Patent classifications
A63F2300/5533
Methods and systems 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 for allowing affiliations to utilize in-game items to assist other players
One aspect of the disclosure relates to a system configured to provide a virtual space, in accordance with one or more implementations. Users of virtual spaces may encounter barriers in a game. During these barriers, users may receive and/or provide assistance to other affiliation members. One aspect of the disclosure relates to allowing affiliations or other groups to utilize in-game items to assist other players in game progress in an online game. This may incent positive player actions towards affiliation members, may enhance engagement between affiliation members, may provide an incentive for users to join an affiliation, and/or have other results. These results may ultimately contribute to enhanced retention, enhanced monetization, enhanced user satisfaction, and/or other enhancements.
System and method for granting remote access to a video game executed on a video game console or network client
Systems for granting remote access to, and methods of playing, a video game executing on a video game console coupled to a computer network or video games executing on hosting clients of a computer network. One embodiment of the system includes: (1) a stream distributor configured to receive a video stream conveying a view of a gamespace of the video game from the video game console via the computer network and transmit the video stream toward a remote client via the computer network and (2) a response receiver associated with the stream distributor and configured to receive a response stream from the remote client via the computer network and transmit the response stream toward the video game console.
Computerized system and method of using a physical toy construction set by multiple users
The subject matter discloses a method operated by a computerized central system comprises receiving information from a plurality of users operating a toy construction set comprises building blocks designed for building a structure, said information represents a building process of said structure; analyzing the information on the building process of said structure; generating a feedback on the building process of said structure; transmitting the feedback to electronic devices of the user building the structure. The subject matter also discloses generating a new model according to a plurality of models received from the plurality of users and a predefined set of rules, the new model is a computerized visual representation of a constructible object.
Collaborative augmented reality
Augmented reality presentations are provided at respective electronic devices. A first electronic device receives information relating to modification made to an augmented reality presentation at a second electronic device, and the first electronic device modifies the first augmented reality presentation in response to the information.
Fantasy game system and method for player selection and scoring
A first list of available players is provided to each individual user who then selects a first fantasy lineup, where selections by another individual user does not preclude other individual users from also selecting the same player. First fantasy lineups are received from each individual user, the fantasy lineups comprising one or more players selected from the first list of available players. Each individual user may provide a replacement lineup prior to the end of a game. A subsequent list of available players is provided to each user and does not include players from the first fantasy lineup. Subsequent fantasy lineups from each individual user are received comprising only players selected from the subsequent list of available players. None of the players of the first fantasy lineup for an individual user is included in any subsequent fantasy lineup of the individual user.
METHOD OF SYNCHRONIZING ONLINE GAME, AND SERVER DEVICE
The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.
GENERATING GAME CONFIGURATIONS
A system, computer-readable storage medium storing at least one program, and a computer-implemented method for generating game configurations are presented. For example, a system may receive a game configuration request message from a client device being operated by a player playing a virtual game. The game configuration request message may be sent, for example, in response to the player initiating a new game of the virtual game. The system may then select a game configuration based at least in part on historical performance data associated with the selected game configuration. The historical performance data may accumulate performance data from a group of players that previously played the virtual game using the selected game configuration. The system then communicates the selected game configuration to the client device. The player may play the virtual game using the selected game configuration as the initial game configuration for the virtual game.
Local game execution for spectating and spectator game play
A method for gaming. The method including instantiating an instance of a video game at a local device of a spectator. Game state and user data of one or more players participating in a gaming session is received. Video frames are generated of live game play by the players using the game state and user data by executing the video game in the instance. Video frames are displayed for the live game play on a display of the spectator. A local game slice of the video game is generated for a sliced game play while executing the video game in the instance. The local game slice being responsive to inputs from a controller device of the spectator.
Information processing system, computer-readable non-transitory storage medium having information processing program stored therein, information processing apparatus, and information processing method
Information indicating damage given to an enemy character by another player before a predetermined time from a start timing when a game is started by an operation of the player is acquired as additional damage information from a server. Game processing for battling against the enemy character is executed, and a first event of giving damage calculated on the basis of the game processing, to the enemy character, and a second event of giving additional damage based on the additional damage information to the enemy character are executed. Then, information indicating the damage given to the enemy character in the first event is transmitted to the server in order to store the information in a storage section.