Patent classifications
A63F2300/5546
Predicting disengagement and selectively delivering engagement content
The present disclosure relates to systems, methods, and computer-readable media to predict disengagement of a user from a gaming application and generate a recommendation for delivery to the user based on the predicted disengagement. For example, systems disclosed herein may train, receive, or otherwise obtain a disengagement prediction model trained to predict whether a user will disengage from a gaming application within a predetermined period of time. Systems described herein can further collect gaming data including system platform data and publisher-specific data to provide to the prediction model for use in determining a disengagement metric for the user. The systems disclosed herein may further generate a recommendation based on the disengagement metric and deliver the recommendation to a client device associated with the user.
Systems and methods for modifying game assets of an online gaming platform based on tradeable items
Systems and methods for modifying game assets based on tradeable items that are associated with user accounts of users of the online gaming platform are disclosed. Exemplary implementations may: store, in electronic storage, item information associated with the tradeable items; obtain a first item identifier of a first tradeable item; obtain first user information of a first user account; link the first tradeable item with the first user account such that a first item-account connection is established; store the first item-account connection; obtain, based on the first item identifier, the first modification information; receive, from the first user, an indication of a selection of a first game asset to be modified based on the first modification information such that a first asset-item connection is established; and modify, based on the first modification information, the first attribute information in accordance with the first tradeable item.
Parental controls of gameplay sessions
Systems and methods for monitoring gameplay for stopping points and applying a setting preference at a next predicted timing point. The monitored gameplay may be based on object data received from an object server. The supervising control server may predict one or more starting and/or stopping timing points in stopping periods within a gameplay session. The predicting of the one or more starting and/or stopping timing points may be based on a comparison of the gameplay data to historical gameplay data. Then, a setting preference set by a supervisory account may be applied to a next predicted timing point.
System and method for monetizing advertising in a gaming or virtual system
The present disclosure relates to a system and method for use with video and online gaming. Embodiments may include providing, using at least one processor, a video game or online game and integrating an application programming interface with the video game or online game. Embodiments may include displaying an advertisement on a three dimensional (“3D”) or four dimensional (“4D”) object associated with the video game or online game.
SESSION RECONNECTS AND DYNAMIC RESOURCE ALLOCATION
The disclosed computer-implemented method may include detecting, by a cloud-based software distribution host providing cloud-based access to an application to a client device, a pause in a user session of the application and in response to the detection, saving a user session state of the user session. The method may also include determining, based on one or more session characteristics relating to the user session, a session preservation time for preserving the user session state. The session preservation time may correspond to a predicted time for keeping the user session alive. The method may further include storing the saved user session state in a session state buffer for at least the determined session preservation time, and removing the user session state from the session state buffer after the session preservation time elapses. Various other methods, systems, and computer-readable media are also disclosed.
Haptic ecosystem
A method, a computer readable medium, and an apparatus for providing haptic feedback through a plurality of haptic devices are provided. The apparatus may receive a multi-channel audio stream. The apparatus may split the multi-channel audio stream into a plurality of audio channels. For each haptic signal of a plurality of haptic signals, the apparatus may generate the haptic signal based on one or more audio channels of the plurality of audio channels. For each haptic signal of the plurality of haptic signals, the apparatus may transmit the haptic signal to a corresponding haptic device of the plurality of haptic devices to produce the haptic feedback.
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.
PERSONA DRIVEN DYNAMIC CONTENT FRAMEWORK
A persona system determines a player persona for a player of a gaming system based on gameplay information for the user and, for example, performs dynamic content generation or additional product recommendations based on the player persona. The persona system may receive a request for content based on a persona of a player and receive gameplay data associated with gameplay of the player in a plurality of games. The persona system may then generate a player persona of the player based on the gameplay data associated with the gameplay of the player in the plurality of games, determine persona based content based at least in part on a portion of the player persona, and output the persona based content in response to the request.
CLASSIFICATION OF GAMING STYLES
A system of classifying game styles may track a play of a user of one or more media content. The tracked play of the user of one or more media content may be analyzed to characterize the play of the user based on one or more categories of user gameplay style. A plurality of categories of user gameplay style may be selected to be displayed as a visual display of the user gameplay style. The visual display of the user gameplay style may be compared to one or more visual displays of characteristics of other media content. A recommendation for other media content that share similar characteristics to the user gameplay style may be generated.
Utilizing mobile device capabilities to keep a user engaged with a mobile application
Disclosed herein are systems and methods utilizing an application that utilizes the hardware and software capabilities of a mobile device to extend the time of user engagement. The hardware and software capabilities of the mobile device that are utilized can include gaze tracking, requiring user engagement for award redemption, requiring two-device confirmation in a trading system, blockchain tracking, geo-location reminders, Global Positioning System (GPS) reminders, and combinations thereof.