Patent classifications
A63F2300/554
NON-TRANSITORY COMPUTER READABLE MEDIUM, INFORMATION PROCESSING METHOD, GAME DEVICE, AND INFORMATION PROCESSING SYSTEM
A non-transitory computer readable medium stores a program causing a computer to execute: saving, among a plurality of character IDs associated with a player ID, a character ID selected by a player operation in a party saving area associated with the player ID; executing a prescribed game by using the character ID stored in the party saving area; creating, on the basis of the fact that the prescribed game has been terminated, game result information including the character ID used when executing the prescribed game; sharing at least one of text information and the game result information between at least two players on the basis of the player operation; displaying the shared text information and game result information; and saving, on the basis of a prescribed operation on the displayed game result information, the character ID included in the game result information in the party saving area associated with the player ID of a player who has performed the operation.
Cloud-Based Game Slice Generation and Frictionless Social Sharing with Instant Play
Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.
System and method for streaming game video
A system and method are described for managing the state of an online video game. A method includes initiating a new online video game in response to user input from a client device, the online video game being in a first state on a first server when initiated; executing the online video game on the server, thereby causing the online video game to enter a second state; pausing or terminating the online video game; determining differences between the first state and the second state and generating difference data containing the differences; transmitting the difference data over a network to a second server; and recreating the second state from the difference data and the first state in response to user input indicating that the user wishes to resume the online video game and in response to the second server being selected as the server on which to execute the video game.
SYSTEM FOR PROCESSING GAMING ACTIVITY
Embodiments of the present invention are directed to a gaming device configured to record gaming activity, a method of processing the recorded gaming activity to analyze player behavior, and a system including the gaming device. The gaming device may include a gaming display to display gaming events played on the gaming device by a player during a gaming session, a player interface panel including a plurality of gaming buttons and a game initiating button configured to initiate the gaming events, and a game processor configured to record each activity between the player and the gaming device, wherein each recorded activity is associated with a time stamp.
Save game load time reduction for cloud gaming
A cloud gaming system is disclosed. One example includes a game server that is configured to execute video games. The game server provides an interface for a remote client device to interface with the game server and request that games be played by streaming video frames to the remote client device. The game server is located in a first data center. A storage server connected to the game server over a network connection in the first data center. A save data server located in a second data center. Data selection logic of the game server is configured to retrieve save data from the save data server and cache the save data to a save data disk of the game server. The data selection logic is configured to automatically retrieve the save data from the second data center to the first data center upon detecting a session initiation for a user account used via the remote client device. The save data including a current state of game play that represents activity performed during play of a game. The save data is used to render the current state of game play after game logic of the game is loaded for the session initiation.
Systems and methods of transferring state data for applications
A computer system that includes at least two game devices is provided. A first game device is used by a user to play a game and a second game device is used to receive state data regarding playing the game on the first game device. The state data is continuously applied to a game that is executed on the second game device to allow for the user to seamlessly transition to playing the game on the second game device.
Devices, systems, and methods for distributed game architecture
Devices, systems, and methods of the present disclosure are directed to providing a Science, Technology, Engineering, and Mathematics (STEM) based distributed games that allows two or more teams of players to develop mathematical and problem-solving skills. Game controllers allow each team to submit a number to a game device that performs one or more arithmetic operations on the set of numbers to compute a guess that is compared to a puzzle solution. If the guess equals the puzzle solution prior to a timer time period expiring, then the players win a reward, such as deploying a shower of confetti, providing candy, display of lights, conspicuous sounds, vibrations, and/or the like.
Cloud-based game slice generation and frictionless social sharing with instant play
Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.
GAME STATE SAVE, TRANSFER AND RESUME FOR CLOUD GAMING
A system and method of pausing a game in a cloud gaming system including playing a game on a first game computer included in the cloud gaming system, pausing the game at a selected point in the game and capturing game state data for the paused game. The paused game can be resumed by retrieving the game state data and applying the game state data to a selected game computer and resuming the game at the selected point in the game on the selected game computer.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, TERMINAL DEVICE, AND INFORMATION PROCESSING SYSTEM
A non-transitory computer-readable storage medium storing a program configured to cause a terminal device to execute a game in communication with a server device, the program includes: a first storing step of receiving from the server device at least one token generated and stored in the server device to store the token in a terminal storage unit; a transmitting step of transmitting to the server device information-to-be-transmitted including an updating instruction of game data of a user and encrypted information obtained by encrypting information-to-be-encrypted at least including the token; and a deleting step of deleting the token stored in the terminal storage unit, wherein the updating instruction includes a first instruction to update the game data stored in the server device when the token extracted by decrypting the encrypted information and the token stored in the server device are matched.