Patent classifications
A63F2300/556
Method and apparatus for presenting gamer performance at a social network
A system that incorporates teachings of the present disclosure may include, for example, receiving at a computer device a plurality of stimulus signals generated by one or more gaming accessory devices of a gamer controlling a gaming application, generating a plurality of gaming stimulations based on the plurality of stimulus signals, generating a plurality of gaming action results from the gaming application responsive to the plurality of gaming stimulations, combining the plurality of gaming action results and the plurality of gaming stimulations to generate a plurality of hardware statistics associated with the gamer, and transmitting to a social network the plurality of hardware statistics associated with the gamer.
METHOD AND APPARATUS FOR PRESENTING GAMER PERFORMANCE AT A SOCIAL NETWORK
A system that incorporates teachings of the present disclosure may include, for example, receiving at a computer device a plurality of stimulus signals generated by one or more gaming accessory devices of a gamer controlling a gaming application, generating a plurality of gaming stimulations based on the plurality of stimulus signals, generating a plurality of gaming action results from the gaming application responsive to the plurality of gaming stimulations, combining the plurality of gaming action results and the plurality of gaming stimulations to generate a plurality of hardware statistics associated with the gamer, and transmitting to a social network the plurality of hardware statistics associated with the gamer.
SYSTEM FOR GENERATING MEDIA CONTENT ITEMS ON DEMAND
Method for generating media content items on demand starts with a processor receiving an animation file including a first metadata based on an animation input. The animation file is associated with a media content identification. The processor generates puppets associated with frames in the animation file using the first metadata. The processor causes a puppet matching interface to be displayed on a client device. The puppet matching interface includes one of the puppets in a first pose. The processor receives a puppet posing input associated with a second pose from the client device. The processor causes the one of the puppets to be displayed in the second pose in the puppet matching interface by the client device. The processor can also generate a second metadata based on the puppet posing input. Other embodiments are disclosed herein.
Messaging and gaming applications communication platform
Aspects of the present disclosure involve a system comprising a computer-readable storage medium storing at least one program and a method for providing a platform that facilitates communication between a messaging application and a web-based gaming application. The web-based gaming application is launched, via the platform, from the messaging application. Context of the messaging application from which the web-based gaming application was launched is determined. The context of the messaging application is communicated, via the platform, to the web-based gaming application. A feature of the messaging application is integrated, via the platform, into the web-based gaming application based on the context from which the web-based gaming application was launched.
Media-object binding for displaying real-time play data for live-streaming media
A system and method for media-object binding and displaying real-time play data for live-streaming media is provided. At least one set of object data may be associated with a live-streaming media. One or more media-object bindings between the at least one set of object data and the live-streaming media may be formed and stored in memory or one or more databases. The at least one set of object data may include data about one or more objects displayed in real-time during the live-streaming media.
Changing a virtual world based on real-world locations of players
A method of changing a virtual world of a computer-implemented game based on real-world locations of players of the computer-implemented game is disclosed. A presence of a player of the computer-implemented game is detected at a physical location. A presence of an additional player of the computer-implemented game is detected at the physical location based on a communication received from the player of the computer-implemented game. An aspect of the virtual world of the computer-implemented game is changed based on the detecting of the presence of the player at the physical location and the detecting of the presence of the additional player of the computer-implemented game at the physical location.
Method, system and computer readable recording medium for providing a game ranking in a game service platform
A game service platform server for providing a game service platform includes: a game association module to allow a first user device of a first user to access each of a plurality of games provided by the game service platform server; and a friend management module to: receive a service request from the first user device to access a game, associated with account information of a social network service (SNS) subscribed by the first user; inquire an acquaintance list of the first user to determine whether SNS acquaintances of the first user have joined the game; register, automatically, an SNS acquaintance as a game friend of the first user in response to a determination that the SNS acquaintance has joined the game; and transmit, to the first user device, game group information including results of the determination for each of the SNS acquaintances of the user.
METHOD, SYSTEM, AND NON-TRANSITORY COMPUTER-READABLE RECORD MEDIUM FOR GENERATING CHATROOM ACCORDING TO CONDITION
Disclosed is a method, system, and non-transitory computer-readable record medium for creating a chatroom according to a condition. The chatroom creation method may include providing an instant messaging service; registering a chatroom creation condition related to a specific account of the instant messaging service; retrieving at least one account of accounts of the instant messaging service that meets the chatroom creation condition; and automatically creating a chatroom of the specific account joined by the retrieved accounts.
Collaborative diplomacy mechanics
A collaborative diplomacy mechanics system for an online game is described. A player selects an ally to be engaged in a combat mode of an online social game against an enemy. The profile of the selected ally is retrieved. An ally power up weapon is generated based on the profile of the selected ally. The ally power up weapon is applied against a combat unit of an enemy of a player in the combat mode. The ally power up weapon can also be applied on a combat unit of the player in the combat mode.
Messaging and gaming applications communication platform
Aspects of the present disclosure involve a system comprising a computer-readable storage medium storing at least one program and a method for providing a platform that facilitates communication between a messaging application and a web-based gaming application. The web-based gaming application is launched, via the platform, from the messaging application. Context of the messaging application from which the web-based gaming application was launched is determined. The context of the messaging application is communicated, via the platform, to the web-based gaming application. A feature of the messaging application is integrated, via the platform, into the web-based gaming application based on the context from which the web-based gaming application was launched.