A system and method for dynamically determining parameters of crafting activities for individual users in a virtual space are disclosed. The crafting activity parameters may be determined based on rate of usage of the virtual space by the users. In some examples, a user usage rate of the virtual space may be determined to measure an amount of time a user spend in the virtual space during a period of real-world time. Based on the determined user usage rate of the virtual space, crafting activity parameters may be determined, for example, to balance differences in time spent in the virtual space by the users. In some implementations, for such determinations of the crafting activity parameters, one or more user normalization standards may be obtained.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/45 - Controlling the progress of the video game
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
G06Q 30/06 - Buying, selling or leasing transactions
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
G06Q 30/00 - Commerce, e.g. shopping or e-commerce
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
2.
SYSTEM AND METHOD FOR PROVIDING A QUEST FROM A PROBABILITY ITEM BUNDLE IN AN ONLINE GAME
A system and method for providing a quest from a probability item bundle in an online game. The system and method include executing an instance of an online game. The system and method include maintaining inventories of virtual items, and presenting offers to sell probability item bundles. The system and method include associating potential awards in sets of potential awards with different award distribution probabilities. The system and method include receiving activation requests from users for purchased probability item bundles. The system and method include stochastically selecting one of the potential awards in accordance with the award distribution probabilities and providing access to a first quest in an online game in accordance with the selected award.
A63F 13/70 - Game security or game management aspects
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
3.
FACILITATING AUTOMATIC EXECUTION OF USER INTERACTIONS IN A VIRTUAL SPACE
A system and method for facilitating automatic execution of user interaction in a virtual space are disclosed. For such facilitations, interactions initiated by users may be monitored and examined. The examination of the user interactions may be made based on various parameters that depend on user interaction levels in the virtual space. Based on results of such examinations, user interactions to be automatically executed in the virtual space while the users are not participating in the virtual space may be determined. In some examples, such determinations may be based on the user interaction levels in the virtual space and/or one or more virtual items and/or real-world currencies spent by the users for the automatic execution of the user interactions.
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
4.
FACILITATING USER CONFIGURED ASSISTANCE REQUESTS THROUGH A CHAT IN A VIRTUAL SPACE
A system and method for facilitating a user to initiate and accept an assistance request through a chat session is disclosed. Controls may be provided in a graphical chat interface to enable the user to specify inputs to request assistance from other users participating in the chat session. An assistance request may be generated and communicated to those users through the chat session. Graphical representation for the assistance request and controls that facilitate the users to accept the assistance request may be provided in the graphical chat interface. Upon an acceptance to the assistance request by a responding user through the graphical chat interface, an assistance command may be generated and executed in the virtual space.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
H04L 12/18 - Arrangements for providing special services to substations for broadcast or conference
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
5.
SYSTEM AND METHOD FOR PROVIDING VIRTUAL ITEMS TO USERS OF A VIRTUAL SPACE
A system and method for providing virtual items to users of an online game operated in a virtual space. Multiple users may participate in affiliations or alliances of discrete groups of users in an online game and may access the online game through client computing platforms associated with the users. The affiliations may have affiliation game units associated with affiliations which provide a benefit to the members of the online game. Affiliation members may cumulatively obtain affiliation game units and/or upgrade affiliation game units by providing one or more virtual items. Upgrading affiliation game units may require the cooperation of multiple members of the affiliation.
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
H04L 29/06 - Communication control; Communication processing characterised by a protocol
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
6.
SYSTEM AND METHOD FOR PRICING OF VIRTUAL CONTAINERS DETERMINED STOCHASTICALLY UPON ACTIVATION
An approach to facilitating pricing of virtual containers is provided. Item prices associated with obtaining item instances of virtual items in a game space may be determined. Probabilities that container instances of virtual containers will provide individual ones of the item instances of the virtual items upon activation by users in the game space may be determined. Container prices to be associated with obtaining the container instances of the virtual containers may be determined based on the determined item prices and/or the determined probabilities. A store interface may present offers to the users to purchase the container instances of the virtual containers at the determined container prices.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
G06Q 30/06 - Buying, selling or leasing transactions
7.
SYSTEM AND METHOD FOR PROVIDING DURATIONAL PROMOTIONS TO PLAYERS
One aspect of the disclosure relates to providing durational promotions to players in an online game. The system may adjust the outcome probabilities of winning in a slot machine type of game once the player's content drops below a predetermined threshold so that the player will experience some substantial winning in the initial period. The system may adjust the outcome probabilities of winning in the slot machine type of game for a period of time once a player has purchased content to continue to play the game. This may temporarily adjusting outcome probabilities within the game in favor of a player that has recently made a purchase. This may facilitate positive player experiences subsequent to making purchases, thereby increasing further purchases and/or the likelihood thereof.
An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
9.
SYSTEM AND METHOD FOR PROVIDING IN-GAME TIMED OFFERS
A system and method are disclosed for providing an in-game offer to one or more players of an online game. The offer is provided to players that have newly joined the game and/or to players that have not yet made a purchase. In some implementations, the offer may be meant to incentivize purchase upon entry into the game. The in-game offer may comprise an offer to one or more items and a bonus comprising one or more bonus items provided to the player responsive to the offered items being purchased. The in-game offer may only be made available to a qualifying player for a certain amount of time.
A63F 13/85 - Providing additional services to players
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
10.
PROVIDING ERROR CORRECTION FOR PARTICLES OF DESTRUCTIBLE OBJECTS
A system and method for providing positional error correction for particles of destructible objects in a three-dimensional volume in a virtual space includes electronic storage to store center-of-mass information of a set of objects, using a high-precision floating point format. Prior to runtime and/or interactive manipulation of the set of objects, a texture map is generated that includes positional information in a floating point format having less precision than the high-precision floating point format. A simulation uses this texture map to determine simulated center-of-mass information of the set of objects. This simulated center-of-mass information is compared with the previously stored center-of-mass information to determine which objects have positional errors, and which offsets are needed to correct the positional errors. The stored center-of-mass information is adjusted by the determined offsets, such that subsequent use, during interactive runtime, has no or reduced positional errors and/or artifacts caused by positional errors.
A system and method for facilitating implementation of events in an online game are disclosed. Award information may be received from user. The received award information may define a type of in-game award to be distributed to players of the online game. The award information may include information indicate a corresponding award handler for determine and/or distributing the instances of the award to the players. Event information may be received from user. The received event information may specify details for implementing an event in the online game. The received event information may include event award information indicating one or more instances of an award of an award type defined by the received award information. The event information may be used to automatically implement the event in the online game, and the instances of the award may be distributed to the participating players in accordance with the event award information.
