Entries |
Document | Title | Date |
20080207306 | Gaming Cards and Method for Use and Distributed Network Gaming Management - A gaming system allows a game manager to manage and run a multiplayer game and adjudicate all player characters with the ability to control the game and game play for all players from a centralized command facility in real-time. Interactive cards can be used that relate to investigated objects. The cards include information relating to the usage of the discovered objects as well as provide a method whereby the cards can interact based on predetermined orientation(s). Furthermore, an object discovery and investigation methodology is outlined that provides characters with a roadmap for determining the consequences of interaction with an object. | 08-28-2008 |
20080261680 | METHOD AND SYSTEM FOR DYNAMICALLY LEVELING GAME PLAY IN ELECTRONIC GAMING ENVIRONMENTS - Methods and systems for automatically determining game content based upon dynamically adjusted individual skill levels are provided. Example embodiments provide an Electronic Gaming Engine (“EGE”), which includes a Dynamic Challenge Level Adjuster for supporting multi-player, individualized skill-based games. In one embodiment, the EGE comprises game flow logic; game content models, for example, question and answer (“Q&A”) challenge models; a Dynamic Challenge Level Adjuster; one or more scoring modules; challenge data; participant data; and an input/output interface. These components cooperate to determine and assign skill level indexes on an individual basis and to automatically present game content appropriate to each individual player's skill level. | 10-23-2008 |
20080268943 | METHOD AND APPARATUS FOR ADJUSTMENT OF GAME PARAMETERS BASED ON MEASUREMENT OF USER PERFORMANCE - Methods, apparatuses, and techniques for adjustment of game parameters based on users' performance are described. During play of a game a user's performance is monitored. It is then determined if the player's performance is within a desired range of performance, and game parameters are adjusted if the user's performance is outside the desired range. In a multi-player game, parameters can be adjusted differently for each of the players to make the overall game play more competitive. | 10-30-2008 |
20090023492 | Systems and Methods for Enhancing the Gaming Experience - Devices and methods are disclosed which relate to the collection, analysis, and dissemination of data optionally alongside specific content provided by 3 | 01-22-2009 |
20090036199 | GAME OF SKILL AND METHOD OF OPERATING - A system and method for operating a game of skill to provide awards or prizes to players of the game when the player has been successful in completing the game task. The game of skill is operated at a current skill level and the game monitors a rule parameter, such as a winning percentage or payout percentage, as the game is played. If the rule parameter exceeds a maximum limit, the difficulty level of the game is adjusted. Likewise, if the rule parameter is below a minimum limit, the difficulty level of the game is decreased. At each and every difficulty level, the player is able to succeed in winning the game of skill. | 02-05-2009 |
20090036200 | LIGHT-EMITTING FIBERS INTERTWINED IN GRASS RELATED TO A PLAYER'S OR GAME OBJECT'S POSITION - A method, system and computer program product for improving accuracy and experience of a game. Signals are sent from a computer system to appropriate sensors based on a player's or game object's position to activate connected light-emitting fibers that are blended with grass on a playing field. The light-emitting fibers are activated in such a manner to display light to indicate an infraction (e.g., a player was in an offside position), a successful play (e.g., team made a first down), appropriate maneuvers, boundaries for a play, etc., thereby ensuring the game is fair and accurate and enhancing the experience of the game. | 02-05-2009 |
20090036201 | GAME DEVICE WITH CHEATING PREVENTION FUNCTION, AND METHOD AND PROGRAM FOR PREVENTING CHEATING DURING A GAME - In a game device that can be played by a plurality of players at the same time, playing of a game by more than the plurality of players assumed to be playing the game device is prevented. A setting for a number of a plurality of players to participate in the game is received and the game takes place using the set number of the plurality of players. The players constituting the plurality of players participating in the game is then detected during the game. The detected number of the players and the set number of the players are then compared, and the difficulty level of the game is changed when the detected number of players exceeds the set number of players. For example, continuation of the game is made difficult by increasing the difficulty level, and the time for which a cheating can take place is shortened. Further, the game can be made less interesting by lowering the difficulty level, and the time for which a cheating can take place can be made shorter. | 02-05-2009 |
20090061989 | Method for adjusting character ability value and server for controlling the same - A method and server for adjusting a character ability value is provided. Advantages/disadvantages occurring due to a character's ability value difference can be adjusted since ability values associated with the characters can be adjusted in real time when the characters are matched against each other in a program running on a client, an imbalance in ability values occurring due to level differences can be solved by adjusting ability values of objects associated with the characters, such as a summoned creature, a pet, a throwing weapon, and projectile, and a combat can be performed under a condition of equal ability values. Consequently, participation in a service can be encouraged by arousing a user's interest. | 03-05-2009 |
20090131152 | METHOD AND SYSTEM FOR PERFORMANCE TRACKING TO MODIFY CONTENT PRESENTED BY A SET-TOP BOX - An approach is provided for presenting, via a set-top box, a game to a user according to a user profile of the first user. Performance of the user is tracked. The performance information is presented to a supervisory user, wherein the set-top box is configured to provide modification of the user profile by the supervisory user based on the performance information. | 05-21-2009 |
20090143137 | VIDEO GAME PROCESSING APPARATUS, VIDEO GAME PROCESSING METHOD AND VIDEO GAME PROCESSING PROGRAM - An on-line video game video game control server serves to read out a mini-game score information generated every player, in which three scores used for determining parameter of a summoned beast used for a main story in sub-game scores having no relation to a main story of the video game and a player who obtained that score are matched, and to renew a mini-game score information A of a player A by setting three scores in the score set in the mini-game score information A of the player A and a score set in a mini-game score information B of a player B. | 06-04-2009 |
20090191951 | Validation of Network Devices - A system and method for actively validating a network device is provided. Nodes in a network game community are prompted to engage in interrogation and response to facilitate the identification of nodes operating with hacked, modified and non-typical game configurations. In one embodiment, a query is presented to a user's machine which triggers a response, and where the response indicates whether certain data at the user is valid and wherein invalid data is suggestive of illegal community behavior. Functions are triggered and data is queried to determine whether the state of game environment is operating according to known metrics or constraints. Various queries to test user integrity include memory peeks, confirmation of location of functions in memory, memory hashing, profiling of threads operating on the user machine, and combinations thereof. Queries may be actively initiated by a server, peer, peer group or combinations thereof and may be scheduled on a routine basis, triggered in response to passive listening, and via collaborating users who suspect cheat activity. | 07-30-2009 |
20090209323 | PROCESSING DEVICE HAVING SELECTIBLE DIFFICULTY LEVELS WITH INTUITIVE LEARNING CAPABILITY - A processing device and a method of providing learning capability thereto are provided. One of a plurality of processor actions is selected based on an action probability distribution comprising a plurality of probability values corresponding to the plurality of processor actions. The plurality of processor actions are associated with a plurality of different difficulty levels. An action performed by a user is identified, an outcome of selected processor action relative to the identified user action is determined, and the action probability distribution is updated based on the outcome and the difficulty level of the selected processor action. | 08-20-2009 |
20090215526 | GAME APPARATUS, GAMING METHOD, AND GAME PROGRAM - The present invention provides a game apparatus that comprises: an operation instructing unit | 08-27-2009 |
20090305772 | GAME-BASED APPARATUS, SYSTEM, AND METHOD FOR LIFESTYLE GOAL ACHIEVEMENT - An apparatus, system, and method are disclosed in which players achieve various lifestyle goals through interactive game-playing. A plurality of game elements is provided, wherein information regarding an activity in pursuit of a lifestyle improvement goal is displayed on a surface of each game element. A game framework is provided, comprising a spatial representation of an actual accomplishment by a player of the activity in pursuit of the lifestyle improvement goal. A journal is also provided, comprising a written representation of the actual accomplishment by the player of the activity in pursuit of the lifestyle improvement goal. A timing device may also be provided that times the actual accomplishment of the activity in pursuit of a lifestyle improvement goal by the player, according to a timing criterion that comprises at least one of a lower time limit and an upper time limit. | 12-10-2009 |
