of the game media, the information processing device including: a game-media-to-be-used management unit 23a that manages, as the same teams, a plurality of game media selected by a player from a game media group including the plurality of game media; and a game execution unit 23b that executes the game by employing the plurality of game media managed as the teams, wherein the game execution unit 23b has a ranking determination unit 235 that respectively determines the rankings of the game media employed in the game and a winning-team determination unit 236 that determines the winning team on the basis of the rankings determined by the ranking determination unit 235.
GAMING EXPERT CONNECTION FOR GAMING ASSISTANCE
An information handling system may receive a request from a user for expert assistance associated with a gaming application. The information handling system may determine a recommendation of one or more experts from a plurality of available experts based, at least in part, on the gaming application and one or more gaming characteristics of each of the plurality of available experts. The information handling system may initiate a gaming assistance session between the user and at least one of the determined experts.
Identifying player engagement to generate contextual game play assistance
The present disclosure describes methods and systems directed towards identifying player engagement to generate contextual game play assistance. User gameplay information is monitored so that the user can be provided assistance within the video game where the user may have problems. User gameplay information is monitored in order to identify what type(s) of assistance could be provided to the user. The information can be based on the current level of frustration of the user with the video game.
Systems and methods for training and applying virtual occurrences to a virtual character using telematics data of one or more real trips
Method and system for training a virtual character of a telematics-based game. In some examples, a computer-implemented method includes: determining, based at least in part upon telematics data, a plurality of skill points associated with a plurality of real skills exhibited by the user during the one or more real trips; training a virtual character by at least updating, based at least in part upon the plurality of skill points, the plurality of virtual ratings; generating, based at least in part upon the character profile, one or more virtual occurrences to be encountered by the virtual character; determining, based at least in part upon the updated plurality of virtual ratings, one or more outcomes associated with the one or more virtual occurrences; updating the character profile by at least applying the one or more virtual occurrences based on the associated one or more outcomes to the virtual character.
Systems and methods for training and applying virtual occurrences to a virtual character using telematics data of one or more real trips
Method and system for training a virtual character of a telematics-based game. In some examples, a computer-implemented method includes: determining, based at least in part upon telematics data, a plurality of skill points associated with a plurality of real skills exhibited by the user during the one or more real trips; training a virtual character by at least updating, based at least in part upon the plurality of skill points, the plurality of virtual ratings; generating, based at least in part upon the character profile, one or more virtual occurrences to be encountered by the virtual character; determining, based at least in part upon the updated plurality of virtual ratings, one or more outcomes associated with the one or more virtual occurrences; updating the character profile by at least applying the one or more virtual occurrences based on the associated one or more outcomes to the virtual character.
CROSS SKILL COMPETITION
A plurality of game titles may be hosted on a gaming network platform. Real-time gameplay data involving the plurality of game titles may be tracked. A skill profile from one or more player devices associated with one or more players may be received by a competition server. A subset of players may be invited to join a house, neighborhood, and village. One or more scores may be received from the players in the village. The scores may be aggregated at the end of a predetermined time period.
CROSS SKILL COMPETITION
A plurality of game titles may be hosted on a gaming network platform. Real-time gameplay data involving the plurality of game titles may be tracked. A skill profile from one or more player devices associated with one or more players may be received by a competition server. A subset of players may be invited to join a house, neighborhood, and village. One or more scores may be received from the players in the village. The scores may be aggregated at the end of a predetermined time period.
ALTITUDE-BASED DIFFICULTY ADJUSTMENTS FOR MULTI-PLAYER GAMING INTERACTIVITY
A method for dynamic adjustment of interactive game play includes identifying a game session for a game played between first and second players, with the first and second players being connected from geographic locations having first and second elevations, respectively. The method also includes determining an objective in the game that the first and second players are predicted to achieve, and identifying a first path to be traversed by the first player to reach the objective in the game and identifying a second path to be traversed by the second player to reach the objective in the game. Each of the first and second paths includes a respective plurality of game actions to be accomplished by the first and second players. The method further includes adjusting a physical activity rating of select ones of the respective plurality of game actions based on a difference between the first and second elevations.
ALTITUDE-BASED DIFFICULTY ADJUSTMENTS FOR MULTI-PLAYER GAMING INTERACTIVITY
A method for dynamic adjustment of interactive game play includes identifying a game session for a game played between first and second players, with the first and second players being connected from geographic locations having first and second elevations, respectively. The method also includes determining an objective in the game that the first and second players are predicted to achieve, and identifying a first path to be traversed by the first player to reach the objective in the game and identifying a second path to be traversed by the second player to reach the objective in the game. Each of the first and second paths includes a respective plurality of game actions to be accomplished by the first and second players. The method further includes adjusting a physical activity rating of select ones of the respective plurality of game actions based on a difference between the first and second elevations.