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
12.
SYSTEM AND METHOD FOR DYNAMICALLY ALTERING AN IN-GAME EXPERIENCE BASED ON A USER'S CONNECTION TO THE GAME
One aspect of the disclosure relates to dynamically altering an in-game experience based on a user's connection to the online game. The online game may monitor connection strength of a device of the user to a network via which the user may access the online game. The online game may dynamically alter the user's experience based on the connection strength of the device. The online game may make available or remove the availability of one or more modes of game play to the user based on the connection strength of the user's device.
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
13.
System and method for pricing of virtual containers determined stochastically upon activation
An approach to facilitating pricing of virtual containers is provided. Item prices associated with obtaining item instances of virtual items in a game space may be determined. Probabilities that container instances of virtual containers will provide individual ones of the item instances of the virtual items upon activation by users in the game space may be determined. Container prices to be associated with obtaining the container instances of the virtual containers may be determined based on the determined item prices and/or the determined probabilities. A store interface may present offers to the users to purchase the container instances of the virtual containers at the determined container prices.
G06Q 30/06 - Buying, selling or leasing transactions
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
14.
SYSTEM AND METHOD FOR ALLOWING AFFILIATIONS TO UTILIZE IN-GAME ITEMS TO ASSIST OTHER PLAYERS
One aspect of the disclosure relates to a system configured to provide a virtual space, in accordance with one or more implementations. Users of virtual spaces may encounter barriers in a game. During these barriers, users may receive and/or provide assistance to other affiliation members. One aspect of the disclosure relates to allowing affiliations or other groups to utilize in-game items to assist other players in game progress in an online game. This may incent positive player actions towards affiliation members, may enhance engagement between affiliation members, may provide an incentive for users to join an affiliation, and/or have other results. These results may ultimately contribute to enhanced retention, enhanced monetization, enhanced user satisfaction, and/or other enhancements.
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
15.
SYSTEM AND METHOD FOR DETERMINING THE VALUE OF CHANNELS
A system configured to determine the value of channels responsive to users requesting installation of a client application through the channels. The client application may provide access to an online game. A given channel may be characterized by a promotional information item, a platform through which the promotional information item is presented to potential users, and/or other information. Predicted economic values for the users that requested installation of the client application through one or more channels may be determined based parameter values for the users. Effectiveness metrics for the channels may be determined based on the predicted economic values of the users. Subsequent consideration expenditures for one or more of the channels may be recommended and/or executed based on a comparison effectiveness metrics determined.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
This disclosure relates to a system and methodology for dynamically adjusting a game based on predictions made during game account creation in accordance with one or more implementations. The system may be configured to receive user information included in platform level accounts which were previously created by users on an online platform and assign one or more user types to the user based on that user information. The system may be configured such that game adjustments associated with one or more user types for future play by users associated with that user type may be modified over time based on historical and ongoing game activities undertaken by users associated with one or more user types.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
Targeted recommendations may be provided to specific user segments. The users may be segmented on or more user parameters that facilitate targeted provision of recommendations to the individual segments of users. A recommendation may prompt a user to take a recommended action in the game.
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/25 - Output arrangements for video game devices
18.
SYSTEM AND METHOD FOR DYNAMICALLY ADJUSTING PRIZES OR AWARDS BASED ON A PLATFORM
One aspect of the disclosure relates to implementing a system to encourage cross platform operation in an online game. The online game may provide the ability to provide incentives for participating in cross platform game play. The system may monitor the player's performance on a particular console and provide incentives to accomplish tasks through game play on a different platform than the player is currently operating to play the game.
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/25 - Output arrangements for video game devices
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
19.
UNLOCKING GAME CONTENT BASED ON AMOUNTS OF COLLABORATIVE GAMEPLAY
This disclosure relates to unlocking game content for users of an online game based on amounts of collaborative gameplay. Groups of users interacting with the online game cooperatively are identified and amounts of cooperative gameplay engaged in by the individual groups are quantified. Content in the online game is made available to the groups of users based on the quantified amounts of cooperative gameplay. In implementations, the quantification of the amount of cooperative gameplay engaged in by the groups is made independent from achievement and/or successful accomplishment of any game objective in the online game by the groups.
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
20.
SYSTEM AND METHOD FOR PROVIDING RECOMMENDATIONS FOR IN-GAME EVENTS
Recommendations for in-game content are provided to players of an online game. An instance of a virtual space is executed in which an online game is conducted and implemented to facilitate presentation of a view of the virtual space to users through client computing platforms associated with the users. Device specification sets of the client computing devices are determined and recommendations for in-game content are presented to the users based on the obtained device specification sets of the client computing devices associated with the users.
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/422 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
21.
SYSTEM AND METHOD FOR FACILITATING COLLABORATION BETWEEN MULTIPLE PLAYERS TO ACHIEVE A GOAL IN A GAME
The disclosure relates to facilitating collaboration between multiple players in an online game to achieve a goal in the game. Achievement of the goal may result in provision of an award related to the goal to one or more of the multiple players and/or to one or more affiliations associated with the multiple player. The goal may comprise a predetermined set of tasks required to be completed by more than one player, or may just comprise a predetermined set of tasks that may be completed by one or more players. Responsive to achieving the goal, the award may be provided to one or more recipients. The recipients may comprise, for example, players that initiated the completion of the goal, one or more players who provided the most input to the goal, one or more affiliations associated with respective one or more players involved in achieving the goal, and/or other entities.
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
22.
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.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
G06Q 10/06 - Resources, workflows, human or project management, e.g. organising, planning, scheduling or allocating time, human or machine resources; Enterprise planning; Organisational models
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
23.
Providing error correction for particles of destructible objects
A system and method for providing positional error correction for particles of destructible objects in a three-dimensional volume in a virtual space includes electronic storage to store center-of-mass information of a set of objects, using a high-precision floating point format. Prior to runtime and/or interactive manipulation of the set of objects, a texture map is generated that includes positional information in a floating point format having less precision than the high-precision floating point format. A simulation uses this texture map to determine simulated center-of-mass information of the set of objects. This simulated center-of-mass information is compared with the previously stored center-of-mass information to determine which objects have positional errors, and which offsets are needed to correct the positional errors. The stored center-of-mass information is adjusted by the determined offsets, such that subsequent use, during interactive runtime, has no or reduced positional errors and/or artifacts caused by positional errors.