20090318219 | Systems and Methods for Peer-to-Peer Gaming - A system and method for peer-to-peer gaming is described. One embodiment includes a system for peer-to-peer gaming, the system comprising an at least one gaming client, wherein the at least one gaming client is configured to accept a selection of an at least one gaming option from a player, and allow the player to play a game based on the selection of the at least one gaming option; an administration server, wherein the administration server is configured to receive the selection of the at least one gaming option from the at least one gaming client, and initiate the game for the player based on the selection of the at least one gaming option; and an at least one gaming server, wherein the at least one gaming sever is configured to run the game and transmit data about the game to the administration server. | 12-24-2009 |
20100016063 | Wagering Game With Episodic Feature Determined By Player - A gaming machine for playing a wagering game includes a game display and a controller. The game display is operable to display a randomly selected outcome of a wagering game in response to receiving a wager from a player. The wagering game has a game-play progression that includes a plurality of game episodes, at least one of the plurality of game episodes having a plurality of episode features. The controller is in communication with the game display and is programmable to cause, in response to a manual selection received from the player, the start of the wagering game from any previously played feature of the plurality of episode features. | 01-21-2010 |
20100035678 | VIDEO GAME - Video game apparatus in which a game object acts within a game environment of a video game under the control of a user controller, the video game ending in respect of that game object when a game continuation variable reaches a game end amount; comprises: means for adjusting the game continuation variable towards the game end amount in response to time spent-playing that instance of the game; means for detecting game actions in respect of the game object; means for maintaining a game style variable indicative of the manner in which one or more predetermined game actions are carried out by the game object; means, responsive to a game action carried out successfully by the game object, for adjusting the game style variable to indicate a greater game style; means, responsive to a game action adverse to the game object, for adjusting the game style variable to indicate a lower game style or, if the game style variable reaches a level indicative of zero game style, for adjusting the game continuation variable towards the game end amount; and means for enhancing the ability of the game object to perform a game action in dependence on the level of the game style variable. | 02-11-2010 |
20100081496 | GAME SYSTEM BASED ON SELECTION OF FINAL TWO CONTESTANTS - A system and method for conducting a game with two or more participants that provides selections of the final two contestants for a particular contest. In the game, at least one winning participant is determined by comparing each participant's selections of the final two contestants to the actual final two contestants in the contest. Participants may also provide an indication of the first place contestant from among the selected final two contestants. Ties may be broken by comparing each participant's selection of a first place contestant to the actual first place contestant in the contest. Also described is a system for implementation of the method including means for carrying out the steps of the method. The method and system provide a fun, straightforward game that can be adapted to a wide variety of contests, be played by a large number of participants and be implemented over the World Wide Web. | 04-01-2010 |
20100120515 | GAME SYSTEM, GAME CONTROL METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - To provide a game system that makes players' play order comply with a predetermined rule but nevertheless allows, with appropriate measure, any delaying player to join the game, each terminal device constituting the system stores in a storage unit game's stage/delay information regarding all players including players operating other terminal devices, a stage updating unit updates the storage unit based on an operation entry accepted by an operation entry unit from an owner player as a play determining unit determines that the owner player's turn has come, and an operation entry received by an operation receiving unit from any other terminal device, and a delay updating unit updates the storage unit when an abort entry unit accepts an abort entry from the player or an abort notification is received, or updates delay information when stage information is updated. | 05-13-2010 |
20100144424 | VIDEO GAME SYSTEMS AND METHODS FOR PROVIDING SOFTWARE-BASED SKILL ADJUSTMENT MECHANISMS FOR VIDEO GAME SYSTEMS - Video game systems and methods provide one or more software-based skill adjustment mechanisms for video game systems to adjust a difficulty level of the video games based on an existing skill level or game play of a player. The difficulty level of the video games is adjustable to correspond to an existing skill level of the player for removing digital blocks from a digital matrix, clearing digital complete horizontal lines from the digital matrix and/or avoiding game ending conditions. The difficulty level of the video game may be adjusted to facilitate skill-building game play for the player. The difficulty level of the video games is adjustable during game play that is approaching or leading to a game ending condition via software for one or more primary and/or secondary skill adjustment mechanisms. The one or more primary and/or secondary skill adjustment mechanisms include matrix dimension adjustments, line clear adjustments, level and fall speed adjustments, piece adjustments and/or a top-out, lock-out and/or block-out meter. | 06-10-2010 |
20100151933 | GAME SERVER DEVICE, GAME MANAGEMENT SYSTEM AND RATING MANAGEMENT METHOD - A game server device, which can communicate with a plurality of game terminal devices through which registered players can play a competitive game, is provided with a rating calculation unit for calculating ratings of players for each competition; a comparison unit for comparing a mean value of ratings of all registered players and a predetermined reference value; an adjustment unit for carrying out processing to bring the means value closer to the reference value; a CPU player setting unit for setting a CPU player to an opponent player of the registered player. When the average value is smaller than the reference value, the adjustment unit sets the CPU player as an opponent player of the registered player, and sets the rating of the CPU player to be larger than its original rating of the registered player, whereas in the reverse case, the adjustment unit sets the rating of the CPU player to be smaller than the original rating in the calculation of the rating of the registered player. The mean value of all players' ratings indicating their strength in the competitive game is brought closer to the reference value. | 06-17-2010 |
20100173695 | Method and System for Mediating Interactive Services Over a Wireless Communications Network - The present invention is directed to a method and system for controlling the state of an interactive application and controlling delivery of the interactive application to one or more users. The system of the present invention is a system for delivering an interactive application to one or more users of a communications network and may comprise an interactive application adapted to the communications network; a user access device adapted to receive said interactive application; control means for establishing parameters under which said interactive application is rendered on said user access device; and mediation means for establishing terms for the interaction between the at least one user and other users and the communications network. | 07-08-2010 |
20100197381 | GAMING MACHINE, GAMING METHOD, AND GAMING PROGRAM - A gaming machine is provided which includes: an operation sequence table | 08-05-2010 |
20100203952 | Object Based Observation - Embodiments of the present invention provide a library of video related to game play involving the use of particular objects. By observing game play of users in a game play environment, determinations may be made as to users who excel at the use of a particular object. Video of game play related to these users and a particular object may be created, cataloged, and stored for later use by users that lack proficiency with that object. By observing video of game players with particular skill as to an object, less skilled players may improve their game play thereby avoiding frustration with a game, which may lead to a loss of interest. Acquisition and proffering of video may be facilitated through the use of an analytics server or functional software module that observes game play and identifies players of particular skill or lack thereof. | 08-12-2010 |
20100210349 | CUSTOMIZED ENHANCEMENT SYSTEM - A computer-implemented method of creating enhancements in a computer game for a recipient experiencing a performance, the method including: selecting an enhancement to apply to a recipient; modifying the enhancement; and applying the modified enhancement to the recipient, wherein the modified enhancement is effective for a fixed duration of time proportional to the time spent by the recipient experiencing the performance. Keywords include MMO, buffs, packages and performance. | 08-19-2010 |
20100222131 | GAME SYSTEM, AND GAME APPARATUS AND EVENT PROCESSING APPARATUS CONSTITUTING THE GAME SYSTEM - The present invention is to be capable of inhibiting the occurrence of an instance where the enjoyment of a player who plays with the game apparatus by the total event is decreased when a single total event is carried out among two or more game apparatuses. | 09-02-2010 |
