A63F2300/513

Social networking utilizing a dispersed storage network

A method includes receiving, from a first user device, social media data for storage in the social media DSN. The method further includes dispersed storage error encoding the social media data in accordance with dispersed storage error encoding parameters to produce a plurality of sets of encoded data slices. The method further includes generating metadata regarding the social media data. The method further includes storing the sets of encoded data slices and the metadata as a full record. The method further includes generating a partial record of the social media data, wherein the partial record includes one or more of: the metadata, a summary of the social media data, and a link to the full record. The method further includes determining a group to which the first user device is affiliated. The method further includes providing the partial record to one or more other user devices affiliated with the group.

Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
10022633 · 2018-07-17 · ·

Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.

SERVER, INFORMATION PROCESSING SYSTEM, STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, AND INFORMATION PROCESSING METHOD

An exemplary server communicates with a first information processing device and communicates with a second information processing device. The server stores at least shared game data representing game content that can be used in a first game application that is compatible with the first information processing device and that can be used in a second game application that is compatible with the second information processing device. The server obtains game data generated by executing the first game application on the first information processing device and updates the shared game data based on the obtained game data. The server transmits at least a part of the shared game data updated based on the game data generated by executing the first game application to the second information processing device for being used by the second game application.

SERVER, INFORMATION PROCESSING SYSTEM, STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, AND INFORMATION PROCESSING METHOD

An exemplary server stores a first application that is compatible with a first information processing device and not compatible with a second information processing device having a platform of a second type different from the first type. The server transmits presentation information relating to the first application to the second information processing device. The server receives, from the second information processing device, instruction information representing an instruction relating to obtainment of the first application corresponding to the presentation information presented on the second information processing device. The server identifies a first information processing device that is to receive the first application relating to the received instruction information. The server transmits, to the identified first information processing device, the first application represented by the presentation information in response to the instruction information received from the second information processing device.

Methods and systems for generation and execution of miniapp of computer application served by cloud computing system

A first application is executed on a cloud computing system for a first period of time. User input signals associated with execution of the first application during the first period of time are recorded. A second application is generated to correspond to a portion of the first application as executed during a second period of time within the first period of time. The second application is defined by program instructions of the first application executed during the second period of time. A miniapp is generated to include the second application and the user input signals recorded during execution of the first application during the second period of time.

System and method for storing program code and data within an application hosting center

A system and method are described for storing program code and data within an application hosting center. For example, one embodiment of a computer-implemented method comprises: subdividing program code and/or data used to execute an online application into a first type and a second type; storing program code and data of the first type in a first type of memory, the first type of memory providing relatively low latency memory access; storing program code and data of the second type in a second type of memory, the second type of memory providing relatively higher latency memory access compared to the first type of memory; retrieving program code and data from the first memory and the second memory in response to a client request to execute an online application; and transmitting a streaming interactive video stream representing images generated by the application to the client.

SYSTEM FOR REMOTE GAME ACCESS
20180099217 · 2018-04-12 ·

A system for allowing a user to remotely access a game includes: a game console; a remote console client configured to receive a game control signal; and a remote console server. The remote console server includes an audio and video encoder configured to receive an audio output and a video output from the game console and to convert the audio output and the video output to a network packet. The remote console server also includes: a game controller emulation unit and a network interface configured to send and receive the network packet. The game controller emulation unit is configured to receive a game controller signal from the game console and to send the game controller signal to the remote console client and to receive a game controller input from the remote console client and send the game controller input to the game console.

System and method for managing audio and video channels for video game players and spectators

A computer-implemented system and method are described for managing audio chat for an online video game or application. For example, a system according to one embodiment comprises: an online video game or application execution engine to execute an online video game or application in response to input from one or more users of the video game or application and to responsively generate audio and video of the video game or application; and a chat subsystem to establish audio chat sessions with the one or more users and one or more spectators to the video game or application, the chat subsystem establishing a plurality of audio chat channels including a spectator channel over which the spectators participate in audio chat and a user channel over which the users participate in audio chat.

User save data migration based on location information

Methods and systems for assigning a data center in a second geo location for migrating data in anticipation of receiving a request from a user account from the second geo location includes receiving an indication of a change in geo location of a user from a first geo location to the second geo location. Save data for the user is identified at the first geo location. The save data is analyzed to determine usage trend of the user for the plurality of games. A portion of the save data is identified, based on the usage trend, and transmitted to a second data center in the second geo location in anticipation of the user's likely access of the save data at the second geo location. The save data is made available to game logic of one or more games, when executed on a cloud gaming system, so as to provide current state of game play of the respective one or more games for rendering on a client device of the user used to access the game.

Mobile device interface for online games

The computer-implemented game comprises a plurality of user-initiated in-game actions for affecting game state information that includes a set of browser in-game actions which is available via a browser user interface and includes a set of convenience in-game actions which is unavailable via the browser user interface, a single convenience in-game action of the set of convenience in-game actions being capable of producing a particular game result that corresponds to a plurality of browser in-game actions from the set of browser in-game actions, the plurality of browser in-game actions being capable of collectively producing the particular game result. A mobile application allows access to a set of mobile in-game actions that includes at least a portion of the set of browser in-game actions and includes the set of convenience in-game actions, initiation of each convenience in-game action being a user-selectable option for a user only via the mobile application.