One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/70 - Game security or game management aspects
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
25.
System and method for providing external notifications of events in a virtual space to users
External notifications of events that take place within a virtual space may be provided to users. External notifications may be sent, for example, via email, text message, instant message (external from the virtual space), push notification and/or through other external communication media. These external notifications may be generated based on parameters, such as user parameters, event parameters, and/or other parameters. The parameters may include one or more parameters that are dynamic and/or one or more parameters that are static. The notifications may include incentive offers. The incentive offers may include offers of virtual items within the virtual space. The incentive offers may require a response to the notification for redemption. The incentive offers may enhance engagement with the virtual space by users.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
26.
System and method for providing durational promotions to players
One aspect of the disclosure relates to providing durational promotions to players in an online game. The system may adjust the outcome probabilities of winning in a slot machine type of game once the player's content drops below a predetermined threshold so that the player will experience some substantial winning in the initial period. The system may adjust the outcome probabilities of winning in the slot machine type of game for a period of time once a player has purchased content to continue to play the game. This may temporarily adjusting outcome probabilities within the game in favor of a player that has recently made a purchase. This may facilitate positive player experiences subsequent to making purchases, thereby increasing further purchases and/or the likelihood thereof.
A system and method for providing online games on client devices based on capabilities of the client devices are disclosed. Device capability information may be obtained from the client devices during the online game. Values of one or more capability parameters may be determined based on the device capability information obtained. Device profiles may be assigned to the client devices based on the determined values of the capability parameters. One or more game features may be adjusted in accordance with the assigned device profile for implementing the online game on the client devices. The adjustable game features may include frame rate, level of detail of rendering, level of 3D graphics, level of collision effects, animation type, gameplay available for user interaction, gameplay content for user interaction, communication mode, physics effects available for display, level of artificial intelligence, and/or any other features of the online game.
H04L 29/06 - Communication control; Communication processing characterised by a protocol
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
28.
SYSTEM AND METHOD FOR IMPLEMENTING A REFUND CALCULATOR IN A GAME
One aspect of the disclosure relates to implementing a refund calculator in an online game. The refund calculator may provide the ability to prioritize what users may receive items, troops, and/or any other in-game parameters. The refund calculator may provide the ability to determine how many items and/or troops the user may be refunded, the time frame in which the user receives the items, troops and/or other aspects of a refund.
Facilitating entry and/or selection of one or more awards associated with a secondary game to increase the probability of obtaining a more desirable award. Access to a secondary game may be selectively provided, to players of an online game, to facilitate player participations in individual episodes of the secondary game. A set of potential awards may be obtained together with a set of award probabilities for the set of potential awards. Entry and/or selection of one or more of the potential awards in the set of potential awards to be removed from or replaced in the set of potential awards to create an adjusted set of potential awards, may be received from the player. A first potential may be selected based on the award probabilities and distributed to the first player for use within the online game.
Systems and methods for incentivizing user participation in gameplay events that take place in an online game are presented herein. The gameplay events may include one or more time intervals that take place during the duration of the gameplay event. The time intervals may be associated with incentivizing one or more actions and/or activities by the users during the intervals. The users may be distributed awards based on their performance during the intervals. The awards associated with time interval performance may impact awards distributed based on final ranking in the gameplay event.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
31.
DYNAMICALLY ADJUSTING VIRTUAL ITEM BUNDLES AVAILABLE FOR PURCHASE BASED ON USER GAMEPLAY INFORMATION
This disclosure relates to adjusting virtual item bundles made available to users of on online game based on user gameplay information. In implementations, information relating to prospective usage of the online game is used to classify users according by user type. Responsive to the determined user type of a user, customizations of item bundles in the online game made available to individual users for purchase within the online game may be determined.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
32.
System and method for facilitating a secondary game
Facilitating entry and/or selection of one or more awards associated with a secondary game to increase the probability of obtaining a more desirable award. Access to a secondary game may be selectively provided, to players of an online game, to facilitate player participations in individual episodes of the secondary game. A set of potential awards may be obtained together with a set of award probabilities for the set of potential awards. Entry and/or selection of one or more of the potential awards in the set of potential awards to be removed from or replaced in the set of potential awards to create an adjusted set of potential awards, may be received from the player. A first potential may be selected based on the award probabilities and distributed to the first player for use within the online game.
One aspect of the disclosure relates to providing dynamic and static contest prize allocation based on in-game achievement of a user in an online game in order to encourage players to continue to purchase items to improve their tournament metrics even if they may be unable to improve their tournament rank. For example, calculation of a dynamic prize may comprise for rank x, the player may gain 1 prize unit for every y Glory gained (when Glory may be the measured by the tournament). The y value may increase for lower ranks achieved in the tournament.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
34.
System and method for providing in-game timed offers
A system and method are disclosed for providing an in-game offer to one or more players of an online game. The offer is provided to players that have newly joined the game and/or to players that have not yet made a purchase. In some implementations, the offer may be meant to incentivize purchase upon entry into the game. The in-game offer may comprise an offer to one or more items and a bonus comprising one or more bonus items provided to the player responsive to the offered items being purchased. The in-game offer may only be made available to a qualifying player for a certain amount of time.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/85 - Providing additional services to players
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
Systems and methods for incentivizing user participation in gameplay events that take place in an online game are presented herein. The gameplay events may include one or more time intervals that take place during the duration of the gameplay event. The time intervals may be associated with incentivizing one or more actions and/or activities by the users during the intervals. The users may be distributed awards based on their performance during the intervals. The awards associated with time interval performance may impact awards distributed based on final ranking in the gameplay event.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
36.
INCENTIVIZED TASK COMPLETION USING CHANCE-BASED AWARDS
A game provided to users of a game space may include a task to be performed by the users. A plurality of virtual chance items may be composed. Individual ones of the virtual chance items may be configured to be activated by the users in the game space to obtain virtual awards in the game space. The virtual awards may include one or more primary awards and one or more secondary awards. Composing the virtual chance items may include determining probabilities that the individual virtual chance items will provide a primary award and/or a secondary award upon activation. The virtual chance items may be distributed to the users that complete the task responsive to these users completing the task. The virtual awards may be provided to the users in accordance with the probabilities assigned to the virtual chance items in response to the users activating the virtual chance items.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A system and method for facilitating a user to initiate and accept an assistance request through a chat session is disclosed. Controls may be provided in a graphical chat interface to enable the user to specify inputs to request assistance from other users participating in the chat session. An assistance request may be generated and communicated to those users through the chat session. Graphical representation for the assistance request and controls that facilitate the users to accept the assistance request may be provided in the graphical chat interface. Upon an acceptance to the assistance request by a responding user through the graphical chat interface, an assistance command may be generated and executed in the virtual space.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
G06F 9/451 - Execution arrangements for user interfaces
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
H04L 12/18 - Arrangements for providing special services to substations for broadcast or conference
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
38.
