A63F2300/537

OPPOSITION TRIGGER OF MOMENT CLIPS

A system that incorporates the subject disclosure may include, for example, a processor that facilitates a performance of operations. The operations may include monitoring a triggering event during a gameplay associated with a game played by a first user, detecting the triggering event responsive to the monitoring, and responsive to the detecting of the triggering event: storing a first portion of the gameplay associated with the first user in a first storage medium, identifying a second user that is an opponent of the first user that was affected by the triggering event, and sending a message to cause a storing of a second portion of the gameplay associated with the second user in a second storage medium, wherein the first portion of the gameplay differs from the second portion of the gameplay. Additional embodiments are disclosed.

METHODS, SYSTEMS, AND DEVICES OF SOCIAL NETWORKING WITH PORTIONS OF RECORDED GAME CONTENT

Embodiments include a system and method that facilitate detecting a request from a player to share a trigger clip of a video game, preparing the trigger clip for sharing and sharing the trigger clip in a message to a third party or to a social media destination. Additional embodiments include storing one or more trigger clips in a library where the trigger clips are available for searching and review by players and others. Advantages include making the trigger clips available for subsequent review, training, coaching and other purposes.

Auto Trigger of Notification Based on Detected Sound

A system that incorporates the subject disclosure may include, for example, a memory to store instructions and a processor coupled to the memory. The processor, responsive to executing the instructions, facilitates performance of operations. The operations include obtaining for a first gamer of a plurality of gamers a plurality of audio profiles; each audio profile enables identification of one of a plurality of gaming events in a gaming session of a game played by the plurality of gamers. The operations also include monitoring an audio presentation of the game during the gaming session; detecting a gaming event of the plurality of gaming events based on a corresponding one of the plurality of audio profiles; and notifying at least a portion of the plurality of gamers of the gaming event that was detected. Additional embodiments are disclosed.

METHODS, SYSTEMS, AND DEVICES FOR DYNAMICALLY APPLYING EQUALIZER PROFILES

A system that incorporates the subject disclosure may include, for example, an embodiment for detecting a map associated with a gaming session for a video game executing on a computing device associated with a first user, and obtaining a map equalizer profile associated with the map for the video game. Further embodiments can include determining a first avatar, associated with the first user, is located within a first environment of the map for the video game, and obtaining a first environment equalizer profile associated with the first environment. Additional embodiments can include providing first instructions to the computing device associated with the first user according to the map equalizer profile and the first environment equalizer profile. The first instructions indicate to the computing device to adjust audio output of the video game according to the map equalizer profile and the first environment equalizer profile. Additional embodiments are disclosed.

METHOD AND APPARATUS FOR MANAGING MOMENTS CLIPS

Embodiments include a system that incorporates the subject disclosure may include, for example, detecting a first instance of a triggering event during a gameplay associated with a game played by a first player, responsive to the detecting the first instance of the triggering event, storing for a first duration a first portion of the gameplay associated with the first player in a first storage medium of the first system, detecting a second instance of the triggering event, and responsive to detecting the second instance of the triggering event before expiration of the first duration, adjusting the first duration to a second duration that exceeds the first duration. Additional embodiments are disclosed.

METHODS, SYSTEMS, AND DEVICES OF PROVIDING PORTIONS OF RECORDED GAME CONTENT IN RESPONSE TO A TRIGGER

Embodiments include a system that incorporates the subject disclosure may include, for example, detecting a current trigger during a video game and determining a group of players involved in the current trigger. Further embodiments include recording a trigger clip of game content for each player in the group of players resulting in a group of trigger clips. Each trigger clip of the group of trigger clips is a portion of game content that includes the current trigger from a perspective of each player of the group of players. Additional embodiments include providing the group of trigger clips to a group of gaming devices over a communication network. Each gaming device of the group of gaming devices is associated with one player of the group of players. Additional embodiments are disclosed.

METHODS, SYSTEMS, AND DEVICES OF PROVIDING MULTI-PERSPECTIVE PORTIONS OF RECORDED GAME CONTENT IN RESPONSE TO A TRIGGER

A system that incorporates the subject disclosure may include, for example, a device that has a memory to store instructions and a processor coupled to the memory, wherein responsive to executing the instructions, the processor performs operations that include defining a group of perspectives around an avatar controlled by a player of a video game, detecting a current trigger during the video game, recording a trigger clip of game content for each perspective in the group of perspectives resulting in a group of trigger clips, wherein each trigger clip of the group of trigger clips is a portion of game content that includes the current trigger from each perspective of the group of perspectives, and providing the group of trigger clips over a communication network to a gaming device utilized by the player. Additional embodiments are disclosed.

Computer-based authoring tool for narrative content delivered by an interactive message-based delivery system

A computer-based system maintains and provides a graphical authoring tool on a display device that enables a user to create a narrative storyline for uploading to a database system. The authoring tool operates to receive text content for a first passage of the narrative storyline, and text content for a second passage of the narrative storyline, establish a link from the first passage to the second passage, and assign user personality trait characteristics to the link. The trait characteristics influence personality trait profiles maintained by the database system for readers of the narrative storyline when the readers select the link to obtain the second passage. The authoring tool operates to upload the narrative storyline data from the computer-based system to the database system. The uploaded data includes the text content for the passages, the link, and the user personality trait characteristics assigned to the link.

Method for displaying chat window applied to network game

A user apparatus is provided that is connected via a network to a server apparatus, the server apparatus being connected to at least one other user apparatus via the network. The user apparatus includes a receiver that receives new messages distributed from the server apparatus via the network, and a display device that sequentially displays the new messages received from the server apparatus on a display area of a display screen. A specific old message may be selectively retained in the display area of the user apparatus instead of being updated by display area update processing. Additionally, the display area update processing sequentially displays the new messages when there is no specific old message identified with high importance, and retains the specific old message in the display area when the specific old message is identified with high importance, even when a new message is received.

System and Method for Generating Personalized Messaging Campaigns for Video Game Players
20200078687 · 2020-03-12 ·

A system and method for generating personalized messaging campaigns for video game players is provided. A video game player's profile data and/or behavioral data may be used to create a customized messaging campaign for the player. The messaging campaign may comprise one or more messages, each selected from a variety of message types, that may be delivered to a game player through one or more channels, at predetermined time intervals. Examples of message types may include gameplay tips, techniques, strategy information, news, awards, milestones, promotions relating to microtransactions (e.g., offers, discounts, etc.), overviews of new products, features, etc., or other message types. Any number of predefined messages may exist (e.g., tens, hundreds, thousands, etc.) for each message type.