A63F2300/556

Information processing system relating to content distribution, storage medium for storing program directed thereto, and information processing device
09827497 · 2017-11-28 · ·

A CPU shows animation in which an introduction character appears. In succession, the CPU has a profile of the introduction character displayed. Thereafter, the CPU has a substance of a content displayed, based on a title or the like included in motion picture information downloaded from a distribution server. Namely, the CPU causes a monitor to display the introduction character (a character object) based on obtained character information and outputs information for introducing a specific content in association with the introduction character (the character object) based on obtained content information.

User matching based on active game time

A method, a computer program product, and a computer system match players in a turn based game based on player activity. The method includes determining first characteristics of a first player activity of a first player. The characteristics are indicative of first active times that the first player historically took turns while playing the turn based game. The method includes identifying a second player having second characteristics of a second player activity. The second characteristics are indicative of second active times that the second player historically took turns while playing the turn based game. The second active times are compatible with the first active times. The method includes generating an indication for a game server hosting the turn based game to match the second player with the first player.

Matchmaking for online gaming with simulated players
11260306 · 2022-03-01 · ·

A matchmaking system matches players for online gaming, when some of the players may be human players and others may be simulated players. The matchmaking system may determine a first skill score associated with a first player for an online game, determine a behavior simulation model for a simulated player is available for the online game, determine a second skill score associated with the behavior simulation model for the online game, and determine the behavior simulation model matches with the first player based at on the first skill score being within a threshold of the second skill score. The matchmaking system may then instantiate a simulated player based on the behavior simulation model and instantiate the online game with the first player and the simulated player.

METHOD, SYSTEM, AND NON-TRANSITORY COMPUTER-READABLE RECORD MEDIUM FOR PROVIDING MULTIPLE GROUP CALLS IN ONE CHATROOM
20220353097 · 2022-11-03 · ·

Disclosed is a method, system, and non-transitory computer-readable record medium for providing a plurality of group calls in a single chatroom. A group call providing method including receiving, by the at least one processor, information about a plurality of group call channels generated in response to a first request from at least one member included in a chatroom, from a server, providing, by the at least one processor, a group call channel list about the plurality of group call channels through the chatroom based on the information about the plurality of group call channels, and starting, by the at least one processor, a group call through a specific group call channel, from among the plurality of group call channels, in response to receiving a second request for joining the specific group call channel through the group call channel list may be provided.

Persistent customized social media environment

One or more persistent customized social media environments are created allowing users to share content or an activity. The content or activity may comprise a shared media experience or shared participatory experience. Each user accessing the environment utilizes a device alone or in conjunction with other devices to complete a sharing experience. A persistent customized social media environment definition establishes a user environment which provides social networking services as well as content sharing and allows users who are connected to the persistent customized social media environment definition to experience instant messages, while those users who connect to the persistent customized social media environment at a later time will receive messages once they enter the environment.

Image processing method, avatar display adaptation method and corresponding image processing processor, virtual world server and communication terminal

When processing images in a virtual environment in which a plurality of avatars respectively representing associated users evolve, an image processing method is employed comprising the following stages: an adaptation request is received for the display of the avatars on the terminal of a given user, the request comprising at least one adaptation criterion to distinguish the display of the avatars. The data representing the avatars is modified based on the adaptation criterion, and the modified data for an adapted display of the avatars is sent to the terminal of the given user. Additionally, the display of avatars in a virtual environment may be adapted. A corresponding image processing processor, virtual world server and communication terminal for implementing such methods are also provided.

Methods and apparatus for controlling an information processing system based on geographic position information

Provided is an information processing system capable of, while avoiding running out of storage capacity, increasing the possibility that a program executed in the information processing system can use data according to a calculated position, even when the information processing system cannot receive data from a device. An item communication section (72) receives, from a server that stores data used in the program in association with a position, data associated with a position in a first-size area containing a position calculated by a positioning section (60). An item notification section (74) notifies to outside when a position associated with data received by the item communication section (72) is present in a second-size area, which contains a position calculated by the positioning section (60) and is smaller than the first-size area. An application executing section (66) executes a program using data received by the item communication section (72).

System and method for gaming utilizing a mobile device

A method and system (10) is provided for playing an interactive mobile device based game system though a communication network. The communication network includes at least one system central server (13) and database (14) accessible to the internet or other communication networks. The system further includes any number of mobile devices (15), (16) and (17). Each mobile device includes software or a software application for communicating with the system server. In playing the game, users or players accrue points or otherwise advance in the game as they compete or obverse events which occur in real life situations in their geographic location. The events are entered into the central server and verified by communicating requests from the central server to the mobile devices of other players of the game.

Systems and methods for interfacing video games and user communications
09737804 · 2017-08-22 · ·

Systems and methods for interfacing video games and user communications are provided. Communications amongst users can affect a video game provided to the users. For example, communications can be monitored to determine when a video game event occurs and then a video game event can be generated. Moreover, one or more aspects of the video game can affect communications amongst the users. For example, the active user of a video game may be used to adjust the prominence of communications amongst the users.

Communication game system, game apparatus, server, storage medium storing a program, and game control method

A communication game system includes a plurality of game apparatuses which are able to wirelessly communicate with each other. Each of the game apparatus registers identifying information of an opponent obtained by a short-distance wireless communication or by user's manual input in a friend list. Thereafter, the game apparatus connects to the Internet, and inquires whether it is possible to communicate with an opponent in the friend list over the network. If it is possible to communicate, the game apparatus obtains an address of the opponent to make a network communication. Even if a user makes a short distance wireless communication with a friend to exchange and register the identifying information or registers the friend by hand and then is parted from the friend, the user can safely communicate with the friend across the network without being exposed to unknown players. In a case that an additional opponent is to be added to the multiplayer game session, one of the participants transmits identifying information to introduce the communicating opponents to each other. The game apparatuses introduced to each other make a communication over a network, and add the identifying information of the opponents to the friend list, if necessary.