System and method for determining the value of channels
A system configured to determine the value of channels responsive to users requesting installation of a client application through the channels. The client application may provide access to an online game. A given channel may be characterized by a promotional information item, a platform through which the promotional information item is presented to potential users, and/or other information. Predicted economic values for the users that requested installation of the client application through one or more channels may be determined based parameter values for the users. Effectiveness metrics for the channels may be determined based on the predicted economic values of the users. Subsequent consideration expenditures for one or more of the channels may be recommended and/or executed based on a comparison effectiveness metrics determined.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
A system and method for facilitating automatic execution of user interaction in a virtual space are disclosed. For such facilitations, interactions initiated by users may be monitored and examined. The examination of the user interactions may be made based on various parameters that depend on user interaction levels in the virtual space. Based on results of such examinations, user interactions to be automatically executed in the virtual space while the users are not participating in the virtual space may be determined. In some examples, such determinations may be based on the user interaction levels in the virtual space and/or one or more virtual items and/or real-world currencies spent by the users for the automatic execution of the user interactions.
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
40.
System and method for providing targeted recommendations to segments of users of a virtual space
Targeted recommendations may be provided to specific user segments. The users may be segmented on or more user parameters that facilitate targeted provision of recommendations to the individual segments of users. A recommendation may prompt a user to take a recommended action in the game.
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/25 - Output arrangements for video game devices
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
41.
System and method for providing limited-time events to users in an online game
A system and method configured to provide limited-time events to users in an online game. The system and method may include executing an instance of an online game and effectuating presentation of offers to users to activate a limited-time event within the online game. Activation of the limited-time event may enable users to perform event runs through the limited-time event for a duration. The execution of event runs through the limited-time event in response to user commands received from a client computing platform associated with the user may deplete the virtual resource in an inventory of the user. The system and method may maintain inventories of the users and recharge the virtual resource as a function of time. The performance of users may be assessed and awards may be distributed to the users based on the assessment of their performance during the event runs. The system and method may include effectuating exchanges by the users of virtual items for the first virtual resource.
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
42.
UNLOCKING GAME CONTENT FOR USERS BASED ON AFFILIATION SIZE
This disclosure relates to unlocking game content for users of an online game. In implementations, affiliations between users may be established, and content may be made available to users individually based on the number of users within an affiliation. Content made available to a first user of the affiliation may be made available to the first user individually and independently from other users included in the affiliation.
This disclosure relates to adjusting virtual item bundles made available to users of on online game based on user gameplay information. In implementations, information relating to prospective usage of the online game is used to classify users according by user type. Responsive to the determined user type of a user, customizations of item bundles in the online game made available to individual users for purchase within the online game may be determined.
An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
45.
System and method for dynamically determining crafting parameters based on user usage rate of a virtual space
A system and method for dynamically determining parameters of crafting activities for individual users in a virtual space are disclosed. The crafting activity parameters may be determined based on rate of usage of the virtual space by the users. In some examples, a user usage rate of the virtual space may be determined to measure an amount of time a user spend in the virtual space during a period of real-world time. Based on the determined user usage rate of the virtual space, crafting activity parameters may be determined, for example, to balance differences in time spent in the virtual space by the users. In some implementations, for such determinations of the crafting activity parameters, one or more user normalization standards may be obtained.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/45 - Controlling the progress of the video game
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
G06Q 30/06 - Buying, selling or leasing transactions
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
G06Q 30/00 - Commerce, e.g. shopping or e-commerce
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
46.
SYSTEM AND METHOD FOR ROTATING DROP RATES IN A MYSTERY BOX
A system and method configured to enhance gameplay between users in an online game and to provide enhanced interest in virtual goods associated with collections of virtual goods through the ability to rotate drop rates associated with these virtual goods from time to time. The system and method includes the provision of functionality which allows providers of online games to periodically rotate drop rates associated with mystery boxes in order to maintain and/or generate additional interest in specific mystery boxes. As a result, it is possible for game operators to enhance revenue opportunities associated with these boxes even in the case where such boxes have been available for a relatively lengthy period of time and/or where players would have otherwise lost interest in specific boxes.
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
G06Q 30/00 - Commerce, e.g. shopping or e-commerce
47.
ADJUSTING INDIVIDUALIZED CONTENT MADE AVAILABLE TO USERS OF AN ONLINE GAME BASED ON USER GAMEPLAY INFORMATION
This disclosure relates to adjusting individualized content made available to users of an online game based on user gameplay information. In implementations, information relating to prospective usage of the online game is used to classify users according by user type, and content made available to the users is customized accordingly. Information relating to prospective usage may include predictive information such as demographic and geographic information, as well as game usage information for the users. User types may include resource collection, player versus player, and player versus environment. Customized content may include content made available to the users through the users in-game actions, such as exploring a map, researching a technology or skill, purchasing an in-game item, and completing an in-game achievement, including in-game items, in-game powers, in-game skills, in-game technologies, in-game pets, in-game transportation units, in-game units, and in-game buildings.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
48.
SYSTEM AND METHOD FOR PROVIDING IN-GAME PRICING RELATIVE TO PLAYER STATISTICS
One aspect of the disclosure relates to providing players pricing of in-game virtual items associated with their experience and their progress in the game. For example, the first player and the second player may have similar triggers, similar in-game events, and actually have different prices and currencies inside each story depending on each player's progress in the game, thus creating an individualized experience that may alter from player to player.
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 9/24 - Games using electronic circuits not otherwise provided for
49.
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.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
G06Q 10/06 - Resources, workflows, human or project management, e.g. organising, planning, scheduling or allocating time, human or machine resources; Enterprise planning; Organisational models
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
50.
Facilitating automatic execution of user interactions in a virtual space
A system and method for facilitating automatic execution of user interaction in a virtual space are disclosed. For such facilitations, interactions initiated by users may be monitored and examined. The examination of the user interactions may be made based on various parameters that depend on user interaction levels in the virtual space. Based on results of such examinations, user interactions to be automatically executed in the virtual space while the users are not participating in the virtual space may be determined. In some examples, such determinations may be based on the user interaction levels in the virtual space and/or one or more virtual items and/or real-world currencies spent by the users for the automatic execution of the user interactions.