20100227669 | SOFTWARE-BASED SYSTEM THAT MANAGES INTERACTIONS AMONG VIDEO GAME CHARACTERS - In an online game methods and systems disclosed herein can permit characters to give help to or offer to give help to other characters. In an embodiment, the game tracks the amount of helpfulness of each character is provided. Characters may be rewarded or paid for giving help to each other. | 09-09-2010 |
20100234096 | GAME DEVICE - A game device of a computer game includes plural unit games, each of which can be completed when a requirement for completion is satisfied. The game device includes: a rule storage unit for storing rules of the computer game, in which the rules include rules stipulating the requirement for completion of each of the plural unit games and rules stipulating a content of play of each of the plural unit games; a difficulty changer for rewriting a rule stored in the rule storage unit so as to change a level of difficulty for completion of at least one unit game among the plural unit games; and a play processor for conducting a unit game selection process for enabling a player to select one from among the plural unit games, a play execution process for executing play of the selected unit game in accordance with the rule stipulating the content of play stored in the rule storage unit, and a decision process for deciding whether or not the unit game is completed on the basis of the rule stipulating the requirement for completion stored in the rule storage unit. | 09-16-2010 |
20100240441 | GAME SYSTEM, AND GAME APPARATUS AND CHALLENGE NOTIFYING APPARATUS CONSTITUTING THE GAME SYSTEM - The present invention is to be capable of increasing an opportunity for a user to start playing a game apparatus that the user does not often play so as to allow a large number of users to know enjoyment of that game apparatus. | 09-23-2010 |
20100267443 | GAME APPARATUS AND COMPUTER-READABLE STORAGE MEDIUM - A twist amount is calculated based on an angular velocity around a Z-axis of an input device when a player performs a shoot operation. Based on a value of a difficulty level stored in an external main memory, a minimum successful twist amount and a maximum successful twist amount are determined. As a result, the higher the difficulty level is, the narrower a successful range of the twist amount becomes. Further, the twist amount of the input device, which is obtained when the player performs the shoot operation for a first to a fourth shots, is stored in the external main memory. When the player performs the shoot operation for a fifth shot or thereafter, the twist amount of the input device at the time of the shoot operation for the fifth shot and thereafter is corrected with the use of the twist amount of the first to fourth shots. | 10-21-2010 |
20100267444 | SYSTEMS AND METHODS FOR DETERMINING A LEVEL OF REWARD - In accordance with one or more embodiments, a method comprises associating, with a casino patron, a benefit of a first value. The benefit of the first value is determined based on a first algorithm and based on the patron's activity during a first portion of a period of time. The method further comprises associating, with the patron, a benefit of a second value. The benefit of the second value is determined based on a second algorithm and based on the patron's activity during a second portion of the period of time, the second portion occurring after the first portion. Associating the benefit of the second value is only performed if the associating the benefit of the first value is first performed. | 10-21-2010 |
20100279762 | APPARATUS AND METHOD FOR ADJUSTING DIFFICULTY LEVEL OF GAME - An apparatus for adjusting difficulty level of a game, includes: an artificial intelligence unit for storing artificial intelligence algorithms; a strategy toolkit for generating metadata for game resources and creating game strategies by applying the artificial intelligence algorithms using the metadata; and a simulation toolkit for calculating relative difficulty levels of the game strategies and combinations of the game strategies and applying to the game one of the game strategies and the combinations of the game strategies based on a user's skill level determined during the game. | 11-04-2010 |
20100304839 | ADJUSTING DIFFICULTY LEVEL OF A MULTIPLAYER GAME - Systems and methods for controlling a difficulty level of a multiplayer networked game are provided herein. One exemplary method includes setting an initial difficulty level at a gaming server for a game played by a main gaming client and one or more challenger gaming clients. The method further includes sending an input request to the main gaming client and each challenger gaming client based on the initial difficulty level. The method further includes receiving main user input from the main gaming client, and challenger user input from each challenger gaming client responsive to the input request. The method also includes adjusting the initial difficulty level to an adjusted difficulty level based on the challenger user input. | 12-02-2010 |
20100323783 | GAME APPARATUS AND STORAGE MEDIUM HAVING STORED THEREON GAME PROGRAM - Whether or not an angular velocity detected by an angular velocity sensor is used for a game process is determined, and a difficulty level of a game to be subjected to a game process is set so as to vary depending on whether the angular velocity is determined to be used or the angular velocity is determined not to be used. When the angular velocity is determined not to be used, a process of specifying a motion direction of an input device is performed by using acceleration detected by an acceleration sensor, whereas when the angular velocity is determined to be used, at least a part of the process of specifying the motion of the input device is performed by using the angular velocity detected by the angular velocity sensor. Accordingly, based on the specified motion direction, the game process is performed while the set difficulty level is applied. | 12-23-2010 |
20100331075 | USING GAME ELEMENTS TO MOTIVATE LEARNING - Elements of game play are incorporated into a productivity application to assist in motivating users to learn features of the productivity application. For example, the elements of game play that are incorporated into learning features of the productivity application may include items such as usage statistics, scores, levels, challenges, achievements, competition, and the like. A recommendation system assists users in determining what features to learn next. For instance, the recommendations may be based on what features the user has already learned and/or based on what features the user's peers are using. Help content that is associated with the productivity application is also tied to the features that are currently being used by the user. | 12-30-2010 |
20110009186 | GAMING APPARATUS AND SYSTEMS - Gaming apparatus, e.g. an Electronic Gaming Machine (EGM) ( | 01-13-2011 |
20110070942 | Methods and Systems for Tailoring an Interactive Game Associated with a Media Content Instance to a User - An exemplary method includes maintaining a user profile associated with a user of a media content access subsystem, presenting, by the media content access subsystem, a media content instance and an interactive game associated with the media content instance to the user, and tailoring the interactive game to the user in accordance with the user profile. Corresponding methods and systems are also disclosed. | 03-24-2011 |
20110244946 | PERSONALIZED GAMING EXPERIENCE - A method includes sensing data uniquely associated with a user of a gaming system through a sensor associated therewith and/or the gaming system. The method also includes intelligently personalizing a gaming experience of the user on the gaming system based on the sensed data. | 10-06-2011 |
20110269528 | METHOD AND APPARATUS FOR ADJUSTMENT OF GAME PARAMETERS BASED ON MEASUREMENT OF USER PERFORMANCE - Methods, apparatuses, and techniques for adjustment of game parameters based on users' performance are described. During play of a game a user's performance is monitored. It is then determined if the player's performance is within a desired range of performance, and game parameters are adjusted if the user's performance is outside the desired range. In a multi-player game, parameters can be adjusted differently for each of the players to make the overall game play more competitive. | 11-03-2011 |
20110275431 | ROLE ASSIGNMENT IN MULTIPLAYER GAMES - Dynamic role selection of players for different roles in multiplayer gaming sessions is provided. Users seeking to participate in different roles in the game may request participation in the role. Selection of players for roles is made dynamically by varying a selection component for different sessions of the game. The selection component may be a user's game score over different time periods, and can be rotated for different sessions of the game, so that various levels of players have an opportunity to fill game roles. | 11-10-2011 |
20110281638 | System And Method For Enabling Players To Participate In Asynchronous, Competitive Challenges - Players are enabled to participate in competitive challenges within a videogame. The challenges may provide for interactive play between players while the players play the videogame in an asynchronous manner. The challenges may be based on actual performances of one or more tasks by the players within the videogame. The tasks may include, for example, one or more of a race, a battle, a fight, a musical performance (or simulated music performance), a puzzle, and/or other objectives or tasks. | 11-17-2011 |
20110281639 | Method and system of monitoring and enhancing development progress of players - In an embodiment, education games may be played on user systems or online. Game developer can make available games that test various skills. Games may be integrated with monitor software to evaluate skills and deficiencies. Reports of games may be made available for analysis. | 11-17-2011 |
