A63F2300/532

SYSTEMS, METHODS AND COMPUTER PROGRAMS FOR DELIVERING A MULTIPLAYER GAMING EXPERIENCE IN A DISTRIBUTED COMPUTER SYSTEM
20230226450 · 2023-07-20 · ·

A multiplayer software “wrapper” is provided around a conventional single-player modality game. The wrapper allows multiple players, each with their own player device, to share a common multiplayer game session. The single player game is hosted on a game server and is coded to support only a single player device. The wrapper provides a multiplayer interface to the single-player game in a way that does not require any modification of the underlying game code or game server architecture. A centralized and automated gameplay system sits between, on the one hand, the multiple player devices and, on the other hand, the gameplay server hosting the single player. The gameplay system captures a sequence of image data representing a game result generated by performing a game action at the game server, and transmits the sequence of image data to multiple players in real-time video streams.

SINGLE USER MULTIPLE PRESENCE IN MULTI-USER GAME
20220297013 · 2022-09-22 ·

A method for providing a single user multiple presence implementation may include providing access for a user identified by a user account to a virtual environment hosted by a computer. The method may further include generating multiple avatars for the user account to concurrently coexist and be operative within the virtual environment. The method may further include controlling the multiple avatars at least partly in response to input from the user. The method may further include communicating virtual environment data regarding more than one of the multiple avatars to at least one client operated by the user. An apparatus for performing the method may include a processor coupled to a memory holding encoded instructions for performing operations of the method on a computer configured as a network entity.

SYSTEMS AND METHODS FOR SHARING USER INVENTORY INFORMATION TO INITIATE A PEER-TO-PEER EXCHANGE OF A NON-FUNGIBLE DIGITAL ASSET
20220215361 · 2022-07-07 ·

Systems and methods for sharing user inventory information to initiate peer-to-peer exchanges of digital assets that are usable within an online gaming platform are disclosed. Exemplary implementations may: receive a sharing request for information regarding a first user inventory; access a blockchain to obtain asset information; transfer the asset information in response to the sharing request; receive an offer request for the transfer of ownership of a first digital asset from a first user to a second user; if the offer according to the offer request is accepted, receive a transfer request and transfer the ownership of the first digital asset as requested.

SYSTEMS AND METHODS FOR CONTROLLING AN AUTOMATED ELECTRONIC NETWORKED CENTRAL CLEARINGHOUSE FOR NON-FUNGIBLE DIGITAL ASSETS
20220188930 · 2022-06-16 ·

Systems and methods for controlling an automated electronic networked central clearinghouse for clearing and reversing reversible exchanges of digital assets are disclosed. Exemplary implementations may: execute an instance of a game; receive an exchange request that indicates a first user offers a first digital asset for a reversible exchange on a fiat-currency-based online exchange platform; access a decentralized database to obtain asset-specific distribution rights for the first digital asset; generate publication information of the first digital asset for publication on the online exchange platform; receive exchange information regarding the reversible exchange; temporarily transferring the ownership of the first digital asset; determine whether to reverse the reversible exchange, and either (i) transfer the ownership of the first digital asset to the first user, or (ii) clear the reversible exchange by non-temporarily transferring the ownership to the exchanging user, and by distributing benefits in accordance with the asset-specific distribution rights.

GAME CONTROLLER
20220143497 · 2022-05-12 ·

A game controller is provided. The game controller includes a first handle, a second handle, and a function expansion module. The first handle and the second handle are connected to each other to jointly form an accommodating space. The function expansion module is disposed in the accommodating space between the first handle and the second handle. The function expansion module is connected to the first handle or the second handle.

BIOMETRIC ACCESS SENSITIVITY
20220083637 · 2022-03-17 ·

The present application provides methods and corresponding systems for accessing services on a gaming device which include receiving at least one item of identity verification data from a user of a gaming device; enabling at least one service, such as a wager-type game, on the gaming device based on a match between the at least one item of identity verification data received and at least one item of identity verification data obtained previously; displaying an interface screen comprising graphic objects associated with the wager-type game and at least one selectable element for the user to submit a gaming command and a wagering command during game play; obtaining at least one item of user change data from a user during game play; and prompting the user for identity verification data when a user change is suspected based on the at least one item of user change data.

VIDEO GAMES ON DEMAND WITH ANTI-PIRACY SECURITY
20210322886 · 2021-10-21 ·

A method includes receiving, at a media device, a video game from a server via a network. The method includes installing, via the media device, the video game to a storage device associated with the media device. The method includes receiving, at the media device, a request to play the video game. The method includes sending an authorization request to the server from the media device via the network in response to the request. The method includes receiving authorization to execute the video game at the media device. The authorization is based on an identifier of the media device included in the authorization request being associated with rights allowing execution of the video game. The method also includes executing the video game via the media device in response to receiving the authorization.

Method for ladder ranking in a game

Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server.

GUEST MANAGEMENT IN AN ONLINE MULTI-PLAYER VIRTUAL REALITY GAME
20210275927 · 2021-09-09 ·

A guest management method and system for an online multi-player virtual reality environment or social networking site. A network interface receives guest access requests from guest clients and input data from a plurality of remotely-located clients. The input data is operative to control avatars associated with the clients in a modeled virtual reality environment. A memory holds program instructions for determining whether the guest access is associated with a member client. If the guest access request is associated with the member client, then the guest client is allowed to access the virtual reality environment via a guest avatar. The guest avatar's movements in the virtual reality environment are restricted based on a location of a member avatar controlled by the associated member client. For example, the guest avatar may only be permitted to move within an area that is bounded by a perimeter about the member avatar.

Method for ladder ranking in a game

Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server.