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
51.
System and method for providing virtual items to users of a virtual space
A system and method for providing virtual items to users of an online game operated in a virtual space. Multiple users may participate in affiliations or alliances of discrete groups of users in an online game and may access the online game through client computing platforms associated with the users. The affiliations may have affiliation game units associated with affiliations which provide a benefit to the members of the online game. Affiliation members may cumulatively obtain affiliation game units and/or upgrade affiliation game units by providing one or more virtual items. Upgrading affiliation game units may require the cooperation of multiple members of the affiliation.
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
H04L 29/06 - Communication control; Communication processing characterised by a protocol
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
52.
Incentivized task completion using chance-based awards
A game provided to users of a game space may include a task to be performed by the users. A plurality of virtual chance items may be composed. Individual ones of the virtual chance items may be configured to be activated by the users in the game space to obtain virtual awards in the game space. The virtual awards may include one or more primary awards and one or more secondary awards. Composing the virtual chance items may include determining probabilities that the individual virtual chance items will provide a primary award and/or a secondary award upon activation. The virtual chance items may be distributed to the users that complete the task responsive to these users completing the task. The virtual awards may be provided to the users in accordance with the probabilities assigned to the virtual chance items in response to the users activating the virtual chance items.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A system and method for facilitating a user to initiate and accept an assistance request through a chat session is disclosed. Controls may be provided in a graphical chat interface to enable the user to specify inputs to request assistance from other users participating in the chat session. An assistance request may be generated and communicated to those users through the chat session. Graphical representation for the assistance request and controls that facilitate the users to accept the assistance request may be provided in the graphical chat interface. Upon an acceptance to the assistance request by a responding user through the graphical chat interface, an assistance command may be generated and executed in the virtual space.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
G06F 9/451 - Execution arrangements for user interfaces
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
A system configured to determine the value of channels responsive to users requesting installation of a client application through the channels. The client application may provide access to an online game. A given channel may be characterized by a promotional information item, a platform through which the promotional information item is presented to potential users, and/or other information. Predicted economic values for the users that requested installation of the client application through one or more channels may be determined based parameter values for the users. Effectiveness metrics for the channels may be determined based on the predicted economic values of the users. Subsequent consideration expenditures for one or more of the channels may be recommended and/or executed based on a comparison effectiveness metrics determined.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
An online game is provided to users via client computing devices. Gameplay metrics are determined for users of the online game based on actions taken by the users in the online game. Secondary games are provided, where the potential awards provided by the secondary games are determined based on the gameplay metrics of the users.
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/88 - Mini-games executed independently while main games are being loaded
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
56.
IDENTITY-RECOGNITION-BASED PROMOTIONS USING VIRTUAL CONTAINERS
An approach to facilitating identity-recognition-based promotions using virtual containers is provided. A first virtual container may be associated with a first virtual item set and identified by a first container identifier. Container instances of the first virtual container that are purchased through a store interface during a first time period may be configured to be activated by users in a game space to obtain item instances of virtual items of the first virtual item set. The first virtual container may be modified to be associated with a second virtual item set and identified by the first container identifier. Container instances of the first virtual container that are purchased during a second time period may be container instances of the modified first virtual container that are configured to be activated by the users in the game space to obtain item instances of virtual items of the second virtual item set.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
57.
GENERATING SEGMENTED NOTIFICATIONS IN A VIRTUAL SPACE
A system and method for facilitating segmented notifications relating to a virtual space are disclosed. Such notifications may be segmented for different user segments within the virtual space. In some examples, the segmentation of the notification may be at least in part with respect to contents included in notification for different user segments. The content segmentation may be with respect to a communication style, pattern, format, a language expressed in, one or more culture references used and/or any other aspects related to contents that may be included in notifications for the different user segments. In some examples, the notifications may include incentive offers and may be segmented with respect to parameters of the incentive offers for presentation to the different user segments. In some implementations, transmission frequencies for transmitting notifications to the different user segments may be determined.
A system and method for providing positional error correction for particles of destructible objects in a three-dimensional volume in a virtual space includes electronic storage to store center-of-mass information of a set of objects, using a high-precision floating point format. Prior to runtime and/or interactive manipulation of the set of objects, a texture map is generated that includes positional information in a floating point format having less precision than the high-precision floating point format. A simulation uses this texture map to determine simulated center-of-mass information of the set of objects. This simulated center-of-mass information is compared with the previously stored center-of-mass information to determine which objects have positional errors, and which offsets are needed to correct the positional errors. The stored center-of-mass information is adjusted by the determined offsets, such that subsequent use, during interactive runtime, has no or reduced positional errors and/or artifacts caused by positional errors.
An approach to facilitating virtual item promotions via time-period-based virtual item benefits is provided. A store interface may present offers to users of a game space to purchase item instances of virtual items associated with in-space benefits. Item instances of a first virtual item may be configured to be activated by the users in the game space to obtain one or more first in-space benefits. A promotion that is conducted for the game space may be managed such that, during a first promotion time period, item instances of the first virtual item purchased through the store interface may be modified instances of the first virtual item. The modified instances may be configured to be activated by the users in the game space during a second promotion time period to obtain one or more second in-space benefits.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
60.
Unlocking game content based on amounts of collaborative gameplay
This disclosure relates to unlocking game content for users of an online game based on amounts of collaborative gameplay. Groups of users interacting with the online game cooperatively are identified and amounts of cooperative gameplay engaged in by the individual groups are quantified. Content in the online game is made available to the groups of users based on the quantified amounts of cooperative gameplay. In implementations, the quantification of the amount of cooperative gameplay engaged in by the groups is made independent from achievement and/or successful accomplishment of any game objective in the online game by the groups.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
An online gaming system for valuing new virtual items introduced into an online game. The system may comprise one or more processors configured to execute computer program modules. The system may include a virtual shop module configured to present offers to sell instances of probability item bundles including a first offer to sell instances of a first probability item bundle that includes a first primary item and a first set of secondary items for a price, and a second offer to sell instances of a second probability item bundle that includes a second primary item and a second set of secondary items for the same price. The system may include a price determination module configured to determine a value for the second primary virtual item based on comparative sales of the first probability item bundle and the second probability item bundle.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
62.
Unlocking game content for users based on affiliation size
This disclosure relates to unlocking game content for users of an online game. In implementations, affiliations between users may be established, and content may be made available to users individually based on the number of users within an affiliation. Content made available to a first user of the affiliation may be made available to the first user individually and independently from other users included in the affiliation.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
63.
