A63F2300/5513

System, Device, and Method of Collaborative Gaming
20210056603 · 2021-02-25 ·

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.

Dynamic batching interval adjustment for game session creation
10953328 · 2021-03-23 · ·

A game-hosting service of a service provider network is configured to dynamically adjust a batching interval used to assign processes to game session requests in batches of processes. The adjustment of the batching interval may be based on a level of contention resulting from operations to assign processes to game session requests. With the batching interval adjusted, the game-hosting service may queue one or more incoming game session requests received during the batching interval, query a data store for available processes after a lapse of the batching interval, assign ones of the available server processes to the game session request(s), and instruct the assigned processes to host corresponding game sessions. Dynamically adjusting the batching interval in this manner allows high volume games to benefit from added throughput, while lower volume games can benefit from quicker latency.

Bypass a game watching platform
20210069600 · 2021-03-11 ·

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.

Server device, control method for server device, game system, and computer-readable recording medium
11850521 · 2023-12-26 · ·

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.

SERVER DEVICE, CONTROL METHOD FOR SERVER DEVICE, GAME SYSTEM, AND COMPUTER-READABLE RECORDING MEDIUM
20200406148 · 2020-12-31 ·

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 an automated electronic networked central clearinghouse for clearing and reversing reversible exchanges of non-fungible digital assets
10861095 · 2020-12-08 · ·

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.

METHODS AND SYSTEMS FOR UPDATING IN-GAME CONTENT
20200338455 · 2020-10-29 · ·

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.

INTERACTIVE GAMING TOY
20200330857 · 2020-10-22 ·

An interactive gaming toy is provided for playing a game having both physical and virtual gameplay elements. The gaming toy comprises a physical toy, such as a toy wand, doll or action figure, having an RFID tag pre-programmed with a unique identifier that identifies the toy within an associated computer-animated game. The RFID tag stores information describing certain attributes or abilities of a corresponding virtual character or object in the computer-animated game. Additional information may be stored on the RFID tag as the corresponding virtual character evolves or changes over time based on player performance and/or gameplay progression. The interactive gaming toy thus allows developed character attributes and the like to be stored and easily transported to other games and compatible gaming platforms. One or more optional auxiliary components may be attached to the gaming toy to selectively create a modified gaming toy having additional desired functionality and/or aesthetics.

Server device, control method for server device, game system, and computer-readable recording medium
10799800 · 2020-10-13 · ·

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.

Dynamic adjustment of availability of access to video games

A number of licenses for play of a video game may be modified or adjusted based on in-game activities of the video game. The in-game activities may be activities of game characters controlled by game players.