Entries |
Document | Title | Date |
20080200251 | ZONE DEPENDENT PAYOUT PERCENTAGE - Various embodiments include game configurations that are specific to a location. | 08-21-2008 |
20080200252 | PROMOTIONAL GAMES ARCHITECTURE - The claimed subject matter relates to an architecture that can facilitate promotion of an online service. The architecture can provide for a games platform that can host a variety of games. The hosted games can be designed such that a user's experiences can be enhanced by game cards that can be discovered and retrieved while using the online service being promoted. Accordingly, the user's experiences can be enhanced as a function of the usage of the online service being promoted. | 08-21-2008 |
20080200253 | System and Method to Levy and Collect Taxes in a Virtual Environment - A virtual environment in which players are charged and able to charge taxes for various taxable activities. The tax may be levied by a governmental authority or other entity or by one or more characters in the metaverse. The tax may be imposed at the time of a taxable activity, at periodic intervals, or upon the occurrence of an event. The tax may be imposed for a specific purpose, e.g. to create a fund to use as insurance against possible harms, threats, or misdeeds, to protect the tax payers from impending or realized threats, or for any or no reason. | 08-21-2008 |
20080200254 | Fantasy vault system for managing fantasy league competitor entry fees and awards - The invention is a fantasy vault system and method for operating a fantasy league, such as a fantasy sports league. The system is independent from the league participants, namely, a fantasy league commissioner and fantasy competitors. Fantasy data providers provides data whereby the performance of the fantasy competitors can be scored and ranked. Different league accounts can be associated with respective distinct data providers. A data provider can be a fantasy host. The system is, therefore, adapted to scoring competitors based on competition data represented in a plurality of formats. The system may accept default and alternate award schemes from commissioners, the particular scheme to be used depending upon the number of competitors paying their entry fee by a deadline. Entry fees from the fantasy competitors are not handled by the league participants, but are deposited into an account in the vault system, from which they may be transferred to a bank account. Awards to successful fantasy competitors from the pool of entry fees are made directly from the vault on or before a payout date, typically chosen by the commissioner. | 08-21-2008 |
20080200255 | NETWORKED GAMING ENVIRONMENT EMPLOYING DIFFERENT CLASSES OF GAMING MACHINES - A computerized management system and methods for use with game devices, systems, and methods enable users to remotely monitor, control, and modify game devices and other related activities, for gaming machines of different classes, for example Class II and Class III gaming machines. | 08-21-2008 |
20080200256 | Content Dependency Verification for a Gaming Machine - A system, apparatus and method for dependency verification of content distributed to a gaming machine is described herein. In some embodiments, a method includes receiving, over a network and into a gaming machine, data that includes a software component. The method also includes verifying that the gaming machine includes the version or the range of versions of a component, upon determining that the software component is dependent on a version or a range of versions of the component that is part of the gaming machine. | 08-21-2008 |
20080200257 | ELECTRONIC VALUE-OPERATED AND BATTERY POWERED PORTABLE AMUSEMENT DEVICE - A portable amusement device has a display and is configured to operate at least one electronic game. The portable amusement device is operated by a touchscreen and includes a battery and a currency input. The portable amusement device is operable by a user upon receipt by the currency input of at least one of coins, currency, a credit card/debit card, and a Personal Identification Number (PIN). An amusement system includes a portable amusement device configured to operate at least one electronic game and having a display, a touchscreen, and a battery. The system also includes a docking station configured to receive the portable amusement device. The docking station includes a currency input. The portable amusement device is removable from the docking station only upon receipt by the currency input of at least one of coins, currency, a credit card/debit card, and a PIN. | 08-21-2008 |
20080200258 | SYSTEM FOR CONFIGURATION VALIDATION - Various embodiments are directed to gaming systems and related methods for validating a download assignment or a validation assignment for one or more electronic gaming machines (EGMs). In one embodiment, the gaming system can schedule downloads and/or configurations for one or more EGMs from a network terminal. Additionally, the network terminal determines whether the download or selected configuration is compatible with the existing physical or software structure of an EGM. In the event the EGM configuration is not compatible with the scheduled download or configuration, a casino operator is notified of the error at the network terminal. Optionally, the gaming system automatically schedules one or more supplemental downloads so that the user-selected download or configuration is executable on the EGMs. | 08-21-2008 |
20080200259 | METHOD FOR MANAGING AN ELECTRONIC GAMING MACHING GROUP - Various embodiments are directed to gaming systems and related methods for managing one or more electronic gaming machines (EGMs). The gaming system includes a network management system capable of establishing one or more groups (or collections) of gaming machines. The groups of gaming machines may be defined according to one or more gaming machine characteristics. The grouping of the gaming machines on the casino floor allows the system to dynamically configure these groups of gaming machines. | 08-21-2008 |
20080200260 | SYSTEM FOR MANAGING AN ELECTRONIC GAMING MACHING GROUP - Various embodiments are directed to gaming systems and related methods for managing one or more electronic gaming machines (EGMs). The gaming system includes a network management system capable of establishing one or more groups (or collections) of gaming machines. The groups of gaming machines may be defined according to one or more gaming machine characteristics. The grouping of the gaming machines on the casino floor allows the system to dynamically configure these different groups of gaming machines. | 08-21-2008 |
20080207327 | Virtual Environment with Alerts - A virtual environment in which players are able to receive alerts intended to indicate the occurrence of a given event within the virtual environment. The alerts may be delivered to the player while he is playing the game via an in-game messaging service or other similar device. Alternatively the alerts may be delivered to the player via a real world communication device such as a cell phone, pager, text messaging device, or the like. | 08-28-2008 |
20080207328 | INTERSTITIAL ADVERTISING IN A GAMING ENVIRONMENT - A method of advertising within a game is provided in accordance with an exemplary embodiment. The method comprises identifying a frame of the game, wherein the frame is capable of receiving an advertisement. The identified frame can be presented to a player of the game before, during, or after game play. A time when the identified frame is presented to a player of the game is determined. The method further comprises rendering an advertisement over at least a portion of the frame at the determined time. | 08-28-2008 |
20080207329 | METHOD AND SYSTEM OF ENABLING COMMUNICATION ACTIVITIES USING BRIDGE BETWEEN REAL WORLD AND PROPRIETARY ENVIRONMENTS - The present invention is directed to a system, apparatus, and method for enabling communications and other forms of interaction between participants in a gaming or other form of virtual environment and the real world, or between a participant in one virtual environment and a participant in a second virtual environment. In particular, systems are provided to share presence information between participants, including information relating to their images and commercial activities. The presence information is user information that is used by real-time messaging systems to represent the user's current presence and identity. The presence information of a user is presented to other users to help them to decide when or if to communicate with the user. | 08-28-2008 |
20080207330 | ARTIFICIAL PLAYER CHARACTER FOR MASSIVE MULTI-PLAYER ON-LINE GAME - An artificial intelligence system for autonomous artificial player characters in an on-line game is provided. The artificial player character (APC) makes use of an adaptive neural net wherein the function of the artificial player character at any given time is determined as a composition of other functions defined by one or more of the following: the game designer, the personality preference filters of the artificial player character, the current statistical levels of the artificial player character, the database of historical interactions of the artificial player character, a master database of historical interactions by other artificial player characters, and interactions of the artificial player character with other characters and/or the game environment. | 08-28-2008 |
20080207331 | ARTIFICIAL PLAYER CHARACTER FOR MASSIVE MULTI-PLAYER ON-LINE GAME - An artificial intelligence system for autonomous artificial player characters in an on-line game is provided. The artificial player character (APC) makes use of an adaptive neural net wherein the function of the artificial player character at any given time is determined as a composition of other functions defined by one or more of the following: the game designer, the personality preference filters of the artificial player character, the current statistical levels of the artificial player character, the database of historical interactions of the artificial player character, a master database of historical interactions by other artificial player characters, and interactions of the artificial player character with other characters and/or the game environment. | 08-28-2008 |
20080207332 | Multilevel Online Tournament - A multilevel online tournament is provided. The first tournament round has a single bracket and each subsequent tournament round has a winners bracket and a losers bracket corresponding to a bracket in the previous tournament round. The tournament format allows players to match-up against any other player located within the same bracket. The online tournament format also allows participants to start playing match in a round of the tournament prior to the official start of that round. Thus, players are able to more quickly advance through the tournament and spend less time waiting for a suitable opponent. The tournament format also allows for players to request available tournament byes and to automatically progress when they are unable to connect with other players due to quality of service issues. | 08-28-2008 |
20080207333 | Systems and/or methods for stock portfolio based competitive simulations - The exemplary embodiments described herein relate to systems and/or methods for competitive simulations and, more particularly, to systems and/or methods in which users build stock portfolios that compete against each other, with the performance of each user's stock portfolio being based on one or more stock market related metrics (e.g., price per share, market capitalization, volume of trade, etc.). A user's portfolio may be formed and/or reformed so as to comply with certain predefined criteria (e.g., company traded on a particular exchange, company belonging to a particular market sector, etc.). The performance of each team/portfolio may be depicted using sports-related imagery (e.g., as teams on a football field, a basketball court, around a baseball diamond, etc.). | 08-28-2008 |
20080207334 | METHOD FOR CONFIGURATION VALIDATION - Various embodiments are directed to gaming systems and related methods for validating a download assignment or a validation assignment for one or more electronic gaming machines (EGMs). In one embodiment, the gaming system can schedule downloads and/or configurations for one or more EGMs from a network terminal. Additionally, the network terminal determines whether the download or selected configuration is compatible with the existing physical or software structure of an EGM. In the event the EGM configuration is not compatible with the scheduled download or configuration, a casino operator is notified of the error at the network terminal. Optionally, the gaming system automatically schedules one or more supplemental downloads so that the user-selected download of configuration is executable on the EGMs. | 08-28-2008 |
20080214307 | Method for configuration - A method for configuring an EGM from a remote terminal thereby providing improvements in operational efficiency when configuring EGMs. For example, operational efficiencies are possible by providing direct access to configure an EGM without the technician traveling to the physical machine, which may be miles away. For local EGM's, there will be efficiencies obtained by the number of EGM's configured per hour/per technician. For extremely remote EGM's, there are additional efficiencies by the reduction of travel and lodging expenses for the technician. Additionally, remote configuration of an EGM reduces security overhead. | 09-04-2008 |
20080214308 | GAMING SYSTEM INCLUDING A PLAYER RANKING FUNCTION - A gaming system comprising at least one gaming machine providing a wagering game; readable and writable computer memory; a monitor in electronic communication with the at least one gaming machine and the computer memory; a user interface through which a player can input identity information; wherein the monitor receives data relating to game play on said at least one gaming machine and compares the received data to at least one benchmark, wherein if the received data indicates that the at least one benchmark has been exceeded, then the monitor records in the computer memory data indicating that the benchmark has been exceeded and associates this with the identity information, and wherein the gaming system makes a feature available to a player who has been recorded in the computer memory as having exceeded the benchmark. | 09-04-2008 |
20080214309 | Dynamic configuration of a gaming system - A method to enable dynamic configuration of gaming terminals installed in one or a plurality of gaming premises whereby certified games, certified data files and certified support software components are activated in accordance with a predetermined schedule or automatically in response to the observed gaming activity. The method may include allocating an individual PKI certificate to each executable software component and each of its versions, binding the PKI certificate to the executable software, associating a distinctive policy for each certificate and then enforcing the software execution policies in accordance with the desired authorized game configuration and schedule. The PKI certificate's “Subject Name” (or “Issued to” field or “CommonName” field) may be a concatenation of the software component identification, its version number and optionally other identification characters. The method applies equally to other network connected gaming subsystems. The method enables a fine-grained and secure control of the authorized software components and thus the flexibility to securely configure the gaming system in accordance with a schedule or in a close-loop fashion in order to meet business objectives. In addition, a method to enable the certification authority to bind the certificates to the tested code is described. | 09-04-2008 |
20080214310 | Methods and systems for anonymous player profile storage and retrieval - A method and personal instrument for players to store and retrieve their game and player preference profile without registering for a named personal player account therefore retaining their anonymity. When playing multilevel games, the described embodiments allow storing and retrieving the game level and/or other player or game information such that the game may be subsequently resumed at the same or a different gaming machine. Gaming machines may be configured to offer Anonymous Player Profile Storage and Retrieval using personal readable storage instruments such as machine readable Player Profile Tickets, personal memory devices, PIN-based keypad or modalities. Active anonymous players may be monitored while retaining their anonymity and consequently may earn loyalty bonuses and be prompted with promotional offers. Monitored active anonymous players may even be invited to join a conventional named player tracking scheme for additional benefits, if they wish to reveal their identity. | 09-04-2008 |
20080214311 | GAME SYSTEM, SERVER APPARATUS AND REGISTER TERMINAL - Each of game machines sends result information indicating an individual ID and play result to a server. The server has a common ID control file and an individual game control file, which store common points, a common ID and an individual ID, associated with each other. A CPU converts the result information into common points, and allows the converted common points to be reflected in the common points in the common ID control file corresponding to the individual ID. | 09-04-2008 |
20080220871 | GAME ACCESS DEVICE - Systems and methods for verifying the eligibility of players attempting to participate in gaming events are disclosed. Communication objects having RFID tags and closed electrical circuits are individually assigned to and worn by players within a gaming player verification system, which can be administered by a casino desk, hotel concierge, or other operating entity. These RFID tags are adapted to communicate with associated player tracking units attached to gaming machines and other devices via radio frequency waves, and each communication object is adapted to alter its communication pattern in response to any break of its closed electrical circuit. Bracelets, wristwatches or collars can be used as communication objects, such that the removal of such an object from a player cannot be accomplished without breaking the closed electrical circuit contained therein, thereby disabling or de-authenticating the device. Communication objects, such as bracelets, may further include patterns, colors, designs, or other markings to indicate a player status. A computer server having a player verification program and database may also be used. | 09-11-2008 |
20080220872 | METHOD AND APPARATUS FOR ISSUING A CHALLENGE PROMPT IN A GAMING ENVIRONMENT - A computer implemented method, a data processing system, and a computer program product for providing game play security measures. An exemplary method includes retrieving a prompt rule set. The prompt rule set identifies at least one rule for providing challenges during game play. Responsive to detecting game play, a current game play condition is matched with the at least one rule of the prompt rule set. Responsive to matching the current game play condition with the at least one rule of the prompt rule set, a challenge prompt is presented to a user. The challenge prompt is presented in a dynamic window that is present while the user is playing the game. Responsive to receiving an answer to the challenge prompt, the answer is processed. | 09-11-2008 |
20080220873 | Distributed network architecture for introducing dynamic content into a synthetic environment - Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content. | 09-11-2008 |
20080220874 | Network game system - A distribution server distributes meteorological data to a first game apparatus. The first game apparatus obtains, from the distribution server, meteorological data corresponding to region data set by region data setting means and transmits the meteorological data to a second game apparatus. The first game apparatus executes an on-line game with the second game apparatus using the obtained meteorological data. The second game apparatus receives the meteorological data transmitted from the first game apparatus. Using the received meteorological data, the second game apparatus executes the on-line game with the first game apparatus. | 09-11-2008 |
20080220875 | Multiplayer Platform for Mobile Applications - A wireless terminal comprising a transmitter configured to support a wireless connection with a server and a processor configured to enable a user to play an interactive game through the server with a plurality of other users on wireless terminals across a plurality of platforms. | 09-11-2008 |
20080220876 | Transaction systems and methods for virtual items of massively multiplayer online games and virtual worlds - Systems and methods for trading, exchanging, and/or valuating virtual items that exist in MMOGs or other types of virtual worlds. According to various embodiments, the present invention utilizes a homogenous database to store virtual objects and their attributes across different MMOGs and virtual worlds. The items in the database are indexed and searchable. Using the system, users can trade, exchange, sell and/or valuate their virtual objects | 09-11-2008 |
20080220877 | SYSTEMS AND METHODS FOR MANAGING RECRUITING AND PLAYER ALLOCATIONS WITHIN SPORTING COMPETITIONS | 09-11-2008 |
20080220878 | Method and Apparatus to Create or Join Gaming Sessions Based on Proximity - Devices and methods use a close range communication link, such as a near field communication (NFC) protocol link, to enable users to establish multiplayer gaming sessions conducted over a second communication link different from the close range link. Once two or more gaming devices are brought close enough together to establish a close range peer-to-peer communications link, the devices exchange gaming information that allows the devices to synchronize or otherwise initiate or join the game session. The devices may also exchange communication information useful for establishing the second communications link or for further game synchronization. Embodiments enable users to initiate or join multiplayer gaming sessions merely by bringing two or more game devices into close proximity. | 09-11-2008 |
20080220879 | Trusted Cabinet Identification Method - A method of identifying components within a gaming machine cabinet that is linked to a central server over a network is disclosed in which the gaming machine includes a plurality of components to be identified within the cabinet. The method includes storing a unique cabinet identifier and encryption key; generating a digital signature from the encryption key; transmitting the unique cabinet identifier to a component to be identified within the cabinet upon power-up of the component; transmitting the digital signature to the component to confirm origin of the unique cabinet identifier; and enabling components within the gaming machine cabinet to register with a game floor manager system on the central server via the network. | 09-11-2008 |
20080220880 | Trusted Cabinet Identification System - A trusted cabinet identification device is secured within a cabinet of a gaming machine that is linked to a central server over a network. The gaming machine includes a plurality of components to be identified within the cabinet. The trusted cabinet identification device includes an interface processor and a security device. The interface processor communicates unique identifiers and encryption keys to one or more components to be identified within the cabinet. Preferably, the interface processor is capable of communicating in multiple protocols. The security device stores unique identifiers and encryption keys, as well as performing security functions. The trusted cabinet identification device enables components within the gaming cabinet to obtain unique identifiers and encryption keys as needed, and register with the central server over the network. | 09-11-2008 |
20080227548 | Secured cross platform networked multiplayer communication and game play - A user of a software application (e.g., game or title) running at a gaming console may interact securely in real-time with a user of a compatible software application running at a general purpose computing device. Thus, a game player on the gaming console may play online over a secured communication channel with a game player on a PC, for example. | 09-18-2008 |
20080227549 | Networked game challenge system - The networked game system uses a local area network to allow multi-player competition between terminals in real time. The game software of each terminal allows that terminal to act as the communication server if that terminal initiates an invitation to play in a networked mode. In a preferred aspect the game software allows an initiating player to send an open invitation or a restricted invitation that requires a PIN to respond. In a different aspect each terminal includes a player activated Do Not Disturb feature if the player does not want to receive invitations. | 09-18-2008 |
20080227550 | Networked Gaming System and Method Including a Multi-Step Ladder Feature - Wagering games, gaming machines, gaming systems and associated methods are disclosed that include a multi-step ladder feature. One disclosed aspect provides that an indicator be positioned on a ladder or scale when like indicia are displayed by the game. Another disclosed aspect provides that an award be paid based on the position of the indicator at the end of the game. | 09-18-2008 |
20080227551 | Dynamically reconfigurable real-time gaming system - The invention provides a prize redemption system for use with one or more game apparatuses. A game is provided on a game apparatus for a player to play in exchange for monetary input, and prize credits are credited to the player based on the game outcome. A prize selection menu is then displayed by the game apparatus, the menu including one or more prizes, where the player may select a prize that has a prize cost within the player's prize credit amount. The player is dispensed a specific prize ticket that is redeemable for the selected prize. The game apparatus can also provide specific prizes and tournament games played for a tournament prize contributed to by multiple players. An operator can adjust prizes and payout percentages of the system to achieve a desired profitability for game apparatuses. Prize input is entered into a prize table describing multiple available prizes and also describing payout information that indicates a desired amount of payout that the operator wishes to provide back to players of the game apparatus in terms of the value of the prizes. Prize information, such as prize costs and specific prize win ratios, is automatically determined by the system for each of the prizes in view of the desired profitability of the game apparatus. | 09-18-2008 |
20080227552 | Network game system, game apparatus, storage medium storing program, and game controlling method - A network game system includes a plurality of game apparatuses, a game server and a network. In the game apparatuses whose players are acquainted with each other, each-other's profile IDs are registered via a game server, and the contents of the registration are managed by the game server. A game apparatus having a released version game program performs a communication game inviting request on the game server while a game apparatus having its trial version game program performs a communication game participating request on the game server. If the game apparatuses are game apparatuses whose each-other's profile IDs are registered, the game server permits a connection to execute a communication game between these game apparatuses. | 09-18-2008 |
20080227553 | AUTOMATIC CREATION OF PERSONAL PLAYER WEB PAGES AND FEED OF PERSONAL DATA AND GAME CONTENT TO THE PAGES - A system for automatic creation of a personal Web page of an online game player and feed of personal data and game content to the pages for each of a plurality of game players. The system includes a game server. The system also includes a game client configured as an application on an electronic game playing device of the player and automatically generated personal Web pages for each of the plurality of game players, wherein the application sends the personal data and the game content over an electronic network to the game server, such that a personal Web page comprising the personal data and game content of a game currently being played by each of the plurality of game players is generated online and is accessible to each corresponding player. | 09-18-2008 |
20080234047 | Wager game license management in a game table - Novel wager gaming systems and methods for game license management utilizing a game table connected in a network at a gaming establishment are described. A game table having multiple player stations, equipped with gaming devices, performs as a local licensing server for the player stations at the game table. It may also function as a licensing server for player stations at other game tables and for gaming machines in the network. The wager game table may be connected to a central licensing server with operates in conjunction with the wager game table. A player station may also have certain license management components that may complement the operations of a game table license management module. The game table may perform certain local licensing and auditing functions for each player station with regard to wager game code and other game-related content and operational software. The management module may also monitor the usage of various types of wager game code, related content, and game-related software. These usage data are maintained by the game table and may be used for auditing purposes. | 09-25-2008 |
20080234048 | On-Line Auction Interface - A method for conducting a fantasy sports auction for a plurality of players utilizing a plurality of pre-recorded multimedia clips is disclosed. The method includes initiating an auction session including a plurality of participating team bidders, selectively displaying data associated with an individual player during the auction session, and displaying a starting bid for the individual player on the user interface. A series of progressively higher bid levels associated with the player is displayed and the participating bidders are prompted to make bids by playing at least one of the multimedia clips. Bids are received from the participating bidders and visual representations are provided for each bid on the user interface. A winning bidder is determined based on the receipt of a bid associated with the highest bid level displayed. | 09-25-2008 |
20080234049 | METHOD AND SYSTEM FOR PERSONALIZED DIGITAL GAME CREATION - A method and system for personalized digital game creation are disclosed. According to one embodiment, a computer-implemented method, comprises storing a plurality of customizable games. Each game of the plurality of customizable games has personalization slots. Media assets are received from a user computer. A personalized game is generated using the media assets and a customizable game of the plurality of customizable games. | 09-25-2008 |
20080234050 | Method of transferring gaming data on a global computer network - A remote gaming method comprising a player accessing, via a remote terminal, a gaming site on a global computer network connected to the remote terminal. The player is able to provide via the remote terminal, personal identification information to the gaming site and select, via the remote terminal, a game of chance located at a gaming establishment for remote play. The remote terminal is located outside the gaming establishment. The player places, via the remote terminal, a wager for playing the selected game and receives randomly generated text or graphical outcome data at the remote terminal for the selected game. The outcome data being generated by either a gaming server or a gaming machine at the gaming establishment and is subsequently relayed to the gaming site. | 09-25-2008 |
20080234051 | Systems and methods for interactive wagering using multiple types of user interfaces - The present invention is systems and methods for interactive wagering using multiple types of user interfaces. Preferred embodiments of these systems and methods incorporate a wagering data hub which controls the flow of data relating to wagers, wagering events, and wagering account and facilitates the use of a variety of user interfaces such as graphical user interfaces and interactive voice response interfaces. For example, a user of the present invention may use a television set-top box, a computer, a telephone, and/or any other suitable device. To communicate with the wagering data hub, television set-top boxes preferably use a two-way cable system, computers preferably use a computer network, and telephones preferably use a telephone network, although each may use any suitable mechanism or combination of mechanisms to communicate with wagering data hub. | 09-25-2008 |