Facilitating users to complete active game actions
A system and method for providing offers to facilitate users to complete active game actions in a game space are disclosed. Offers to forego a group of pending wait periods of active game actions may be generated and presented to the users at the same time or near the same time along with offers to forego these pending wait periods individually and separately. In some examples, for incentivizing the users to accept the offer to forego the group of pending wait periods, a discount may be determined for these offers with respect to the offers to forego the group of pending wait periods individually and separately. In some examples, selection of the group of pending wait periods may be made based on likelihoods as to whether the users will spend stored consideration to forego the group of pending wait periods individually and separately.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/45 - Controlling the progress of the video game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A system and method for providing a quest from a probability item bundle in an online game. The system and method include executing an instance of an online game. The system and method include maintaining inventories of virtual items, and presenting offers to sell probability item bundles. The system and method include associating potential awards in sets of potential awards with different award distribution probabilities. The system and method include receiving activation requests from users for purchased probability item bundles. The system and method include stochastically selecting one of the potential awards in accordance with the award distribution probabilities and providing access to a first quest in an online game in accordance with the selected award.
A63F 13/70 - Game security or game management aspects
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
65.
Dynamic online game implementation on a client device
A system and method for providing online games on client devices based on capabilities of the client devices are disclosed. Device capability information may be obtained from the client devices during the online game. Values of one or more capability parameters may be determined based on the device capability information obtained. Device profiles may be assigned to the client devices based on the determined values of the capability parameters. One or more game features may be adjusted in accordance with the assigned device profile for implementing the online game on the client devices. The adjustable game features may include frame rate, level of detail of rendering, level of 3D graphics, level of collision effects, animation type, gameplay available for user interaction, gameplay content for user interaction, communication mode, physics effects available for display, level of artificial intelligence, and/or any other features of the online game.
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
H04L 29/06 - Communication control; Communication processing characterised by a protocol
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
66.
System and method for dynamically altering an in-game experience based on a user's connection to the game
One aspect of the disclosure relates to dynamically altering an in-game experience based on a user's connection to the online game. The online game may monitor connection strength of a device of the user to a network via which the user may access the online game. The online game may dynamically alter the user's experience based on the connection strength of the device. The online game may make available or remove the availability of one or more modes of game play to the user based on the connection strength of the user's device.
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A shop interface is presented to users in conjunction with presentation of views of an online game, wherein the shop interface is configured to facilitate presentations to users of offers to sell virtual items usable within the game in exchange for consideration. In response to detecting that the online game is systematically unavailable to users, an alternative virtual shop interface is presented to users that is accessed over the Internet separately from the online game, and offers to sell the virtual times usable within the game are presented to users in exchange for less consideration than the offers to sell the virtual items through the shop interface presented in conjunction with the online game.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
G06Q 30/06 - Buying, selling or leasing transactions
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
68.
System and method for providing in-game pricing relative to player statistics
One aspect of the disclosure relates to providing players pricing of in-game virtual items associated with their experience and their progress in the game. For example, the first player and the second player may have similar triggers, similar in-game events, and actually have different prices and currencies inside each story depending on each player's progress in the game, thus creating an individualized experience that may alter from player to player.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
69.
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.
A63F 9/24 - Games using electronic circuits not otherwise provided for
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
70.
System and method for implementing a refund calculator in a game
One aspect of the disclosure relates to implementing a refund calculator in an online game. The refund calculator may provide the ability to prioritize what users may receive items, troops, and/or any other in-game parameters. The refund calculator may provide the ability to determine how many items and/or troops the user may be refunded, the time frame in which the user receives the items, troops and/or other aspects of a refund.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 9/24 - Games using electronic circuits not otherwise provided for
G07F 17/00 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services
G07F 19/00 - Complete banking systems; Coded card-freed arrangements adapted for dispensing or receiving monies or the like and posting such transactions to existing accounts, e.g. automatic teller machines
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
G06Q 30/06 - Buying, selling or leasing transactions
71.
DYNAMICALLY PROVIDING SYSTEM COMMUNICATIONS IN A VIRTUAL SPACE TAILORED TO INDIVIDUAL USERS RESPONSIVE TO SPECIFIC USER ACTIONS AND INDIVIDUAL CURRENT STATES
System communications tailored to individual users may be dynamically provided responsive to trigger events in a virtual space. A given system communication may include one or more of a third-party advertisement, an offer for in-space products, an offer in-space services, an informative message, and/or other system communications. Trigger events may include specific user actions defined as trigger events. Current states may be obtained responsive to trigger events occurring within the virtual space. A given current state may include (1) information associated with the virtual space at a given moment, (2) information associated with a user character at a given moment, and/or (3) information associated with a user at a given moment. It may be determined whether individual current states correspond to one or more of a plurality of system communications. System communications may be provided for presentation to users via one or more communication channels.
An online gaming system for valuing new virtual items introduced into an online game. The system may comprise one or more processors configured to execute computer program modules. The system may include a virtual shop module configured to present offers to sell instances of probability item bundles including a first offer to sell instances of a first probability item bundle that includes a first primary item and a first set of secondary items for a price, and a second offer to sell instances of a second probability item bundle that includes a second primary item and a second set of secondary items for the same price. The system may include a price determination module configured to determine a value for the second primary virtual item based on comparative sales of the first probability item bundle and the second probability item bundle.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
73.
Identity-recognition-based promotions using virtual containers
An approach to facilitating identity-recognition-based promotions using virtual containers is provided. A first virtual container may be associated with a first virtual item set and identified by a first container identifier. Container instances of the first virtual container that are purchased through a store interface during a first time period may be configured to be activated by users in a game space to obtain item instances of virtual items of the first virtual item set. The first virtual container may be modified to be associated with a second virtual item set and identified by the first container identifier. Container instances of the first virtual container that are purchased during a second time period may be container instances of the modified first virtual container that are configured to be activated by the users in the game space to obtain item instances of virtual items of the second virtual item set.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
74.
Providing error correction for particles of destructible objects
A system and method for providing positional error correction for particles of destructible objects in a three-dimensional volume in a virtual space includes electronic storage to store center-of-mass information of a set of objects, using a high-precision floating point format. Prior to runtime and/or interactive manipulation of the set of objects, a texture map is generated that includes positional information in a floating point format having less precision than the high-precision floating point format. A simulation uses this texture map to determine simulated center-of-mass information of the set of objects. This simulated center-of-mass information is compared with the previously stored center-of-mass information to determine which objects have positional errors, and which offsets are needed to correct the positional errors. The stored center-of-mass information is adjusted by the determined offsets, such that subsequent use, during interactive runtime, has no or reduced positional errors and/or artifacts caused by positional errors.
