Patent classifications
A63F2300/5513
Systems and methods 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.
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 PROVIDING A USER INTERFACE THAT SUPPORTS LISTING A UNIQUE DIGITAL ARTICLE IN MULTIPLE CURRENCIES
Systems and methods to provide user interfaces to players of an online gaming platform are disclosed. Exemplary implementations may manage player accounts associated with players, including a first player account that includes a first unique digital article associated with a first in-game player-controllable character configured to be used in an instance of a game; present a user interface that enables a first player to enter and/or select different prices in different currencies; and effectuate publication of a listing information for the first unique digital article. A second player may select from different settlement options. The first unique digital article may be transferred from the first player to the second player.
Systems and methods for challenges between unique digital articles based on real-world information
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.
SERVER DEVICE, CONTROL METHOD FOR SERVER DEVICE, GAME SYSTEM, AND COMPUTER-READABLE RECORDING MEDIUM
A server device and the like that can make a whole game and SNS more active by promoting the movement of players between groups to enhance the mobility of game participants. A server device comprises: a controller configured to enable a first player belonging to a first group to transfer to a second group based on an operation by a second player belonging to the second group, wherein the controller is configured to associate compensation for the transfer with the transfer of the first player. The controller is configured to perform payment and receipt of compensation for the transfer between at least two out of the first player, the first group, and the second group when the first player transfers from the first group to the second group.
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.
Server device, control method for server device, game system, and computer-readable recording medium
A server device and the like that can make a whole game and SNS more active by promoting the movement of players between groups to enhance the mobility of game participants. A server device comprises: a controller configured to enable a first player belonging to a first group to transfer to a second group based on an operation by a second player belonging to the second group, wherein the controller is configured to associate compensation for the transfer with the transfer of the first player. The controller is configured to perform payment and receipt of compensation for the transfer between at least two out of the first player, the first group, and the second group when the first player transfers from the first group to the second group.
SYSTEMS AND METHODS FOR SHARING USER INVENTORY INFORMATION TO INITIATE A PEER-TO-PEER EXCHANGE OF A NON-FUNGIBLE DIGITAL ASSET
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 providing a user interface that supports listing a unique digital article in multiple currencies
Systems and methods to provide user interfaces to players of an online gaming platform are disclosed. Exemplary implementations may manage player accounts associated with players, including a first player account that includes a first unique digital article associated with a first in-game player-controllable character configured to be used in an instance of a game; present a user interface that enables a first player to enter and/or select different prices in different currencies; and effectuate publication of a listing information for the first unique digital article. A second player may select from different settlement options. The first unique digital article may be transferred from the first player to the second player.
Providing add-ons for network applications
This disclosure describes, in part, techniques for providing add-ons associated with network applications. For instance, a user may be controlling an application that is executing on a remote system using a control device and a display device. While the application is executing, the remote system may send user interface data to the display device, where the user interface data represents a user interface that includes add-ons that may be acquired for the application. If the user selects an add-on, the display device may communicate with a payment system in order to acquire the add-on. The remote system may then determine that the user acquired the add-on using data received from the display device and/or data received from a management system associated with the application. As such, the remote system may enable the add-on for the user within the application.