A63F2300/5586

SYSTEMS AND METHODS FOR PROVIDING EFFICIENT GAME ACCESS

A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to provide efficient game access is described. A request to access a first game using a first primary identifier is received. An internal identifier and a game identifier associated with the first primary identifier are accessed. A request to access a second game using a second primary identifier is received. An internal identifier and a game identifier associated with the second primary identifier are accessed. A determination that the first and second primary identifiers are associated with a particular player is made. An association between the internal identifiers is stored.

ONLINE USER MONITORING

A method comprises applying a first rule to a second action in an online environment to produce a result. The second action is caused (702) by a first user in response to a first action (700). The first action is one of a plurality of actions in the online environment to which the first user is exposed that precede the second action. The plurality of actions is caused by at least two users other than the first user. The method further comprises: identifying (706, 708) the first action from the plurality of actions; identifying (710) a second user from the at least two other users, based on the first action, wherein the second user caused the first action; determining (518) if an intervention action is to be taken against the second user.

Information processing system, information processing method, information processing apparatus, and computer-readable non-transitory storage medium having stored therein information processing program

In a first information processing apparatus, a plurality of users can be registered. When an application is executed, any of the registered users is selected as an application executing user. Execution state data in which application information indicating the application being executed is associated with the selected user is transmitted to a server. In the server, the execution state data is aggregated to generate aggregate data. In this case, the aggregation is performed such that an execution state of the application is recognizable for each application executing user. The aggregate data is transmitted in response to a request from a second information processing apparatus. The second information processing apparatus displays the execution state of the application for each application executing user on the basis of the received aggregate data.

METHOD TO DETECT AND COUNTERACT SUSPICIOUS ACTIVITY IN AN APPLICATION ENVIRONMENT

Aspects of the subject disclosure may include, for example, comparing an input received from a peripheral device associated with an execution of a gaming application with a threshold value, wherein the threshold value is based on a first identification of a first user, a second identification of the peripheral device, and a third identification of stimuli presented as part of the execution of the gaming application. Responsive to the comparing, a determination may be made that the input exceeds the threshold value. Responsive to the determination, a validation request may be transmitted to a user device of the first user. Other embodiments are disclosed.

Systems and methods for providing efficient game access

A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to provide efficient game access is described. A request to access a first game using a first primary identifier is received. An internal identifier and a game identifier associated with the first primary identifier are accessed. A request to access a second game using a second primary identifier is received. An internal identifier and a game identifier associated with the second primary identifier are accessed. A determination that the first and second primary identifiers are associated with a particular player is made. An association between the internal identifiers is stored.

Methods and apparatus for distributed gaming over a mobile device

Some embodiments of the invention provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant, a performance metric. The method compares the performance metric to a threshold value. Based on the comparison, the method optionally connects to a server. In some embodiments, the connection is for uploading a set of data from the participant to the server. The server, of some embodiments, broadcasts to the participant. The broadcast is a one-way transmission. In some embodiments, the broadcast includes a distribution based on a set of sample participants. In these embodiments, the set of sample participants comprises a representative sample of all the participants in the game. The threshold value, of some embodiments, is based on the broadcast and in some embodiments, the broadcast includes a histogram. The connecting occurs, in some embodiments, when the performance metric exceeds the threshold value. The connection, for some embodiments, includes a two-way connection. In some embodiments, the method also tracks for the participant, a participant improvement factor. The participant improvement factor is based on an average performance level for the participant. The method stores the participant improvement factor. The threshold value, in some of these embodiments, is based on the participant improvement factor. The method of some embodiments tracks for the game, a game improvement factor. The game improvement factor is based on an average performance level for several participants in the game. The method stores the game improvement factor. The threshold value, in some of these embodiments, is based on the game improvement factor. In some embodiments, the method examines the uploaded data for particular characteristics. In some embodiments, the particular characteristics indicate the likelihood of cheating activity.

System and methods of virtual world interaction

Systems and methods of virtual world interaction, operation, implementation, instantiation, creation, and other functions related to virtual worlds (note that where the term virtual world is used herein, it is to be understood as referring to virtual world systems, virtual environments reflecting real, simulated, fantasy, or other structures, and includes information systems that utilize interaction within a 30 environment). Various embodiments facilitate interoperation between and within virtual worlds, and may provide consistent structures for operating virtual worlds. The disclosed embodiments may further enable individuals to build new virtual worlds within a framework, and allow third party users to better interact with those worlds.

ONLINE USER MONITORING

A plurality of rules are applied (500), for guarding of a first user, to a user action in an online environment to produce results. The rules relate to online user behaviour in the online environment. The user action is non-linguistic and non-textual to the first user. Each of the rules has a respective rule value associated with it. At least some of the rule values are different. Based on the results and the rule values associated with the applied rules, whether at least one intervention action is to be taken against a second user is determined (516). The intervention action, if any, may then be taken (518).

DETECTING AND IDENTIFYING UNAUTHORIZED ACCOUNTS IN ONLINE ENVIRONMENTS
20200155945 · 2020-05-21 ·

Methods, systems, and computer products for identifying improper online player accounts are provided. Aspects include receiving, by a processor, online gaming data associated with a user account of an online gaming environment, accessing a player profile associated with the user account, wherein the player profile includes historical online gaming data of a user, analyzing the historical online gaming data of the user to determine a historical play style of the user account, analyzing the online gaming data to determine a current play style of the user account, and comparing the historical play style of the user to the current play style of the user account to determine one or more deviations between the current play style and the historical play style of the user account.

DETECTING AND IDENTIFYING IMPROPER ONLINE GAME USAGE
20200129864 · 2020-04-30 ·

Methods, systems, and computer products for identifying improper online game usage are provided. Aspects include receiving, by a processor, online gaming data associated with an online gaming environment, the online gaming environment having a plurality of users, analyzing the online gaming data to identify a user from the plurality of users improperly interacting with the online gaming environment, accessing a user profile for the user responsive to identifying the user, determining a rating for the improper interaction of the user based on the online gaming data and the user profile, comparing the rating for the improper interaction of the user to one or more threshold ratings, and enacting a penalty for the user based at least in part the rating of the improper interaction exceeding at least one of the one or more threshold ratings.