20110294564 | ANIMATION FOR A PRODUCTIVITY APPLICATIONS LEARNING TOOL GAME - Consolidated game flow for a plurality of different productivity applications is provided by a challenge director program module which may be local to a computing device or accessible via a remote network server at a challenge director interface of the productivity application currently utilized by a user. A consolidated game board display output of the challenge director at the computing device may encourage learning features of different productivity applications via attractive images that may be animated. Animation sequences may be provided at the challenge director interface which may grab the attention of a user of a productivity application to play a challenge or reward usage of learned productivity application features. Further animation sequences may be provided for entertainment during interactive game board play such as animation sequences played between skill levels of play or during play. | 12-01-2011 |
20110294565 | CONSOLIDATED GAME FLOW FOR LEARNING PRODUCTIVITY APPLICATIONS - Consolidated game flow for a plurality of different productivity applications is provided by a challenge director which may be local to a computing device or accessible via a remote network server. A consolidated game board display output of the challenge director at the computing device may encourage learning features of different productivity applications, for example, based on achieving at least one challenge for a feature that is of a different productivity application than one currently utilized by a user. The challenge director may launch a productivity application associated with a challenge from a version of the productivity application currently available at the computing device at the beginning of challenge play. An overall theme of the consolidated game board display may link a plurality of levels of play to one another with individual related sub-themes for each skill level of game play. | 12-01-2011 |
20110312407 | Storage Medium, Game Apparatus, Game Controlling Method and Game System - A game apparatus includes a CPU, and the CPU displays a difficulty level setting screen on a second LCD prior to a start of the virtual game. On the difficulty level setting screen, a player sets a difficulty level so as to be higher or lower than an initial value by using coins that a player character obtains by playing a virtual game. For example, in a case that the difficulty level is high, the virtual game is made difficult, but a possibility of obtaining a rare item is made high, On the other hand, in a case that the difficulty level is low, the virtual game is made easy, but a possibility of obtaining a rare item is made low. | 12-22-2011 |
20120028700 | ONLINE PARALLEL PLAY - Systems, methods and articles of manufacture are disclosed for providing concurrent gameplay of a single-player mode of a computer game. In one embodiment, a first instance of the single-player mode of the computer game is being played by a first player and receives, from a second instance of the single-player mode of the computer game, data associated with an avatar controlled by a second player. The first instance may provide, to the first player, an indication of the avatar controlled by the second player, as both players play the computer game. | 02-02-2012 |
20120034971 | SYSTEM AND METHOD FOR PROVIDING OPTIONAL COMMITMENTS TO PLAYERS WITHIN A VIDEOGAME - Optional commitments may be provided to players within a videogame. The optional commitments commit players to perform and/or abstain from certain actions within the videogame. The players may be rewarded for accepting commitments. The players may be penalized for failing to fulfill commitments. This model for rewarding optional behaviors may provide an alternative for incenting actions within a videogame to conventional models in which players are rewarded and/or penalized only after attempting an activity or activities. | 02-09-2012 |
20120046093 | Game system, control method of game system, and recording medium - A game server of a game system includes: a player existence determination unit for determining whether a player exists in a predetermined area (ballpark or the like) of a real world during a predetermined time span; a strength improvement information generation unit for generating strength improvement information which improves the strength of the player when the versus game is to be performed in the in-game match-up area (in-game ballpark) corresponding to the predetermined area when the player existence determination unit determines that the player exists in the predetermined area during the predetermined time span; and a distribution unit for distributing the strength improvement information generated by the strength improvement information generation unit to the terminal device of the player. | 02-23-2012 |
20120083330 | System and Method for Generating Achievement Objects Encapsulating Captured Event Playback - A method is provided for automatic generation of achievement objects corresponding to the achievement of a user in a computer implemented game which encapsulates renderable event sequence data defining a sequence of events graphically illustrating the achievement of the user. The generation of renderable event sequence data and the creation of achievement objects may be in automatic response to the detection of an achievement by a user within the context of the computer implemented game. Achievement objects, once generated, may be posted to a news feed or an electronic leaderboard for viewing by users of an online gaming community. In some embodiments, achievement objects may be customized such as through an editor interface that facilitates insertion of text, video, or audio comments. Achievement objects may also be commented on in the form of other achievement objects, having their own renderable event sequence. | 04-05-2012 |
20120115579 | METHOD AND SYSTEM FOR DYNAMICALLY LEVELING GAME PLAY IN ELECTRONIC GAMING ENVIRONMENTS - Methods and systems for automatically determining game content based upon dynamically adjusted individual skill levels are provided. Example embodiments provide an Electronic Gaming Engine (“EGE”), which includes a Dynamic Challenge Level Adjuster for supporting multi-player, individualized skill-based games. In one embodiment, the EGE comprises game flow logic; game content models, for example, question and answer (“Q&A”) challenge models; a Dynamic Challenge Level Adjuster; one or more scoring modules; challenge data; participant data; and an input/output interface. These components cooperate to determine and assign skill level indexes on an individual basis and to automatically present game content appropriate to each individual player's skill level. | 05-10-2012 |
20120122552 | INTERACTIVE ASYNCHRONOUS GAME BUCKETING FACILITY - Improved capabilities are described for managing prior game play data for asynchronous computer game play, comprising: providing fast response searchable memory for storage of game play data having a data search and data retrieval speed that is substantially faster than a data search and data retrieval speed from a structured database; receiving game play data from a live participant; identifying a game attribute; providing a plurality of game play data buckets in the fast response searchable memory, forming a bucket attribute corresponding to each bucket; and storing the game play data in one of the buckets where the bucket attribute and the game attribute substantially match, such that, upon receipt of a gaming request that includes a desired attribute, the desired attribute can be used as a basis for identifying a bucket from the buckets in which to search for prior game data to be used to simulate an opponent. | 05-17-2012 |
20120122553 | SYSTEM AND METHOD FOR GAMES HAVING A SKILL-BASED COMPONENT - Disclosed are games, gaming machines, gaming systems and methods including a predetermined award presented in a manner in which a player's skill at the game appears to affect the amount of the award without actually having an effect on its amount. | 05-17-2012 |
20120157186 | Gaming Apparatus With Persistent Game Attributes - A method is described of providing a game for use with a gaming machine that is arranged to select symbols, present the selected symbols on a display and award an award if a winning outcome occurs. The method comprises receiving identification data for a player and displaying representations of game play of the game, wherein at least one character is depicted as one or more graphic objects. At least one attribute of the character may be amended if a triggering event occurs during game play. The amended attribute may be stored for retrieval in a subsequent game session by the player, wherein the stored amended attribute is associated with the identification data for the player. | 06-21-2012 |
20120276982 | COMPUTER GAME WITH INTUITIVE LEARNING CAPABILITY - A computer game and a method of providing learning capability thereto are provided. The computer game has an objective of matching a skill level of the computer game with a skill level of a game player. A move performed by the game player is identified, one of a plurality of game moves is selected based on a game move probability distribution comprising a plurality of probability values corresponding to the plurality of game moves, an outcome of the selected game move relative to the identified player move is determined, the game move probability distribution is updated based on the outcome, and one or more of the game move selection, the outcome determination, and the game move probability distribution update is modified based on the objective. | 11-01-2012 |
