A63F2300/575

Videogame system and method that enables characters to earn virtual fans by completing secondary objectives

A videogame may be provided to one or more users in which characters controlled by users earn fans that impact the videogame similarly to fans in real life. For example, a character may earn virtual currency, be invited to participate in events and/or teams, obtain sponsorships, and/or experience other impacts associated with fanbase size. The videogame may include one or more primary objectives presented to the user. The performance of the primary objectives by the user may impact the progression of a character being controlled by the user through the videogame. The videogame may further include provide one or more fan objectives within the game which can be performed by the character being controlled by the user to earn fans to be included within a fanbase associated with the character in the game.

Enabling an IM user to navigate a virtual world
09760568 · 2017-09-12 · ·

Systems and methods are provided for enabling communications between users of an instant messaging application and a virtual world environment. In accordance with one implementation, a method is provided that includes operations performed by one or more processors, including enabling a first user to navigate the virtual world environment by controlling an avatar representing the first user. The method also includes capturing a first paralinguistic indicator made by the first user, the first paralinguistic indicator configured for communications in the virtual world environment. In addition, the method includes translating the first paralinguistic indicator into a message configured for text-based communications in the instant messaging application, the message comprising at least one of a text description of the first paralinguistic indicator and a second paralinguistic indicator configured for communications in the instant messaging application. The method further includes providing the message to a second user.

COLLECTION BUNDLE PURCHASE DEVICE AND COLLECTION BUNDLE PURCHASE METHOD

A collection bundle purchase device includes: at least one processor, wherein the at least one processor displays a collection included in a collection menu based on a user input, and purchases the collection as a bundle based on the user input for the collection.

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.

Game system, computer-readable non-transitory storage medium having game program stored therein, game apparatus, and game processing control method

A use start time of a game application is stored in advance. When a predetermined event is executed, a waiting time is determined on the basis of the use start time and a reference waiting time associated with the predetermined event, such that the waiting time is made shorter when the start time is earlier. Then, a reward related to the event is given to a user after elapse of the waiting time.

Systems and methods to incentivize particular in-game user behaviors and particular user activities within an online game
11207604 · 2021-12-28 · ·

Systems and methods to enable users to incentivize particular in-game user behaviors and particular user activities within an online game are disclosed. Exemplary implementations may: effectuate presentation of an incentive interface that enables a first user to define a social agreement of a set of activities for a second user to perform and incentives for the set of activities that the second user can earn, and specify the second user to propose the social agreement to; effectuate presentation of the social agreement to the second user via an online gaming platform; receive an indication of acceptance to the social agreement; generate instructions to form the social agreement as a smart contract and transfer such to a decentralized ledger server for recordation; and receive indication of execution of the set of activities and, in responsive, provide the incentives to the second user.

PLAYER DEVICE PROXIMITY DETECTION FOR A LOCATION-BASED GAME
20210387098 · 2021-12-16 ·

A client device associated with a player of a location-based game detects client devices associated with other players which are within proximity of the player device. This detection of other player client devices may result in various game actions occurring, such as an exchange of game elements between players, game progress for a player, access to a game feature, or establishing a connection between players. Detection of player devices may be performed using personal area network devices of the client devices, such as Bluetooth. Proximity detection can occur when player client devices are disconnected from an online system hosting the location-based game with the detection later being reported to the online system by one or both devices.

Amusement devices including simulated court games or athletic events
11198067 · 2021-12-14 · ·

Some embodiments include a fantasy sports game. In some embodiments, an expected performance value may be determined. In some embodiments, a same player may appear multiple times in a team. Various other embodiments are described.

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.

Adaptive object placement in computer-implemented games
11351461 · 2022-06-07 · ·

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for an Alliance Engine. The Alliance Engine receives a selection, by a first player, of a first tile to be controlled by a first enforcer asset on behalf of the first player. The first tile provides access to a first type of in-game resource to the first player. The Alliance Engine detects the first tile is adjacent to a second tile. The second tile is controlled by a second enforcer asset on behalf of a second player. The first player and the second player belong to a player alliance. The second tile providing access to a second type of in-game resource to the second player. Based on the detected adjacency, the Alliance Engine transfers a portion of the first type of in-game resource of the first tile to the second player. The Alliance Engine transfers a portion of the second type of in-game resource of the second tile to the first player.