Patent classifications
A63F2300/5566
Systems and methods for challenges between unique digital articles based on real-world information
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.
COMPETITOR SELECTION
A method of selecting competitors for a multi-user competitive activity being performed over a telecommunications network, in which a first UE and a second UE are in communication with the telecommunications network, and the telecommunications network providing at least one network slice, wherein the method comprises the steps of: identifying a network slice onto which the first UE is allocated; identifying a network slice onto which the second UE is allocated; determining that the first UE and the second UE are intending to participate in the multi-user competitive activity; and selecting the first UE and the second UE to participate in the multi-user competitive activity in dependence on the identified network slices onto which the first UE and the second UE is allocated.
Methods and Apparatus for Identifying and Connecting Musicians
Methods and apparatus for identifying and connecting musicians based on a set of user entered and peer-determined criteria for both the user and other musicians are disclosed.
Method and system for recommending teammate for team game
A method and a system for recommending a teammate for a team game are provided. The method includes the following: searching game data, where the game data includes a plurality of game evaluation parameters; choosing a target parameter from the game evaluation parameters, where a correlation between the target parameter and at least one game experience index is greater than a correlation between remaining parameters and the at least one game experience index; automatically selecting a target role position according to the target parameter and a first game role position of a chosen game role; automatically selecting a target game role according to the target role position; and recommending a player to be teamed up who plans to use the target game role to play the game as a teammate according to the target game role.
Computer-readable recording medium and game system
A non-transitory computer-readable recording medium having a game program is provided. The game program is to be executed by a server device in a game system. The game system includes user terminals operated by respective users. The server device is capable of being connected to the user terminals through communication. The program causes the server device to set one or more kinds of game media to be in a state of being capable of being given to users. A predetermined upper limit is set to a number of game media capable of being given to the users. The program further causes the server device to give a user a game medium that the user desires to be given among the game media which are set by the server device in a range not exceeding the predetermined upper limit.
Method for implementing user matching and related device
A method for user matching is provided. A matching request is received from a client. The matching request includes an application identifier and a user identifier. When the application identifier indicates that a matching mode for the matching request is an asynchronous mode, a matching queue identifier is obtained based on the matching request, the user identifier is added to a matching queue corresponding to the matching queue identifier, a predetermined number of user identifiers is selected from the matching queue, a matching result is generated that includes an identifier of a matching group of the selected predetermined number of user identifiers, and the matching result is sent to the client. The predetermined number of user identifiers includes the user identifier in the matching request.
Mobile game using image extraction
The present invention is a system and method for providing an online game implemented by means of a computer system. The method includes the step of storing a plurality of images in at least one computing device. The method then includes the step of obtaining content data from the plurality of images stored in the computing device through a content extraction module. The method includes the step of facilitating the users to initiate a challenge for each other to create a game session over a game networking system through a challenge creation module. The game session includes a friend game session and a date game session. The method includes the step of initiating the game session created by the challenge creation module over the game networking system through a gaming module.
CLOUD GAME STREAMING WITH CLIENT SIDE ASSET INTEGRATION
A method for streaming gameplay of a cloud video game is provided, including: executing the cloud video game to generate gameplay video; streaming the gameplay video over a network to a client device, the gameplay video being presented by the client device on a display; during the streaming of the gameplay video, transmitting one or more assets over the network to the client device, the assets being cached by the client device; wherein the cached assets are processed by the client device and utilized in the gameplay video before being presented on the display, wherein streaming the gameplay video includes identifying a given one of the cached assets that was transmitted over the network to the client device and identifying where in the gameplay video the given cached asset is to be utilized.
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.
LIVE STREAMING METHOD AND APPARATUS, DEVICE AND COMPUTER READABLE STORAGE MEDIUM
The present application provides a live streaming method and apparatus, a device and a computer readable medium. The method includes: receiving team forming indication information, wherein the team forming indication information includes account information of at least one object in the same team in a target application; acquiring live streaming identification information of an object corresponding to the account information of the at least one object and participating in the team live stream; and sending the acquired live streaming identification information to a client used for the team live stream and a client playing a media stream of the team live stream to make the client used for the team live stream and the client playing the media stream display part of or all of the live streaming identification information.