Patent classifications
A63F2300/5506
COLLABORATIVE ONLINE GAMING SYSTEM AND METHOD
A system, method, and computer program product for collaborative online gaming, including at least one of providing a central repository master browser system; providing an experience calibrated match-making service; providing a dynamic multiplayer server component auto deployment and aggregation system; providing a lobby centric simultaneous and collaborative client game play launching feature; and providing a video game screen over-layer technology giving users access to a control interface while inside a video game being played.
Methods and systems for updating in-game content
Systems and methods for updating content of a mobile video game allow for mobile communication devices to receive updated content for video games that operate on the devices. The updates may be promotional in nature, and may be pre-selected based on the device type, service, or service provider. The game may contain instructions that cause the mobile communication device to contact an interface and/or server to receive updated content. After the updated content is received by the mobile communication device, the content may be displayed in-game. The user of the mobile communication device may be provided with one or more options that affect the frequency or ability to receive or display updated content. In addition, the server may track what content has already been received by the mobile communication device.
VIRTUAL ITEM PROMOTIONS VIA TIME-PERIOD-BASED VIRTUAL ITEM BENEFITS
An approach to facilitating virtual item promotions via time-period-based virtual item benefits is provided. A store interface may present offers to users of a game space to purchase item instances of virtual items associated with in-space benefits. Item instances of a first virtual item may be configured to be activated by the users in the game space to obtain one or more first in-space benefits. A promotion that is conducted for the game space may be managed such that, during a first promotion time period, item instances of the first virtual item purchased through the store interface may be modified instances of the first virtual item. The modified instances may be configured to be activated by the users in the game space during a second promotion time period to obtain one or more second in-space benefits.
SYSTEM AND A METHOD FOR PLAYING AND MANAGING AN INTERACTIVE SOCIAL GAME BETWEEN A PLURALITY OF CLIENT COMPUTERS CONNECTED TO A NETWORK
A system for playing and managing an interactive social game between a plurality of client computers connected to a network in a communications network includes a processor for playing an interactive social game program at the plurality of client computers operated by users. The interactive social game program includes associating the users of the client computers with social item(s) to be managed. The processor is operable to present the users of the client computer with stored promotions in memory. The processor is operable to cause the execution of the social game program in response to an input command, to incorporate a selected promotion and present the selected promotion visually to client computers while playing the interactive social game.
Virtual item promotions via time-period-based virtual item benefits
An approach to facilitating virtual item promotions via time-period-based virtual item benefits is provided. A store interface may present offers to users of a game space to purchase item instances of virtual items associated with in-space benefits. Item instances of a first virtual item may be configured to be activated by the users in the game space to obtain one or more first in-space benefits. A promotion that is conducted for the game space may be managed such that, during a first promotion time period, item instances of the first virtual item purchased through the store interface may be modified instances of the first virtual item. The modified instances may be configured to be activated by the users in the game space during a second promotion time period to obtain one or more second in-space benefits.
Collaborative online gaming system and method
A system, method, and computer program product for collaborative online gaming, including at least one of providing a central repository master browser system; providing an experience calibrated match-making service; providing a dynamic multiplayer server component auto deployment and aggregation system; providing a lobby centric simultaneous and collaborative client game play launching feature; and providing a video game screen over-layer technology giving users access to a control interface while inside a video game being played.
Method for performing game by using activity count
Disclosed is a method for performing a game by using an activity count. The method includes receiving a specific internet identifier that is input by a user, from a client (S100), acquiring an activity count of contents corresponding to the internet identifier (S200), converting the activity count to a game point in a specific game (S300), and allocating a specific game point to an account of the user according to an allocation weight condition in unit of a specific time (S400). Accordingly, because the monetary value of the activity count in the reality may be applied to the game point of the online game, a realistic game may be realized as the reality may be linked to the game.
ADAPTIVE REWARDING FOR CONTENT PERSONALIZATION
Business goals may be achieved using adaptive rewarding for the personalization of contents. In response to receiving user information, personalized contents for the user can be recommended using a reinforcement learning algorithm. In response to presenting the personalized content to the user, an action by the user selecting a particular content may be received. A reward value can be calculated for the action based on a reward function. The reward function can be based, at least in part, upon the action, the selected content, and/or the user. The reward function can be based upon one or more business goals, such as user engagement, monetization, and/or security. The calculated reward value can be provided to the reinforcement learning algorithm, which can be adapted based upon the reward value for future selection of personalized contents.
System, Device, and Method of Collaborative Gaming
System, device, and method of collaborative gaming. A first user plays a game on his electronic device, and gets stuck at a particular level or obstacle. The first user requests other users to assist him to pass that level or obstacle. An assisting user utilizes his own, separate, electronic device, for the specific purpose of temporarily engaging with that same game, at the same level or obstacle for which the assistance was requested by the first user. Success of the assisting user to pass that level or obstacle, on his own electronic device, causes the game-play on the electronic device of the first user to advance to the next level in that game, as if it was the first user who succeeded in passing. Optionally, a bidding mechanism, or an auction or a reverse auction, are used to allocate game assistance requests to candidate assisting users.
Bypass a game watching platform
In esports a game firm has a game played by a gamer and shown on a third party viewing platform. To the firm, the platform is a middleman. The customer of the platform should be a customer of the firm. The gamer guides a viewer to watch the gamer on a read only copy of the game installed on the viewer's computer. The platform is bypassed. The viewer is now the firm's customer. The firm monetizes with ads and subscriptions. A viewer can be a tour guide of the game to other viewers.