20080242418 | Position-Based Context Awareness for Mobile Terminal Device - The present invention relates to location/position-based context awareness for devices and mobile terminal devices, respectively. In particularly, the present invention relates to an infrastructure entity performing the location/position-based context awareness for a portable terminal device. According to the present invention an infrastructure entity and a method operable therewith for serving distance-dependent context information relating to a defined environment is provided. For instance, terminal/object distances are determined in accordance with a position of a portable terminal, each position of a plurality of objects and a position of an infrastructure entity, which is adapted to serve the aforementioned distance-dependent context information. Context information, which is associated with each of the plurality of object, is provided for being selected. Context information is selected from provided context information on the basis of the determined terminal/object distances. The selected context information is finally transmitted to the portable terminal for being processed thereon. | 10-02-2008 |
20080242419 | SERVER METHOD FOR SUPPORTING A GAME - A computer server method for supporting a word game, in which
| 10-02-2008 |
20080242420 | Adaptive Matchmaking for Games - Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories. | 10-02-2008 |
20080242421 | MULTI-TIER ONLINE GAME PLAY - Online multiplayer games are provided in multiple tiers. A first tier offers limited features and a second tier offers first tier features plus additional features. The additional features are exclusive to the second tier. During game play in the first tier, enticements are provided to participate in the second tier. The first tier requires no subscription to participate therein. Participation in the second tier requires a subscription. In an example configuration, the first tier allows players to host a game on a dedicated server, browse a list of dedicated server games, and join a game from a list of first tier eligible games. And, the second tier offers a variety of additional features, such as the ability to invite other players to join a game session, match making services, and cross-platform game play. | 10-02-2008 |
20080242422 | Method, Apparatus, System, Medium, and Signals for Supporting Game Piece Movement in a Multiple-Party Communication - Systems, apparatus and methods related to multiple-party communications conducted between client computers in a computer network. For example, a method and apparatus for moving game piece images displayed on a first client computer in communication with a server in a computer network are disclosed. The method involves causing at least one game piece image to be displayed on a display area of the first client computer, the game piece image having an image area and an image boundary enclosing the image area. The method also involves receiving a cursor movement signal representing a cursor movement produced in response to user input received from a pointing device in communication with the first client computer, and determining whether a current position of the cursor is within the image boundary associated with the game piece image. The method further involves transmitting a piece movement request message to the server to elicit a piece movement message from the server when the current position of the cursor is within the image boundary, the piece movement request message representing a desired change in a position of a cursor in response to the cursor movement signal. The method also involves receiving the piece movement message at the first client computer, the piece movement message representing the change in the position of the cursor, and causing a change in a position of the game piece image on the display area of the first client computer in response to the piece movement message. | 10-02-2008 |
20080242423 | REAL-MONEY ONLINE MULTI-PLAYER TRIVIA SYSTEM, METHODS OF OPERATION, AND STORAGE MEDIUM - An apparatus, method, and storage medium for a real-money online multi-player trivia system which allows users to compete, via a computer network, in one or more simultaneous trivia style games with a plurality of questions while wagering real and/or play money. The trivia style games can be either a single trivia game between multiple players or a tournament style game with a plurality of single games linked together. A trivia style game may allow betting before a question is delivered, after a question is delivered, or after a question is answered. Further, the amount of a player's wager may be withheld from the other players and/or whether the player answered a question correctly or incorrectly. | 10-02-2008 |
20080242424 | METHOD, GAME SERVER AND MOBILE TERMINAL FOR PROVIDING GAME SERVER WITH GAME ROOM INFORMATION - A method, a game server and a mobile terminal for providing a game user with game room information is disclosed in the present invention, the method including: the game server detecting a game user's state change in the game room; if a game user joins the game, storing the game user's table and seat state as occupied; if the game user leaves the game, storing the game user's table and seat state as unoccupied, and sending to the game user the IDs of all the tables and seats with state change between the time when the game user last joins the game and the time when the game user leaves the game. In accordance with the present invention, the game user is provided with the IDs of the tables and seats with state change when the game user leaves the game. Therefore, the data flow is reduced considerably, the game speed is accelerated, and the user may pay fewer network fees. | 10-02-2008 |
20080242425 | VIDEO GAME PROGRAM, VIDEO GAME DEVICE, AND VIDEO GAME CONTROL METHOD - The video game character role giving section gives predetermined roles to avoid overlapping the roles. The team member determining section determines a team, as “Team A” to which a “manager character”, a “catcher character” and a “pitcher character” that are operated by first, second and third players respectively. The video game character operating section allows the first, second and third players to operate the “manager character”, the “catcher character” and the “pitcher character” so that “Team A” to which the “manager character”, the “catcher character” and the “pitcher character” belong can play a game against “Team B” that is operated and controlled by a CPU. | 10-02-2008 |
20080248874 | Apparatus for Decreasing the Circulation of Money of Small Denominations, Arrangement and Method for Drawing Lots - Apparatus for decreasing the circulation of money of small denominations and coins, includes a first input unit for inputting the amount to be paid, connected to a central unit, a second input unit for inputting a rounded amount to be paid connected to the central unit and controlling a rounding unit, a display unit showing a rounded payable sum defined by the rounding unit and a printing unit connected to the central unit. A method and arrangement for drawing lots include an input unit for entering data of participation in the drawing, and a drawing centre including a database of game rules, a game rule interpreting unit, an odds creating unit and a drawing unit connected to a prize indicating unit. The input unit is connected to the drawing centre via a control unit; a game database is connected to the control unit. | 10-09-2008 |
20080248875 | Data Warehouse for Distributed Gaming Systems - A data warehouse is provided for gaming systems located in multiple jurisdictions. Each jurisdiction collects gaming data from one or more gaming devices. Data from each jurisdiction is extracted, transformed and loaded into a data warehouse. A network, such as the Internet, may be used to transfer the data to the data warehouse. An on-line analytical processing (OLAP) application provides analysis services, such as point-in-time data reports, summary data reports, comparison reports, trend analysis reports and profitability reports, and other data analysis and data mining applications. | 10-09-2008 |
20080248876 | Transmission Protocol for a Gaming System - Systems and methods use a reliable connection oriented protocol to send and receive messages (i.e. datagrams) between gaming applications and gaming services. In one aspect, the protocol is the SCTP protocol. | 10-09-2008 |
20080248877 | Gaming Machine And Gaming System - A gaming environment, in which a new gaming machine and gaming system in which entertainment aspect of the game may be enhanced, is described. Especially a gaming environment, in which a slot game (the first game) corresponding to a first game program | 10-09-2008 |
20080248878 | Gaming facility management system - A gaming facility management section | 10-09-2008 |
20080248879 | Gaming Device Firewall - Methods and apparatus for gaming device software firewall are described herein. In one embodiment, a gaming device can include a network interface card operable to receive a plurality of gaming network communication packets from a gaming network. The gaming device can also include a gaming device firewall operable to apply a set of firewall rules to the plurality of gaming network communication packets and to drop some of the gaming network communication packets based on the set of firewall rules. The gaming device can also include set of gaming device applications operable to receive some of the gaming network communication packets. | 10-09-2008 |
20080248880 | METHOD AND APPARATUS FOR MANAGING GAMING MACHINE CODE DOWNLOADS - A gaming machine is arranged with a gaming machine controller and a secondary “queuing” device, preferably a player tracking controller having a memory. A communication link is provided between the player tracking controller and gaming machine controller, and the player tracking controller and a player tracking network including a player tracking host or server. A game code server is connected to the player tracking network. In accordance with a method, gaming machine code or data, such as game or other control code, is transmitted from the game code server over the player tracking network to the player tracking controller. The code may be processed by the player tracking controller, including by storing it in the player tracking controller memory. The code may then be transmitted to the gaming machine controller for storage and execution. | 10-09-2008 |
20080254885 | Network Gaming System - The invention provides a prize redemption system for use with one or more game apparatuses. A game is provided on a game apparatus for a player to play in exchange for monetary input, and prize credits are credited to the player based on the game outcome. A prize selection menu is then displayed by the game apparatus, the menu including one or more prizes, where the player may select a prize that has a prize cost within the player's prize credit amount. The player is dispensed a specific prize ticket that is redeemable for the selected prize. The game apparatus can also provide specific prizes and tournament games played for a tournament prize contributed to by multiple players. An operator can adjust prizes and payout percentages of the system to achieve a desired profitability for game apparatuses. Prize input is entered into a prize table describing multiple available prizes and also describing payout information that indicates a desired amount of payout that the operator wishes to provide back to players of the game apparatus in terms of the value of the prizes. Prize information, such as prize costs and specific prize win ratios, is automatically determined by the system for each of the prizes in view of the desired profitability of the game apparatus. | 10-16-2008 |
20080254886 | NETWORK GAMING SYSTEM - The invention provides a prize redemption system for use with one or more game apparatuses. A game is provided on a game apparatus for a player to play in exchange for monetary input, and prize credits are credited to the player based on the game outcome. A prize selection menu is then displayed by the game apparatus, the menu including one or more prizes, where the player may select a prize that has a prize cost within the player's prize credit amount. The player is dispensed a specific prize ticket that is redeemable for the selected prize. The game apparatus can also provide specific prizes and tournament games played for a tournament prize contributed to by multiple players. An operator can adjust prizes and payout percentages of the system to achieve a desired profitability for game apparatuses. Prize input is entered into a prize table describing multiple available prizes and also describing payout information that indicates a desired amount of payout that the operator wishes to provide back to players of the game apparatus in terms of the value of the prizes. Prize information, such as prize costs and specific prize win ratios, is automatically determined by the system for each of the prizes in view of the desired profitability of the game apparatus. | 10-16-2008 |
20080254887 | Gaming System and Method - A gaming system ( | 10-16-2008 |
20080254888 | GAME PROGRAM, GAME DEVICE, AND GAME METHOD - When a first event has occurred, a first character display process is performed based on first operation data, first non-operation data, and second non-operation data. This first character display process, which corresponds to a first game control section, is a display process for displaying the action of a first character on a first display unit of a first terminal device. When the first event has not begun, a second character display process is performed based on first operation data, second operation data, first non-operation data, and second non-operation data. This second character display process, which corresponds to a second game control section, is a display process for displaying the action of a second character and the action of the first character on the first display unit of the first terminal device. | 10-16-2008 |
20080254889 | Method for correcting impression flow - A system and method for correcting impression flow to a gaming environment is provided and includes determining a number of available impressions for delivery to at least one content cell in the gaming environment for a desired time period, determining a number of available users for the gaming environment for the desired time period, generating a target number of impressions to be delivered to the gaming environment for a predefined portion of the desired time period and generating a weighting value for the at least one content cell responsive to said target number of impressions. | 10-16-2008 |
20080254890 | Inventory placement - A system and method for integrating inventory into a gaming environment is provided, wherein the method includes generating cell inventory for integration into the gaming environment, generating content cells within the gaming environment, wherein the content cells are configured to contain the cell inventory, integrating the cell inventory into the gaming environment via the content cells and analyzing the integration of at least one of the cell inventory and the content cell to determine if the integration of the cell inventory into the gaming environment is functioning within predefined parameters. | 10-16-2008 |
20080254891 | SYSTEM AND METHOD FOR CONNECTING GAMING DEVICES TO A NETWORK FOR REMOTE PLAY - A system and method for connecting remote player devices to regulated host gaming devices in a network to provide remote game play. A host gaming device is configured to provide game information to a plurality of remote player devices to allow remote play of the host game device. Whether each remote player device is permitted to receive gaming data is based upon, at least in part, the geographic location of the remote player device. | 10-16-2008 |
20080254892 | SYSTEM AND METHOD FOR CONNECTING GAMIN DEVICES TO A NETWORK FOR REMOTE PLAY - A system and method for connecting remote player devices to regulated host gaming devices in a network to provide remote game play. A host gaming device is configured to provide game information to a plurality of remote player devices to allow remote play of the host game device. Whether each remote player device is permitted to receive gaming data is based upon, at least in part, the geographic location of the remote player device. | 10-16-2008 |
20080254893 | TOURNAMENT BONUS AWARDS AND RELATED METHODS - Various methods for administering a tournament game on a plurality of gaming machines are disclosed herein. According to one method, at least one networked gaming machine is reconfigured into a tournament mode. A gaming system then establishes one or more tournament bonus prizes. The tournament game play is initiated on the networked gaming machine. One or more tournament bonus prizes are awarded if a preselected criteria is achieved during play of the tournament game. At the conclusion of the tournament game, one or more tournament prizes are awarded to one or more winners of the tournament game. | 10-16-2008 |
20080254894 | CENTRAL DETERMINATION GAMING SYSTEM WITH A KENO GAME - A central determination gaming system with a keno game. Upon a player initiating a game play at a gaming terminal, the gaming terminal enables the player to select a plurality of symbols. The gaming terminal accesses a standard set of predefined symbols for the specific game played. The gaming terminal bidirectionally maps the player's selected symbols with the standard set of predefined symbols. The gaming terminal receives a predetermined game outcome seed from a central controller. The gaming terminal utilizes the selected game outcome seed to generate a plurality of game symbols. The gaming terminal determines if each of the generated game symbols needs to be modified. If so, the gaming terminal modifies these generated game symbols based on the bidirectionally mapping, presents the modified game symbols to the player and provides the player a game outcome that is determined based on the selected game outcome seed. | 10-16-2008 |
20080254895 | Methods and systems for consolidating game meters of N gaming machines - A method of multi-player regulated gaming on a network of gaming machines may includes steps of enabling game play of a same game at each of a selected first to N | 10-16-2008 |
20080261698 | Automated method and system for a gaming opportunity - A system and method for a gaming opportunity including a server to provide a gaming opportunity, a communications network, and a player device in communication with the server through the communications network to request access to the gaming opportunity for a player, the player device including a user interface through which user identification data is sent to the server, wherein the server includes an eligibility determination module to determine eligibility of the player for the gaming opportunity based on the user identification data, and a conditional play module to provide assistance during play of the gaming opportunity. | 10-23-2008 |
20080261700 | Gaming Device Including Configurable Communication Unit - Gaming devices including a configurable communication units are described herein. In one embodiment, the gaming device includes a program to conduct gaming operations and to pass a protocol request for transmission over a gaming network. The device can also include a protocol interface to receive the protocol request and to further pass the protocol request to one of a plurality of protocol units, wherein each of the plurality of protocol units is capable of converting the protocol request from a first communication protocol to a second communication protocol. | 10-23-2008 |
20080268959 | GAMING COMMUNITY MANAGEMENT AND PERSONALIZATION - The present invention involves methods and devices for controlling many aspects of a player's gaming experience, including game themes presented, game denomination, pay models, content and promotions. Some implementations of the invention provide a casino operator the necessary tools to create subsets of customers, often referred to herein as “communities,” and to control the gaming experiences of players in these communities. In some such implementations, communities may be created and/or modified according to various criteria, some of which may be weighted more heavily than others. Specific marketing messages, promotions, etc., may be provided to attract and retain players having similar characteristics and preferences. | 10-30-2008 |
20080268960 | CONSTRUCTION OF GAMING MESSAGES WITH CONTEXTUAL INFORMATION - A message is received on a gaming device from a player. The message provides a message identifier and an identifier for the player. Using the message identifier and game state information related to an avatar that is displayed in a gaming environment and is associated with the player, a contextual message is constructed that includes more game state information than is present in the message. The contextual message is displayed on a display of the gaming device. | 10-30-2008 |
20080268961 | METHOD OF CREATING VIDEO IN A VIRTUAL WORLD AND METHOD OF DISTRIBUTING AND USING SAME - A video of a virtual world is created utilizing stored gameplay data and game states. The gameplay data is used to re-create a given gameplay sequence in order to create video of the gameplay sequence. The gameplay sequence may be re-created using enhanced graphics to create new video files from any number of visual perspectives. | 10-30-2008 |
20080274811 | CHARACTER TRAINING AND DEVELOPMENT - There is provided a character training and development system for a virtual environment and related method. A character, such as an animal, human or human-like figure, doll, or other animated or cartoon-like object can be purchased by a user and then registered on a communication network via a unique code. Once registered, a set of attributes can be assigned to the character based on the type and class of the character. Attribute values can be assigned to the attributes by default or by user preferences. The characters can be manipulated within the virtual environment. In particular, the characters can be trained in order to improve their skills, to add new skills, and to increase their overall value and worth in the virtual environment. | 11-06-2008 |
20080280684 | VIRTUAL WORLD ELECTRONIC GAME - An electronic game for playing on a portable handheld game unit and on-line includes a dynamic animated virtual character that can be customized and updated both visually and functionally through game play and that can translate from a two dimensional visual presentation on a game unit to a higher order visual presentation in an interactive multi-player virtual world on-line and back while retaining any customization or upgrades is provided. Different versions of the electronic game produce different virtual characters that can interact on-line or through wireless linkage between game units. | 11-13-2008 |
20080280685 | VIDEO GAMES INCLUDING REAL-LIFE ATTRIBUTES AND/OR FANSTASY SETTINGS - A video gaming console and related network interfaces with a server computer hosting an online fantasy sports game. The video game machine acquires a fantasy team roster of the fantasy sport game over a network that includes the Internet and the video game console is programmed to create a video game team using at least a portion of the fantasy team roster. The video game team created is playable on the video game console. | 11-13-2008 |
20080280686 | Balancing distribution of participants in a gaming environment - Systems for balancing distribution of participants in a gaming environment are provided. In various embodiments, systems of the present invention may include multiple application servers each hosting a common game application, a lobby server for assigning new client devices to one of the application servers, and a universe manager for receiving reports from each of the application servers concerning the status of the game application. The universe manager may further instruct the lobby server to reallocate assignment of subsequent new client devices in order to balance the number of client devices assigned to each application servers. | 11-13-2008 |
20080287190 | GAME HOSTING SERVICE - A network gaming service accesses attributes of a particular user to match the user to a gaming session with users having similar attributes. A game hosting service uses preferences of the users in a session and determines parameters for a match. Subsequent match parameters can be further determined based on a history for the session as well as each of the user's preferences. | 11-20-2008 |
20080287191 | Method and System for Computing Online/Offline Multimedia Data - A method and system for processing online/offline multimedia data are disclosed. The system comprises a remote mainframe, a local host and a portable apparatus. When the portable apparatus is electrically connected with the remote mainframe and the local host, the portable apparatus can immediately exchange multimedia data exchange with the remote mainframe and the local host. When the portable apparatus is not electrically connected with the remote mainframe and the local host, the portable apparatus can independently process the multimedia data previously received from the remote mainframe and the local host; also the portable apparatus can update the multimedia data with the remote mainframe and the local host when the portable apparatus is electrically reconnected with the remote mainframe and the local host. With the system configuration, the present invention features online/offline multimedia-data processing capabilities. | 11-20-2008 |
20080287192 | Distributed network architecture for introducing dynamic content into a synthetic environment - Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content. | 11-20-2008 |
20080287193 | Distributed network architecture for introducing dynamic content into a synthetic environment - Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content. | 11-20-2008 |
20080287194 | Distributed network architecture for introducing dynamic content into a synthetic environment - Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content. | 11-20-2008 |
20080287195 | Distributed network architecture for introducing dynamic content into a synthetic environment - Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content. | 11-20-2008 |
20080287196 | NETWORK GAME SYSTEM - A network game system is provided in which players can play a considerable number of matches without spending a long period of time, and in which it is difficult for teams that are long left on a server without being logged in to maintain high ranking. In the network game system, the server performs processing of playing matches of PC teams automatically. Client computers each include means for organizing a PC team, and means for entering the PC team organized to the server. The server includes: means for storing the PC teams entered into storage means; means for updating team costs of the respective PC teams entered; means for resetting the team costs into initial values; and means for deleting athlete characters expired of athlete life. | 11-20-2008 |
20080287197 | UDP BRODCAST FOR USER INTERFACE IN A DOWNLOAD AND CONFIGURATION GAMING SYSTEM - A modified form of the UDP multicast protocol is disclosed to implement a one-way download progress notification system between a server and one or more clients. The UDP multicast download progress notification system enables UDP messages to be sent only to registered clients, not broadcasted to all clients. This architecture minimizes network traffic and enhances system security, since only registered clients receive the UDP message. The configuration of the UDP multicast download progress notification system does not require the configuration of network devices in order to support a UDP multicast. Furthermore, any number of the clients may be on a different network domain than the DCM engine. | 11-20-2008 |
20080287198 | System and Method for Conducting a Fantasy Sports Competition - The present invention embodiments pertain to conducting fantasy sports or other competitions, where users select or draft an entirely new team of professional players each week (or at other suitable time interval). The competition types (including playoffs) include fee based and free. Each fee based competition has a pre-determined entry fee, and prizes are awarded to the winner of that competition each week. The free competitions similarly include weekly prizes and further provide for a grand prize. Within each of the free and fee based types of competitions, users may compete in a “private” competition or a randomly composed “open” competition. Users within the free and fee based competitions may accumulate points that qualify for redemption to obtain prizes. These points are accumulated based upon the statistical performance of the drafted players for each team. The present invention embodiments further provide mechanisms for information sharing and interaction between users. | 11-20-2008 |
20080293493 | Method of developing the activity of an on-line game site - The on-line game site comprises a question engine coupled with a plurality of terminals controlled by respective players, for sending predefined questions to the players and for receiving answers to said questions from the players. The site allocates prizes to the players as a function of the answers it receives, where appropriate. The activity of the site is measured by a traffic index representative of the number of players that have played the game during a given time interval. The method comprises: a) displaying, together with the questions sent to players, advertising insertions paid for on the basis of a given rate; b) evaluating receipts associated with said paid-for advertising insertions; c) setting up an endowment for sharing amongst a plurality of prizes for allocation over a given period of time, the endowment being a function of the level of said receipts; d) on detecting an increase in the traffic index above a given threshold, correspondingly increasing said tariff for the advertising insertions; e) on detecting an increase in said receipts above another given threshold, correspondingly increasing said endowment; and f) continuing and developing the activity by reiterating above steps d) and e). | 11-27-2008 |
20080293494 | Networks for Use in Gaming - According to one example embodiment disclosed herein, a connection is established between a network and a plurality of gaming units located in a gaming establishment, wherein each gaming unit includes at least one wagering input unit; wherein the network includes one or more network resources and is connected to at least some of the plurality of gaming units; and a gaming information traffic is transmitted on the network. | 11-27-2008 |
20080293495 | GAME SERVER AND PROGRAM - By diversifying a variation of so-called difference detection game, a player can enjoy the difference detection game without being tired of it. The difference detection game is played on a display of a terminal device connected to a server via a communication line. When the player sends a correct answer in the difference detection game, a point may be provided to the player. In addition, a reference image for reference and a difference image may be switched and alternatively displayed on the display of the terminal device. In addition, the reference image and the difference image may be simultaneously displayed. The difference detection game may be played with animated images. In addition, a difference screen may be created from a replay screen of a different game such that the player may play the difference detection game after the different game. | 11-27-2008 |
20080293496 | GAME SERVER, GAME MACHINE, AND GAME CONTROL METHOD - In a collective control of plural game machines placed in the same parlor, it is detected whether there is a player change with each game machine and, based on the detection result, the cumulative credit consumption with each game machine is controlled per player. When the cumulative credit consumption of a certain player reaches a predetermined upper limit, return is executed to this player. The upper limit value is changed properly. Therefore, the player can perform a game without anxiety while enjoying amusement of the game. As the result, it may be avoided losing customers. | 11-27-2008 |
20080293497 | GAME SERVER, GAME MACHINE UNDER CONTROL OF THE SERVER, AND GAME CONTROL METHOD - In a game center installing a plurality of game machine groups (G | 11-27-2008 |
