A63F2300/5573

APPARATUS FOR ADAPTING VIRTUAL GAMING WITH REAL WORLD INFORMATION
20170113141 · 2017-04-27 ·

A server device that incorporates teachings of the present disclosure may include, for example, a memory and a processor. The processor can identify first and second players present at first and second physical locations, to identify first and second boundary and topographical information of the first and second physical locations, to map the first and second boundary and topographical information of the first and second physical locations to a virtual gaming space, to capture first and second position and orientation information for the first and second players, to map the first and second position and orientation information to the virtual gaming space, to generate first and second virtual players corresponding to the first and second players, and to transmit to first goggles information representative of the second virtual player for display superimposed onto a transparent viewing apparatus for viewing of the virtual gaming space. Additional embodiments are disclosed.

Automatic game comparison and recommendation
09630111 · 2017-04-25 · ·

Game players are connected to each other through comparisons of information associated with events in which the game players and their friends have competed. Competition information such as game play results, leader board positions, game attributes, and entitlements may be used to compare players and players' friends to each other, and the comparison information is used to recommend additional events to the players in such a way as to enhance social networking and asynchronous game play among the game players and their friends in the game.

Location-based online games for mobile devices and in-game advertising
09630107 · 2017-04-25 ·

Providing a location-based online game for a plurality of mobile devices, including: assigning a force field around a player corresponding to each mobile device of the plurality of mobile devices, wherein a radius of the force field is proportional to a score or experience point of the player in the online game; determining a location of said each mobile device; calculating colliding forces among the plurality of mobile devices and virtual environment created in the online game; providing a forum to enable a battle among the plurality of mobile devices and the virtual environment which are calculated as being in the colliding forces and sampling metadata including water, highway, road, grass, forest, business area and residential area to generate the online game.

Incentivizing location-based actions by groups

A method of incentivizing location-based actions by groups is disclosed. A group of users of a game networking system is notified that an incentive reward is to be provided based on a number of members of the group performing a location-based action transgressing a threshold. The incentive reward is provided based on the number of members of the group performing the location-based action transgressing the threshold.

Object mapping techniques for mobile augmented reality applications

Techniques are disclosed that involve mobile augmented reality (MAR) applications in which users (e.g., players) may experience augmented reality (e.g., altered video or audio based on a real environment). Such augmented reality may include various alterations. For example, particular objects may be altered to appear differently. Such alterations may be based on stored profiles and/or user selections. Further features may also be employed. For example, in embodiments, characters and/or other objects may be sent (or caused to appear) to other users in other locations. Also, a user may leave a character at another location and receive an alert when another user/player encounters this character. Also, characteristics of output audio may be affected based on events of the MAR application.

SYSTEM AND PROCESS FOR DISTRIBUTION OF INFORMATION ON A COMMUNICATION NETWORK
20170099300 · 2017-04-06 ·

A communications system includes a plurality of recipient processors located at geographically remote locations with respect to each other and connected for communication with an information provider processor, over the communications network. The provider and recipient processors may comprise respective computers coupled for communication on the Internet or WWW. The provider processor is capable of providing information from any suitable source, by communicating such information over a communications network. However, access to the information by the recipient processors is controlled, based on the geographic location or region of the recipient processors. Each recipient processor is operably associated with a positioning system for providing geographic location information corresponding to the location or region in which the positioning system is located, such as a global positioning system GPS. The geographic position information is used to determine whether or not the processor requesting the information is within a restricted (or limited) or non-restricted region. This determination may be made comparing the geographic information provided by the recipient processor and positioning system with a list of non-restricted or non-limited (or a list of restricted or limited) geographic locations or regions.

Systems and methods for fitness and video games
09610506 · 2017-04-04 ·

In some aspects, a system is provided that includes a plurality of mobile devices and an application on at least a first mobile device. The application is adapted to track position information regarding the first mobile device, communicate the position information to a web server, receive position information from the web server regarding other mobile devices within a predetermined distance of the first mobile device, and use the position information regarding the other mobile devices to affect one or more characteristics of a video game executed on the first mobile device. Numerous other aspects are provided.

Use of real time location information for user authentication and authorization in virtual environments

Provided is a method for authentication and verification of a user in a virtual world (VU) based upon such criteria as the physical location of a user in the real world and the logical location of the user's avatar in the VU. The disclosed technology combines physical and application aspects of security to enhance security options within virtual environments. In addition to traditional credential-based authentication, physical constraints corresponding to the real world and logical locations in a VU are employed, wherein an authentication server requires each component to be in the proper association state, location or proximity before authenticating a user. Further, the disclosed technology provides for the termination of a user's authentication if the user moves from an approved physical or VU location to an unapproved location. Techniques are provided to track a user's credentials and real-time physical and logical location of a user.

Method and system for providing an event space associated with a primary virtual space

An approach to facilitate providing an event space associated with a primary virtual space is provided. An event space is provided to users of a primary virtual space, wherein the event space comprises one or more event objectives. Users of the primary virtual space having primary user accounts have associated event space accounts indicating event user parameters, event game parameters, and event inventory information for the first user. The user may be provided with event virtual items for purchase wherein the event virtual items are used in the event space during the event period. In response to a determination of the progress of the user associated with one or more event objectives an event award is determined for distribution to the user, wherein the event award may be used within the primary virtual space.

Systems and methods for verifying player proximity within a location-based game

Systems and methods for verifying player proximity within a location-based game are disclosed. In one aspect, a method for verifying player proximity may include receiving a request associated with verifying the proximity of a first player of the location-based game relative to a second player of the location-based game and transmitting a visual indicator to a first client of the first player, wherein the visual indicator is associated with a data record configured to expire within a predetermined time period. In addition, the method may include receiving a copy of the visual indicator from a second client of the second player and determining whether the copy of the visual indicator was received prior to the expiration of the data record.