Patent classifications
A63F13/352
Cross-platform consumption of in-game objects
Computer implemented systems and methods for cross-platform consumption of in-game objects are provided herein. An exemplary method includes receiving by a data platform from at least one first device game object data discovered by a user while playing a video game associated with the data platform; attributing by the data platform a cross-platform identifier to the game object data; storing by the data platform metadata associated with the game object data to a database associated with the data platform, and receiving by the data platform from a second device associated with the data platform a request for access to the game object data and the metadata. The request may include the cross-platform identifier. The exemplary method further includes authenticating by the data platform the request based on the cross-platform identifier; and based on the authentication selectively providing by the data platform access to game object data and the metadata.
Systems and methods for fractional ownership of user-generated content within an online gaming platform
Systems and methods for dispersing gains derived from ownership of user-generated content among users of a gaming platform are disclosed. Exemplary implementations may: execute an instance of a game and implement in-game actions in the instance of the game as requested by the users; assign ownership of a first item of user-generated content to a group of users; record the ownership of the first item of user-generated content by the group of users; determine a first quantity of gains that have been gained within the gaming platform through use of the first item of user-generated content; and disperse at least a portion of the first quantity of gains to individual ones of the group of users.
Player density based region division for regional chat
The virtual location of a player in a location-based game is determined from the real-world location of the player's client device. The location-based game provides the player access to one or more chat room based on their location. To determine the locations of chat room, a server analyzes player locations in a geographic region, clusters player locations to identify centroids, and adjusts the clusters based on constraints. The server selects chat room locations (e.g., at points of interest) to more evenly balance the number of players in each chat room while complying with one or more restraints on the size of the geographic area served by each chat room.
ONLINE TOURNAMENT INTEGRATION
A plurality of game titles each associated with at least one tournament may be hosted on a gaming network platform. Real-time gameplay data in matches involving the plurality of game titles may be tracked. Each match may be associated with a stream. Memory may store stream parameters and metrics associated with the at least one tournament. A predefined achievement may be identified for the at least one tournament when the tracked gameplay data for a match meets the stored metrics. The identified achievement may be determined to meet the stream parameters. A notification may be provided to the user device that includes a link to a stream of the match.
PLAYER PROFILE MANAGEMENT SYSTEM
A player profile management system collects player data from various systems and generates and manages player profiles. A snapshot pipeline of the player profile management system generates a snapshot player profile associated with a player. The player profile management system receives, after generating the snapshot player profile associated with the player, player data associated with the player. An update pipeline of the player profile management system generates, based on the snapshot player profile and the player data associated with the player, an update player profile associated with the player.
COMPUTER SYSTEM, GAME SYSTEM, AND CONTROL METHOD OF COMPUTER SYSTEM
A computer system performs, with a player operating a player character as a target player, an individual evaluation of gameplay of the target player for each stat item based on motion content or a motion result of the player character during a game. The computer system further performs an overall evaluation of each stat item based on a result of the individual evaluation of each stat item of each player. The computer system further controls comparison display of the result of the individual evaluation of each stat item of the target player and a result of the overall evaluation.
AUTONOMIC CLOUD TO EDGE COMPUTE ALLOCATION IN TRADE TRANSACTIONS
A computer-implemented method and system for autonomic cloud to edge compute allocations in a sports fantasy league trade transaction. The computer implemented method includes, in one embodiment, calculating, based on an expected return associated with each player on each of a plurality of teams in a fantasy sports league, a valuation for each player. An embodiment includes determining a positional need for each of the plurality of teams in the fantasy sports league, and determining, based on the valuation for each player and the positional need for each team, one or more players to include in a trade with another team of the plurality of teams.
SYSTEMS AND METHODS FOR DISTRIBUTING BENEFITS TO UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
Systems and methods to distribute benefits to unique digital articles based on 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; record and control eligibility of player-owned unique digital articles to receive distributions of benefits; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits based on the real-world information and on the eligibilities of the player-owned unique digital articles; and provide the distributions accordingly.
SYSTEMS AND METHODS FOR DISTRIBUTING GEOLOCATION-SPECIFIC BENEFITS TO UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
Systems and methods to distribute geolocation-specific benefits to unique digital articles, based on 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; record player-configurable sensitivity of player-owned unique digital articles to receive distributions of benefits; determine real-world information based on events that have occurred in the real world; determine geolocation information for the first and second player; evaluate whether to distribute and/or adjust the benefits, based on the real-world information and the geolocation information; and provide the (adjusted) distributions of benefits accordingly.
SYSTEMS AND METHODS FOR DISTRIBUTING GEOLOCATION-SPECIFIC BENEFITS TO UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
Systems and methods to distribute geolocation-specific benefits to unique digital articles, based on 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; record player-configurable sensitivity of player-owned unique digital articles to receive distributions of benefits; determine real-world information based on events that have occurred in the real world; determine geolocation information for the first and second player; evaluate whether to distribute and/or adjust the benefits, based on the real-world information and the geolocation information; and provide the (adjusted) distributions of benefits accordingly.