20080300058 | Electronic Gaming Device and System with Player Preference Options - Described is a electronic gaming device and system with player preference options. With the device or system, a player may select certain game parameters, including, but not limited to, whether or not to play for a progressive jackpot, whether or not to listen to game tones associated with the game and whether or not to play left handed or right handed. Players may also select a number of pay lines to play or which bonus games to play. The player's preferred parameters may then be stored such that during a later visit, the electronic gaming device may be automatically configured using the stored parameters or alternatively, the player may be provided with the option to select or decline the preferred parameters from a previous gaming session. In one version, multiple games of chance may be played simultaneously on a single game screen. | 12-04-2008 |
20080300059 | Gaming Network Using Host-Configured Networking Protocols - Methods and systems for using user-configured networking protocols in wagering game networks are described herein. In one embodiment, a computer-implemented method for using user-configured networking protocols includes receiving values for one or more user-specified options associated with a gaming device and receiving a network address request originating from the gaming device. The computer-implemented method can also include transmitting a reply destined for the gaming device, wherein the reply includes a network address and the values for the one or more user-specified options. | 12-04-2008 |
20080300060 | ONLINE GAME SERVER, ONLINE GAME PROGRAM PRODUCT AND GAME APPARATUS - An online game server delivers an online game to a player terminal via a communication network. The online game is played in the player terminal operated by a player. The online game server receives object selection information indicating that an object selectably displayed on a game display screen of the online game is selected at the player terminal. The online game server then transmits related site specification information to the player terminal on the basis of the received object selection information. The related site specification information is used for the player terminal to access a related site related to the object. Game progress information necessary for progress of the online game is included in the related site. The related site specification information is a URL indicating an address of the related site or a search formula for searching for the related site using a search engine. | 12-04-2008 |
20080300061 | Online Interactive Game System And Methods - An apparatus, system, and methods, for an online entertainment system are provided. In one embodiment, an apparatus is provided that allows for universal control of games. In some embodiments, the games are hosted at an online portal, which contains a software module allowing a game programmer to specify a controller mapping. When a particular game is selected by a user, the mapping is sent to the local computer. Once installed, the mapping file maps commands received from a controller to specific actions within the game. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims. | 12-04-2008 |
20080305874 | Methods For The Unambiguous Association Of At Least One Autonomous Storage Unit With At Least One Player In A Score Keeping Device - The invention relates to methods for the unambiguous personal association of at least one autonomous storage unit ( | 12-11-2008 |
20080305875 | Gaming System, Apparatus and Method of Performing a Game - A game gaming system ( | 12-11-2008 |
20080305876 | METHOD AND SYSTEM FOR RESPONSE AUTHORIZATION - A method and system for response authorization. In one embodiment, authorization data and response data may be received over a paging network on a user device. The authorization data may be compared against a device identifier of the user device. A response indicated by the response data may be triggered on the user device based on a comparison of the authorization data to the device identifier. | 12-11-2008 |
20080311996 | System and Method for Influencing an On-Going Event - A system and method for enabling spectators to participate in a sporting event in a way that may materially affect the course, and outcome, of the event. The players, or teams, participating in the sporting event agree to have certain decisions made by spectators who are supporters of the player or team. The decisions may range from the choice of the starting line up to actually calling plays during the game. The game influencing decisions are made by pre-registered spectators who vote by making a selection from a menu of possible choices related to a player's participation in the live sporting event. The spectators may be remote to the game and watching it on a television and voting using their remote control to make menu selections. Or the spectators may be in the stands watching the game, getting and responding to menus via their cell phones. | 12-18-2008 |
20080318686 | Local Game-Area Network System - A local game-area network includes a plurality of gaming devices and local game-area servers. Each local game-area server is associated with a corresponding gaming device. Each local game-area server in the local game-area network is operatively associated with every other local game-area server in the local game-area network. Additionally, one of the local game-area servers is a host local game-area server while the remaining gaming devices and associated local game-area servers are clients. Furthermore, the host status of the host local game-area server moves dynamically to an available local game-area server in the local game-area network in response to the host local game-area server becoming non-operational. | 12-25-2008 |
20080318687 | Live Game Lobby - A three-dimensional rendering of a game space for a first instance of a game is displayed. The first instance of the game requests position information of avatars in game spaces of other instances of the game. Position information and a player identification for an avatar in another instance of the game is received. A position object is generated based on the position information and player identification, the position object being unable to interact with other objects in the first instance of the game. A graphical representation of the position object is displayed in the three-dimensional rendering of the game space of the first instance of the game, the graphical representation of the position object being positioned in the three-dimensional rendering of the game space based on the received position information. | 12-25-2008 |
20080318688 | SYSTEMS AND METHODS FOR FACILITATING COMPETITION - Systems and methods for facilitating competition are provided. According to an embodiment of the present invention, competition is facilitated by combining competition results from competition-event-segments across competition events conducted at different event locations. | 12-25-2008 |
20080318689 | LOCAL POSITIONING SYSTEM AND VIDEO GAME APPLICATIONS THEREOF - A system includes a plurality of Local Positioning System (LPS) base units, an LPS mobile unit, and a game console device. The LPS base units are physically distributed and proximal to a gaming environment and transmit an LPS signal. The LPS mobile unit receives the LPS signal, determines distance to the LPS base units based on the received LPS signals, and determines position of the LPS mobile unit within the gaming environment based on the distances. The game console device receives the position of the LPS mobile unit, associates the position of the LPS mobile unit with a position of a video game player, and processes a video game function in accordance with the position of the video game player. | 12-25-2008 |
20080318690 | METHODS AND APPARATUS FOR REMOTE PLAY OF A GAMING DEVICE - A method and system for remote play of a gaming device, such as a slot machine. In accordance with one embodiment, a first player playing a first device may benefit from an outcome determined via a second gaming device, the second device being played by a second player. The first device and/or the second device may comprise a gaming device operable to facilitate a wagering game. The first player and the second player may each place a wager on the outcome determined via the second device. The wager placed by the first player may be different from the wager placed by the second player. The displays of the two devices may be merged in some embodiments, such that a first portion of the outcome is displayed on a display of the first device and a second portion of the outcome is displayed on a display of the second device. | 12-25-2008 |
20080318691 | Positioning within a video gaming environment using RF signals - The position of a mobile gaming object within a video gaming environment is determined using at least one combined Radio Frequency (RF) signal. Each combined RF signal includes at least a pair of RF signals that have a known relationship therebetween. Based on signal information representative of properties of the combined RF signal as received and the known relationship, respective distances between the mobile gaming object and a plurality of transmitter/receivers can be determined. The position of the mobile gaming object within the video gaming environment is then determined from the distances. | 12-25-2008 |
20090005170 | Dynamically reconfigurable real-time gaming system - The invention provides a prize redemption system for use with one or more game apparatuses. A game is provided on a game apparatus for a player to play in exchange for monetary input, and prize credits are credited to the player based on the game outcome. A prize selection menu is then displayed by the game apparatus, the menu including one or more prizes, where the player may select a prize that has a prize cost within the player's prize credit amount. The player is dispensed a specific prize ticket that is redeemable for the selected prize. The game apparatus can also provide specific prizes and tournament games played for a tournament prize contributed to by multiple players. An operator can adjust prizes and payout percentages of the system to achieve a desired profitability for game apparatuses. Prize input is entered into a prize table describing multiple available prizes and also describing payout information that indicates a desired amount of payout that the operator wishes to provide back to players of the game apparatus in terms of the value of the prizes. Prize information, such as prize costs and specific prize win ratios, is automatically determined by the system for each of the prizes in view of the desired profitability of the game apparatus. | 01-01-2009 |
20090005171 | INTERACTIVE MULTI-PLAYER AUDIO GAMING DEVICE - An interactive gaming system, preferably including multiple interactive storage medium devices, such as digital audio players. The interactive gaming system enables multiple users to link digital audio players to a central unit, whereby game play is structured around the selection of audio data in accordance to preprogrammed gaming content. The interactive gaming system further comprises a speaker and circuit board assembly operatively connected to buttons and lights, whereby multiple users may compete to answer questions and/or statements regarding audio data included in the users' digital audio players. | 01-01-2009 |
20090005172 | SERVER APPARATUS, CELLULAR PHONE, OPPONENT SELECTION SYSTEM AND METHOD, PROGRAM, AND RECORDING MEDIUM - Disclosed is a technology that allows a user of a mobile phone having a game execution function to easily find another mobile phone user who can immediately play a match-up with him/her in the game. A page of an opponent selection site that is provided by a server apparatus is individually created for each mobile phone user who logs on while assigning the kind of a game for a match-up. On the opponent selection site, match-up opponent candidates who are liable to play a match-up in the game of the kind assigned by the mobile phone user who logs on are listed. A predetermined value is added to the score of goodness of fit of each user, which is used to select a match-up opponent candidate, according to whether or not the user has played a match-up in the game of that kind, whether or not the user has obtained a high score in the game of that kind, whether or not the user has challenged another user to a match-up in the game of that kind, or whether or not the user has played a match-up with the mobile phone user, who logs on, in the past. In addition, a value according to a time elapsed from a last login date-and-time is added to the score of the goodness of fit. | 01-01-2009 |
20090005173 | Method of Providing Gaming Addiction Control Solutions in a Gaming Establishment - Embodiments of the present invention provide systems and methods for performing monitoring of gaming behaviour and applying remedies when the gaming behaviour is evaluated as being outside acceptable settings. A system is described wherein gaming machines are networked with a server housing databases and programs adapted to store player identifications, to store transactions, to determine when behaviour is outside acceptable settings and to signal a system component used by the identified player to apply a remedy. Also described are methods applied by the server and gaming system components are described in order to perform gaming behaviour monitoring and apply remedies when appropriate. Finally, there is described means and programs for players to provide acceptable gaming settings and remedies to be applied. | 01-01-2009 |
20090005174 | System and method for providing game on network - A system and a method for providing and distributing a game widely on a network are disclosed. The method includes: creating and storing game platform data which load a game to be distributed; providing a copy function that allows source address information of a game platform, corresponding to the game to be distributed, to be copied; downloading the game platform data in response to a request for the game platform from a client using the source address information of the game platform; and downloading the game to be distributed and additional information in response to an activation of the downloaded game platform data, wherein the game platform provides the copy function that allows the source address information of the game platform to be copied in response to a request from the client. | 01-01-2009 |
20090011833 | Descending Qualification Community Game - A community gaming system includes a community game server that compares gaming outcomes of gaming devices to determine whether the gaming devices qualify for a community game. For a first set of gaming devices, the community game server compares a gaming device outcome against a first qualifying outcome having a first qualifying probability. The qualifying probability is then modified and a second qualifying outcome based on the modified qualifying probability is used to qualify a second set of gaming devices. A community prize may be awarded to winning gaming devices in proportion to the qualifying probabilities for the respective gaming devices. | 01-08-2009 |
20090011834 | LOCATION AWARE AD-HOC GAMING - A method of mobile gaming is disclosed. The method includes configuring a mobile device to communicate in a first communication protocol and a second communication protocol, determining location information for the mobile device, communicating the location information and a gaming request via the first communication protocol to a game server, receiving a gaming request response from the game server via the first communication protocol, initiating a gaming session in response to the gaming request response, wherein the gaming session is conducted via the second communication protocol. | 01-08-2009 |
20090011835 | VIDEO GAMES INCLUDING REAL-LIFE ATTRIBUTES AND/OR FANSTASY SETTINGS - A video gaming system and related network interfaces with an online fantasy sports game. The fantasy sports game can be enhanced using various features of the video game play. In one aspect of the invention the video game system provide a video game console platform for the fantasy team owner to attend the fantasy draft over a network that includes the Internet. Attending the fantasy draft includes selecting available real-life athletes from a list of available real-life athletes in the fantasy draft as members of a fantasy team roster and receiving information describing fantasy draft selections by other fantasy team owners attending the fantasy draft. The video game system includes instructions for displaying sports video game characters associated with the same real-life athletes being drafted in the online fantasy game. | 01-08-2009 |
20090011836 | METHOD AND APPARATUS FOR MANAGING HOTEL TRANSACTIONS FROM A GAMING DEVICE - A customer may be permitted to use a gaming device such as a slot machine to manage various transactions related to a hotel, such as checking in and/or checking out of the customer's room at the hotel. A customer may receive a benefit in exchange for using a gaming device for a transaction. | 01-08-2009 |
20090017915 | METHOD FOR CHARACTER SERVICE FOR DUPLEX COMMUNICATION - Disclosed is a character service method using duplex communications through wire/wireless networks. According to the method, predetermined points are given to a user according to the user's purchase of an item or activity relating to the character. When the points have been accumulated up to a predetermined level at which the user is regarded as having an affinity for the character, a character call including the character's voice or dynamic image proper for the user's situation is transmitted to the user, so as to enhance the user's affinity for the character. | 01-15-2009 |
20090017916 | Cross-Virtual-World Resource Scheduling Framework - A cross-world framework for providing integrated scheduling and reservation of virtual resources. Users are allowed to access the scheduling application from a website or an in-world interface. According to one embodiment, the framework uses the iCal industry standard calendaring format, and includes user configurable cross-channel notifications. | 01-15-2009 |
20090017917 | ONLINE GAMING SYSTEM - Aspects of the present invention provide systems and methods relating to online gaming utilizing virtual playing instruments generated from physical playing instruments. According to one aspect of the invention, physical playing instruments are utilized in a gaming environment that may be scrambled, shuffled, and/or played remotely over a network. In one embodiment, the physical playing instruments are traditional poker-style gaming playing cards. The playing instruments include at least one identifier that may be read upon being dealt, such as identified and stored on a computer-readable medium before a game. In one such embodiment, computer-executable instructions may utilize the information on the computer-readable medium in conjunction with one or more games. Further aspects relate to validating the playing instruments and/or systems before, during, and/or after conducting one or more games with the playing instruments. | 01-15-2009 |
20090029774 | Method of entertaining using a mobile entertainment environment - A method for entertaining event attendees involves installing electronic equipment in a mobile entertainment environment and then transporting the mobile electronic environment to an event location. At the event location, event attendees are provided with temporary authorization and access to the mobile entertainment environment and subsequently entertained. At the conclusion of the entertainment, temporary authorization and access is revoked and the mobile electronic environment is removed from the event location. For storage, electronic equipment can be removed from the entertainment environment and placed in a secure location. The mobile entertainment environment preferably is a trailer pulled by a delivery vehicle, such as a pickup truck. The trailer has multiple entry points and contains comfortable seating for event attendees and multiple entertainment stations. At each entertainment station attendees can play games or watch DVDs using one of several gaming systems and their corresponding peripherals. Large video displays and audio equipment enhance the experience at each entertainment station. Interactive gaming can be experienced among multiple players at a single station, among players at different stations, or by connected to the internet for interactive play with remote players. Additional features of the entertainment environment include security cameras, exterior video displays for the benefit of attendees not in the trailer, stabilizers to minimize motion sickness within the trailer, and a video controller for providing master control of all of the video displays. | 01-29-2009 |
20090029775 | DOWNLOAD PROGRESS MANAGEMENT GAMING SYSTEM - A modified form of the UDP multicast protocol is disclosed to implement a one-way download progress notification system between a server and one or more clients. The UDP multicast download progress notification system enables UDP messages to be sent only to registered clients, not broadcasted to all clients. This architecture minimizes network traffic and enhances system security, since only registered clients receive the UDP message. The configuration of the UDP multicast download progress notification system does not require the configuration of network devices in order to support a UDP multicast. Furthermore, any number of the clients may be on a different network domain than the DCM engine. | 01-29-2009 |
20090029776 | DOWNLOAD PROGRESS MANAGEMENT GAMING METHOD - A modified form of the UDP multicast protocol is disclosed to implement a one-way download progress notification method between a server and one or more clients. The UDP multicast download progress notification method enables UDP messages to be sent only to registered clients, not broadcasted to all clients. This architecture minimizes network traffic and enhances system security, since only registered clients receive the UDP message. The configuration of the UDP multicast download progress notification method does not require the configuration of network devices in order to support a UDP multicast. Furthermore, any number of the clients may be on a different network domain than the DCM engine. | 01-29-2009 |
20090029777 | METHODS, SYSTEMS, AND COMPUTER PROGRAM PRODUCTS FOR ALLOCATING DIFFERENT QUALITY OF SERVICE/BANDWIDTH ALLOCATION TO SUBSCRIBERS HAVING DIFFERENT LEVELS OF SUBSCRIPTION SERVICE FOR INTERACTIVE GAMING - Quality of Service (QoS) and/or bandwidth allocation can be provided for interactive gaming via a Regional/Access Network (RAN). The RAN can provide end-to-end transport between a Gaming Application Service Provider (GASP) and a Customer Premises Network (CPN) that includes a Routing Gateway (RG). Quality of Service (QoS) and/or bandwidth allocation can be provided by determining different levels of subscription service for different subscribers to an interactive game between a plurality of participants. Different QoS and/or bandwidth allocations can be provided to different gaming traffic flows associated with the different subscribers to the interactive game based on the different levels of subscription service of the different subscribers. | 01-29-2009 |
20090036214 | Ranking System - A method for ranking objects and determining a top ranked object, the method comprising steps of comparing the objects with each other using a non-predictive process and marking objects successful in each round of texts. Periodically objects are removed from a table containing a rank between the objects; however, marked objects are protected from removal. When only one object remains, a top ranked object is determined. | 02-05-2009 |
20090036215 | GO PLAYING SYSTEM - A go playing system enabling the players to play go over a network. The system comprises player information storage means, dan/kyu grade information storage means, play processing means, point computing means for computing an increase/decrease of the points of each player according to the win or loss of the play with a basic point, point reporting means for reporting an increase or decrease of the points due to the win or loss to each player terminal point updating means for storing the new points corresponding to the win/loss in the player information storage means, dan/kyu grade changing means for changing the dan/kyu grade of the winner and the loser by comparing their points with the dan/kyu promotion point and dan/kyu demotion point, and dan/kyu grade reporting means for reporting the change of the dan/kyu grade to the player terminal used by the player if the dan/kyu grade of the player is changed by the dan/kyu grade changing means. | 02-05-2009 |
20090036216 | VIDEO GAME FOR INTERACTIVE ENGAGEMENT BETWEEN MULTIPLE ON-LINE PARTICIPANTS IN COMPETITION OVER INTERNET WEBSITES - A gaming method for interactive engagement between multiple participants in competition over internet websites is provided. The method provides for selection of an internet website that has a website value associated with it, or assigned to it. The website value is based on the number of times the selected website has been accessed by web users. A first character is selected by a participant. The selected first character has player points associated therewith, and interactively engages at least one other character in a game environment. A winning character is determined as between the first and second character based on one or more determinative outcomes during the game. These determinative outcomes are generated by generating a first and second random value attributable to the first and second characters respectively. The random values are compared and the player points associated with the first and second characters are incremented based on the comparison. The steps of generating first and second random values, comparing the generated first and second random values and incrementing player points are repeated until a termination condition is met. | 02-05-2009 |
20090036217 | SERVICE-ORIENTED GAMING NETWORK ENVIRONMENT - A gaming services framework includes web services extensions and comprises a set of services, protocols, XML schemas, and methods for providing gaming system functionality in a distributed, network based architecture. Systems and methods provide a service-oriented framework for gaming and property management based upon internetworking technology and web services concepts. One aspect of the systems and methods includes a loosely coupled architecture that consists of software components that semantically encapsulate discrete functionality (self contained and perform a single function or a related group of functions—the component describes its own inputs and outputs in a way that other software can determine what it does, how to invoke its functionality, and what result to expect). These components may be distributed and programmatically accessible (called by and exchange data with other software) over standard internetworking protocols (TCP/IP, HITP, DNS, DHCP, etc.). | 02-05-2009 |
20090036218 | SYSTEM AND METHOD FOR PLAYING A GAME - A system and a method for playing a game using the system is provided. The system allows a consumer of retail products to acquire information relevant to playing the game and transmit that information into a computer network, which processes that information and informs the consumer of their status with regard to the game. The game information is captured and transmitted to the computer network with an imaging device, which is provided to the consumer by the retailer sponsoring the game. | 02-05-2009 |
20090042651 | Mobile wireless entertainment system and network - A mobile wireless multilingual entertainment system that comprises one or more wireless devices, internet/telephone connections, portable computer/monitor/consoles, via a touch tone screen that can be used for multiple applications from airlines to opera theaters. The system also has a payment feature, a security feature, an alarm that prevents removal by the user from the intended location. The system further provides voice activation, video, audio, CD/DVD, ear and speaker phone capability, a Braille feature and operates on AC/DC, solar power. | 02-12-2009 |
20090042652 | GAMING SYSTEM AND METHOD PROVIDING SIMULTANEOUS GAMING WITH LINKED PAYTABLE EVENTS - The gaming device disclosed herein includes a plurality of simultaneously, substantially simultaneously or sequentially played primary games, wherein a designated triggering event in at least one of the games causes the gaming device to change, modify, supplement, add to, activate or otherwise influence the paytable of at least another game. | 02-12-2009 |
20090042653 | Game Device - A roulette-shaped big monopoly unit 12 is disposed at the center of a casing 10, and a triangular pointer 14 for pointing a partition of the annular board 13 is disposed at the summit of the big monopoly unit 12. The players playing in the satellites 20 satisfy prescribed conditions to thereby to play in a big monopoly game using the big monopoly unit 12. In the big monopoly game, the players sequentially revolve the annular board 12. The game is advanced in accordance with contents of a partition pointed by the pointer 14 which is common among all the players when the revolving annular board 13 stops. The game can be played closely related among the satellites. | 02-12-2009 |
20090042654 | Digital Imaging Method and Apparatus - An apparatus and method for electronically creating combined digital images of a person and incorporating them into a series of site-specific background images or film clips making it appear as if the user were actually a part of the original imaging sequence. As to housing, camera, processor, output devices, control boards, cables, currency machine; see Pat. No. 6,507,361. In one embodiment the camera can move to take the images from different angles and in an alternative embodiment there are multiple cameras situated such that they sequentially capture and store a series of images to be incorporated into the product. An alternative housing apparatus is in a booth for automatically producing an imaging sequence of a self-portrait of the user integrated into a stored background or film clip, including a cash or credit card receiving device, a computer triggered by cash or credit received in the device, a movable digital camera or video camera to view the user, a video monitor for self viewing, and the possibility of one located outside the booth for advertising or amusement purposes. A series of stored digital imaging movie clips for selective withdrawal by the user where the captured sequence of the user is automatically integrated into stock stored movie clips and can be either output in an e-mail message posted to a board with a link to user's choice of e-mail friends' addresses for retrieval or a direct link to friend's and family's e-mail addresses or an output device with hard copy of personalized sequence to CD ROM or Video or hard copy print of a still image. | 02-12-2009 |
20090048022 | DYNAMIC RECONFIGURATION OF PROMOTIONAL PROGRAMS - An apparatus to dynamically reconfigure at least one promotional program played on a gaming device comprises a network interface configured to interface with the gaming device and a plurality of devices, a processor coupled to the network interface configured to receive data from the gaming device and the plurality of devices, a database to store the data received from the gaming device and the plurality of devices, a qualifying table database to store at least one qualifying criteria and an associated promotional program, and a data analyzer configured to determine whether the data and the qualifying criteria match, wherein the processor is configured to dynamically reconfigure the gaming device in the associated promotional program if the data and the qualifying criteria match, and wherein the processor is configured to dynamically reconfigure a promotional program server to reflect the reconfiguration of the gaming device in the associated promotional program. | 02-19-2009 |
20090048023 | METHOD AND APPARATUS FOR RECORDING AND REPLAYING NETWORK GAME - Embodiments of the present invention provide a method for recording and replaying a network game. The method includes copying all game messages sent by a game server to a game client during a game process; replaying the game process according to the copied game messages. Besides, embodiments of the present invention also provide an apparatus for recording and replaying a network game. In accordance with the method and apparatus in the embodiments of the present invention, unlike the prior art, the technical solution of recording and replaying a network game is independent of the network game itself and is dependent on the game messages sent by the game server. Therefore, the technical solution in the embodiments of the present invention can be used commonly for recording and replaying to all kinds of network games. | 02-19-2009 |