20130072287 | GAME SYSTEM - In a game system which is provided with a monitor which displays a screen according to progress of a game, a touch panel which is operated by a player according to the progress of a game, a storage device which stores operation history data of the player who operates the touch panel, and a control unit, the control unit determines an attribute of the player based on the operation history data and controls setting of a game based on the determined attribute. | 03-21-2013 |
20130084948 | WAGERING GAME METHOD, GAMING MACHINE, GAMING SYSTEM, AND PROGRAM PRODUCT PROVIDING AN ENHANCED TOURNAMENT AWARD FEATURE - Gaming systems and methods provide a tournament game which selectively awards an enhanced tournament play result. The enhanced tournament play result may be of variable value which is selected for the given instance in order to place the receiving tournament player in some predetermined rank in the tournament. Such a variable enhanced tournament play result in the tournament game may be used to help keep all participants interested in the tournament, even those participants who trail the tournament leaders by a wide margin. | 04-04-2013 |
20130116037 | METHOD AND APPARATUS FOR TRIGGERING A BONUS - Embodiments of the present invention are directed to a bonus game that is common to a bank of electronic gaming devices. One or more pools accrue with each wager placed. A player qualifies to play the bonus game when at least one tracked player or game criterion, such as wagers made, exceeds a threshold, triggers a mystery-jackpot counter, or is selected by a weighted pay table. The bonus game includes a video display of a wheel bouncing against a brick wall with bricks being exploded by coins. After an opening is formed in the wall and the wheel escapes, a wheel spin determines the bonus game outcome. More than one player may play the bonus game in sequence until the last player spins the wheel. | 05-09-2013 |
20130157746 | GAMING APPARATUS, SYSTEM AND METHOD - A method of gaming comprises displaying play of a wager game having a plurality of stages with progression through the stages being dependent on a predefined gameplay criterion. Each of the stages is associated with a feature event that is awardable to the player in response to a trigger event being detected. In response to determining that a trigger for a particular stage has occurred, the feature event associated with the particular stage as well as the feature event(s) associated with any preceding stages are awarded to the player. | 06-20-2013 |
20130203480 | Virtual Competitive Group Management Systems and Methods - Virtual competitive group management systems and methods are provided herein. Exemplary systems may execute methods via one or more processors, which are programmed to compare one or more skill levels of a player to skill levels of a plurality competitors, wherein a skill level is associated with player competitiveness within the interactive game, determine at least one of the plurality of competitors who have at least one skill level that is greater than the skill level of the player, and place the player and the at least one of the plurality of competitors into a competitive group such that the player is at a competitive disadvantage to at least one of the plurality of competitors. | 08-08-2013 |
20130225260 | ADAPTIVE DIFFICULTY IN A MULTIPLAYER GAMING ENVIRONMENT - Embodiments of the present invention provide a method, system and computer program product for adapting game difficulty through dynamic map generation in a multi-player gaming environment. In an embodiment of the invention, a method for adapting game difficulty through dynamic map generation in a multi-player gaming environment is provided. The method includes creating in memory of a computer a multi-player gaming environment. The method also includes identifying a player in the multi-player gaming environment, looking up performance data of the identified player and correlating the performance data of the identified player with a feature of the multi-player gaming environment. Finally, the method includes modifying the multi-player gaming environment to account for the correlated feature. | 08-29-2013 |
20130225261 | METHOD AND APPARATUS FOR GENERATING MOOD-BASED HAPTIC FEEDBACK - A method and apparatus for generating mood-based haptic feedback are disclosed. A haptic system includes a sensing device, a digital processing unit, and a haptic generator. The sensing device, in one embodiment, is configured to detect user's modalities in accordance with mood information collected by one or more sensors and capable of issuing a sensing signal in response to the user's modalities. The digital processing unit is capable of identifying a user's condition in accordance with the sensing signal and providing a haptic signal in response to the user's condition. The user's condition, in one aspect, indicates user's mood and/or user's psychological conditions. The haptic generator generates haptic feedback in accordance with the haptic signal. | 08-29-2013 |
20130281185 | GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, GAME PROCESSING METHOD AND GAME APPARATUS - In a game system including a single or a plurality of game apparatuses, a first game execution unit executes a first game in accordance with an instruction of a player inputted via an input unit. A second game execution unit executes a second game in accordance with an instruction of the player inputted via the input unit. The second game execution unit sets a new game mode of a first degree of difficulty so as to be accessible in the second game in response to an execution result of the first game having satisfied a predetermined condition. | 10-24-2013 |
20130288777 | INTERACTIVE GAMING ANALYSIS SYSTEMS AND METHODS - An interactive gaming system is disclosed. The system comprises at least one sensor that conveys information to the system about the physical, intellectual, mental, emotional, psychological or other type of ability of a user. The system uses the information to assess the existence and extent of a disability, and then implements a change to an aspect of the gaming environment, thus optimizing the gaming experience for the game player by accounting for the game player's disabilities. | 10-31-2013 |
20130296020 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR PROVIDING A PLAYER AN OPPORTUNITY TO WIN A DESIGNATED AWARD BASED ON ONE OR MORE ASPECTS OF THE PLAYER'S SKILL - In various embodiments, the gaming system, gaming device, and method disclosed herein maintains a designated award which is associated with a variable score for a skill-based game. In one such embodiment, the gaming system enables a player to play a game, wherein the gaming system forms a score for the player. The player's formed score is based on zero, one or more inputs made by the player during the play of the skill-based game (i.e., which tends to measure one or more aspects of that player's skills). If the player's score does not reach the variable score associated with the designated award, the gaming system modifies the variable score associated with the designated award of that skill-based game. If the player's score reaches or exceeds the variable score associated with the designated award, the gaming system provides the player a designated quantity of opportunities to win the maintained designated award. | 11-07-2013 |
20130310150 | GAME DEVICE, GAME SYSTEM, METHOD OF CONTROLLING A GAME DEVICE, PROGRAM, AND INFORMATION STORAGE MEDIUM - First part executing means ( | 11-21-2013 |
20130316793 | SYSTEM AND A METHOD FOR PLAYING AND MANAGING AN INTERACTIVE SOCIAL GAME BETWEEN A PLURALITY OF CLIENT COMPUTERS CONNECTED TO A NETWORK - A system for playing and managing an interactive social game between a plurality of client computers connected to a network in a communications network includes a processor for playing an interactive social game program at the plurality of client computers operated by users. The interactive social game program includes associating the users of the client computers with social item(s) to be managed. The processor is operable to present the users of the client computer with stored promotions in memory. The processor is operable to cause the execution of the social game program in response to an input command, to incorporate a selected promotion and present the selected promotion visually to client computers while playing the interactive social game. | 11-28-2013 |
20130344940 | DETECTING GAME PLAY-STYLE CONVERGENCE AND CHANGING GAMES - Gaming technologies for detecting convergence in game play and then changing a game to overcome or inhibit convergence are generally described. In one example, a representative gaming method can include: providing a game simultaneously to a plurality of computing devices; identifying a game scenario type that includes game tests provided to the computing devices; obtaining game actions from the computing devices in response to the game tests; determining a convergence of the game actions across the computing devices that pass the game tests; and changing the game tests of the game scenario type such that the game actions of the convergence fail the changed game tests. The game can be a MMORPG, the game scenario can be a battle; the game tests can be opponents; the game actions can be battle actions; and convergence can be repeated game action patterns that defeat opponents in the battles. | 12-26-2013 |
20140004925 | METHOD AND APPARATUS FOR ADJUSTMENT OF GAME PARAMETERS BASED ON MEASUREMENT OF USER PERFORMANCE | 01-02-2014 |
20140018152 | Dynamic Battle Session Matchmaking - Methods and systems for performing smart matchmaking in a massive multiplayer online game are described herein. A video game such as a vehicle-based combat game may include multiple types of vehicles, where each type of vehicle may progress through increasing tier levels. Different types of vehicles within the same tier may have different capabilities, strengths, and weaknesses. When performing matchmaking for a game session, a matchmaking server may use a battle level table defining permissible tiers of each type of vehicle allowed within a particular battle level, and may also limit the number of a specific type of vehicle allowed in any one game session. The battle table may provide an advantage to premium vehicles by limiting the tiers of other vehicles against which a similarly tiered premium vehicle may compete. Battle level difficulty may be adjusted by adjusting the ranges of permissible vehicles in each battle level. | 01-16-2014 |