A system and method for facilitating segmented notifications relating to a virtual space are disclosed. Such notifications may be segmented for different user segments within the virtual space. In some examples, the segmentation of the notification may be at least in part with respect to contents included in notification for different user segments. The content segmentation may be with respect to a communication style, pattern, format, a language expressed in, one or more culture references used and/or any other aspects related to contents that may be included in notifications for the different user segments. In some examples, the notifications may include incentive offers and may be segmented with respect to parameters of the incentive offers for presentation to the different user segments. In some implementations, transmission frequencies for transmitting notifications to the different user segments may be determined.
An approach to facilitating virtual item promotions via time-period-based virtual item benefits is provided. A store interface may present offers to users of a game space to purchase item instances of virtual items associated with in-space benefits. Item instances of a first virtual item may be configured to be activated by the users in the game space to obtain one or more first in-space benefits. A promotion that is conducted for the game space may be managed such that, during a first promotion time period, item instances of the first virtual item purchased through the store interface may be modified instances of the first virtual item. The modified instances may be configured to be activated by the users in the game space during a second promotion time period to obtain one or more second in-space benefits.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
77.
Unlocking game content based on amounts of collaborative gameplay
This disclosure relates to unlocking game content for users of an online game based on amounts of collaborative gameplay. Groups of users interacting with the online game cooperatively are identified and amounts of cooperative gameplay engaged in by the individual groups are quantified. Content in the online game is made available to the groups of users based on the quantified amounts of cooperative gameplay. In implementations, the quantification of the amount of cooperative gameplay engaged in by the groups is made independent from achievement and/or successful accomplishment of any game objective in the online game by the groups.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
78.
Dynamic item obtain rate based on player progression, action, and other in-game behavior
One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/70 - Game security or game management aspects
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
79.
System and method for dynamically adjusting prizes or awards based on a platform
One aspect of the disclosure relates to implementing a system to encourage cross platform operation in an online game. The online game may provide the ability to provide incentives for participating in cross platform game play. The system may monitor the player's performance on a particular console and provide incentives to accomplish tasks through game play on a different platform than the player is currently operating to play the game.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/25 - Output arrangements for video game devices
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
80.
System and method for providing recommendations for in-game events
Recommendations for in-game content are provided to players of an online game. An instance of a virtual space is executed in which an online game is conducted and implemented to facilitate presentation of a view of the virtual space to users through client computing platforms associated with the users. Device specification sets of the client computing devices are determined and recommendations for in-game content are presented to the users based on the obtained device specification sets of the client computing devices associated with the users.
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/422 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
A63F 13/50 - Controlling the output signals based on the game progress
81.
System and method for dynamically altering an in-game experience based on a user's connection to the game
One aspect of the disclosure relates to dynamically altering an in-game experience based on a user's connection to the online game. The online game may monitor connection strength of a device of the user to a network via which the user may access the online game. The online game may dynamically alter the user's experience based on the connection strength of the device. The online game may make available or remove the availability of one or more modes of game play to the user based on the connection strength of the user's device.
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A system and method for providing online games on client devices based on capabilities of the client devices are disclosed. Device capability information may be obtained from the client devices during the online game. Values of one or more capability parameters may be determined based on the device capability information obtained. Device profiles may be assigned to the client devices based on the determined values of the capability parameters. One or more game features may be adjusted in accordance with the assigned device profile for implementing the online game on the client devices. The adjustable game features may include frame rate, level of detail of rendering, level of 3D graphics, level of collision effects, animation type, gameplay available for user interaction, gameplay content for user interaction, communication mode, physics effects available for display, level of artificial intelligence, and/or any other features of the online game.
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
H04L 29/06 - Communication control; Communication processing characterised by a protocol
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
83.
Dynamically providing system communications in a virtual space tailored to individual users responsive to specific user actions and individual current states
System communications tailored to individual users may be dynamically provided responsive to trigger events in a virtual space. System communications may be sent if (1) triggered by trigger events in the virtual space, and (2) selected based on user state that is separate and discrete from the trigger events. Trigger events may include specific user actions, such as registering as a user in the virtual space. Current states may be obtained responsive to trigger events occurring. A given current state may include (1) a frequency of engagement by the first user in the virtual space, (2) an amount of real-world money spent toward the virtual space, and/or (3) total time spent by a user while engaged in gameplay in the virtual space. An individual system communication is selected and provided for presentation to a user responsive to an individual current state corresponding to the individual system communication.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
H04L 29/06 - Communication control; Communication processing characterised by a protocol
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
An approach to facilitating interface-based game-space contest generation is provided. A user interface may be provided to an administrator. The user interface may be configured to receive user inputs from the administrator that include one or more performance criteria to be associated with a contest to be provided in a game space, one or more awards to be distributed in association with the contest, and one or more qualifications to participate in the contest. A notification that relates to the contest may be provided, based on the user inputs, in the game space. Performance scores of users that participated in the contest may be determined based on the performance criteria and activities that are performed in the game space by the participating users. Automated distribution of the awards to individual ones of the participating users may be facilitated in accordance with the performance scores of the individual participating users.
A63F 13/70 - Game security or game management aspects
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
85.
Facilitating event implementation in an online game
A system and method for facilitating implementation of events in an online game are disclosed. Award information may be received from user. The received award information may define a type of in-game award to be distributed to players of the online game. The award information may include information indicate a corresponding award handler for determine and/or distributing the instances of the award to the players. Event information may be received from user. The received event information may specify details for implementing an event in the online game. The received event information may include event award information indicating one or more instances of an award of an award type defined by the received award information. The event information may be used to automatically implement the event in the online game, and the instances of the award may be distributed to the participating players in accordance with the event award information.
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
86.
System and method for allowing affiliations to utilize in-game items to assist other players
One aspect of the disclosure relates to a system configured to provide a virtual space, in accordance with one or more implementations. Users of virtual spaces may encounter barriers in a game. During these barriers, users may receive and/or provide assistance to other affiliation members. One aspect of the disclosure relates to allowing affiliations or other groups to utilize in-game items to assist other players in game progress in an online game. This may incent positive player actions towards affiliation members, may enhance engagement between affiliation members, may provide an incentive for users to join an affiliation, and/or have other results. These results may ultimately contribute to enhanced retention, enhanced monetization, enhanced user satisfaction, and/or other enhancements.