20090048024 | Wireless communication game system - A wireless communication game system includes a plurality of mobile game apparatuses, which function as a parent device or a child device and are capable of making a communication with each other, and broadcasts from the parent device a parent device packet including a parent device PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot, and a payload. All the parent device packets are received from the parent device existing within a communicationable range of a user's own apparatus, and the user's own apparatus creates a parent device list, and displays the parent device list on an LCD. Therefore, a user or a player of his own apparatus looks at the game name of the parent device list, for example, and operates a cross key included in an operation key so as to select one desired parent device. Then, transmitting a child device number CID of the user's own apparatus at the E slot designated by the parent device packet, the user's own apparatus transmits a connection request to the parent device. | 02-19-2009 |
20090054148 | METHOD AND APPARATUS FOR PROVIDING PLAYER INCENTIVES - A system and method is provided for incentivizing players to visit a gambling location. In one aspect, a qualified person is invited to play an electronic game which has a plurality of outcomes, at least one of which is a winning outcome. One aspect relates to accumulating outcomes. Another relates to incentives provided to player program member(s). In some embodiments, the person does not need to be qualified. In one embodiment, the person may be required to redeem the outcome at the gambling location, in another at a redemption location. In one embodiment, a player is required to take an action in order to redeem an outcome. In some embodiments, a game play and/or redemption and/or any action must occur in a specified time, respectively. In one embodiment the electronic game is not located at a gambling location, in another it is not located at a redemption location. | 02-26-2009 |
20090054149 | MULTIPLE MONETARY TYPE GAMING MACHINE WITH CASH CONVERSION FUNCTIONALITY - A gaming machine connected in a gaming network or operating as a stand-alone machine, is capable of accepting two or more currencies for wager game play. The machine operates internally using a native monetary type and converts non-monetary bills to native amounts in the form of restricted or cashable credits. The multiple currency capability of the machine is utilized to encourage the use of restricted credits by adjusting conversion rates, payback tables, and the like. These features, combined with the use of restricted credits, also enable ways to monitor abuse and illegal activity on the gaming machine and implement ways to limit losses by a player. Certain post-conversion processes are used to ensure that the player is returned non-converted amounts. The gaming machine has additional hard and soft meters to process multiple monetary types. | 02-26-2009 |
20090054150 | GAME SERVER, GAME CONTROL METHOD, AND GAME MACHINE - A return is reliably executed to a player who has paid a predetermined amount to a game machine. The timing of this return is determined by lottery, and its result is displayed on the game machine. This thrills the player with expectation of the return, thereby keeping the player long on the same game machine. As the result, it is avoidable that the player waiting for a prize for a long time loses enthusiasm for the game and keeps away from the hall (i.e., a reduction in the number of customers). | 02-26-2009 |
20090054151 | Game Topper - The subject matter of this specification can be embodied in, among other things, a method that includes monitoring, at a game topper, a signal transmitted between a gaming device and a remote gaming management system, associating at least a portion of the signal with media, and outputting the media to a user of the gaming device using the game topper. | 02-26-2009 |
20090054152 | Method and System for an electronic game as a medium to instigate significant real-world events - An electronic game that enables the player to cause or initiate significant real-world events, and stop or prevent significant real-world events from happening, the player having the explicit, game play intention of causing the significant real-world event or its by-products, by engaging to in-game actions, that is, electronic games do not produce or initiate significant real-world events and are limited to virtual events, whereby the electronic game experience can feel less real, less challenging, less engaging, less rewarding, and less meaningful; a conversion and/or linking process that bridges game play and in-game actions with the actuation system. | 02-26-2009 |
20090054153 | METHOD OF DECIDING TOURNAMENT WINNERS - A system and method for conducting a tournament having an unlimited number of participants. The system includes a mechanism for selecting performance criterion against which individual results are judged; a mechanism for fixing a number of winners of the tournament; a mechanism for applying the criterion to each participant, thereby ranking the participants from highest to lowest performer in one or more rounds; and a mechanism for determining the top participants as the tournament winners. The highest-ranked participants at the end of the tournament are declared winners, as based on the participants' performance. The method includes obtaining a system for conducting a tournament having an unlimited number of participants; selecting performance criterion upon which individual results are based; fixing a number of winners of the tournament; applying the criterion to each player of the player pool, thereby ranking the player pool from highest to lowest performer in one or more rounds; and determining the top participants as the tournament winners. With the system and method, a significant fraction of winners for a tournament are provided, even when the number of tournament participants is large. | 02-26-2009 |
20090054154 | SYSTEM AND METHOD FOR MOVING A PARTY FROM ONE GAME TO THE NEXT - The invention provides a game server computer system, including at least one storage medium, at least one processor connected to the storage medilum, and a set of instructions stored on the storage medium for execution by the processor, the set of instructions including a communications module to transmit signals to remote player computer systems over the network, a plurality of shared game environments displayed by the remote player computer systems, at least one game component associated with each remote player computer system located in the shared game environment at each remote player computer system, and being movable relative to the shared game environment utilizing the respective remote player computer system, and a plurality of player scores stored on a computer system, each player score corresponding to a respective one of the remote player computer systems, game thresholds being reached as a result of movement of the game components relative to the shared game environment, and the player scores being updated when the game thresholds are reached, a plurality of parties, each comprising a respective subset of the remote player computer systems, associated with at least one of the shared game environments, a party move selector selectable at one of the remote player computer systems associated with a first one of the parties and a first one of the shared game environments to transmit a party move signal from the respective remote player computer system to the server computer system, and a party move module stored on the game server computer system which, in response to the party move signal, associates all the remote player computer systems associated with the first party in unison with a second one of the shared game environments. | 02-26-2009 |
20090054155 | INTERACTIVE ACTION FIGURES FOR GAMING SYSTEMS - An action figure is provided with a serial number that provides an access code which allows owners to engage in enjoyable games or other activities via the Internet or other gaming systems. The interactive action figure system comprises a toy, statue, or other three-dimensional figurine with a serial number, and preferably a computer network accessible over the internet and a particular gaming framework managed by a network device. Owners of action figure toys may “log onto” the network using the action figure serial number as an access code to activate a particular computer character identity and participate in games such as hand-to-hand combat games, action-adventure series, or learning games. The action figure may be, for example, a warrior, sports figure, doll or teddy bear to appeal to a wide range of users. Once a particular character is activated, game play proceeds according to preset rules. The game character's traits, powers, and other features may be enhanced or otherwise modified by purchasing preferably-three-dimensional accessories and inputting serial numbers into the gaming system that are also supplied with the accessories. | 02-26-2009 |
20090054156 | Communication Game System, Communication Game Control Method, Information Recording Medium, and Program - In an online game in which game players are able to communicate with each other by voice utterance, in order that information such as audio information representing a voice uttered by one of the game players in synchronization with video image information may be output in synchronization with video image information in a terminal on the side of the other game player, a sending end terminal ( | 02-26-2009 |
20090062007 | Injecting Content into Episodic Video Games - A hidden object video game having multiple episodes is played on a computing device. Periodically or upon reaching a milestone in the game, the computing device automatically connects with a server to update the game with data containing new episodes of the game and then disconnects from the server. The hidden object game continues to be played with the updated data after the disconnection. | 03-05-2009 |
20090062008 | System for distributing entertaining episodes and crediting payouts to authorized remote-player's wagers - A system for distributing entertaining multimedia episodes and crediting payouts to authorized remote-player's wagers, off-site or on-site regulated premises, comprising a system for randomly selecting episodes, with randomly generated episodes outcomes appended thereto. The selected episodes could be from a database or from ongoing live games. The database could be pre-processed audio-video, from authorized content producers depicting a hired cast of entertainers, playing a selected variety of games of chance and skill. The system includes authorized server based episode and outcome distribution to secure remote-player stations, including an intra-episode biometric (e.g., face) authentication system, and an accounting systems, for rewarding authorized remote-players with products, services, cash and playing credit payouts. | 03-05-2009 |
20090062009 | GAME SYSTEM - A game device (A | 03-05-2009 |
20090062010 | Information processing device, information processing system, and storage medium storing information processing program - An information processing device performs data communication with a server through a predetermined network, and transmits a result of reviewing a review target to the server. The information processing device executes, in accordance with an operation of a user, execution processing of any review target which is selected from a plurality of review targets, and updates and stores an execution history of the review target. The information processing device extracts a reviewable review target from the plurality of review targets based on the stored execution history of each review target. The information processing device generates review information reviewing at least one extracted review target in accordance with an operation of the user, and transmits the review information to the server. | 03-05-2009 |
20090062011 | REMOTE GAME SYSTEM AND REMOTE GAME MACHINE - A remote game system has a game machine, which has a manual operation unit receiving a manual operation instruction, and a remote controller. The remote controller communicates with the game machine through a communication network, and controls operation of the game machine through the communication network. The game machine has an exclusion unit, and when one of a remote operation instruction for playing a game from the remote controller and a manual operation instruction for directly playing the game from the manual operation unit has been received, inhibits one of the remote operation instruction or the manual operation instruction. | 03-05-2009 |
20090062012 | SYSTEM AND METHOD FOR LINKING A PLAYER COMPUTER SYSTEM DIRECTLY TO A PREDETERMINED SHARED GAME ENVIRONMENT - The invention provides a game server computer system, including at least one storage medium, at least one processor connected to the storage medium, and a set of instructions stored on the storage medium for execution by the processor, the set of instructions including a communications module to transmit signals to remote player computer systems over the network, a shared game environment displayed by the remote player computer systems, at least one game component associated with each remote player computer system located in the shared game environment at each remote player computer system, and being movable relative to the shared game environment utilizing the respective remote player computer system, a plurality of player scores stored on a computer system, each player score corresponding to a respective one of the remote player computer systems, game thresholds being reached as a result of movement of the game components relative to the shared game environment, and the player scores being updated when the game thresholds are reached, and a URL generator that generates a game-specific URL, the game-specific URL being utilizable at the selected remote computer system to at least retrieve the selected game environment. | 03-05-2009 |
20090062013 | SYSTEM AND METHOD FOR HYBRIDIZING BROWSER AND GAME VIEWS - The invention provides a client computer system, including at least one storage medium, at least one processor connected to the storage medium, and a set of instructions stored on the storage medium for execution by the processor, the set of instructions including a communications module to receive and transmit signals to remote computer systems over the network, a first browser having a view for displaying components in the signal, the first browser having browser functionality, a game including a shared game environment, at least one game component, associated with each of a plurality of remote player computer systems, located in the shared game environment and being movable relative to the shared game environment utilizing the respective remote player computer system, game thresholds being reached as a result of movement of the game components relative to the shared game environment, and the player scores being updated when the game thresholds are reached, and a first plug-in placing a view of the shared game environment in the browser with the game having game functionality that is at least in part different from the browser functionality. | 03-05-2009 |
20090062014 | SYSTEM AND METHOD FOR COMMUNICATING GAME PARAMETERS UTILIZING SEPARATE PROTOCOLS - The invention provides a client computer system, including at least one storage medium, at least one processor connected to the storage medium, and a set of instructions stored on the storage medium for execution by the processor, the set of instructions including a game having game parameters including a shared game environment, at least one game component, associated with each of a plurality of remote player computer systems, located in the shared game environment and being movable relative to the shared game environment utilizing the respective remote player computer system, game thresholds being reached as a result of movement of the game components relative to the shared game environment, and the player scores being updated when the game thresholds are reached, a first protocol generator to communicate at least a first of the game parameters over the network, and a second protocol generator to communicate at least a second of the game parameters over the network. | 03-05-2009 |
20090062015 | GAME PLAYING DEVICE WITH NETWORKED PLAYBACK CAPABILITY - A game playing device and a computer readable medium with a set of instructions for playing a game encoded thereon and a set of instructions encoded thereon such that the game playing device is recognized as a controllable playback device in a networked environment. | 03-05-2009 |
20090062016 | METHOD AND SYSTEM FOR REPRESENTING FINANCIAL INFORMATION IN A GAMING ENVIRONMENT - Disclosed is an apparatus, method and system for procuring and analyzing information regarding the financial markets. According to further embodiments of the present invention, there may be provided a system to execute financial transactions using Internet-based frontend graphics that resembles wagering games. The system may provide a comprehensive combination of financial information and transactions in a format that facilitates known and new casino/betting like frontend graphics. | 03-05-2009 |
20090062017 | BROWSER MANAGER, GAMING MACHINE, GAMING NETWORK, AND SYSTEM - An integrated browser manager and networked gaming system that provides server based dynamic content onto a content display area of one or more gaming machines is disclosed. The system includes: a browser manager, one or more application servers connected to the browser manager by a server-to-server (S2S) server and S2S web service, and one or more gaming machines are connected to the browser manager by a game-to-server (G2S) server and G2S web service. The browser manager includes a user interface application and a core service, wherein the user interface application generates a user interface display on a user control station. Each gaming machine includes a network interface to receive external content from the application server via the browser manager, and a content display area for displaying the external content. | 03-05-2009 |
20090069088 | SYSTEM AND METHOD FOR DETECTION, CLASSIFICATION, AND MANAGEMENT OF COLLUSION IN ONLINE ACTIVITY - The present invention relates to the detection, classification, and management of collusion in online gaming. Specifically, it relates to detecting collusion in online poker and other games of chance. The present invention may also be used to detect collusion in other types of strategy based online gaming such as first person shooter games. The present invention can then be used to classify and visualize any detected collusion. Finally, the present invention can be used to make recommendations regarding what possible courses of action could be taken, if any, to prevent and/or control collusion. | 03-12-2009 |
20090069089 | Method and System For Virtual Competition - A method and system for virtual competition is presented. The method and system determine a plurality of competitors and generate at least one matchup between a selected two of the competitors. A plurality of judges is then determined and the judges are notified of the matchups. At least one vote is then received from at least one of the judges in response to the notification. Each vote is associated with a one of the matchups and at least one result for the matchups are generated based on the votes. | 03-12-2009 |
20090069091 | Ranking determination system and program, and recording medium storing the program - A ranking determination system is provided which can make all the game participants ranking-conscious and eager to play again, even if it is a widely popular game played by a large number of people. In the system wherein results of a game played in multiple game machines are collected through a communication network for ranking purposes, the ranking chart has several levels, each level consisting of one or more groups having a preset number of teams, each team being allocated a region for storing one or more sets of player information. The system is configured such that respective teams of players are ranked based on the game results of their member players. | 03-12-2009 |
20090069092 | GAMING SYSTEM WITH TOURNAMENT COMMUNICATION PROTOCOLS - Networked gaming systems and the communication protocols for presenting a network-based games or network-based tournament games are disclosed herein. According to one embodiment, the gaming system includes a plurality of gaming devices in communication with a tournament server. Each gaming device includes a base game and a secondary device having a display and a processor. The secondary device is operatively associated with the gaming device, and the secondary device enables a player to play a tournament game that is presented amongst one or more of the plurality of gaming devices. The secondary device is in communication with the tournament server through web service protocols. The tournament controller sends and receives player-related data and tournament-related data to and from one or more of the secondary devices participating in the tournament game. | 03-12-2009 |
20090069093 | GAMING SYSTEM WITH TOURNAMENT COMMUNICATION PROTOCOLS AND METHODS - Various methods for managing a tournament game in a gaming system are disclosed herein. According to one method, a player is identified at a gaming device. After the player is identified, the player interface unit receives player-related and tournament-related data from the tournament server, in which the player interface unit and the tournament server communicate via a web service protocol. The player unit interface increments a tournament counter in response to play of the base game, and play of the tournament game is initiated when the tournament counter reaches a predetermined value. | 03-12-2009 |
20090069094 | Open architecture communications in a gaming network - Open architecture communication systems and methods are provided that allow flexible data transmission between gaming machines and other devices and nodes within a gaming machine network. The gaming machine and other devices employ a communication interface that sends and receives data via a common communication protocol and via common communication hardware. The communication interface and common communication protocol allow data transfer between gaming machines and other network nodes such as gaming service servers, despite the presence of different proprietary gaming machine functions and proprietary communication protocols and despite the presence of various proprietary hardware and proprietary communication protocols relied on by the servers. | 03-12-2009 |
20090075735 | Method for Updating a Multiplayer Game Session on a Mobile Device - A method for updating a game session comprises detecting a game event during a game session, sending an update request to a game data object server responsive to the game event, receiving a game data object from the game data server responsive to the update request, and updating the game session with the game data object. The update request preferably includes an event identifier associated with the game event and the identity of at least one game participant. Based on the player and event identified in the update request, the game data object server selects a corresponding game data object and sends the game data object to each of the players. | 03-19-2009 |
20090075736 | Method Of Controlling An Update Of Game Code In A Gaming System - Methods of controlling migration to new version game code during an active game session are disclosed. In an embodiment, new version game code is received at a game server. In response to receipt of a game request from a gaining client at a gaming server, the current version code an active game session is employing is determined. The active gaming session is migrated to the new version code if the new version code is compatible. The migration to be performed is controlled by a reconnect if the new version code contains a new sub-component related to the client. Also, related gaming servers, gaining systems, methods of controlling game code updates in gaming systems, and game version distribution controllers are disclosed. | 03-19-2009 |
20090075737 | Tracking, Correlating, and Processing Multi-User Online Sessions - Scheduling an online session including: determining desired time slots for an online session; determining potential users to participate in the online session; sending invitations to the potential users; receiving responses to the invitations thereby identifying participants for the online session; and entering the online session into the calendars of the participants of the online session. | 03-19-2009 |
20090075738 | SYSTEM AND METHOD FOR IDENTIFYING COMPATIBLE USERS - Systems and methods are provided for an automatic user or friend recommendation system that matches players that have compatible play styles, play schedules, or the like. Behavioral data is collected or entered from players, and a profile of each player is created and compared to calculate a compatibility score. If the compatibility score exceeds a predetermined threshold, then the players are marked as compatible, or a degree of compatibility may be calculated and displayed as well. Users can edit their profile, e.g., on a web application or in-game. Users may also interact with optional and incremental demographic survey questions as they log in. A notification of compatible players may be provided via the web application or via an in-game indication. For example, a glow may appear around a compatible player, or compatible players may be displayed in a list, such as an instant messaging client. | 03-19-2009 |
20090075739 | Computerized Gaming Devices and Methods - Play stations or terminals for playing computerized games having at least one game lot, each game lot having a plurality of chances including a finite number of losing chances and a finite number of winning chances. The plurality of chances are provided for random purchase via one of the play stations. The preferred play station including a display that notifies the player of real time status information including: 1) the frequency of game lot chances purchased on the network; 2) the average profit or payout expectancy; 3) the actual profit or payout experience; and/or 4) the number of other players actively purchasing chances from the same game lot on the network. The present invention further includes methods of displaying such real time status of a computerized game on a computer gaming network. | 03-19-2009 |
20090082110 | HIGHLIGHT MANAGEMENT FOR FANTASY GAMING - A media database stores a number of media content items associated with a real-life field of competitive activity. A user database stores information about a plurality of entities involved in the real-life field of competitive activity, including indications of a number of the plurality of entities that are entities of interest. An event database stores event information identifying an event related to the real-life field of competitive activity, identifying at least one portion of one of said number of media content items as associated with the event, and identifying at least one of the plurality of entities associated with the event. A manager communicatively coupled to the media database, user database and event database, determines whether the event has occurred based on the event information, determines whether the event is associated with any of the number of entities of interest, and generates a highlight message. The highlight message includes an indication of highlight media, where the highlight media is based on the identified at least one portion of said one of the number of media content items associated with the event. | 03-26-2009 |
20090082111 | SYSTEM AND METHOD FOR CONNECTING USERS BASED ON COMMON INTERESTS, SUCH AS SHARED INTERESTS OF REPRESENTATIONS OF PROFESSIONAL ATHLETES - A system and method for connecting users based on common participation, ownership, or interest in a commodity or market, such as common ownership of a player associated with fantasy sports, is described. In some cases, the system presents a page associated with the commonly-interesting player to a user. In some cases, the provided content includes comments provided by other users or content provided by sources other than a source hosting a fantasy sports league associated with the player. | 03-26-2009 |
20090082112 | Multiple sequence video game - A video game system includes a game that requires the multiple input of a single input device to provide a series of timed input signals relative to a start signal. The relative time of the input signal determines the result of a heat and the combined results of a series of heats provide game score. The game has a fast learning curve in combination with a player skill level that is not necessarily controlling. The game is based on timed player input that are sensitive about the optimal values to include a random or luck factor about the optimal values. In a preferred embodiment the game is a race theme game and requires the player to input shift signals. In a preferred embodiment of the game different levels are provided and points are awarded based on performance relative to a standard and relative to a variable standard determined by the player's performance in an earlier level. | 03-26-2009 |
20090082113 | ONLINE GAME SYSTEM AND METHOD THEREOF - Disclosed is an online tournament game system including a game providing module configured to provide a game for a plurality of players that join a virtual game room during a predetermined game session, a first ranking determination module configured to compute a point value balance of each player based on result of game play committed by the players and to determine rankings of the players based upon the point value balance of each of the players during the first time period, and a player selection module configured to select and assign players for the second time period based upon the rankings of the players during the first time period. The predetermined game session includes a first time period and a second time period in a sequence. Each of the players either gains or loses a point value depending on result of their game play. | 03-26-2009 |
20090088252 | GAMING SYSTEM AND METHOD CONFIGURED TO CHANGE THE ODDS OF A PLAYER OBTAINING A WINNING GAME OUTCOME OR A DESIGNATED GAME OUTCOME FOR A PLAY OF A GAME WITHOUT CHANGING THE PAYTABLE OF THE GAME - A gaming system and method that enables the odds of obtaining a winning outcome or a designated outcome for a play of a game to change without modifying the paytable of the game. The gaming system makes a first determination using a first processor based on a paytable of a game. The gaming system makes a second determination using a second processor, where the second determination may be based, at least in part, on the wager amount. The gaming system displays a single game outcome to the player and either provides the player with the highest award resulting from the determinations or any awards resulting from the determinations. | 04-02-2009 |
20090088253 | GAMING SYSTEM AND METHOD OF OPERATING A GAMING SYSTEM PROVIDING WAGERING CONTROL FEATURES FOR WAGERING GAMES - A gaming system and method provides wagering control features for application in multi-stakes, multi-player wagering games. Players have the option to choose one of a plurality of different modes at the beginning of a gaming session. Depending on which mode is selected, the wagering control feature or features available to players during game play will be different. | 04-02-2009 |
20090088254 | LOGGING OF RICH ENTERTAINMENT PLATFORM SERVICE HISTORY FOR USE AS A COMMUNITY BUILDING TOOL - Systems, methods, and computer readable media are disclosed for aggregating event records obtained from a plurality of videogame consoles, and generating event objects for each event record of the plurality. Additionally, the event objects can be stored in a database that is exposed to a third party via a connection to a network such as the Internet. In addition to the foregoing, other aspects are described in the claims, drawings, and text forming a part of the present disclosure. | 04-02-2009 |
20090088255 | PODBLASTING-CONNECTING A USB PORTABLE MEDIA DEVICE TO A CONSOLE - Embodiments of the present invention provide techniques for aiding users of game consoles in creating custom gameplay data for a music video game based on audio data (e.g., songs) stored on a portable media device. Specific embodiments provide a game console application that can receive a song at a game console from a portable media device, and receive user inputs to generate custom gameplay data associated with the song. The gameplay data may then be saved to the portable storage device and later accessed, either at the same or a different game console, to allow a user to play the music video game in accordance with the gameplay data and the audio data. In this manner, users can create and share custom gameplay content for a music video game based on songs stored on their portable media devices. | 04-02-2009 |