20140031103 | STORAGE MEDIUM, GAME APPARATUS, GAME CONTROLLING METHOD AND GAME SYSTEM - An example non-limiting game apparatus includes a stereoscopic LDC on which an image of a displaying range that is a part of a course provided in a virtual game space is displayed as a game screen. With respect to the displaying range, a movable range obtained by analogously enlarging the displaying range is set, and each of a plurality of player objects moves within the movable range according to an operation by each player. When a time period that the player object exists outside the displaying range reaches a predetermined time period or when the player object is going to go out of the movable range, the player object is forcedly moved into the displaying range. At this time, the player object is brought into a defensive state that the player object is not affected at least with an attack by an enemy object. | 01-30-2014 |
20140066176 | METHODS AND SYSTEMS FOR GENERATING TAILORED GAME CHALLENGES - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for generating game features are presented. For example, a first user may be segmented to a user segment based on a property of a game profile of the first user. The property of the game profile may match a threshold of the user segment. The user segment may then be assigned a difficulty level. The difficulty level may be usable to set a configuration value for the feature of the game. The feature of the game is then surfaced to the first user and the configuration value for the feature of the game may be updated with the difficulty level assigned to the user segment. | 03-06-2014 |
20140073408 | Dynamic Battle Session Matchmaking - Methods and systems for performing smart matchmaking in a massive multiplayer online game are described herein. A video game such as a vehicle-based combat game may include multiple types of vehicles, where each type of vehicle may progress through increasing tier levels. Different types of vehicles within the same tier may have different capabilities, strengths, and weaknesses. When performing matchmaking for a game session, a matchmaking server may use a battle level table defining permissible tiers of each type of vehicle allowed within a particular battle level, and may also limit the number of a specific type of vehicle allowed in any one game session. The battle table may provide an advantage to premium vehicles by limiting the tiers of other vehicles against which a similarly tiered premium vehicle may compete. Battle level difficulty may be adjusted by adjusting the ranges of permissible vehicles in each battle level. | 03-13-2014 |
20140087836 | GAME APPARATUS AND GAME SYSTEM - There is provided a game apparatus and game system in which the interest of a game is improved and in which a strategic ability is required to select or set a skill or an item used when the player character fights against the enemy character. A skill card can be set on a normal slot or a wild slot on a menu screen. A plurality of skill cards that have not set on the slot is placed at a held skill display region. A player moves the skill cards to the normal slot setting region or the wild slot setting region to set skill cards on the slot. The player can use the skill card set on the normal slot at an arbitrary timing. A skill card is randomly determined as an available skill card from among the skill cards set on the wild slot. | 03-27-2014 |
20140113704 | METHOD FOR IMPLEMENTING A COMPUTER GAME - A method, implemented as computer code being executed by one or more processors in which a computing device displays computer game graphics for a casual game showing a gameboard with multiple game elements that are removed when matched or switched, such as in a match-3, clicker or switcher game; and in which a processor enables the game to be accessed through a social network through which friends can request help in completing game levels and send game-related gifts to one another; and in which a processor draws the game elements as brightly coloured candies. | 04-24-2014 |
20140128144 | IN-VEHICLE GAMING SYSTEM FOR PASSENGERS - An in-vehicle gaming system may be played by a driver alone, or simultaneously or individually by a driver and/or one or more other users. The in-vehicle gaming system may be activated or controlled by, for example, touch, voice, or gesture. Gameplay is dynamically adjusted based at least in part on environmental factors such that the driver is not distracted from driving the vehicle. Game content is generated based at least in part on environmental factors and user data. | 05-08-2014 |
20140128145 | IN-VEHICLE GAMING SYSTEM FOR A DRIVER - An in-vehicle gaming system may be played by a driver alone, or simultaneously or individually by a driver and/or one or more other users. The in-vehicle gaming system may be activated or controlled by, for example, touch, voice, or gesture. Gameplay is dynamically adjusted based at least in part on environmental factors such that the driver is not distracted from driving the vehicle. Game content is generated based at least in part on environmental factors and user data. | 05-08-2014 |
20140128146 | CUSTOMIZABLE IN-VEHICLE GAMING SYSTEM - An in-vehicle gaming system may be played by a driver alone, or simultaneously or individually by a driver and/or one or more other users. The in-vehicle gaming system may be activated or controlled by, for example, touch, voice, or gesture. Gameplay is dynamically adjusted based at least in part on environmental factors such that the driver is not distracted from driving the vehicle. Game content is generated based at least in part on environmental factors and user data. | 05-08-2014 |
20140135102 | METHOD FOR IMPLEMENTING A COMPUTER GAME - A method, implemented as computer code being executed by one or more processors, in which computer game graphics for a casual, social game are shown on a display of a computing device and in which one or more of the processors are programmed such that: in the game, a player is automatically allocated lives, is only permitted to play a game if it has one or more lives left, and loses one or more lives if it fails a level; and in which a player can see which of their friends on the social network are playing, or have played, the game and the level they have reached; and in which the processor enables players who are friends on the social network to collaborate, including by sending a message to their friends, or a subset of their friends, transferring in-game assistance. | 05-15-2014 |
20140135103 | SKILL CALIBRATED HYBRID GAME - Systems and methods in accordance with embodiments of the invention operate a networked system for a skill calibrated hybrid game that includes: a gambling game; an entertainment game; a game world engine constructed to manage the entertainment game and communicate gameplay gambling event occurrences based upon a player's skillful execution of the entertainment game that trigger a wager in the gambling game; and a skill calibration module constructed to: receive player data for a player, where the player data is indicative of a player's gameplay performance at the entertainment game; analyze the player data to determine a player's skill level; determine whether the terms of a wager of a gambling game are calibrated in a manner appropriate to the player's skill level; and send a command during play of the skill calibrated hybrid game that causes the real world engine to calibrate the terms of a wager in the gambling game. | 05-15-2014 |
20140141863 | SKILL NORMALIZED HYBRID GAME - Systems and methods in accordance with embodiments of the invention operate a skill normalized hybrid game. One embodiment includes a skill normalized hybrid game, including: a gambling game; an entertainment game; a game world engine constructed to manage the entertainment game and communicate gameplay gambling event occurrences based upon a player's skillful execution of the entertainment game that trigger randomly generated payouts for the gambling game to the gambling game; and a skill normalization module constructed to: receive player performance measurements for at least one player from the game world engine; assign a handicap to the at least one player based at least in part upon the performance measurements for the at least one player from the game world engine; and send information concerning handicaps to the game world engine that configures the game world engine to implement each assigned handicap within the skill normalized hybrid game. | 05-22-2014 |
20140179408 | SYSTEM AND METHODS FOR DYNAMICALLY ADJUSTING GAME COMPONENTS BASED ON A USER'S PROFILE - One embodiment of the present invention provides a system for adjusting a number of game mechanics associated with a game system. During operation, the system obtains a psychosocial profile associated with a user, adjusts the game mechanics based on the obtained psychosocial profile, and updates the game system based on the adjusted game mechanics. | 06-26-2014 |
20140179409 | Virtual Competitive Group Management Systems and Methods - Virtual competitive group management systems and methods are provided herein. Exemplary systems may execute methods via one or more processors, which are programmed to compare one or more skill levels of a player to skill levels of a plurality competitors, wherein a skill level is associated with player competitiveness within the interactive game, determine at least one of the plurality of competitors who have at least one skill level that is greater than the skill level of the player, and place the player and the at least one of the plurality of competitors into a competitive group such that the player is at a competitive disadvantage to at least one of the plurality of competitors. | 06-26-2014 |
