A63F2300/5513

External feature integration system and method
09773253 · 2017-09-26 ·

A system for providing a predetermined set of functionality to primary applications is provided. The system includes a primary application interface that receives a user identifier, primary application configuration data and an application identifier associated with one of the primary applications from a plurality of primary applications, wherein the user identifier and the application identifier for each of the primary applications are different. A feature functionality system alters one or more features to match the primary application, the feature functionality system configured to provide a feature to a user associated with the user identifier and to transfer a primary application currency amount to the primary application or to award the user a prize upon completion of the feature by the user. A billing system interface unlocks external feature functionality for a certain number of interactions or a certain time period or generates the primary application currency amount.

Delivering digital content for an application

The present disclosure relates to systems, methods, and computer-readable media for providing digital content for an application to users. For example, systems described herein can provide a license for the digital content during a rental time. Systems disclosed herein may additionally track a duration of use of an application and compare the tracked use against an amount of rental time purchased (e.g., rented) by a user. The systems described herein may further extend a license or terminate the license based on a determination of whether the amount of use exceeds a rental time. Features and functionality described herein provide a flexible and efficient mechanism that enables users having a variety of content-consuming preferences to receive affordable content while ensuring that use of an application is efficiently and accurately tracked.

System and method of gamification of real-life events

There is a system and method for gamification of real-life events over a computerized network. The system includes an observer module configured to generate real-life data in response to observation of a real-life event. The system includes an interface engine module configured to operate an ongoing computerized game that includes game objects. The system includes an implementation module configured to receive an implementation instruction and automatically effect a real-world occurrence associated with the implementation instruction. The system includes a control module, including a processor, configured to convert real-life data from the observer module into a game object, provide the created game object to the interface engine module for injection into an ongoing computer game, and convert a player interaction into an implementation instruction and provide the same to the implementation module. The system includes a player module configured to permit a player to play the ongoing game.

VIDEO GAMES ON DEMAND WITH ANTI-PIRACY SECURITY
20210387096 · 2021-12-16 ·

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.

Systems and methods for challenges between unique digital articles based on real-world information
11369878 · 2022-06-28 · ·

Systems and methods to effectuate challenges between unique digital articles, the challenges being evaluated based on particular real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; present a first user interface to a first player that enables the first player to define an objective for a challenge between a first and a second unique digital article, define one or more stakes for this challenge, and invite the second player to partake in this challenge, record executable code on a permanent registry to evaluate the challenge, based on real-world information; and responsive to the first or second unique digital article winning the challenge, distribute the one or more stakes to the first or second player, respectively.

SYSTEMS AND METHODS FOR UPDATING IN-GAME CONTENT
20220193556 · 2022-06-23 · ·

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.

Systems and methods for controlling an automated electronic networked central clearinghouse for non-fungible digital assets
11328358 · 2022-05-10 · ·

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.

System and method of gamification of real-life events

There is a system and method for gamification of real-life events over a computerized network. The system includes an observer module configured to generate real-life data in response to observation of a real-life event. The system includes an interface engine module configured to operate an ongoing computerized game that includes game objects. The system includes an implementation module configured to receive an implementation instruction and automatically effect a real-world occurrence associated with the implementation instruction. The system includes a control module, including a processor, configured to convert real-life data from the observer module into a game object, provide the created game object to the interface engine module for injection into an ongoing computer game, and convert a player interaction into an implementation instruction and provide the same to the implementation module. The system includes a player module configured to permit a player to play the ongoing game.

Systems and methods for automatic administration based on ledger-specific populations of unique digital articles
11173404 · 2021-11-16 · ·

Systems and methods to automatic administration based on ledger-specific populations of unique digital articles in an online gaming platform are disclosed. Exemplary implementations may manage user accounts associated with users of an instance of a game, including a first user account having a first account inventory that includes a first unique digital article; determine a size of a set or population of unique digital articles that include the first unique digital article; determine a fraction of the set or population of unique digital articles recorded on a private decentralized ledger; determine eligibility for the first unique digital article and/or the first user to receive one or more rewards; adjust the one or more rewards based on the determined fraction; provide the adjusted rewards.

VIDEO GAMES ON DEMAND WITH ANTI-PIRACY SECURITY
20210339141 · 2021-11-04 ·

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.