20090088256 | GAME SYSTEM AND GAME MANAGING SERVER - In a game management server that manages a network multiplayer game, a game-holding-prior-notice-receiving unit receives a date and time for a prospective multiplayer game being held, and conditions for holding the game, and the unit registers them into a database. An entry-reservation-receiving unit announces a prior notice of the meeting being held and calls for participants. A user who desires to participate requests the entry-reservation-receiving unit to make an entry reservation. When receiving the entry reservation, the entry-reservation-receiving unit registers the reservation into a database. When the date and time that the meeting is expected to be held arrives, the execution managing unit generates data necessary for executing the meeting and manages the execution of the meeting to be held. A result presenting unit presents the result of the meeting. | 04-02-2009 |
20090088257 | SYSTEM AND METHOD FOR CONNECTING GAMING DEVICES TO A NETWORK FOR REMOTE PLAY - A system and method for connecting remote player devices to regulated host gaming devices in a network to provide remote game play. A host gaming device is configured to provide game information to a plurality of remote player devices to allow remote play of the host game device. Whether each remote player device is permitted to receive gaming data is based upon, at least in part, the geographic location of the remote player device. | 04-02-2009 |
20090088258 | SYSTEM AND METHOD FOR CONNECTING GAMING DEVICES TO A NETWORK FOR REMOTE PLAY - A system and method for connecting remote player devices to regulated host gaming devices in a network to provide remote game play. A host gaming device is configured to provide game information to a plurality of remote player devices to allow remote play of the host game device. Whether each remote player device is permitted to receive gaming data is based upon, at least in part, the geographic location of the remote player device. | 04-02-2009 |
20090093309 | GAMING BROWSER MANAGER CLIENT SYSTEM AND METHOD - A browser manager server is able to initialize and configure one or more browser windows on a gaming device display screen. The browser manager has the ability to configure specific URLs for each browser window, configure and Z-order depth for each window, set window size and position, and call functions on the browser pages. A browser client side application on a gaming device is capable of creating multiple windows on an electronic gaming device and responding to said server configuration or browser message commands. | 04-09-2009 |
20090093310 | Wireless communication game system - A wireless communication game system includes a plurality of mobile game apparatuses, which function as a parent device or a child device and are capable of making a communication with each other, and broadcasts from the parent device a parent device packet including a parent device PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot, and a payload. All the parent device packets are received from the parent device existing within a communicationable range of a user's own apparatus, and the user's own apparatus creates a parent device list, and displays the parent device list on an LCD. Therefore, a user or a player of his own apparatus looks at the game name of the parent device list, for example, and operates a cross key included in an operation key so as to select one desired parent device. Then, transmitting a child device number CID of the user's own apparatus at the E slot designated by the parent device packet, the user's own apparatus transmits a connection request to the parent device. | 04-09-2009 |
20090093311 | SYSTEM AND METHOD FOR CONNECTING GAMING DEVICES TO A NETWORK FOR REMOTE PLAY - A system and method for connecting remote player devices to regulated host gaming devices in a network to provide remote game play. A host gaming device is configured to provide game information to a plurality of remote player devices to allow remote play of the host game device. Whether each remote player device is permitted to receive gaming data is based upon, at least in part, the geographic location of the remote player device. | 04-09-2009 |
20090093312 | SYSTEM AND METHOD FOR CONNECTING GAMING DEVICES TO A NETWORK FOR REMOTE PLAY - A system and method for connecting remote player devices to regulated host gaming devices in a network to provide remote game play. A host gaming device is configured to provide game information to a plurality of remote player devices to allow remote play of the host game device. Whether each remote player device is permitted to receive gaming data is based upon, at least in part, the geographic location of the remote player device. | 04-09-2009 |
20090098939 | SYSTEMS AND METHODS FOR COMPENSATING PARTICIPANTS OF VIRTUAL ENVIRONMENTS - Methods, systems, and computer program products for compensating participants of events or activities of virtual environments, such as on-line games, digital or virtual worlds, and virtual universes are disclosed. One or more embodiments may comprise conducting an event, measuring event participation by the participant, and compensating the participant based upon the measured participation. Various embodiments may compensate the participant based upon the amount of time the participant spends at the event, while other embodiments may compensate the participant based upon amounts or types of activity of the participant while attending the event. Some embodiments may compensate the participant based upon such activity as chat activity, keyboard activity, and mouse activity. Some embodiments may compensate the participant based upon one or more referrals that the participant makes other participants. | 04-16-2009 |
20090098940 | System and Method for Dynamically Distributing Game Data - A gaming device having a controller allows a user of the device to play a multiplayer on-line game as a member of a team. The controller identifies the team members, and generates strategic data for distribution to the team members. The strategic data may be tactical data used by the team to achieve a predetermined objective of the on-line game. The controller also detects the occurrence of a predetermined event. Whenever a predetermined event occurs, the controller distributes the strategic data to one or more of the other team members. | 04-16-2009 |
20090098941 | System and method for managing personnel and resources in gaming establishment - The invention includes a system and method for managing personnel and resources in a gaming establishment. An information processor that is operable to communicate over a communication network is provided to access a database. A user interface is provided via the information processor that includes an employee module, a shift-scheduling module, a pit defining module, a table defining module, and a game defining module. Further, a scheduling module is provided in the user interface that operates to assign a game to a respective area, is further operable to assign a table in a respective area, and yet is further operable to assign a shift to the game and is still further operable to assign an employee to the shift. The respective assignments occur as a function of the electronic game information, the electronic pit information, the electronic shift information and the electronic employee information, respectively. Further, the scheduling module is operable to reassign one of a different game, a different area, a different shift and a different employee in response to a user selection made in the user interface. | 04-16-2009 |
20090098942 | GAME SYSTEM, SERVER AND TERMINAL MACHINE - A game system according to the present invention includes a server and a plurality of terminal machines; the server holds setting state information to be set in the terminal machines; the setting state information is provided to the terminal machine; and, when obtaining the setting state information, the terminal machines set the setting state information as its own local state, and executes a game based on the local state. The local states of the terminal machines vary with the situations of the game, and the local state at the moment of game end is transmitted to the server. The server which has received the local state at the moment of game end from the terminal machine updates the setting state information into the local state. | 04-16-2009 |
20090098943 | Gaming Machine with Externally Controlled Content Display - A gaming system including a number of host devices each coupled to one or more gaming machines, wherein content provided by the host device is output on the gaming machine. To output the content provided by the remote host, a host-controlled process that is authenticated by the gaming machine and executed in a secure memory location such that it is isolated from other processes executing on the gaming machine may be utilized. The host-controlled processes may be decoupled from the process used to execute the game of chance played on the gaming machine such that the content output by the host-controlled process doesn't alter the play of game of chance. | 04-16-2009 |
20090104994 | Dynamic game management of video lottery terminals and a method and system for providing thereof - A system and method for remotely controlling a wagering game terminal are provided. The system may include an input device configured to receive a user input indicative of a user selection of a game terminal setting and a trigger condition. The system may also include a processor in communication with the input device, the processor configured to produce a terminal command signal based on the user selection received by the input device, and responsive to an occurrence of the trigger condition, to cause the terminal command signal to be transmitted to the terminal. The system may include a display in communication with the processor, the display configured to display a graphical user interface showing a schedule for terminal setting changes which is based at least in part on the user selection received by the input device. | 04-23-2009 |
20090104995 | NETWORK GAME SYSTEM, GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - To provide a network game system for enabling the player of a game to immediately find out, when a moving object, such as a bullet object or the like, contacts another object in a virtual space, from where the moving object came, by looking at the game screen image. Each of the game machines comprises a contact determination unit for determining whether or not the moving object contacts another object ( | 04-23-2009 |
20090104996 | GAMING SYSTEM IN WHICH A PLURALITY OF SLOT MACHINES SCRAMBLE FOR AWARDS - Players of slot machines participate in a multi-player game managed by a game server by touching an adventure button randomly displayed on a liquid crystal panel. Further, the multi-player game is executed through operation of a character displayed on a game image of the liquid crystal panel by operating an attack button on the liquid crystal panel. At this point, a point amount is determined by the game server based on time points at which the attack button is operated or the like. After the time is up, a prize amount is distributed based on the point amount of each slot machine and a credit amount corresponding to the distributed prize amount is awarded to each slot machine. | 04-23-2009 |
20090111581 | USER TO USER GAME REFERRALS - A method is disclosed in a gaming and media system for quickly and easily creating and sending mail communications including pre-populated, or preformed, messages. Upon receipt of a communication, a recipient may also quickly and easily download a game discussed in the message. | 04-30-2009 |
20090111582 | Method and Apparatus for Tracking Sports Play - A method and apparatus for automated play tracking sports play. A coordinating device receives first messages from player wireless sensors node carried by the players and a second message from a ball wireless sensor node carried by the ball. From these messages, the locations of the players and the ball are determined. From the relative locations of the players and the ball it is determined, which, if any, of the plurality of players possess the ball and a description of play is generated automatically. This description may be broadcast to subscribers via a network. | 04-30-2009 |
20090111583 | SYSTEMS AND METHOD FOR IMPROVING APPLICATION INTEGRITY - Methods, apparatuses, and techniques for improving an integrity of an online game include engaging in an online game session by a tester. The tester observing unexpected operation of the online game and pressing a triggering mechanism in response to the unexpected operation. Then capturing a time-based history of the online game session, and communicating the time-based history to a network entity where it is determined if the online game operation malfunctioned. | 04-30-2009 |
20090111584 | METHOD AND SYSTEM FOR ENCODED INFORMATION PROCESSING - Methods and system for encoded information processing are described. In one embodiment, an encoded pattern may be optically detected from source media. Gaming data and associated synchronization data may be decoded from the encoded pattern. The gaming data may be synchronized for use during gaming based on the synchronization data. Additional methods and systems are disclosed. | 04-30-2009 |
20090118013 | SYSTEM FOR MANAGING GAMING DEVICES - An embedded web server is disclosed. In one embodiment, a casino gaming system comprises a back end system having one or more servers. One or more gaming machines are operatively connected to the back end system via a network connection and one or more gaming devices operatively connected to at least one gaming machine. The gaming device includes an embedded web server and a web browser in communication with the web server, delivers a management user interface to the web browser for accessing the gaming device. | 05-07-2009 |
20090118015 | SOLUTION FOR ENHANCING THE USER EXPERIENCE OF AN ELECTRONIC GAME BY MAKING USER-CREATED GAME DATA AVAILABLE IN CONTEXT DURING GAMEPLAY - The present invention discloses a system for enhancing a user's experience in an electronic game by dynamically incorporating user-created tag data. Such a system can include an electronic game application running on a network-capable computing device, a game tag monitor, and a game tag information coordinator. The game tag monitor can be configured to accept and present user-created game tag data within the electronic game application. User created game tag data can also be received outside a gameplay situation using a suitable game tagging interface. The game tag data can be presented dynamically based on the current context of the game. The game tag information coordinator can be configured to provide the game tag monitor with game tag data and receive new game tag data from the game tag monitor. | 05-07-2009 |
20090118016 | System and method for mobile games - A method for seamlessly transitioning communication and control between a user and a real-time online activity from a first user device to a second user device is disclosed. The method includes establishing a communication link via a network between the first user device and the activity for controlling the user's participation in the activity, creating a communication link via the network between the second user device and the activity, validating the second user device, transferring control of the user's participation in the activity to the validated second user device, and terminating the communication link between the first user device and the real-time online activity. | 05-07-2009 |
20090118017 | Hosting and broadcasting virtual events using streaming interactive video - A method comprising broadcasting a live game tournament in the form of a multicasted streaming interactive video stream from a hosting service to a plurality of viewers over the Internet. Audio from an announcer is overlaid by the hosting service onto the multicasted video stream. | 05-07-2009 |
20090118018 | System for reporting recorded video preceding system failures - A method comprising running a game or application on a server of a hosting service system and constantly recording video/audio output of the game or application in a delay buffer. On periodic intervals reports are made to the hosting service system by a watchdog process whether the game or application is running smoothly. If the watchdog process fails to report in during a periodic interval, then collecting, by the hosting service system any available machine state of the game or application along with the video/audio recorded by the delay buffer. | 05-07-2009 |
20090118019 | System for streaming databases serving real-time applications used through streaming interactive video - An apparatus comprising one or more servers of a hosting service server center and a RAID that stores geometry for objects of a complex scene. The RAID being coupled to the one or more application or game servers and being operable to interactively stream the geometry on-the-fly during real-time animation associated with running of a game or application on the one or more servers. The geometry is being streamed with substantially no detectable latency. | 05-07-2009 |
20090118020 | METHOD AND DEVICE FOR SENDING AND RECEIVING GAME CONTENT INCLUDING DOWNLOAD THEREOF - The present invention generally relates to methods and devices as well as handheld stations and computer program products for sending video game content to handheld mobile terminals, comprising broadcasting common video game content to handheld mobile communication terminals via a digital video broadcast handheld channel, to enable said handheld mobile terminals to execute video game applications. | 05-07-2009 |
20090118021 | NETWORK GAME SYSTEM, GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - To provide a network game system capable of switching a server-client machine, while avoiding deterioration in the excitement of a game. A network game system ( | 05-07-2009 |
20090124384 | GAMING SYSTEM AND METHOD PROVIDING THIRD PARTY PROMOTIONS - A gaming system and method disclosed herein enable players to earn promotional awards at gaming machines without sacrificing or surrendering player tracking points. The gaming system and method also provide value to players without the casino absorbing the cost of such value. The gaming system and method disclosed herein creates a new type of currency redeemable for a good or service (or a discount on a good or service) associated with a point-of-sale independent of the casino. In one form, the player tracking currency does not cost the casino or the player anything. | 05-14-2009 |
20090124385 | GAMING SYSTEM AND METHOD FOR PROVIDING PURCHASABLE BONUS OPPORTUNITIES - A gaming system includes a plurality of linked gaming devices, each of the gaming devices including a primary game operable upon a primary game wager. The gaming devices of the gaming system enable a plurality of players to place primary game wagers on plays of the primary games. In one embodiment, each of the players is enabled to place optional second wagers on shared random determinations which occur independently of the primary games. The gaming devices display the primary game outcomes and provide the players with any awards associated with the primary game outcomes. The gaming system determines an outcome for the shared random determinations. In one embodiment, for each of the shared random determinations which results in a designated outcome, the gaming system provides a bonus award to each of the players who placed the second wager on the shared random determination. | 05-14-2009 |
20090124386 | Method and system for randomly altering information and content within web pages to create a new and unique website and online game - A method, system and software designed to alter information and content, much like shuffling a deck of cards, in web pages creating multiple unique scenarios and information for a website, thus allow participants to interact with the same basic website or play the same basic online game(s) multiple times without the users ever having the same exact experience twice, thus, preventing advantages over single online participants, creating an equal playing field for all users. Unique web pages for a specific website and individual Log-On Codes are created by the system each time a participant registers online. The system will assign a unique serial number for each individual website and will create a personal data file that automatically stores the user's progress, time, movements and interaction they have with the website. This data will be used to unlock or allow access to additional web pages and information within the website, and to inform the system if a user is cheating and/or sharing information. | 05-14-2009 |
20090124387 | Method for user session transitioning among streaming interactive video servers - A method by which a streaming interactive video user session is handed off from one streaming interactive video server to another without noticeable disruption to the video stream or the user interactivity. | 05-14-2009 |
20090124388 | NETWORK GAME SYSTEM, GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - To provide a network game system for switching a server-client machine without deteriorating the excitement of a game. A network game system ( | 05-14-2009 |
20090124389 | NETWORKED GAMING SYSTEMS AND METHOD WITH A RANDOMLY-SELECTED FEATURE GAME - Wagering games, gaming machines, networked gaming systems and associated methods are disclosed that include a randomly selected feature game. One disclosed aspect provides for a wagering game including a primary game and a plurality of feature games. One or more of the plurality of feature games is selected for play upon a triggering event associated with the primary game. In another disclosed aspect, the wagering game may also include at least two types of progressives including wide-area progressives, casino-wide progressives, bank progressives and stand-alone progressives. Another disclosed aspect provides a pay table, wherein the pay table changes dynamically according to the size of a wager. | 05-14-2009 |
20090124390 | Gaming Apparatus with Common Display Device - A gaming system and method is disclosed that utilizes a common display device for providing a display of gaming information for a plurality of gaming devices. The common display includes a plurality of segments, each of which has a gaming symbol and an indication device. In response to a display event from one of the gaming devices, a segment is indicated using an indication device. Where two segments are simultaneously indicated by separate gaming devices, indicia such as colors, are used to associate the selected segments with their respective gaming devices. | 05-14-2009 |
20090124391 | Neworked Gaming System and Method Having a Multi-Progressive Feature - Disclosed are games, gaming machines, gaming systems and methods including a multi-progressive feature. During play of a feature game, tallies are kept of the appearance of various symbols. One or more progressive awards may be paid based on the tallies. | 05-14-2009 |
20090124392 | DOWNLOAD AND CONFIGURATION MANAGEMENT ENGINE FOR GAMING SYSTEM - A slot management system including a download and configuration server-based sub-system and method is disclosed for use with game devices, systems, and methods is provided to enable users to monitor, control, and modify game devices and other related activities. A download and configuration system controller and method is provided for managing the download and configuration server-based sub-system. | 05-14-2009 |
20090124393 | Game system, game apparatus, storage medium storing game program and game data exchange method - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 05-14-2009 |
20090131173 | Electronic elimination game system and method - A system and method for an elimination game is disclosed in which game points are stored by means of an “e-clip.” These points may represent, for example, simulated ammunition, “healing” points, charges or uses associated with a game item, and the like. The e-clip may be recharged by various means, each recharge being associated with a fee. An operator of a field where the game is played may thus efficiently generate revenue through use of the device to which the “e-clip” is associated. | 05-21-2009 |
20090131174 | Game Session Management - A computerized gaming system operates a plurality of gaming machine terminals coupled to a gaming server. A game session is initiated by a player for one gaming machine terminal. The game player thereafter identifies a second gaming machine terminal to be coupled to the same game session. | 05-21-2009 |
20090131175 | TOURNAMENT GAMING SYSTEMS - Various embodiments are directed to gaming systems, gaming devices, and methods for presenting tournament games. According to one embodiment, a gaming system for presenting tournament games includes a plurality of gaming devices in communication with a tournament server as well as a plurality of tournament displays positioned throughout a gaming establishment. Each gaming device is configured to enable concurrent play of a base game and an on-demand tournament game in which the on-demand tournament game is player initiated. The tournament server manages play of the on-demand tournament game, and the tournament server determines a location of active and eligible players for the on-demand tournament game. The plurality of tournament displays are positioned throughout a gaming establishment, and the tournament displays are also in communication with the tournament server. The tournament server sends tournament information to the tournament displays near the location of active and eligible players of the tournament game. | 05-21-2009 |
20090137319 | Command Distribution Method, and Multimedia Apparatus and System Using the Same for Playing Games - A command distribution method, and multimedia apparatus and system using the same for playing games are concerned. The game system includes a game platform, a signal transmission module and an audio/video playing device. The audio/video playing device, coupled to the game platform via the signal transmission module, receives a command from the signal transmission module, and processing the command by way of a driver. The command is then transmitted to a data processing engine to be executed so as to generate an output signal. The command distribution method comprises steps of receiving a command from a game platform by an audio/video playing device, identifying a type to which the command corresponds among a plurality of types, and transmitting the command to be processed by a corresponding data processing engine according to the identified type, thereby generating an output signal. | 05-28-2009 |
20090137320 | NETWORK GAME SYSTEM AND PROGRAM - Disclosed is a network game system that allows a plurality of players to enter a network game without imposing a lot of load on a server apparatus for managing the entire progress of the network game. A game is played in different battle zones, and video game apparatuses which play the game in the same battle zone form each of video game apparatus groups. A server apparatus designates one of the video game apparatuses belonging to each of the video game apparatus groups as a front end server. The video game apparatus designated as the front end server controls decision of motions of non-player characters, calculation of change values of parameters of player characters, and transmission/reception of information regarding the progress of the game between the video game apparatuses belonging to each of the video game apparatus groups in a unified manner. Transmission of information regarding the progress state of the game in each battle zone to the server apparatus is performed in a unified manner. Designation of the front end server is changed for every predetermined time. | 05-28-2009 |
20090137321 | ONLINE GAME SYSTEM AND ONLINE GAME PROGRAM - In an online game server, an updater updates at least one of a game program and game data for server stored in a storage section in accordance with an update operation for data to be utilized when to execute a sub game other than a main game in an online game. Updated portion data are a shared library format that can be utilized in the client terminal. A transmitter transmits updated data including at least the updated portion data to the client terminal. In a client terminal, a rewriter rewrites at least one of a game program and game data for client stored in a memory. In the case where there is a specification operational input by a player, a controller controls progress of the online game using the game program or the game data for client without carrying out communication with the online game server. | 05-28-2009 |
20090143144 | Add-in card based cheat detection platform for online applications - In general, in one aspect, an add-in card includes inaccessible memory to store an identity key, wherein the identity key is to enable a secure communication link. The add-in card also includes an isolated execution environment and a machine-accessible medium comprising content. The content when executed by the isolated execution environment causes the isolated execution environment to route secure communications between an on-line application and a remote service provider through the isolated execution environment to provide a secure communication link therebetween, detect on-line application code modifications, detect on-line application process flow modifications, and notify, via the secure communication link, the remote service provider when a modification is detected. | 06-04-2009 |
20090149259 | Real Time Trivia Match with Questions with Proof - The present disclosure provides a trivia game in which a first contestant is able to create a trivia question related to a database of video clips and a compilation proof comprised of clips from the database. The contestant may then posit a putative answer to the question, based on the compilation proof. Audience members can then vote as to whether or not the putative answer is correct or incorrect. | 06-11-2009 |
20090149260 | GAME MACHINE, GAME MACHINE CONTROL METHOD, INFORMATION STORAGE MEDIUM, AND NETWORK GAME SYSTEM - A game machine is communicatively connected to a game server and display-outputs a game screen showing a content corresponding to the player's operation by exchanging data with the game server. The response time to the operation is stabilized, and consequently the player does not feel stress due to a variation of the response time to the operation. A reference time storage unit ( | 06-11-2009 |
20090149261 | REDUCED POWER CONSUMPTION WAGER GAMING MACHINE - A wager gaming machine having software and components allowing for automatic powering on and off (also referred to as remote out-of-band power control) bypassing the need for human operator intervention is described. The gaming machine has a master gaming controller and a network interface. The interface includes an input port supporting a TCP/IP connection which can be used by another network component having the gaming machine's IP address. The gaming machine may also include a Web server operating on the input port. The Web server may receive HTTP messages on the input port even when the gaming machine is powered off. Thus, the machine is capable of receiving an HTTP message at the input port instructing the machine to power on. The gaming machine may also contain a manageability engine processor for executing an active management system software component. This component implements the Web server on the gaming machine. | 06-11-2009 |
20090156310 | ONLINE GAMING AND REWARDS SYSTEM - A system and method for rewarding and providing real world rewards for online game participation is provided. The system allows a user to access an online website having a plurality of different games to play or other activities to participate in, whereby the online website is able to track and monitor online participation and award points that may be redeemed for physical prizes that may be sent to the individual participating in the online activity. Additionally, the system allows the user to accumulate a sufficient amount of points which may be redeemed for better prizes after prolonged play and utilization of the online activity. Moreover, the system may reward the individual for specific contributions or reward for superior activity or play within the participation activity. | 06-18-2009 |
20090156311 | Real-Time Display of Fantasy Sports Player Transaction Data - An apparatus and method for providing up-to-date statistical information about fantasy sports players is disclosed herein. The volume and type of transactions made by a plurality of users regarding the fantasy sports players are used to generate at least one statistical value for respective players. The statistical values for respective players are provided in an online interface, providing ease of viewing of transaction activity regarding the players and/or facilitating a user's next transactions relative to the transaction activity of the plurality of users. | 06-18-2009 |
20090156312 | VISUAL DISPLAY OF FANTASY SPORTS TEAM STARTING ROSTER DATA TRENDS - An interface for displaying statistical information about players in an online fantasy sports game is provided. The interface includes a statistics generator for providing for display at least one description component that comprises at least a name of at least one player for viewing by a user. The statistics generator also provides at least one indicator for displaying a rendition of a statistic associated with the at least one player, where the statistic is based upon a percentage of teams for which the at least one player has a defined status in the fantasy sports game. The interface also includes an update component for providing for an update of the rendition of the statistic at one or more defined times, wherein the update component is operable to provide for display a value of the statistic determined at an update time, wherein the update time is based upon the one or more defined times. | 06-18-2009 |
20090156313 | Scheduling of reconfigurable gaming machines - A controller of gaming machines that permit wagering on wagering games includes a first memory location that stores a first time-based schedule of gaming actions to be taken by the gaming machines that are located remote from the controller. A second memory location stores identities of first gaming machines. One of the first and second memory locations stores a pointer that links the other of the first and second memory locations and associates the first gaming machines with the first schedule so that one of the first schedule and first gaming machines can be modified independent of and without modifying the other of the first schedule and the first gaming machines. A data transmitter transmits instructions corresponding to the gaming actions defined by the first schedule to the first gaming machines. | 06-18-2009 |
20090156314 | SYSTEM AND METHOD FOR RE-GENERATING PACKET LOAD FOR LOAD TEST - A system for re-generating a packet load for a load test includes a packet collector for collecting a packet transmitted between a game client application and a game server application, a packet data storage for storing the collected packet in a list form, a central manager for editing and re-defining the stored packet as an action and constructing a test scenario by combining the re-defined packet and an agent for generating a load according to the re-defined packet and the test scenario. | 06-18-2009 |
20090163279 | DISCOVERY METHOD AND SYSTEM FOR DYNAMICALLY LOCATING NETWORKED GAMING COMPONENTS AND RESOURCES - A slot management system including a download and configuration server-based sub-system and method is disclosed for use with game devices, systems, and methods is provided to enable users to monitor, control, and modify game devices and other related activities. A services discovery system and method is provided for providing dynamic access to gaming resources, services, and other components. | 06-25-2009 |
20090163280 | Network Game Anti-Cheating Device, Method and System - An embodiment of this invention discloses a network game anti-cheating device, method and system. The device includes: an information processing unit, adapted to modify actual game state information to dummy game state information, and send the dummy game state information to a terminal of a player; and a seat assignation unit, adapted to assign a player into an unoccupied seat of an idle table according to actual table information in a game room. The information processing unit comprises: a table information processing unit, adapted to send dummy table information in the game room to the terminal of the player; a watching information processing unit, adapted to send dummy game information of players who are playing the game on the table; and a partner-player information processing unit, adapted to send dummy information of the partner-players on the table. | 06-25-2009 |
20090170604 | Mediation of Disputes in a Virtual Environment - A mechanism for dispute mediation and resolution in a virtual environment is provided. The mechanism may involve the breach of a virtual contract and the determination of suitable penalties against the breaching parties. In some embodiments, the mechanism may include a judge or jury comprising members of the virtual community. | 07-02-2009 |
20090170605 | VIDEO GAME EXTREMITY CONTROL AND OBJECT INTERACTION - Extremity control in a video game such as a skateboarding video game is provided through use of a video game controller. In some embodiments multi-axis controls of the video game controller are used to control extremities of a skateboarder character and to move a skateboard used by the skateboarder character responsive to movement of the extremities. For example, the skateboarder character's hands may grab the skateboard to perform a grab trick, or the skateboarder character may shift weight to perform a manual or similar trick. DMC/rmw | 07-02-2009 |
20090170606 | On-line game based on words, making use of a search engine - A game session of the invention comprises, contained within a very short time lapse, the following successive stages: a) selecting a headword that is communicated to the player; b) for each of the N players, determining a first candidate word presenting semantic proximity with the headword, and transmitting said first candidate word to the gaming site, which submits it to a search engine in combination with the headword in order to receive a numerical score; c) presenting the N first candidate words submitted to the site by the various players and then, for each player, selecting from amongst these N words a second candidate word that, on reflection, the player believes represents that one of the first candidate words that corresponds to the highest score obtained during the first game stage. The final stage comprises calculating, for each player, a performance grade as a function at least of the pertinence of the second candidate word submitted during the second game stage, and classifying the players depending on said performance grades. | 07-02-2009 |
20090170607 | SYSTEM FOR DOWNLOADING REAL-TIME INTERACTION DATA THROUGH MOBILE AND BROADCAST CONVERGED NETWORKS AND METHOD THEREOF - A system for downloading real-time interaction data and a method thereof are provided. The system includes a real-time interaction data management server farm, a network equipment, a carousel server, and at least one terminal device. The real-time interaction data management server farm processes real-time interaction data and manages a plurality of real-time data packages thereof. The network equipment provides a unidirectional broadcast network and a bidirectional mobile network as media for transmitting the real-time data packages. The carousel server receives the real-time data packages and transmits the real-time data packages in a carousel delivery method, a single-pass delivery method or a carousel and single-pass delivery method through the unidirectional broadcast network. The terminal device receives the real-time data packages through the unidirectional broadcast network or requests and receives the real-time data packages through the bidirectional mobile network. Thereby, the real-time interaction data can be quickly downloaded in a mobile environment. | 07-02-2009 |
20090170608 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-02-2009 |
20090176575 | GAME SERVER SYSTEM, GAME ELEMENT PROVIDING METHOD, GAME DEVICE, AND PROGRAM PRODUCT - There are stored in a database stored in a host server ( | 07-09-2009 |
20090176576 | PLAYBOOK FOR ONLINE GAMING - An online gaming system includes logic to apply a playbook to an active team competition and to score the playbook according to acts of the team competition. | 07-09-2009 |
20090176577 | Incentive-Based Video Gaming System - There is provided a method of playing a video game with at least one interactive information element incorporated within the game. The method includes: a player manipulating a control unit to play the game in a preferred mode; and the player having an option to engage the interactive information element when playing the game. The information element may be either advertisements or public announcement services. In another aspect of the present invention, there is provided a video game including at least one interactive information element, where gameplay is preferably not disrupted when the interactive information element is engaged. Finally, there is also provided a method of incorporating at least one interactive information element into a video game, including: adding an engageable module into the video game; updating the engageable module with the interactive information element; and locating the interactive information element at a juncture in the video game. | 07-09-2009 |
20090181773 | GAMING SYSTEM AND A METHOD OF GAMING - A gaming machine comprising, a standalone module arranged to implement a standalone game; and a server module arranged to generate server game data to be employed by at least one other gaming machine to implement a server game. | 07-16-2009 |
20090181774 | VIDEO GAME FOR INTERACTIVE ENGAGEMENT BETWEEN MULTIPLE ON-LINE PARTICIPANTS IN COMPETITION OVER INTERNET WEBSITES - A gaming method for interactive engagement between multiple participants in competition over internet websites or virtual assets associated with internet websites is provided. The method provides for selection of an internet website that has a website value associated with it, or assigned to it. The selected first character has player points associated therewith, and interactively engages at least one other character in a game environment. A winning character is determined as between the first and second character based on one or more determinative outcomes during the game. These determinative outcomes are generated by generating a first and second random value attributable to the first and second characters respectively. The random values are compared and the player points associated with the first and second characters are incremented based on the comparison. The steps of generating first and second random values, comparing the generated first and second random values and incrementing player points are repeated until a termination condition is met. | 07-16-2009 |
20090181775 | GAMING SYSTEM WITH FAILOVER AND TAKEOVER CAPABILITY - Managing failover and takeover of a game session in a computerized gaming system adapted for operating a plurality of client gaming machine terminals communicatively coupled to one of a plurality of game application servers, comprising: sending a request of a game session from a client gaming machine to a first game application server; determining in the client gaming machine non-responsiveness to the request; re-transmitting the request from the client gaming machine to a second game application server; constructing the game session state in the second game application server; processing the request in the second game application server; and sending a response dependent on the request from the game application server to the client gaming machine. | 07-16-2009 |
20090181776 | GAMING MACHINE COLLECTION AND MANAGEMENT - A slot management system including a download and configuration server-based sub-system and method is disclosed for use with game devices, systems, and methods is provided to enable users to monitor, control, and modify game devices and other related activities. A computerized method and system manage a collection of electronic gaming machines. | 07-16-2009 |
20090181777 | NETWORK COMPUTER GAME LINKED TO REAL-TIME FINANCIAL DATA - A network-based computer game that both uses real-time financial data to affect game state and uses participants' actions to determine and engage in financial transactions. A game server receives financial data on market conditions (such as currency markets) from a financial server and regularly synchronizes user's game environments to match the financial data. The game server propagates financial data to the game or games, coordinates communication (if any) between the games, and can initiate the opening and closing of positions in the financial market based on players' game behavior. The financial market can be a currency market, where one nation's currency can be exchanged for another currency at a certain exchange rate. | 07-16-2009 |
20090186699 | NETWORK GAMING SYSTEM - The invention provides a prize redemption system for use with one or more game apparatuses. A game is provided on a game apparatus for a player to play in exchange for monetary input, and prize credits are credited to the player based on the game outcome. A prize selection menu is then displayed by the game apparatus, the menu including one or more prizes, where the player may select a prize that has a prize cost within the player's prize credit amount. The player is dispensed a specific prize ticket that is redeemable for the selected prize. The game apparatus can also provide specific prizes and tournament games played for a tournament prize contributed to by multiple players. An operator can adjust prizes and payout percentages of the system to achieve a desired profitability for game apparatuses. Prize input is entered into a prize table describing multiple available prizes and also describing payout information that indicates a desired amount of payout that the operator wishes to provide back to players of the game apparatus in terms of the value of the prizes. Prize information, such as prize costs and specific prize win ratios, is automatically determined by the system for each of the prizes in view of the desired profitability of the game apparatus. | 07-23-2009 |
20090186700 | System and method for providing interactive content for multiple networked users in a shared venue using short messaging service communication - Computer-implemented systems and methods supporting multiple networked users in a shared venue using short messaging service communication is described. In a particular embodiment, the system includes a game server, a display system in data communication with the game server, the display system including a shared screen, and a plurality of communication devices in data communication with the game server, each communication device including a text messaging transceiver to convey options and selections between the communication device and the game server, each communication device including functionality to use text messaging to interact with a game controlled by the game server, at least a portion of the game being displayable on the shared screen. | 07-23-2009 |
20090186701 | Networked Gaming System With Stored Value Cards and Method - Disclosed are gaming machines, gaming systems and methods including stored value cards. Networked gaming systems are described which include one or more gaming machines with a stored value card acceptor, casino and/or slot management systems with a stored value server for authenticating stored value cards, verifying stored value, and updating value associated with the stored value cards, and a kiosk system for issuing, validating, and accounting for value associated with updateable stored value cards. | 07-23-2009 |
20090186702 | METHOD AND SYSTEM FOR FACILITATING ELECTRONIC COMMUNICATION BETWEEN THE PUBLIC AND A PUBLIC PERSONALITY OR REPRESENTATIVE - The invention is concerned with a virtual trading card system, comprising a data source that provides information associated with a public figure, and a user device configured to display a first and a second virtual view of an electronic card associated with the public figure, wherein the second virtual view includes a plurality of updateable data fields. | 07-23-2009 |
20090186703 | Method, Apparatus, and System for Entertaining Users of an Electronic Information Distribution System - Some embodiments provide a method of presenting a game show through a computer network. The method presents an item to a number of contestants through the computer network. The method asks the contestants to answer through the computer network a question about an attribute of the item. The method also rewards a contestant that provides an acceptable answer to the question. Some embodiments provide a method for presenting a game show over a computer network including receiving, through the computer network, a request from a contestant to register for a game show. The method determines whether the contestant can register for the game show. The method also provides the contestant with a time interval for registering for the game show upon determining that the contestant cannot register for the game show. | 07-23-2009 |
20090186704 | NETWORK ADVERTISING AND GAME PLAYING - The a method and apparatus is disclosed for collecting information about network (Internet) users for determining advertising to be presented to the users. User profiles may be determined, and advertising is selectively provided by comparing user personal information in such profiles with a desired demographic profile. The advertising may be presented in combination with the users playing games. User responses to advertising are used for evaluating advertising effectiveness. Test marketing of products, and advertisements may be performed. | 07-23-2009 |
20090191972 | "Gaming Network" - A gaming network is disclosed which includes point to point cabling infrastructure connectable to at least one first gaming machine and connectable to at least one second gaming machine. Each first gaming machine is arranged to communicate using a master/slave protocol, and each second gaming machine is arranged to communicate using a point to point protocol. The gaming network also includes an interface device having a communications bus connectable to a master/slave control device and to the point to point cabling infrastructure such that each first gaming machine is connected to the communications bus and is controllable by the master/slave control device through the point to point cabling infrastructure. The point to point cabling infrastructure is also connectable to a point to point control device such that at least one second gaming machine is controllable by the point to point control device through the point to point cabling infrastructure. | 07-30-2009 |
20090191973 | GAMING SYSTEM AND A METHOD OF MANAGING USAGE OF GAMING MACHINES - A gaming system is disclosed which comprises a plurality of gaming machines and a communications network arranged to facilitate communications to and from the gaming machines. Each gaming machine is arranged to implement a game, and to generate status information indicative of whether the gaming machine is vacant or occupied, and the system is arranged to display availability information derived from the status information indicative of whether at least some of the gaming machines are vacant or occupied. A corresponding method is also disclosed. | 07-30-2009 |
20090197680 | WIDE AREA COMMUNICATIONS GAMING - A gaming system using wide area communications networks is disclosed. Slow, lossy wide area networks may include satellite and tower wireless paths along with the traditional Ethernet and other land line paths. The system replaces a traditional XML/TCP/IP protocol with a more efficient UDP protocol that speeds up the “round trip” time associated with gaming devices. Efficiency is also enhanced by reducing message content and the number of messages transferred and implementing the application code in binary which is compressed for additional time and size efficiencies. These time efficiencies allow hosts to handle tens of thousands of clients thereby reducing overall system costs. In addition, third party applications are accommodated. | 08-06-2009 |
20090197681 | System and method for targeted recommendations using social gaming networks - Systems, methods and computer readable media are disclosed for targeting a recommendation to a first user of an online multi-player gaming environment based on tracked data of a second user with which the first user has a relationship on the online multi-player gaming environment. In addition to the general system, methods and computer readable medium for such recommendations, the recommendations can be further refined by incorporating information about the first user, including how the user accesses the online multi-player gaming environment. | 08-06-2009 |
20090197682 | Game network construction method and game network system - After a star peer-to-peer network is constructed, a network game is started. While the network game is executed, a mesh peer-to-peer network is gradually constructed by establishing connections between client terminals which have been connected to the star peer-to-peer network. After the network game is started, while the mesh peer-to-peer network is constructed, client terminals which have established connections therebetween transmit and receive game data to and from each other without passing via a host terminal, and client terminals which have not established connections therebetween yet transmit and receive game data to and from each other via the host terminal. Thus, a game network system can be realized, in which a time during which players wait for the network game to start is short and in which processing burdens are not concentrated on a specific user terminal. | 08-06-2009 |
20090197683 | GAMING SYSTEM AND A METHOD OF MANAGING BANDWIDTH USAGE IN A GAMING NETWORK - A gaming system ( | 08-06-2009 |
20090197684 | HANDHELD WAGERING GAME SYSTEM AND METHODS FOR CONDUCTING WAGERING GAMES THEREUPON - A gaming system for conducting a wagering game includes a handheld gaming machine configured to play at least one game and a controller. The controller is configured to base eligibility of the handheld gaming machine for a game-related feature at least upon a location of the handheld gaming machine and/or a proximity of the handheld gaming machine to an external device. | 08-06-2009 |
20090197685 | ENTERTAINMENT SYSTEM FOR PERFORMING HUMAN INTELLIGENCE TASKS - A game engine is configured to accept human intelligence tasks as in-game content and present the in-game content to the game player. A method performed by the game engine enables performance of human intelligence tasks, such as visual discrimination, in a video game context. The game engine may receive a definition of human intelligence tasks from one or more remote sources. The game engine may present the human intelligence tasks to multiple video game participants as in-game content. The game engine defines and enables game play rules for the in-game content. The game play rules set parameters for the multiple video game participants to perform the human intelligence tasks to achieve desired results. The game engine may award each of the multiple video game participants an improved game score upon successful performance of the human intelligence tasks in accordance with the game play rules. The game engine may measure success by consistency in responses between different participants or trials. | 08-06-2009 |
20090203447 | VIDEO GAMES INCLUDING REAL-LIFE ATTRIBUTES AND/OR FANTASY TEAM SETTINGS - A video gaming system and related network interfaces with an online fantasy sports game. The video game play is enhanced using various features of a fantasy sports game. Similarly, the fantasy sports game can be enhanced using various features of the video game play. In one aspect of the invention the video game system acquires a team roster of the fantasy sport game and the team roster is used to define the sports video game team. The sports video game also acquires sports video game parameters that are associated with real-life attributes of video game team members that are associated with the real-life team members. The video game play changes frequently over a sports season due to the changing video game parameters and fantasy sports settings being used to define video game play. | 08-13-2009 |
20090203448 | MOBILE PAPERLESS WAGERING SYSTEM - A mobile wireless, paperless gaming system is described, including a location aware center, LAC, or WiFi hot spot. The LAC is the only location that allows communications with the gaming system. The LAC may contain a terminal with a resident gaming application, a cash handler and display and scanner facilities. The player accesses the game via a mobile device, illustratively operating a touch screen, and utilizes a lottery or non-lottery payment account that is approved by the game sponsor or owner, thereby validating and authorizing the player to wager on a game. The games and wagers are displayed on the mobile device and the player makes his selections. The results are relayed back to the player's mobile device and the account debited resulting accordance with the amount wagered. The game application may be resident at the hot spot or at the remote controller or at another remote location accessible via the communications network. | 08-13-2009 |
20090203449 | PARTITIONED ARTIFICIAL INTELLIGENCE FOR NETWORKED GAMES - Partitioned artificial intelligence (AI) for networked gaming. An exemplary system splits the AI into a computationally lightweight server-side component and a computationally intensive client-side component to harness the aggregate computational power of numerous gaming clients. Aggregating resources of many, even thousands of client machines enhances game realism in a manner that would be prohibitively expensive on the central server. The system is tolerant of latency between server and clients. Deterministic and stateless client-side components enable rapid handoff, preemptive migration, and replication of the client-side AI to address problems of client failure and game exploitation. The partitioned AI can support tactical gaming navigation, a challenging task to offload because of sensitivity to latency. The tactical navigation AI calculates influence fields partitioned into server-side and client-side components by means of a Taylor-series approximation. | 08-13-2009 |
20090203450 | Gaming Machine - A message display area | 08-13-2009 |
20090203451 | Gaming Systems Configured for Large Scale Controlled and Secure Data Downloading - Gaming systems to manage the secure download of data to a very large number of network connected client gaming machines distributed within large geographic areas. The gaming systems utilize adaptive data throttling and make optimal use of network data bandwidth. The gaming systems may advantageously manage simultaneous data downloading to millions of network connected gaming machines via private networks, public networks and/or the Internet. A close-loop download regulation algorithm achieves the highest download capacity for the files without exceeding the maximum network capacity and without degrading the operational traffic performance between the server and the connected client gaming machine. | 08-13-2009 |
20090209349 | PREDICTION OF NETWORK PATH QUALITY AMONG PEER NETWORKING DEVICES - The claimed subject matter provides a system and/or a method that facilitates connectivity within a peer-to-peer networking environment. A client can transmit a request to connect with a host for peer-to-peer networking. A server can generate a list that includes at least one host that matches the request from the client. A predictor engine can reduce the list by at least one matched host based upon a predictor, wherein the predictor is at least one of an Internet Protocol history predictor, a prefix history predictor, or a geography predictor. | 08-20-2009 |
20090209350 | BROWSER MANAGER, GAMING MACHINE, GAMING NETWORK, AND METHOD - An integrated browser manager and networked gaming method for providing server based dynamic content onto a content display area of one or more gaming machines is disclosed. The method includes: receiving incoming message queues, and after message receipt, processing the message and sending back reply message, if needed; converting incoming messages to a browser manager message with respect to browser manager schema and processing the commands; validating incoming message data with the available data in a database and if any inconsistent data found, building and sending a negative acknowledgement response back to a client; saving command data information that is determined to relevant tables in the database; logging information messages and error messages to log file; logging incoming and outgoing messages to log files, wherein messages are logged to a message log file, wherein a data table stores information about commands received, commands processed, commands sent to gaming machines, and responses received from gaming machines; and enabling an ID provider class to generate the required new ID from ID provider data table by incrementing the relevant key id based on category and key name. | 08-20-2009 |
20090209351 | INFORMATION PROCESSING METHOD AND SERVER SYSTEM - A league is formed by a given number of teams formed by a plurality of players and having an identical team level, and the teams compete for league ranking based on team points obtained in a given period. A team level of each team is changed based on the league ranking. The player plays a game using a game device to obtain the team points. | 08-20-2009 |
20090215536 | LOCATION-AWARE MIXED-REALITY GAMING PLATFORM - One embodiment of the present invention provides a system that facilitates location-aware, mixed-reality gaming platform. During operation, the system determines a layout of a user's surrounding. The system further detects the user's location and/or nearby objects. Next, the system associates virtual content to the determined layout and associates a set of game rules with the virtual content. Subsequently, the system produces a visual and/or audio representation of a game based on the game rules and virtual content to the user, thereby allowing the user to play a game that corresponds to his surrounding and location. | 08-27-2009 |
20090215537 | Interactive Strategic Game Illustrating Effects of Different Investments Over Time Under Differing Economic Conditions - An electronic media process for an interactive strategic game illustrating the effects of different investments over time under differing economic conditions. In certain embodiments it can be played over a network and in others without a network. As a user's timeline position changes the economic indicators change which in turn affect the user's investment values. Users buy and sell investments based on upcoming economic changes trying to anticipate how those changes will affect investment values. Users are able follow different investments over time which may help them in their own investments. Achievement awards and or recognition are obtained for obtaining certain milestones such as dollar limit within the shortest timeline period. | 08-27-2009 |
20090215538 | Method for dynamically synchronizing computer network latency - A software method for synchronizing the output of data communications across several output devices, despite geographical distance and/or latency, allowing for the data stream to be dynamically-altered in real time and providing for instant and seamless echoing of local input. | 08-27-2009 |
20090215539 | Retro-fit responsible gaming system - The present invention relates generally to gaming systems. More particularly, the present invention relates to an electronic gaming system that enables an existing gaming system to be retro-fit to enable responsible gaming functionality to be added to the existing gaming system. | 08-27-2009 |
20090215540 | System and Method for Intelligently Allocating Client Requests to Server Centers - A system and method are described for intelligently allocating client requests to server centers provide real-time streaming interactive video. For example, one embodiment of a computer-implemented method comprises: strategically positioning a plurality of application server centers at different geographical locations; receiving a request from a client to execute an online application; determining the latency requirements based on the type of application requested by the client; and forwarding the client request to a particular application server center within the plurality based at least on the latency requirements of the requested application. | 08-27-2009 |
20090215541 | NETWORK SYSTEM CAPABLE OF SERVING A LARGE NUMBER OF INTERACTIVE USERS - A network system includes a first server that can receive a first message from a client application running on one of the plurality of computer devices in a non-persistent network connection. The first message includes client status information about the client application. The first server can produce a data base query in response to the first message. A data base can store the client status information about the client application in the first message. The first server can produce a second message in response to results of the data base query. The first server can send the second message to the client application in the non-persistent network connection. A second server can receive a third message from the client application in a persistent network connection and respond to the client application in real time without requiring a data query at a data base. | 08-27-2009 |
20090221373 | NETWORK GAME SYSTEM, NETWORK GAME PROGRAM, NETWORK GAME APPARATUS, AND NETWORK GAME CONTROL METHOD - A player can be prevented from successively using an object that affects the outcome of a match in a network competition game executed among a plurality of clients via a network. An object is selected at the end of a match event of competition game by a client on the basis of action frequency of an object that has participated in a match event. Next, a notification about the object selected at this point is sent to a server and the object is managed in the server as an object that can not appear in a new match event. A notification about the object being managed in the server is sent to the client if a new match event is to be executed in the client. At this point, the client executes a process for selecting an object from among a plurality of objects excluding the notified object. | 09-03-2009 |
20090221374 | Method and system for controlling movements of objects in a videogame - Techniques for controlling movements of an object in a videogame are disclosed. At least one video camera is used at a location where at least a player plays the videogame, the video camera captures various movements of the player. A designated device (e.g., a game console or computer) is configured to the video data to derive the movements of the player from the video data, and cause the object to respond to the movements of the player. When the designated device receives video data from more than one locations, players at the respective locations can play a networked videogame that may be built upon a shared space representing some or all of the real-world spaces of the locations. The video game is embedded with objects, some of which respond to the movements of the players and interact with other objects in accordance with rules of the video games. | 09-03-2009 |
20090239666 | METHOD FOR VIRAL INVITES AS GAME AND DISCOVERY MECHANIC - A method and system are disclosed for methods of providing a gaming experience including an in-game viral invite mechanic. In accordance with the present system, inviting others to join in the playing of a game is an objective of the game itself. Thus, a user is encouraged by the game to invite his or her friends, who are in turn encouraged to invite their friends, etc., so that a game may cascade pyramid-fashion to a potentially huge viral fan-out. | 09-24-2009 |
20090239667 | Networked Gaming System Including A Location Monitor And Dispatcher Using Personal Data Keys - A networked gaming system is disclosed that includes location detection and dispatcher servers operative together with one or more wireless personal digital (PDK) devices communicating with receiver/decoders (RDCs) for tracking and communicating with casino employees and patrons throughout the casino. An employee and patron tracking system in a casino is disclosed wherein beverage and other service staff are properly assigned, dispatched to the right patron or location and can be located and tracked throughout various transactions. | 09-24-2009 |
20090239668 | METHOD OF MATCHING GAME USERS, AND ELECTRONIC DEVICE USING THE SAME - A method of matching game users for a game in an electronic device, the method including: displaying a user interface screen to receive, from a user, a selection of an option for starting the game; and creating a match by searching a network and/or a subnet for one or more game participants in response to receiving a selection of an option, via the user interface screen, to match a plurality of users to play the game. Accordingly, it is possible to more rapidly create a match between a plurality of game participants. | 09-24-2009 |
20090247301 | MANAGEMENT OF DOWNLOADABLE GAME COMPONENTS IN A GAMING SYSTEM - Systems and methods provide interfaces to control the download of downloadable game components to one or more gaming machines or systems. The gaming configuration elements may include banner content, advertising content, denomination data, pay table, language data, video content, audio content, episodic game data, wagering game software, operating system software, device driver software and device firmware. | 10-01-2009 |
20090247302 | Networked gaming system communication protocols and methods - A system, method and apparatus for a gaming system is provided. The gaming system includes a rewards server and a separate gaming or slot accounting server. The system may further include a separate player tracking server. The system further includes one or more game machines. The game machines may include a base game, rewards tracking module, and a game management module. Further details will be apparent from the description, drawings and claims. | 10-01-2009 |
20090247303 | GAME PROGRAM, GAME DEVICE, GAME CONTROL METHOD AND GAME SYSTEM - First consecutive action determination means determines whether or not a pitcher character consecutively or repeatedly performs a predetermined action at a predetermined frequency. Consecutive action execution flag-on means turns on a consecutive action execution flag indicating execution of consecutive actions to an on-state. Warning display means displays a warning on a first display unit of a first terminal device used by a first game player responsible for a malicious play. Second predetermined action determination means determines whether or not the pitcher character consecutively or repeatedly performs a predetermined action in accordance with the operation of a first operation unit after the warning display means displays the warning. First disciplinary action execution means executes a first disciplinary action for the first game player when the pitcher character consecutively or repeatedly performs the predetermined action after the warning display means displays the warning. | 10-01-2009 |
20090247304 | COMMUNICATION GAME SYSTEM, GAME APPARATUS, SERVER, STORAGE MEDIUM STORING A PROGRAM, AND GAME CONTROL METHOD - A communication game system includes a plurality of game apparatuses which are able to wirelessly communicate with each other. Each of the game apparatus registers identifying information of an opponent obtained by a short-distance wireless communication or by user's input in a friend list. Thereafter, the game apparatus connects to the Internet, and inquires server, etc. whether or not it is possible to communicate with the opponent in the friend list over a network. If it is possible to communicate, the game apparatus obtains an address of the opponent to make a network communication. In a case that a still another opponent being connected to its own apparatus exists, when other game apparatus makes a connection, its own game apparatus transmits their identifying information to introduce the communicating opponents to each other. The game apparatuses introduced to each other make a communication over a network, and add the identifying information of the opponents to the friend list, if necessary. | 10-01-2009 |
20090253511 | Method and System for Using Multi-Channel Communications to Enhance Gaming Security - A method and system for using multi-channel communications to enhance security is described herein. In one embodiment, the method comprises receiving in a first gaming device a set of gaming data stream portions over a plurality of data channels, wherein the gaming data stream portions are received from a second gaming device. The method further comprises combining ones of the set of gaming data stream portions into a gaming data stream. | 10-08-2009 |
20090253512 | System And Method For Providing Adjustable Attenuation Of Location-Based Communication In An Online Game - A system and method for presenting location-based communication in an online game relative to a player from a communication source is provided. A communication to a recipient from within a simulated three-dimensional environment of an online game is accepted. A source co-located with the recipient of the communication is determined. An apparent proximity and direction of the source relative to the recipient is evaluated. A recipient specific adjustor to the communication is applied. Presentation of the communication is modified by the apparent proximity and direction of the source to the recipient in the display based on the adjustor applied. | 10-08-2009 |
20090253513 | System And Method For Managing A Multiplicity Of Text Messages In An Online Game - A system and method for providing text of interest to a player from text messages in an online game is provided. A player profile for a player participating in an online game is maintained. Text messages from sources in the online game are received substantially simultaneously within a buffer for a limited text area of a display during an online game session. A main conversation in which the player is involved with one of the sources from the text messages is identified and removed from the buffer. The text messages in the buffer not identified as the main conversation are analyzed for text of interest to the player included in the player profile. The text of interest is provided in the limited text area in the display interspersed with the main conversation concurrent to receipt of each text message within which the text of interest was included. | 10-08-2009 |
20090253514 | Gaming system having large display and plural gaming machines - The gaming system of the present invention comprises: a plurality of gaming machines; a control device; a single pedestal having an installation surface for installing the gaming machines; a supporting member provided such that a first end thereof is supported by the pedestal and the second end thereof is oriented upwardly; a common image display supported at a position above the upper surfaces of the gaming machines by the supporting member, and communication cables for communication between the plurality of gaming machines and the control device. | 10-08-2009 |
20090253515 | SESSION MONITORING ON GAMING MACHINES - A method, gaming machine and gaming system is described that provides for session information monitoring. Session information is formed by monitoring play of a game by a player on a gaming machine. At the option of the player of the gaming machine the session information is either combined with session information from another gaming machine, or is not combined. | 10-08-2009 |
20090253516 | Networked Gaming System - A networked gaining system wherein a game client application connects a player to at least one game server having at least one game table. The game server provides game operations and displays for transmission to the game client application and a display including at least one screen display designating a lobby from which a player can request to be seated at one or more of a plurality of virtual game positions in one of a plurality of multi-player games. The at least one lobby screen display is accessible without the user having to login to the game client application. Further, a player may configure the networked gaming system so that when the user logs-in, the player is immediately taken to a game and “bought-in”, if necessary. An embodiment of the present invention is disclosed as an overlay messaging program incorporating the above features. | 10-08-2009 |
20090253517 | OPEN GAME ENGINE AND MARKETPLACE WITH ASSOCIATED GAME EDITING AND CREATION TOOLS - The present invention provides a video game development platform. More specifically, aspects of the invention relate to components of applications such as video games including the source code, graphics, sounds, and animations as well as a market place where any of the above are traded for currency, tokens, credits, or given to other people. These components can then be combined, using game editing and creation tools, to make video games. Users can create and edit games, either of their own or based on other users' preexisting games, and can share their games with others. Game components may be bought, sold, traded, or otherwise distributed through an online marketplace. | 10-08-2009 |
20090253518 | COMMUNICATION GAME SYSTEM, GAME APPARATUS, SERVER, STORAGE MEDIUM STORING A PROGRAM, AND GAME CONTROL METHOD - A communication game system includes a plurality of game apparatuses which are able to wirelessly communicate with each other. Each of the game apparatus registers identifying information of an opponent obtained by a short-distance wireless communication or by user's input in a friend list. Thereafter, the game apparatus connects to the Internet, and inquires server, etc. whether or not it is possible to communicate with the opponent in the friend list over a network. If it is possible to communicate, the game apparatus obtains an address of the opponent to make a network communication. In a case that a still another opponent being connected to its own apparatus exists, when other game apparatus makes a connection, its own game apparatus transmits their identifying information to introduce the communicating opponents to each other. The game apparatuses introduced to each other make a communication over a network, and add the identifying information of the opponents to the friend list, if necessary. | 10-08-2009 |
20090253519 | Method And System For Implementing Online Broadcasting In A Network Game - The present invention discloses a method for implementing online broadcasting in a network game, including: setting at network side an online broadcasting server adapted to broadcast an audio program online via Internet; by a game client, logging in a game server at network side, detecting that a playing butten/identity configured on the interface of a game is operated, and tuning in to the audio program broadcast via Internet by the online broadcasting server during a game. The present invention also discloses a system for implementing online broadcasting in a network game, including a game server, a game client, an online broadcasting server, and a broadcasting service server. The present invention further discloses a game client. By adopting the present invention, it is convenient for the user to tune in online audio programs and obtain related game news from broadcasting when participating in a network game. | 10-08-2009 |
20090258707 | GAMING MANAGEMENT SYSTEM AND GAMING MANAGEMENT METHOD - A gaming management system including: a plurality of gaming management clients each associated with at least one of a plurality of venues; and a gaming management server adapted to store gaming management data for each venue and including a data access module arranged to control access to the data by each gaming management client so that a gaming management client can only access gaming management of a venue with which the gaming management client is associated. | 10-15-2009 |
20090264201 | Multi-User Game - A method of controlling a multi-user game, comprising: receiving non-game information concerning the technical capabilities of a first device; and providing game play at the first device, in dependence upon the received non-game information, that compensates for the technical capabilities of the first device. A method of initiating a multi-user game that has a plurality of potential roles, the method comprising: specifying a first sub-set of the plurality potential roles; specifying a second sub-set of the plurality potential roles, that is different to the first sub-set; providing, if a first device has first technical capabilities, the first sub-set of potential roles to the first device; and providing, if a second device has second technical capabilities, different to the first technical capabilities, the second sub-set of potential roles to the second device. | 10-22-2009 |
20090264202 | SHARING OF CONSOLE AND WEB-BASED GAMES AND GAMING PROFILES - A method and system are disclosed for allowing the sharing of games and gaming profiles between console and web-based gaming platforms. The present system includes a console service through which console games may be played, and a gaming website through which web-based games may be played. Players may play games through either the console service or gaming website using a single set of identity and profile data that is stored in a central data repository. Using a single repository for profile and other data, players may log in, play games, access their profiles and friends lists, and accrue rewards and game credits, regardless of whether they are using a console or web-based game. In a further aspect of the present system, users of consoles may play the same game and same game sessions with web-based users. | 10-22-2009 |
20090264203 | CONFIGURABLE WAGERING GAME MANAGER - Methods and systems for monitoring and/or servicing wagering game machines are described herein. In one embodiment, a method includes receiving a request to configure wagering game manager content, wherein the request is associated with a user identifier. The method can also include transmitting another request and the user identifier, and receiving and presenting configuration options, where the configuration options determine from which of a plurality of application servers that services can be requested. Additionally, in some embodiments, the configuration options determine separate modules for presenting information about the services. The method can also include receiving one or more configuration selections associated with the configuration options. | 10-22-2009 |
20090264204 | APPARATUS AND METHOD FOR PROVIDING A GAME SERVICE USING A GAME CARD IN A MOBILE TERMINAL - An apparatus and method for providing a game service using a game card in a mobile terminal are provided. A card recognizer recognizes card information from each game card of one or more corresponding users. A memory stores card information recognized from each game card of the one or more corresponding users and a game program for a game service. A controller controls the card recognizer to recognize card information from the game card, compares the recognized card information of each of the game cards corresponding to the one or more users, and displays a result of the comparison. | 10-22-2009 |
20090264205 | INTERACTIVE TOYS - A plurality of individual toys, at least a first one of which generates acoustic signals and at least a second one of which receives acoustic signals. When the second toy receives acoustic signals from the first toy, it responds, for example, by generating a sound and/or controlling its motion. In a preferred embodiment of the invention, the toys flock and/or form a procession of toys which follow a leader toy, for example a mother goose and a plurality of following and preferably quacking goslings. | 10-22-2009 |
20090270171 | NETWORK GAME SYSTEM, GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - Provided is a network game system for providing a game played by players of game machines by operating at least one of the game machines as a server, in which: the game machine to be operated as a server can be appropriately selected; a measuring unit ( | 10-29-2009 |
20090270172 | "OLD SCHOOL" FANTASY SPORTS SYSTEM AND METHOD - The realm of fantasy sports gaming is expanded beyond the selection of current, active athletes by including former athletes, or former seasons for current athletes, in a selection pool for fantasy sports leagues. This is accomplished by querying databases of sports statistics for the purpose of generating a mock performance that can be fairly compared and incorporated with real-time performances generated by current athletes actively participating in the same sport. The end result is a realistic, yet unpredictable, statistical box score for a former athlete that can be translated via a point system for the purpose of fantasy sports league play. | 10-29-2009 |
20090270173 | GROUP PLAY BONUS GAME WITH INITIAL BONUS OFFER - A method, system, and gaming machine for enabling a group play bonus feature is described. The method comprises networking a plurality of gaming machines, wherein each gaming machine includes a primary game module and a bonus game module. The method then proceeds to determine which of the plurality of gaming machines are qualified for playing the group bonus game. A first qualified gaming machine is selected and a bonus offer is presented to the qualified gaming machine. The bonus offer includes an initial bonus offer that is user selectable, and an alternative random bonus prize that is awarded if the user instruction indicates that the initial bonus offer has not been accepted. After the user selectable instruction is received, a bonus prize is awarded. | 10-29-2009 |
20090270174 | Networked gaming system communication protocols and methods - A system, method and apparatus for a gaming system is provided. The gaming system includes a rewards server and a separate gaming or slot accounting server. The system may further include a separate player tracking server. The system further includes one or more game machines. The game machines may include a base game, rewards tracking module, and a game management module. Further details will be apparent from the description, drawings and claims. | 10-29-2009 |
20090270175 | Networked gaming system communication protocols and methods - A system, method and apparatus for a gaming system is provided. The gaming system includes a rewards server and a separate gaming or slot accounting server. The system may further include a separate player tracking server. The system further includes one or more game machines. The game machines may include a base game, rewards tracking module, and a game management module. Further details will be apparent from the description, drawings and claims. | 10-29-2009 |
20090270176 | PERIPHERAL UPDATE PERIPHERAL IN A WAGERING GAME SYSTEM - There is provided a peripheral update device. The peripheral update device includes at least one interface adapted to communicatively connect to at least one peripheral device of a wagering game machine and to an update device, the at least one interface adapted to receive a firmware update from the update device for a peripheral device of the at least one peripheral device. The peripheral update device further includes a processor being communicatively connected to the at least one interface and adapted to receive the transmitted firmware update via the at least one interface and further adapted to apply the received firmware update to the peripheral device via the at least one interface. | 10-29-2009 |
20090270177 | FANTASY FOOTBALL GAME SYSTEM AND METHOD - A fantasy sports game system includes one or more participant terminals operable to act as a client on a network and a computer operable to act as a server on the network and to communicate with each of the participant terminals over the network. The computer includes a memory configured to store a set of instructions and a processor configured to execute the set of instructions. The set of instructions cause the processor to: receive a plurality of fantasy starting lineups for a plurality of fantasy teams from at least one participant terminal, wherein a placekicker is not included as one of the starting lineups; calculate a player point total for each player based on the received statistical information; and calculate a fantasy team score for each team by adding together the player point total for each player associated with each team. | 10-29-2009 |
20090270178 | METHOD AND APPARATUS FOR DEVELOPING VIDEO GAME ELEMENTS WITH AUTOMATIC GAME ELEMENT EVALUATION - A method and apparatus is disclosed for developing game elements, such as game levels, to be included within a video game that can be played upon a data processing apparatus such as a computer, a game console, or a mobile device. The method includes receiving a set of desired game element characteristics, as might be prescribed by a game framework, automatically evaluating the game element to determine its characteristics, and including the game element into the game framework if the element matches the desired characteristics. The apparatus can implement the method using computer readable medium and a processor, or by allowing a user to create a game element, while automatically evaluating the game element to determine whether it matches the desired set of characteristics. | 10-29-2009 |
20090270179 | COMPUTERIZED SYSTEM AND METHOD OF ORGANIZING BILLIARDS COMPETITIONS - The present invention is a computerized system and method of organizing participants in billiards competitions. Specifically, the computerized system and method does the scheduling, tracking and scoring of the participants in billiards competitions. The computerized system utilizes client server technology over a computerized network such as the Internet, with a relational database and a database management system. The method utilizes a scheduling system for scheduling participants in billiards competitions, a handicap system for allowing participants of all skill levels to competitively participate with each other and a point system for measuring participant performance in billiards competitions. The method of utilizing the scheduling system, the handicap system and the point system is integrated into the computerized system. | 10-29-2009 |
20090270180 | PLAYER TRACKING METHOD AND A PLAYER TRACKING SYSTEM - A method of player tracking for gaming, the method including: receiving a player identifier at a player identifier input device associated with a gaming terminal; monitoring play of the gaming terminal in response to receipt of the player identifier, the monitoring being performed to determine whether to take any action in respect of a player record of a player tracking module corresponding to the player identifier, the monitoring being carried out such that if the player identifier was received by being read from a player tracking device by the player identifier input device and the player tracking device is removed from a position at which the player tracking device can be read, the monitoring continues after the player tracking device is removed; and stopping monitoring of play of the gaming terminal automatically in response to at least one end condition occurring. | 10-29-2009 |
20090270181 | METHOD AND APPARATUS FOR CONDUCTING A RING-IN GAME - A wireless communications device for use in a sweepstakes network is capable of being invited to participate in a ring-in game, via a communication system. The wireless communications device includes a memory capable of storing an electronic personal identification number associated with the ring-in game, an electronic personal identification module associated with the memory capable of maintaining the electronic personal identification number in the memory of the wireless communications device and a main processor associated with the memory capable of communicating with the communication system, wherein the main processor receives an invitation to participate in a ring-in game. | 10-29-2009 |
20090275410 | FACILITATING GROUP PLAY WITH MULTIPLE GAME DEVICES - Techniques are describe for providing group play events with multiple game devices. Group play events are triggered by any game device that qualifies to participate, so that when any qualifying game device triggers a group play event, all qualifying game devices participate in the group play event. In some situations, a probability for triggering a group play event is adjusted to accommodate for a dynamically changing number of game devices that qualify over time. | 11-05-2009 |
20090275411 | COORDINATING GROUP PLAY EVENTS FOR MULTIPLE GAME DEVICES - Techniques are described for providing group play bonus events with multiple game devices. A group play bonus event is initiated based in part on the occurrence of a group play bonus event trigger. End users of game devices participate in an initiated group play bonus event if the end users qualify to participate in the group play bonus event at the time of the occurrence of the group play bonus event trigger. In some situations, group play bonus events are initiated by the occurrence of a randomly generated group play bonus event trigger. | 11-05-2009 |
20090275412 | MULTIPLE-PLAYER COLLABORATIVE CONTENT EDITING - An arrangement is provided for multiplayer collaborative content editing which allows players to edit content and enjoy a social collaborative process. The arrangement provides a gameplay environment for custom or “honor rule” gametypes, and allows multiple users to participate in a full-featured game environment. The multiple user editing scenarios may be employed on, e.g., a single game console in a splitscreen version, over a LAN with multiple game consoles, or over the internet. Users may toggle between a “Player Mode”, with a similar appearance and capabilities as a player in a traditional multiplayer game, and an “Edit Mode”, which may have different appearance and capabilities. The Edit Mode presents the user with editing functionality and a suitable user interface, as well as a number of additional abilities beyond that of a user in Player Mode. | 11-05-2009 |
20090275413 | MOBILE GAMING SYSTEM - A system is disclosed. The system, which is for use with a portable wireless communicator/biometric reader and a portable wireless transceiver, comprises one or more enabling receivers and a facility. The enabling receivers are for receiving wireless signals from the reader. The facility is for communicating with the transceiver to permit the transceiver to serve as a mobile platform for computer gaming when (i) said reader is in communication with at least one of said one or more enabling receivers and (ii) a user, to which said reader is assigned, is operating said reader in accordance with a protocol. | 11-05-2009 |
20090275414 | APPARATUS, METHOD, AND COMPUTER READABLE MEDIA TO PERFORM TRANSACTIONS IN ASSOCIATION WITH PARTICIPANTS INTERACTING IN A SYNTHETIC ENVIRONMENT - Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content. In some embodiments, computer readable medium facilitates transactions in massively multiplayer online games. The computer readable medium can include executable instructions for execution by one or more processors to receive data to perform a transaction between participants associated with the synthetic environment. The executable instructions also can be configured to transact an exchange of a first subset of game data for the first participant and a second subset of the game data for a second participant. The exchange of subsets of the game data between the first participant and the second participant can occur in the common process. | 11-05-2009 |
20090280906 | SERVER CLIENT NETWORK THROTTLING METHOD FOR DOWNLOAD CONTENT - A server-client download throttling method is disclosed in which the download speed is varied when transferring a download package from a gaming server to a gaming machine in a background process, while the gaming machine is still playable by a player. The server-client download throttling method enables the downloading of software (or other data) to gaming machine on the network without affecting game play and casino revenue. In this manner, the server-client download throttling method prevents game play interruption while maximizing throughput for download transfers. | 11-12-2009 |
20090280907 | SERVER CLIENT NETWORK THROTTLING SYSTEM FOR DOWNLOAD CONTENT - A server-client download throttling system is disclosed in which the download speed is varied when transferring a download package from a gaming server to a gaming machine in a background process, while the gaming machine is still playable by a player. The server-client download throttling system enables the downloading of software (or other data) to gaming machine on the network without affecting game play and casino revenue. In this manner, the server-client download throttling system prevents game play interruption while maximizing throughput for download transfers. | 11-12-2009 |
20090280908 | REWARD FOR RESURRECTING TEAMMATE IN A MULTIPLAYER GAME - Teamwork in a multiplayer video game is encouraged by rewarding game characters who resurrect killed teammates with spendable cash that may be used to purchase additional capabilities or tools to enhance the players' ability to progress through the game. Resurrected teammates are tied to the game character who performed the resurrections by splitting their future earnings accumulated during gameplay with that game character. If a resurrected game character goes on to resurrect other teammates then he will be entitled to a portion of the future earnings of those other resurrected teammates. But the resurrected teammate will also give a portion of those earnings to the original game character who resurrected him in the first place. A resurrection chain is thus created in which game characters can be resurrected and go on to resurrect other teammates while sharing earnings with other game characters that are above them in the chain using a pyramid payment system. | 11-12-2009 |