20140194186 | CHARACTER INPUT DEVICE, CHARACTER INPUT INTERFACE CONTROL METHOD, AND PROGRAM - A character input device of the present invention includes a skill estimation unit that estimates the skill of a user in character input operation, based on the history of key operation by the user. In this character input device, a determination period for determining an input character being selected by a character input interface unit is increased or decreased, according to the skill estimated by the skill estimation unit. The character input interface unit selects the character based on the number of times at which a same key has been depressed, and judges whether or not the determination operation of the character has been performed, based on the determination period. | 07-10-2014 |
20140274303 | SYSTEMS AND METHODS FOR ONLINE LEARNING IN A COMBINED GAME AND FORUM SETTING - The field of the invention relates to systems and methods that enable online learning in a game setting combined with community forum support and real world practice. In an embodiment, the system includes an online learning server system coupled to a public network and accessible to one or more users. The online learning server system is configured to retrieve a user's data in association with an educational game, determine at least one lesson, challenge, or mini-game, and provide the at least one lesson, challenge, or mini-game for playing. When the user unlocks a lesson or level in the game, the system unlocks the associated lesson or level in a forum associated with the game, and promotes the user to participate in the forum. At the completion of the learning game, the online learning server system calculates progress and level of the user, updates, and stores the user's data. | 09-18-2014 |
20140274304 | METHOD AND APPARATUS FOR EVALUATION OF SKILL LEVEL PROGRESSION AND MATCHING OF PARTICIPANTS IN A MULTI-MEDIA INTERACTIVE ENVIRONMENT - In an online interactive simulation or game environment, in which an object's motion is controlled by a player, a player's skill level is quickly quantified as they control the object to properly place the player in games with those of like skill without having to compete with others. An optimal motion is established for the object's travel during a portion of a game. At each increment of travel, an optimum velocity or time delta is established. The motion of the object that is being controlled by a player who is being rated is then tracked relative to the established optimal motion. Deviations therebetween are calculated on an incremental basis, and the aggregate score is used to determine the player's skill level for a set of equivalent conditions. | 09-18-2014 |
20140287817 | METHOD FOR PROVIDING ON-LINE GAME WHICH SYSTEMATICALLY MAINTAINS MONSTER'S AGGRO POINTS AGAINST PLAYER CHARACTER AND SYSTEM THEREOF - Disclosed is a method for providing an online game, comprising the steps of: maintaining an event database recording an aggressive point generation function corresponding to each predetermined event; receiving a particular event from a player character; identifying an aggressive point generation function corresponding to the particular event by referring to the event database; generating aggressive point information according to receipt of the particular event, on the basis of the identified aggressive point generation function; recording the generated aggressive point information in a predetermined monster information database in association with the player character; and determining a target for attack of a monster on the basis of the aggressive point information recorded in the monster information database, and a system thereof. | 09-25-2014 |
20140323204 | DETERMINING GAME SKILL FACTOR - Data characterizing a quantifiable outcome for each of a plurality of game trials can be accessed. Each game trial can be associated with one of a plurality of players and a game. The game can be a digital game played on a computing platform. Using the accessed data, a first variance measure of the quantifiable outcome for all game trials associated with the plurality of players can be computed. For one or more of the plurality of players and using the accessed data, a second variance measure of the quantifiable outcome for the game trials associated with the one or more of the plurality of players can be computed. Based on at least the first variance measure and the second variance measure, a skill factor for the game can be computed. Data characterizing the skill factor can be provided. Related apparatus, systems, techniques, and articles are also described. | 10-30-2014 |
20140378209 | Method for Providing Battle Game, Server Device, and Computer-Readable Recording Medium - Low-proficiency players' motivation to participate in a battle game is enhanced. A server device calculates a difference ΔP1 in a parameter between two characters belonging to the same group and successive in attack order, and performs presentation processing of increasing the effect of successive attacks by the two characters according to the difference ΔP1 in the parameter. The parameter serves as an indicator for developing the battle game, and indicates, for example, the degree of proficiency in the battle game. | 12-25-2014 |
20150024829 | SKILL CALIBRATED HYBRID GAME - Systems in accordance with embodiments of the invention include: a gambling game; an entertainment game; and a game world engine constructed to communicate, to the real world engine, gameplay gambling event occurrences based upon a player's skillful execution of the entertainment game that triggers a wager in the gambling game, the game world engine utilizing a skill calibration module constructed to receive, from the entertainment software engine, player performance information for the player, analyze the player performance information to determine the player's skill level in playing the entertainment game, determine whether the terms of the wager of the gambling game are calibrated in a manner appropriate to the player's skill level in the entertainment game, and send, to the real world engine, a command that causes the real world engine to calibrate the terms of the wager in the gambling game. | 01-22-2015 |
20150045109 | GAME CHARACTER GENERATING METHOD, SERVER, AND RECORDING MEDIA - A method for generating a game character according to the present invention includes: a step of providing a tutorial game to measure an ability of a user in a game to a user terminal; and a step of controlling to generate the character for the game corresponding to the ability measured in the tutorial game when the user of the user terminal performs a tutorial game. | 02-12-2015 |
20150050986 | GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM - A game control device includes an associator configured to associate a game-playing user with one or more users; a game executor configured to execute a game for the game-playing user; a determiner configured to determine whether a progression degree of the game made by the one or more users satisfies a condition; and an effect provider configured to provide the game-playing user with an advantageous effect if it is determined by the determiner that the condition has been satisfied. | 02-19-2015 |
20150057071 | Gender and Age Based Gameplay through Face Perception - There is provided a system and method for determining a gender and age of a player of a game. There is a method comprising capturing an image of at least one player, and determining the gender and age of the player based on the image. In this manner, the game may be customized to he more relevant or attractive to the player's gender and/or age group. | 02-26-2015 |
20150065226 | Determining Game Skill Factor - Data characterizing a quantifiable outcome for each of a plurality of game trials can be accessed. Each game trial can be associated with one of a plurality of players and a game. The game can be a digital game played on a computing platform. Using the accessed data, a first variance measure of the quantifiable outcome for all game trials associated with the plurality of players can be computed. For one or more of the plurality of players and using the accessed data, a second variance measure of the quantifiable outcome for the game trials associated with the one or more of the plurality of players can be computed. Based on at least the first variance measure and the second variance measure, a skill factor for the game can be computed. Data characterizing the skill factor can be provided. Related apparatus, systems, techniques, and articles are also described. | 03-05-2015 |
20150119130 | VARIABLE AUDIO PARAMETER SETTING - Various embodiments relating to adjusting a variable audio parameter of a game are provided. In one embodiment, based on a user ability level, a variable audio parameter of the game is adjusted to an adjusted audio parameter that either increases the difficulty level of the game or decreases the difficulty level of the game. The adjusted audio parameter is utilized to provide audio content of the game to a user via an electronic gaming machine. | 04-30-2015 |
20150126269 | SYSTEM AND METHOD FOR A VIDEOGAME WITH A SECONDARY METAGAME - A videogame playable on a traditional gaming platform has an associated metagame playable on a handheld “second screen” device. In some embodiments, a player's performance in the videogame affects the player's performance in the metagame. | 05-07-2015 |