A63F 13/45 - Controlling the progress of the video game
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
87.
System and method for providing limited-time events to users in an online game
A system and method configured to provide limited-time events to users in an online game. The system and method may include executing an instance of an online game and effectuating presentation of offers to users to activate a limited-time event within the online game. Activation of the limited-time event may enable users to perform event runs through the limited-time event for a duration. The execution of event runs through the limited-time event in response to user commands received from a client computing platform associated with the user may deplete the virtual resource in an inventory of the user. The system and method may maintain inventories of the users and recharge the virtual resource as a function of time. The performance of users may be assessed and awards may be distributed to the users based on the assessment of their performance during the event runs. The system and method may include effectuating exchanges by the users of virtual items for the first virtual resource.
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
88.
Placeholder items that can be exchanged for an item of value based on user performance
Systems and methods for online gaming including virtual placeholder items that can be exchanged for virtual items of value based on a quantitative performance of the users relative other users in events that take place in the online game.
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
89.
SYSTEM AND METHOD FOR PROVIDING VIRTUAL ITEMS TO USERS OF A VIRTUAL SPACE
Participation by multiple users in an online game through client computing platforms associated with the users is facilitated. User accounts associated with the users indicate affiliations having a functional significance between users. Presentation of offers to sell virtual items are provided to users having a first affiliation and to users having a second affiliation. The virtual items associated with the offers are distributed to the users having a first affiliation upon an indication that a threshold number of users having the first affiliation have accepted the offer and are not distributed to users having a second affiliation upon an indication that a threshold number of users having the second affiliation have not accepted the offer.
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
G06T 19/00 - Manipulating 3D models or images for computer graphics
90.
System and method for facilitating collaboration between multiple players to achieve a goal in a game
The disclosure relates to facilitating collaboration between multiple players in an online game to achieve a goal in the game. Achievement of the goal may result in provision of an award related to the goal to one or more of the multiple players and/or to one or more affiliations associated with the multiple player. The goal may comprise a predetermined set of tasks required to be completed by more than one player, or may just comprise a predetermined set of tasks that may be completed by one or more players. Responsive to achieving the goal, the award may be provided to one or more recipients. The recipients may comprise, for example, players that initiated the completion of the goal, one or more players who provided the most input to the goal, one or more affiliations associated with respective one or more players involved in achieving the goal, and/or other entities.
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
91.
System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
One aspect of the disclosure relates to providing dynamic and static contest prize allocation based on in-game achievement of a user in an online game in order to encourage players to continue to purchase items to improve their tournament metrics even if they may be unable to improve their tournament rank. For example, calculation of a dynamic prize may comprise for rank x, the player may gain 1 prize unit for every y Glory gained (when Glory may be the measured by the tournament). The y value may increase for lower ranks achieved in the tournament.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
H04L 29/06 - Communication control; Communication processing characterised by a protocol
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
92.
System and method for providing recommendations for in-game events
Recommendations for in-game content are provided to players of an online game. An instance of a virtual space is executed in which an online game is conducted and implemented to facilitate presentation of a view of the virtual space to users through client computing platforms associated with the users. Device specification sets of the client computing devices are determined and recommendations for in-game content are presented to the users based on the obtained device specification sets of the client computing devices associated with the users.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
93.
System and method to better engage passive users of a virtual space by providing panoramic point of views in real time
Facilitating presentation of a view of the virtual space in a first view mode to users through client computing platforms and in a second view mode to users through client computing platforms. The first view mode and second view mode causing the views of the virtual space to have different view characteristics. Different inputs are effectuated when in the different view modes to facilitate interaction by the user with the virtual space in different manners.
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06T 19/00 - Manipulating 3D models or images for computer graphics
94.
System and method for simulating passive racing games in an online game
An online game is provided to players where players may participate in individual episodes of the online racing game. The individual episodes may include individual races within the racing game in which players control game entities through racecourses. User accounts comprising an indication of game entities associated with the players of the online game, an indication of a status of the player, and a game play metric associated with the player may be managed. Races in the online game may be synthesized by simulating participation by game entities of a player in individual synthetic episodes of the online game while the player is absent from the online game. A change in the game play metric of the player may be determined based on the performance of the first game entity in the race of the first synthetic episode.
The disclosure relates to facilitating collaboration between multiple players in an online game to achieve a goal in the game. Achievement of the goal may result in provision of an award related to the goal to one or more of the multiple players and/or to one or more affiliations associated with the multiple player. The goal may comprise a predetermined set of tasks required to be completed by more than one player, or may just comprise a predetermined set of tasks that may be completed by one or more players. Responsive to achieving the goal, the award may be provided to one or more recipients. The recipients may comprise, for example, players that initiated the completion of the goal, one or more players who provided the most input to the goal, one or more affiliations associated with respective one or more players involved in achieving the goal, and/or other entities.
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
96.
Mystery boxes that adjust due to past spending behavior
A system and method for varying the distribution probabilities of individual potential awards associated with probability item bundles depending on a purchase history of a user activating a probability item bundle.
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/70 - Game security or game management aspects
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
G06Q 50/00 - Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
97.
System and method for implementing a refund calculator in a game
One aspect of the disclosure relates to implementing a refund calculator in an online game. The refund calculator may provide the ability to prioritize what users may receive items, troops, and/or any other in-game parameters. The refund calculator may provide the ability to determine how many items and/or troops the user may be refunded, the time frame in which the user receives the items, troops and/or other aspects of a refund.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G07F 17/00 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services
G07F 19/00 - Complete banking systems; Coded card-freed arrangements adapted for dispensing or receiving monies or the like and posting such transactions to existing accounts, e.g. automatic teller machines
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
G06Q 30/06 - Buying, selling or leasing transactions
98.
Placeholder items that can be exchanged for an item of value based on user performance
Systems and methods for online gaming including virtual placeholder items that can be exchanged for virtual items of value based on a quantitative performance of the users relative to other users in events that take place in the online game.
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
99.
System and method for providing awards to players of a game
One aspect of the disclosure relates to a multi-prize mystery box that provides an award to users who activate the mystery boxes and benefits to members of affiliations associated with the activating users. Users of an association may be provided notifications informing the users that the activating user has provided them with a benefit, increasing recognition of the activating user in the game.
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.
A63F 9/24 - Games using electronic circuits not otherwise provided for
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions