A63F2300/558

SYSTEMS, DEVICES, AND METHODS EMPLOYING THE SAME FOR ENHANCING AUDIENCE ENGAGEMENT IN A COMPETITION OR PERFORMANCE
20230036510 · 2023-02-02 ·

Presented herein is an interactive platform for judging an activity by a participant in an event. The platform includes a client application program downloadable to a mobile device. The program may include a database storing a mobile device identifier (ID), a user ID, user information, and location data of the device. The application may further be configured to display one or more events of the activity as well as an input for receiving a score of the activity from the user. The platform may additionally include a server system connected with the client application programs via a communication network. The server system may be configured for receiving the mobile device ID, the user ID, the user information, and the location data for the client program, and may further be configured to receive the scores from the users, and to adjust the scores according to determined bias of the associated user.

Selective Recommendation by Mapping Game Decisions and Behaviors to Predefined Attributes
20230102506 · 2023-03-30 · ·

A computer that selectively provides a recommendation is described. During operation, the computer may obtain game information associated with one or more video games played by an individual, where the game information specifies decisions and behaviors in the one or more video games while the individual played the one or more video games. Then, the computer may compute, for the individual, scores for a set of predefined attributes associated with occupations based at least in part on the decisions and/or the behaviors. Next, the computer may selectively provide the recommendation based at least in part on the computed scores, where the recommendation is associated with: an academic area of study for the individual, an employment opportunity for the individual, and/or an occupation for the individual.

METHOD OF CREATING RANKING, A SYSTEM FOR CREATING RANKING AND A RANKING
20220339545 · 2022-10-27 · ·

A method of creating ranking, especially a ranking of players or teams in esport gameplay, on the basis of historical data, with the use of neural networks, including: neural network learning on the basis of historical data, and particularly data on the parameters of esport gameplays and the results of these gameplays; creating ranking of players or teams through a neural network on the basis of current data, and particularly data on the parameters of esport gameplays and the results of these gameplays; and possible forecasting by a neural network the result of the future game between given players or teams. The embodiments also include the system for implementation of this method and a ranking created by the use of this method.

DETECTING CHEATING AND CHANGES IN PLAYING ABILITY IN PARTIAL KNOWLEDGE AND TRICK-TAKING GAMES
20230084016 · 2023-03-16 ·

Examples herein include systems for detecting cheating and changes in mental performance in card games, including bridge. The system can acquire board data for multiple events, the events including bridge games. For each event, determining performance values for a player based on the board and play data, wherein the performance values may additionally be based in part on timing data. The system can detect a deviation of by comparing the performance values against a threshold, wherein the threshold is based on past performance of known cheating players or the individual player. Then the system can alert a user when the likelihood of cheating or other changes exceeds a threshold.

PARAMETRIC PLAYER MODELING FOR COMPUTER-IMPLEMENTED GAMES
20230070555 · 2023-03-09 ·

A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.

REACTIONS OF FAILED ATTEMPTS DURING POINTS OF GAMEPLAY
20230121618 · 2023-04-20 ·

A method and system for integrating media of past gameplay into overlays is disclosed. A plurality of trigger points associated with one or more interactive content titles is stored. Each trigger point is associated with a plurality of possible results of an activity in a respective interactive content title. Each of the possible results associated with one or more media files depicting the associated result of the activity. Gameplay data sent over a communication network of a current activity is monitored. The monitored gameplay data that indicates a possible result associated with the current activity is identified. The stored media files is filtered based on the identified result of the identified trigger point associated with the current activity. An overlay display of at least one of the filtered media files is generated and provided to the client device for presentation in association with the current gameplay session.

METHODS, SYSTEMS, AND DEVICES OF SOCIAL NETWORKING WITH PORTIONS OF RECORDED GAME CONTENT

Embodiments include a system and method that facilitate detecting a request from a player to share a trigger clip of a video game, preparing the trigger clip for sharing and sharing the trigger clip in a message to a third party or to a social media destination. Additional embodiments include storing one or more trigger clips in a library where the trigger clips are available for searching and review by players and others. Advantages include making the trigger clips available for subsequent review, training, coaching and other purposes.

Methods and apparatus for distributed gaming over a mobile device

A system and method are provided for updating game participants. In some embodiments, the participants receive game control information via a one-way broadcast. The method selects a set of sampling participants from the set of all participants of a game. In some embodiments, the selection occurs prior to the start of the game. The method of some embodiments establishes a two-way connection between a server and each of the sampling participants. For some embodiments, the two-way connection is realtime. The method continuously maintains the two-way connection throughout the game. During each discrete game period, the method receives from a sampling participant, data for the sampling participant's game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a non-sampling participant. A non-sampling participant is a participant who was not selected for the set of sampling participants. In some embodiments, the non-sampling participant determines a standing relative to the other participants in the game event. Some embodiments provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value.

SYSTEMS AND METHODS FOR PROVIDING RECOMMENDATIONS TO IMPROVE GAMEPLAY

Systems and methods are described for recommending a proposed hardware configuration to a first user in response to determining that a performance aspect of the first user having a first hardware configuration playing a multiplayer game is worse than a performance aspect of a second user having a second hardware configuration jointly playing the multiplayer game. The proposed hardware configuration is generated based on the first hardware configuration and the second hardware configuration and caused to be displayed on a device of the first user.

Educational gaming software
11617958 · 2023-04-04 · ·

An online multiplayer simulation game is described. The online multiplayer simulation game presents a computer-generated gameplay virtual world, where acquiring and demonstrating mastery of educational skills is a requirement for advancement of a character, associated with a user or a learner, in the game. The game provides a method for effectively teaching a set of educational skills by motivating the learner to improve understanding of the educational skills by having to demonstrate the educational skills as part of the game. Upon successful demonstration of the educational skills, components within the gaming realm are modified or enhanced.