20150317880 | DIFFICULTY LEVEL ALTERATION INTERLEAVED WAGERING SYSTEM - A difficulty level alteration interleaved wagering system is disclosed, including an interactive controller configured to: communicate application telemetry; adjust a difficulty of an interactive application based on received difficulty adjustment instructions; and display a wager outcome; a wager controller configured to: receive wager request instructions; determine a wager outcome; and communicate, to the application controller, wager outcome data; and the application controller operatively connecting the interactive controller and the wager controller, constructed to: receive the application telemetry; determine a difficulty; determine a difficulty adjustment; instruct the interactive controller by communicating generated difficulty adjustment instructions to the interactive controller; determine whether a wager request is triggered; instruct the wager controller by communicating generated wager request instructions to the wager controller; receive the wager outcome data; generate the wager outcome display instructions; and instruct the interactive controller by communicating the wager outcome display instructions to the interactive controller. | 11-05-2015 |
20150356820 | Method And System For Mediating Interactive Services Over A Wireless Communications Network - The present invention is directed to a method and system for controlling the state of an interactive application and controlling delivery of the interactive application to one or more users. The system of the present invention is a system for delivering an interactive application to one or more users of a communications network and may comprise an interactive application adapted to the communications network; a user access device adapted to receive said interactive application; control means for establishing parameters under which said interactive application is rendered on said user access device; and mediation means for establishing terms for the interaction between the at least one user and other users and the communications network. | 12-10-2015 |
20150375119 | SYSTEM AND METHOD FOR CREATING DYNAMIC GAMES MAKING USE OF A SEARCH ENGINE - The present disclosure is a method of dynamic creation of games, the method comprising the steps of receiving keyword(s) from a user, performing a search operation comprising of the keyword(s) to generate a set of search result(s), selecting at least one search result and dynamically creating said game from the said search result. | 12-31-2015 |
20150375120 | METHODS AND SYSTEMS FOR ADAPTIVE TUNING OF GAME EVENTS - A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for defining an in-game event requiring accumulation of a pre-defined set of virtual objects in a virtual game (or online game) prior to termination of the in-game event. The System Tuner determines a head-start subset from the pre-defined set of virtual objects for a target player account based on a difference between a reference player skill level for the virtual game and a player skill level of the target player account. The System Tuner determines, based on the player skill level of the target player account and a pre-defined duration of the in-game event, a drop rate for virtual objects remaining in the pre-defined set of virtual objects. The System Tuner sends the head-start subset and the drop rate to a client device associated with the target player account. | 12-31-2015 |
20150379822 | GAMING SYSTEM, APPARATUS AND METHOD - A gaming apparatus comprises a display module operable to display play of a wager game comprising a main game having a plurality of stages. A controller of the gaming apparatus evaluates game play to determine whether a stage progression condition has been met and responsive thereto progress play to a subsequent stage. The controller is further operable to set parameters of the main game such that a theoretical Return To Player (RTP) increases for each stage thereof. | 12-31-2015 |
20160027247 | GAMING SYSTEM HAVING AWARDS PROVIDED BASED ON RATE OF PLAY - Gaming systems and methods for operating a gaming system are provided. The gaming system includes a controller operable with a plurality of gaming devices. Based at least in part on wagering activity, the controller determines a ranking for a plurality of gaming devices in the gaming system. The controller determines a plurality of the ranked gaming devices that are eligible for a designated award and, for each of the plurality of eligible gaming devices, determines a probability of being selected to win the designated award. The controller selects at least one of the eligible gaming devices based part on the determined probability for said at least one eligible gaming device, and causes the at least one selected gaming device to provide the designated award. | 01-28-2016 |
20160035178 | MULTI SOURCED POINT ACCUMULATION INTERACTIVE GAME - Gaming systems and methods for integrated computer-related and physical game play interactions between a game player, a physical game piece and an electronic device are defined. The physical game piece measures motion quantity and transmits motion data using a signal emitter when the signal emitter is actuated. The electronic device receives the transmitted signal, which a game application inputs along with user input. The game application uses the user input and the transmitted signal to tally game player score data in an accumulator. | 02-04-2016 |
20160067610 | DETERMINING HARDNESS QUOTIENTS FOR LEVEL DEFINITION FILES BASED ON PLAYER SKILL LEVEL - A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. A System Tuner selects a hardness quotient, based on a player skill level, from a hardness quotient range, the player skill level for a player is calculated by a client computing device based at least on a plurality of game moves in a first game level completed by the player. The System Tuner provides the hardness quotient to a level definition file for a second game level. The level definition file modifies at least one feature of the second game level according to the hardness quotient. The System Tuner modifies the hardness quotient range based at least on a performance of the plurality of player's in the second game level and the respective hardness quotients assigned to each of those players for their game play in the second game level. | 03-10-2016 |
20160067615 | SYSTEMS AND METHODS FOR DETERMINING GAME LEVEL ATTRIBUTES BASED ON PLAYER SKILL LEVEL PRIOR TO GAME PLAY IN THE LEVEL - A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner calculates a player skill level for a player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player and a reference rate of progression. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression. | 03-10-2016 |
20160104353 | SKILL CALIBRATED HYBRID GAME - Systems in accordance with embodiments of the invention include: a real world controller connected to a game world server, the real world controller constructed to: receive configuration information for an odds engine; configure the odds engine; receive gambling event occurrences; and provide a randomly generated payout of real world credits; and the game world server connected to an entertainment controller and the real world controller, the entertainment controller executes an entertainment game, and the game world server is constructed to: receive outcomes based upon a player's skillful play; communicate the gambling event occurrences; and receive player performance information; analyze the player performance information to determine the player's skill level; determine the configuration information for the odds engine; and communicate the configuration information for the odds engine. | 04-14-2016 |
20160114249 | AUGMENTED DIGITAL GAME SYSTEMS AND METHODS - An augmented digital game comprising a plurality of game rules, a plurality of game elements, and a plurality of game component objects each representing a different one of the game elements. The game is implemented at least in part by a computer-implemented method that associates an inactive power with a player of the game, and automatically assigns the inactive power to a selected one of the game component objects. This assignment may occur without any input from the player related to the assignment. The method also determines that an activation event has occurred, and activates the power after determining that the activation event has occurred. The activated power introduces at least one exception to the plurality of rules thereby modifying the game. The method also determines whether the player has won the modified game. | 04-28-2016 |
20160114250 | DYNAMIC QUESTS IN GAME - Methods, systems, and computer programs are presented for executing a game and for creating computer-generated game quests, which are referred to as dynamic quests. One method includes an operation for identifying a template for creating a dynamic quest. The dynamic quest includes quest tasks and quest rewards, which are provided to a player upon completion of the quest tasks in the game. The template includes template tasks and template rewards. Further, the method includes an operation for selecting one or more template tasks for the quest tasks, and an operation for selecting one or more template rewards for the quest rewards. The dynamic quest is created in the game with the selected one or more template tasks and the selected one or more template rewards. | 04-28-2016 |
20160151713 | VIDEO GAME COMPETITION NOTIFICATIONS | 06-02-2016 |
20160375363 | MULTIPLE USER SINGLE AVATAR VIDEO GAME INPUT SYSTEM - An avatar in a video game is controlled based on input from multiple users. An input composition system receives a first input from a first user. The first user uses a first input source for controlling the avatar. The input composition system receives a second input from a second user. The second user users a second input source for controlling the avatar. The input composition system alters the first input based on a first user performance modifier. The input composition system alters the second input based on a second user performance modifier. The input composition system creates an avatar input value based on the first altered input and the second altered input. The input composition directs the avatar in the video game based on the avatar input value. | 12-29-2016 |
20190143216 | COGNITIVE USER EXPERIENCE OPTIMIZATION | 05-16-2019 |