A63F13/812

NFT framework for transferring and using digital assets between game platforms

Systems and methods are disclosed for determining that a first end-user entity has performed a task within a computer simulation for which a non-fungible token (NFT) is to be provided, where the NFT is associated with a digital asset. Responsive to the determination, the NFT is provided to the first end-user entity so that the digital asset may be used, via the NFT, across plural different computer simulations and/or across plural different computer simulation platforms. Ownership of the NFT may also be subsequently transferred to other end-user entities for their own use across different simulations and/or platforms.

NFT framework for transferring and using digital assets between game platforms

Systems and methods are disclosed for determining that a first end-user entity has performed a task within a computer simulation for which a non-fungible token (NFT) is to be provided, where the NFT is associated with a digital asset. Responsive to the determination, the NFT is provided to the first end-user entity so that the digital asset may be used, via the NFT, across plural different computer simulations and/or across plural different computer simulation platforms. Ownership of the NFT may also be subsequently transferred to other end-user entities for their own use across different simulations and/or platforms.

Storage medium, game apparatus and game control method

A non-limiting example game system includes a processor incorporated in a main body apparatus, and the processor makes a player character hit a ball according to an operation of a player. A movement gauge is displayed in a parameter determination screen, and the movement gauge includes a belt-shaped basic area and a risk area outside the basic area. A first index image is moved inside the basic area, and a hitting power is determined at a position that the movement is stopped by an operation of the player. The hitting power affects a flight distance of a ball. After the hitting power is determined, a position of a deviation indication image displayed along the first index image is determined at random. A deviation amount is made larger as the deviation indication image is moved away from the center of the first index image. The risk area is enlarged toward an upper end of the movement gauge. That is, if the flight distance of the ball is made longer, the deviation amount may become larger. The player plays a golf game in consideration of whether the flight distance of the ball is prioritized or the directionality is prioritized.

MIXED REALITY COMPETITIONS INVOLVING REAL AND VIRTUAL PARTICIPANTS
20230001303 · 2023-01-05 ·

A method and system to generate first participant data of a real participant, wherein the first participant data comprises at least one of a height, a weight, or performance data of the real participant. Second participant data of a virtual representation of a competitor is generated, the second participant data being based on historical performance data associated with one or more competitions involving the competitor. A comparison of the first participant data and the second participant data is generated. Based at least in part on a display of the comparison, a selection of the competitor from a set of competitors is identified. Based on the first participant data and the second participant data, a simulation of a competition involving the real participant and the virtual representation of the competition is generated and a winner of the simulation of the competition is identified.

MIXED REALITY COMPETITIONS INVOLVING REAL AND VIRTUAL PARTICIPANTS
20230001303 · 2023-01-05 ·

A method and system to generate first participant data of a real participant, wherein the first participant data comprises at least one of a height, a weight, or performance data of the real participant. Second participant data of a virtual representation of a competitor is generated, the second participant data being based on historical performance data associated with one or more competitions involving the competitor. A comparison of the first participant data and the second participant data is generated. Based at least in part on a display of the comparison, a selection of the competitor from a set of competitors is identified. Based on the first participant data and the second participant data, a simulation of a competition involving the real participant and the virtual representation of the competition is generated and a winner of the simulation of the competition is identified.

Composite video competition

A method may include serially joining different video clips from videos of different historical competitions to form a composite video competition, the different video clips comprising an indeterminate subset of clips drawn from a larger pool of clips, wherein each clip from a historical competition has an associated partial result contribution to a final result of the historical competition further include presenting a result during the composite video competition, the result comprising a linked combination of the partial result contributions from the different video clips.

SPORT GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN SPORT GAME PROGRAM, SPORT GAME APPARATUS, AND SPORT GAME PROCESSING METHOD
20230023905 · 2023-01-26 ·

A player character is moved based on an operation performed on a direction input device, the position of a virtual camera is controlled based on the position of the player character, and a swing direction in which an operation device has been swung is determined based on data from an inertial sensor, and causes the player character to perform a swing action of swinging in a direction according to the swing direction. Then, a moving object is moved based on collision determination between the swing action and the moving object, thereby controlling a sport game using the moving object.

SPORT GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN SPORT GAME PROGRAM, SPORT GAME APPARATUS, AND SPORT GAME PROCESSING METHOD
20230023905 · 2023-01-26 ·

A player character is moved based on an operation performed on a direction input device, the position of a virtual camera is controlled based on the position of the player character, and a swing direction in which an operation device has been swung is determined based on data from an inertial sensor, and causes the player character to perform a swing action of swinging in a direction according to the swing direction. Then, a moving object is moved based on collision determination between the swing action and the moving object, thereby controlling a sport game using the moving object.

ROUTE GENERATION SYSTEM WITHIN A VIRTUAL ENVIRONMENT OF A GAME APPLICATION

The systems and processes described herein can provide dynamic and realistic route generation based on actual route data within the game environment. The system provides for generating a route database for use with a sports simulation game application. The present disclosure also provides for generation of routes during runtime of the game application. The route generation system can help address the problem of generating realistic and lifelike routes based on real life movements of athletes.

ROUTE GENERATION SYSTEM WITHIN A VIRTUAL ENVIRONMENT OF A GAME APPLICATION

The systems and processes described herein can provide dynamic and realistic route generation based on actual route data within the game environment. The system provides for generating a route database for use with a sports simulation game application. The present disclosure also provides for generation of routes during runtime of the game application. The route generation system can help address the problem of generating realistic and lifelike routes based on real life movements of athletes.