Patent classifications
A63F13/80
Method for advertising through playing card game and system therefor
The present invention relates to an advertising method and system that when a service of a card game is provided to member customers online by using a deck of playing cards in which an advertisement is converted into a story, provide an inseparable relationship between a game and an advertisement, thereby allowing players participating in the game to enjoy the advertisement contained in the playing cards together with the game in an amusing and interesting manner. According to an embodiment of the present invention, there is provided a system for advertising through a playing card game, in which a plurality of player terminals connects with a game server over a network and plays a game using a deck of playing cards (hereinafter “cards”) created by converting an advertisement into a story.
Bingo game application product and system related thereto
The disclosed technology is directed to methods, products and systems for streamlining the process of playing bingo. This patent is directed to a computer application whereby a computing device such as a mobile phone captures one or more likenesses of a bingo card(s) using the camera function of the device. Optical character or image recognition software and algorithms interpret and store the card(s) and corresponding characters. When characters are called for matching with the bingo cards in play, the called character is entered into the computing device. The application compares the called character to those captured by the computing device to identify instances of matches on each card in play until a winning card is identified and the player is alerted of the win, or until the game is over.
Controlling a user interface providing a gameboard and tiles
A computer device having a user interface, a processor, and computer storage. The user interface provides a gameboard comprising tiles supporting game objects, the tiles comprising predefined sets of tiles which are available to support spreading blocking elements. The processor receives a detected user input. If it detects a match condition, the processor removes the game elements of the match condition and generates and displays new game objects to replenish the gameboard. A data structure having tile data is stored in the computer storage. Tile data for tiles of the predefined set(s) comprises a set indicator which indicates whether a tile is in one of the predefined sets. If a blocker spreading mode has been triggered, the processor selects an origin tile which supports a spreading blocking element, identifies a target tile to which the spreading blocking element may spread and generates a blocking element for the target tile.
INFORMATION PROCESSING DEVICE, AND GAME PROGRAM
The present invention provides an information processing device and a program that can lower a difficulty level of clearing a predetermined condition and improve a continuation rate of a player.
The information processing device is configured to execute a game in which symbol random determination for determining symbols to be rearranged is executed, and when an arrangement pattern of the determined symbols corresponds to one of a plurality of kinds of preset arrangement patterns, a payout corresponding to the arrangement pattern is awarded, and the information processing device includes a controller programmed to execute a) a process of executing random determination as to whether to rearrange the symbols in an arrangement pattern corresponding to a specific payout among the payout, and b) a process of rearranging the symbols in the arrangement pattern corresponding to the specific payout and awarding the specific payout within a predetermined period of time regardless of whether the symbol random determination is executed, when a random determination result in the process a) wins a prize.
PROGRAM, GAME SYSTEM, INFORMATION PROCESSING DEVICE, AND SERVER DEVICE
This program provides improved entertain in the progression of a computerized, turn-based competitive game involving a first player and a second player. The game progresses while presenting a first game element used in the game and a second game element which indicates which player has an action turn in the game. The program causes the computer to acquire information of the first game element on the basis of the use determination; determine a placement position for presenting the second game element in response to the information of the first game element being acquired; determine which player has the action turn on the basis of the determined element placement position for the second game; and control the progression of the competitive game on the basis of the result of the action turn determination.
System for prizing remote users using real life sports personalities
Systems, methods and apparatus for game play using virtual players, sometimes referred to herein as vBots, where they may have images including those of real world personalities, such as sports personalities, is disclosed. In one aspect, a system for electronic game play involves the use of the system wherein one or more virtual players are displayed to the player of the game, preferably, the virtual players have differing play characteristics, receiving from the user association with a selection of a virtual player, displaying a simulated game using the virtual players, identifying a subset of the virtual players as being winners of the simulated game, and awarding a win to the lottery user if the selected virtual player is in the subset of virtual players. In one aspect, a team may be formed in which real life sports personalities images are utilized.
Electronic device for providing interactive game and operating method therefor
Disclosed is a method, performed by an electronic device, of providing a user with an interactive game, the method including obtaining user data collected with respect to the user, determining a user data type for providing the interactive game, based on the user data, generating a question and choices for the interactive game, based on user data that belongs to the determined user data type, from among the user data, and providing the user with the interactive game including the question and the choices.
Interactive gaming system
A system for customizing an end user gaming experience is disclosed herein. The system includes a processor. The processor is configured to create a campaign by receiving a campaign creation request from an end user device, the campaign creation request comprising one or more parameters of a campaign associated with the campaign request, creating the campaign based on the one or more parameters associated with the campaign request, and personalizing one or more offers for an end user, each of the one or more offers comprising a game having one or more hurdles, wherein completion of each of the one or more hurdles leads to a reward. The processor is further configured to map a subset of the one or more personalized offers to the end user. The processor is further configured to monitor progress of the campaign.
Computer-readable non-transitory storage medium having game program stored therein, processing apparatus, processing system, and game process control method
A first game process that proceeds independently of a second game process related to opponents for a user is performed. State data indicating a second game state of the second game process related to each of a plurality of the opponents is sequentially acquired, and a display image including a first image reflecting a first game state of the first game process and a plurality of second images reflecting the second game states indicated by the state data is sequentially generated. At least one policy is selected on the basis of an operation by the user, a target is specified from among the plurality of the opponents on the basis of the selected policy, and an instruction that changes a game state of the target is made if a game state of the user satisfies a predetermined condition.
Management system for network match puzzle game
In a network match puzzle game, players participate through wireless communication over the Internet. A game management system is provided for a puzzle game in which players alternately put blocks of different shapes in unoccupied space on a game board of a predetermined shape within a predetermined allotted time, and sets competition schedule information including match start times of all matches of a tournament up to a final match, each match start time being calculated by using a game time per match based on a maximum turn number and the allotted time, the maximum turn number being set for each game board or for each shape and/or number of the blocks. The game management system provides the competition schedule information, receives a competition entry request, and sets pairings in the tournament. The game management system establishes a game session and performs game control, and simultaneously starts control of games.