20090280909 | Method and system for determining a frustration profile of a player on an online game and using the frustration profile to enhance the online experience of the player - An online gaming website monitors indicators that a player waiting to play an online game is becoming frustrated, and generates a frustration profile for the player based on the indicators. The frustration profile is utilized to decrease the time that the player waits to play an online game, such as by changing the player's position on a queue for play of the game, or by offering an alternative game compatible with the player's gaming interests, which if selected by the player would decrease the player's waiting time. | 11-12-2009 |
20090280910 | Method and Apparatus For Use of Movement and Position Sensors With Portable Handheld Wagering Devices - A gaming system includes a handheld gaming machine configured to play at least one wagering game, a wager input device for receiving a wager to play a wagering game, and a controller operative to process signals output from a movement sensor. A movement sensor is disposed in the handheld gaming machine to sense movements of the handheld gaming machine and/or a sub-portion thereof and to output signals relating to the movements to the controller. | 11-12-2009 |
20090286603 | NETWORK GAME SYSTEM, GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - A network game system is provided in which unfairness between players playing on first and second game machines can be corrected in a network game system in which the first game machine displays a game screen of a content corresponding to an operation executed in the first game machine and makes the second game machine display a game screen of a content corresponding to an operation executed in the second game machine by exchanging data with the second game machine through a communication network. | 11-19-2009 |
20090286604 | ADAPTIVE LIVE COMMENTARY IN HOSTED GAME - A live commentary experience is provided to a plurality of users participating in a multiplayer game hosted by a gaming service. A live output stream comprising live commentary on the game play is providing by a human being from the gaming service. A gaming device determines which of three types of commentary—pre-recorded game commentary, periodic commentary and live commentary from a human being—to provide to the user for a live commentary experience. | 11-19-2009 |
20090286605 | EVENT DETERMINATION IN A VIRTUAL UNIVERSE - An approach that determines events in a virtual universe is described. In one embodiment, there is a method for automatically determining an occurrence of an event in a virtual universe. The method includes monitoring a plurality of regions within the virtual universe and determining an occurrence of an event within at least one of the plurality of regions according to locations of avatars that are on-line in the virtual universe and fields of view that the avatars have from each of the locations. | 11-19-2009 |
20090286606 | Portable, waterproof gaming device - The present invention relates to a portable, waterproof gaming system which includes: a) a watertight main housing for encompassing a computerized gaming unit for water proximity play of at least one gaming selection; b) a computerized gaming unit for water proximity play of at least one gaming selection, the computerized gaming unit having sufficient software and hardware to provide the at least one gaming selection selected from the group consisting of slots, roulette, craps, cards and competitions, the computerized gaming unit contained within the watertight main housing and having controls, including at least one control selected from a group consisting of on-off, volume, gaming selection, food and drink service and guest services, the computerized gaming unit further including hardware and software for i) electronically enabling a player to purchase betting credits; ii) enabling the player to bet at least a portion of the purchased betting credits, as part of gaming play; and iii) subtracting the purchased betting credits from the player purchased betting credits when the player loses and adding to the player purchased betting credits when the player wins; and c) a remotely located, central processing host unit connected to the computerized gaming unit, the host unit including sufficient software and hardware to provide the following computerized gaming unit management capabilities with respect to the computerized gaming unit, including user tracking and user data collection and storage. | 11-19-2009 |
20090286607 | Portable, waterproof, floatable game device - The present invention relates to a portable, waterproof, floatable game device which includes: a) a watertight main housing for encompassing a computerized game unit for water proximity play of at least one game selection; b) a computerized game unit for water proximity play of at least one game selection, the computerized game unit having sufficient software and hardware to provide the at least one game selection selected from the group consisting of racing games, sports games, maze games, hunting games and competitions, the computerized game unit contained within the watertight main housing and having controls, including at least one control selected from a group consisting of on-off, volume, game selection, food and drink service and guest services; c) a remotely located, central processing host unit connected to the computerized game unit, the host unit including sufficient software and hardware to provide the following computerized game unit management capabilities with respect to the computerized game unit, including user tracking and user data collection and storage. | 11-19-2009 |
20090291761 | ONLINE GAME SYSTEM - An online game system is a system in which plurality of players conduct a game play by accessing through a network. The online game system includes a private area control part controlling a game stage of a private area which restricts a number of players sharing a same game space; and a public area control part controlling a game stage of a public area which allows the number of players sharing the same game space greater than the private area, wherein a game is begun from a first game stage of the public area, the first game stage is transited to a second game stage of the private area, the second game stage is transited to a third game stage of the public area after the second game stage of the private area is cleared, and these transitions are repeated more than once. | 11-26-2009 |
20090291762 | REMOTE GAMING ENVIRONMENT - A gambler's gaming experience is extended outside the traditional gaming environment by providing a remote gaming environment that duplicates the sights, sounds, smells, and experience of a traditional casino floor. The remote gaming environment may be networked into a customer service center to help resolve issues and prevent fraud. | 11-26-2009 |
20090291763 | APPARATUS AND METHOD FOR FAIR MESSAGE EXCHANGES IN DISTRIBUTED MULTI-PLAYER GAMES - The Fair-Order Service of the present invention delivers action messages to the server as soon as it is feasible. Because action messages from different players exhibit different reaction times with respect to an update message, the Fair-Ordering Service executed at the server dynamically enforces a sufficient waiting period on each action message to guarantee the fair processing of all action messages. In reality, the waiting period at the server is bounded because of the real-time nature of interactive games. The algorithms that offer Fair Ordering Service take into consideration delayed and out-of-order action messages. When action messages corresponding to multiple update messages are interleaved, the Fair-Ordering Service matches the action message to the appropriate update message. It accomplishes this by maintaining a window of update messages and using the reaction times for an action message for each of the update messages in the window. This enables state changes at the game server to be performed with fairness to all the players. The Fair-Order Service invention is based on a framework that uses a proxy architecture making it transparent to any specific game application. The service is well suited to client-server based, online multi-player games, where a fair order of player actions is critical to the game outcome. | 11-26-2009 |
20090298593 | Server Apparatus And Game System - In a game system, a server apparatus ( | 12-03-2009 |
20090298594 | MEDIA/TAG-BASED WORD GAMES - A method of creating a word game comprising receiving a seed value from a browser, obtaining from a media database a plurality of words associated with the seed value, creating a word game from at least a subset of the obtained plurality of words, integrating the word game into a browser interpretable document, and, returning the browser interpretable document to the browser. Some embodiments further comprise incorporating into the browser interpretable document an advertisement associated with the seed value and/or at least one of the obtained plurality of words. Also disclosed is a system comprising a gaming server which receives a game request; a media server and media tag database; the gaming server requesting from the media server a set of media tags associated with a game seed value, building a word game using at least a subset of the media tags, and transmitting the word game. | 12-03-2009 |
20090298595 | Game system, and game apparatus and management apparatus constituting the same - A game system, and arcade game apparatus and management apparatus constituting the same are disclosed. In the game system, each game apparatus change at the same timing to a second mode in which a jackpot drawing is carried out in a state that a jackpot prize winning probability is high. When the jackpot prize is awarded during the second mode, a winning notice is sent to a management apparatus via communication network. The management apparatus transmits second mode end information to all the game apparatus when the number of game apparatus sending the winning notice reaches a predetermined number. After that, the game apparatus operating in the second mode changes to a first mode in which the jackpot drawing is carried out in a state that the winning probability of the jackpot prize is low. | 12-03-2009 |
20090305788 | MODIFYING ELECTRONIC GAMES BASED ON PREVIOUS GAME PLAY - Techniques are disclosed herein for hosting an electronic game over a network during a first scheduled time slot and then, during a later timeslot, hosting a rerun of the game in a way that provides a fresh user experience. The rerun is not simply a replaying of the game, but changes the game to keep the game fresh. However, because substantial portions of the software and data content that implement the game is re-used, a limited set of software and data content can be used for many reruns. Thus, the cost of providing fresh games is kept low. | 12-10-2009 |
20090305789 | MOBILE PHONE GAME INTERFACE - Systems, apparatus and methods for enabling a mobile station to control a virtual world being executed on a console system are described. The method can include establishing a communication link between the mobile station and a console system, identifying user interface characteristics of the mobile station, and providing a game controller application to the mobile station, the game controller application being based on the identified user interface characteristics and configured to transform user interface inputs into game controller commands. The method can further include receiving signals containing data representing the game controller commands from the mobile station over the communication link and determining game results based on the received game controller commands. In one aspect, the system includes a controller application server storing multiple game controller applications for mobile stations characterized by different user interfaces. | 12-10-2009 |
20090305790 | Methods and Apparatuses of Game Appliance Execution and Rendering Service - The present invention presents methods and apparatuses of game appliance execution and rendering service wherein a game appliance system can start a game appliance for a client system and said client system can send input to the game appliance system via a network to control game play of the game appliance and in return receive media stream of the game appliance via a network. Said game appliance system comprising, at least one game appliance apparatus wherein said game appliance apparatus further comprises, at least one transceiver; at least one control processing element that can be programmed to, on-demand retrieve game appliance from at least one game appliance distribution system, and a plurality of control processing elements wherein each control processing element can be programmed to, execute a game appliance using emulation or virtualization; receive input from client system; capture graphics rendering command of the executed game appliance using virtual graphics driver; and transmit the captured graphics rendering command to at least one graphics rendering apparatus. Said game appliance system can further comprise, at least one graphics rendering apparatus wherein said graphics rendering apparatus can comprise, at least one transceiver wherein said transceiver connects said graphics rendering apparatus with one or a plurality of game appliance apparatuses; a plurality of graphics accelerators; and at least one control processing element that can be programmed to, receive graphics rendering command from at least one game appliance apparatus over network; schedule the received graphics rendering command to the graphics accelerators; direct the graphics accelerators to compress the rendered frame into compressed frame or video; transcode the rendered frames into streaming video; and stream said video over a network to client system. | 12-10-2009 |
20090312104 | METHOD AND SYSTEM FOR SELF-SERVICE MANUFACTURE AND SALE OF CUSTOMIZED VIRTUAL GOODS - A computer program product is provided. The computer program product includes a computer useable medium having a computer readable program. The computer readable program when executed on a computer causes the computer to receive first customization request data and second customization request data for a virtual object to be purchased by a user in a virtual world computing environment. Further, the computer readable program when executed on a computer causes the computer to encode the first customization request data and the second customization request data into a value. In addition, the computer readable program when executed on a computer causes the computer to invoke an instantiation of the virtual object such that the virtual object has a customizable component. | 12-17-2009 |
20090312105 | METHOD AND SYSTEM FOR ENCODED INFORMATION PROCESSING - Methods and system for encoded information processing are described. In one embodiment, an encoded pattern may be optically detected from source media. Gaming data and associated synchronization data may be decoded from the encoded pattern. The gaming data may be synchronized for use during gaming based on the synchronization data. Additional methods and systems are disclosed. | 12-17-2009 |
20090318231 | Method and System for Networked Bingo - Methods and systems for facilitating networked bingo matches are presented. Bingo cards may be generated by distributing symbols from a set of symbols into grid positions on each card. One or more patterns of marked positions on a bingo card may be pre-defined. An example embodiment includes the ability for a client devices to join a networked bingo game, each being associated with one or more potentially different special symbols. When a client device achieves a pre-defined pattern of marked positions on one or more of the client device's cards where one of the client device's special symbols is used to complete the pre-defined pattern(s), the client device may be awarded a prize. | 12-24-2009 |
20090318232 | METHOD AND SYSTEM FOR CONTROLLING LOAD IN A COMMUNICATION NETWORK - The invention discloses a method and system for controlling load in a communication network having one or more communication devices. The method includes monitoring at least one communication resource parameters in the communication network. Further, the method includes changing difficulty level within a gaming application when one of the at least one communication resource parameters reaches a pre-determined threshold. One or more communication devices are involved in the gaming application. | 12-24-2009 |
20090318233 | Game System, Server, Gaming Machine - A new gaming environment is provided. A server obtains a payout rate from each of gaming machines, determines winning probability of bonus in each of the gaming machines based on the obtained payout rate, and sends the determined winning probability of bonus to each gaming machine. Also, a gaming machine determines whether or not the bonus is won based on the received winning probability. If the bonus is won, a predetermined number of gaming medium is provided. | 12-24-2009 |
20090318234 | METHOD OF CONDUCTING A TRADE OF VIRTUAL ITEMS IN A VIRTUAL WORLD - Conducting a trade of virtual items between a first virtual character and a second virtual character in a virtual environment is provided. Displaying a trade icon within the virtual environment such that a first user controlling the first virtual character can interact with the trade icon to initiate the trade. At least a portion of the inventory of the first virtual character is presented to the second user and at least a portion of the inventory of the second virtual character is presented to the first user. Further, a selection by the first user of at least one virtual item from the inventory of the second virtual character is communicated to the second user; and a selection by the second user of at least one virtual item from the inventory of the first virtual character is communicated to the first user. | 12-24-2009 |
20090318235 | GAME SYSTEM, GAME TERMINAL THEREFOR, AND SERVER DEVICE THEREFOR - The present invention provides a game system | 12-24-2009 |
20090318236 | GAMING SYSTEM - A gaming system is disclosed which includes a plurality of gaming devices, each gaming device being arranged to implement a game. The gaming system includes a communications network arranged to connect the gaming devices in networked relationship, and a parameter repository arranged to store gaming device parameters. The gaming system is arranged to facilitate access to the parameter repository and modification of the gaming device parameters from a gaming device. | 12-24-2009 |
20090325708 | Biometric broadband gaming system and method - The present invention is a biometric broadband gaming system and method that comprises a verification system, a broadband gaming system and a transactional system. The verification system operations include receiving a biometric input to ensure that a user is a registered player. The broadband gaming system operations include providing a game of skill or game of chance to a plurality of players communicating via different network access devices. The transactional system operations include managing transactions conducted by the verification system and the broadband gaming system. | 12-31-2009 |
20090325709 | Game Clan Matchmaking - Various systems, methods, and computer readable instructions are disclosed herein for a video game clan matchmaking service. In an embodiment, a matchmaking service calculates the weighted skill level of all participating members of a clan, along with the preferences of that clan, to find a well-matched clan. The matchmaking service may collect the skill statistics data of various clans and all their members over a number of game sessions. In one embodiment, the service may calculate the weighted skill level of a clan based on the clan's statistics data and the statistics data of current participating members to determine a weighted skill level. The service may then use this weighted skill level, along with preferences, to match this clan with another clan that has similar skill level and preferences. | 12-31-2009 |
20090325710 | Dynamic Selection Of Sensitivity Of Tilt Functionality - Disclosed is a gaming system having a processing device and a remote input device that is operationally coupled to the processing device. The remote input device may include a motion sensor. The resolution of the motion sensor may be set dynamically from the game software, such that both gross and fine gestures can have the maximum effect. By enabling the game software to assess and control the resolution requirements, and enabling the input device to adjust and respond accordingly, relatively fine gestures, as well as relatively gross gestures, can be discerned and depicted with better accuracy and precision. | 12-31-2009 |
20090325711 | SCHEDULED PROGRAMMATIC GAME CONTENT - Scheduled programmatic multiplayer game content in a console service is provided. A plurality of multiplayer game events is scheduled. Each event has a fixed start time and fixed end time. Requests from users to participate in event are received and a determination is made as to whether users electing to participate in the game are eligible to participate. If the user is eligible to participate in the game, instructions are provided to a console to allow the user to participate in the game. If the user is not eligible to participate in the game, instructions may be provided to a console to allow a user to view activity in the game. | 12-31-2009 |
20090325712 | PLAYER CHARACTER MATCHMAKING WITH DISTRIBUTED PEER-TO-PEER FUNCTIONALITY - Video game players may become matched with other players for the purposes of communication and/or playing together for the mutual benefit of each in an arrangement that uses a distributed network for implementing peer-to-peer connectivity in combination with a matchmaking server. When a player enters a new level in the video game, identifying information such as a level ID (identification) is registered with the matchmaking server which may be provided as part of a larger game service. Other players on the same level, for example, are located using a matchmaking query. A direct peer-to-peer connection is initiated between players, and position updates pertaining to the players are communicated in a peer-to-peer fashion. In an illustrative example, friends of players are given to friends who are ensured to be seen by reserving a predetermined number of connection slots for players or player characters on a friends list. | 12-31-2009 |
20090325713 | SYSTEM AND METHOD FOR PRESENTING PRIORITIZED ADVERTISING DATA IN A PICTURE IN PICTURE DISPLAY WINDOW DURING EXECUTION OF VIDEO TRICK PLAY COMMAND DATA - A computer readable medium is disclosed containing computer executable instructions that when executed by a computer perform a method, the method including but not limited to receiving trick play command data at an end user device; receiving a advertising data at the end user device; correlating the advertising data with penetration data for an end user associated with the end user device; prioritizing the advertising data for the end user device based on the correlation; and presenting a portion of the advertising data in a picture in picture display window on the end user device based on the prioritizing of the advertising data during execution of the trick play command data. A system is disclosed that is useful in performing the method. A data structure embedded in a computer readable medium is disclosed that contains data used by the system and method. | 12-31-2009 |
20090325714 | Gaming machine triggering system events - A system, method and apparatus is provided for a system in which a gaming machine triggers system events. The gaming machine may send messages to a server. The server may then process messages, and may send messages back to the gaming machine. Additionally, the server may send messages to other gaming machines also coupled to the server. The messages may concern bonuses, announcements of gaming events, and opportunities for tournament play, among other information. Thus, a gaming event (such as a jackpot or a good poker hand) may trigger a bonus or a tournament, for example. Additionally, messages may be sent to other components, such as audio and/or video components, which may then announce gaming events, for example. | 12-31-2009 |
20090325715 | Methods for gaming machine triggering system events - A system, method and apparatus is provided for a system in which a gaming machine triggers system events. The gaming machine may send messages to a server. The server may then process messages, and may send messages back to the gaming machine. Additionally, the server may send messages to other gaming machines also coupled to the server. The messages may concern bonuses, announcements of gaming events, and opportunities for tournament play, among other information. Thus, a gaming event (such as a jackpot or a good poker hand) may trigger a bonus or a tournament, for example. Additionally, messages may be sent to other components, such as audio and/or video components, which may then announce gaming events, for example. | 12-31-2009 |
20090325716 | METHOD AND APPARATUS FOR ONLINE GAMING ON TERMINALS - A method and apparatus for enabling a player to participate in a live online game via a landbased gaming terminal. A game manager is playing the game while being captured for example by a video camera. A player participates in the game through using the landbased gaming terminal, which presents the image stream and lets the player make selections and perform actions for participating in the game. | 12-31-2009 |
20100009757 | Interactive content delivery system - The present invention is a computer-implemented interactive content delivery system having a central control device operable for processing and verifying information, at least one messaging device operable for communicating with the central control device, a location control unit in communication with the central control device, and a service for obtaining data and information. The service is in communication with the central control device and the location control unit. The present invention further includes a user having a mobile communication device operable for sending a signal to the at least one messaging device. When the messaging device receives the signal from the mobile communication device, the messaging device will verify information of the user and communicate information to the central control device. The location control unit will receive information from the central control device and the service, and the location control unit will deliver information to the user. | 01-14-2010 |
20100009758 | Multiplexed Client Server (MCS) Communications and Systems - A method of transferring a file between first and second end-user devices via network communications includes: communicating by the first end-user device network contact information of the first end-user device; communicating by the second end-user device network contact information of the second end-user device; establishing an open network connection between the first end-user device and the second-end user device based on the communicated network contact information of each of the end-user devices; and transferring the file from the first end-user device to the second end-user via the open network connection between the first end-user device and the second-end user device. A single encryption key may be used between the application and network layers on each end-user device, each of which may include virtualized routing capabilities. | 01-14-2010 |
20100009759 | GAME SYSTEM - The present invention provides a game system with enhanced interest of a game in consideration of exchange of a message with a virtual player. | 01-14-2010 |
20100016081 | GAME SERVER - A game distribution server configured to separately distribute game data comprising active game data and passive game data to a plurality of remote computers each provided with a client application, comprising: storage for active game data and passive game data configured to be distributed separately and recombined at a remote computer by a client application, wherein passive game data comprise files having a larger average file size than the average file size of active game data; an active data controller configured to control supply of active game data to said remote computer responsive to events occurring during game play; a passive data controller operable to control supply of passive game data separately from said active game data; and a communications interface. | 01-21-2010 |
20100016082 | GAME USER APPARATUS - A user game apparatus configured to facilitate game playing according to which first and second separate supplies of game data are received from a remote game distribution server and combined during game play responsive to game playing events, the apparatus comprising: a request module arranged to receive a first supply of data from a first data path and a second supply of data from a second data path and operable to combine said first and second data to produce a natural game play experience; and a game synchroniser configured to control timing of supply of the first supply of data and the second supply of data from respective data buffers. | 01-21-2010 |
20100016083 | METHOD AND SYSTEM FOR IMPLEMENTING A VIRTUAL GAME - The computer-implemented virtual game-based method and system of the present invention allow participants to play incentive-based virtual games and accept or decline offered prizes. Declining an offered prize allows a participant to play for a more desirable price and accepting a prize prohibits the participant from accepting another prize for the duration of a temporal lock out period. Individual single use virtual games are issued electronically to participants requesting to play a virtual game. Prizes are offered by each single use virtual game in accordance with pre-generated single use virtual game tickets commanding the presentation of an offered prize or non-offered prize. Some embodiments of the present invention deliver branded advertising to consumers participating in game play. In these embodiments, virtual game elements comprise branded advertising impressions as part of the interactive virtual game. | 01-21-2010 |
20100022306 | SYSTEM AND METHOD FOR CONDUCTING COMPETITIONS - In general, in one aspect, a method for developing an asset by competition includes installing and configuring a master software environment for development or testing, and saving a copy of the master software environment as a virtual image suitable for use with a virtual machine. The method also includes receiving indicia of interest in a competition from a competitor, allocating a virtual server to the competitor and configuring the allocated virtual server with a copy of the virtual image, and providing access information for the virtual server to the competitor, thereby facilitating use of the virtual server by the competitor during the competition. | 01-28-2010 |
20100022307 | Skill-Based Electronic Gaming Tournament Play - A system for managing an electronic gaming tournament between a plurality of users comprising user database operably associated with a server containing information related to each of the plurality of users, a central pseudo-random number generator providing server-side generated pseudo-random numbers; a tournament database operably containing information related to an electronic gaming; a skill-based electronic game operably deployed on a plurality of client devices, the skill-based electronic game having at least one of its starting conditions, its behavior or its appearance determined by one or more psuedo-random equations; a client-server communication module being deployed on each of the plurality of client devices operably disposed between each of the skill-based electronic games and the server, each client-server communication module providing a tournament menu to the skill-based electronic game so as to provide user-selectable access to ongoing tournaments found in the tournament database, and a prize fulfillment module for distributing the prize indicated in the tournament database to the user among the tournament participants who is determined to have won each tournament as of the tournament ending time. | 01-28-2010 |
20100022308 | Mobile Networked Gaming System - A mobile networked gaming system wherein a downloadable game client application connects a player to at least one game server (or wireless network), wherein the at least one game table is hosted on said game server. The game server (or wireless network) provides game operations and displays for transmission to the game client application and a display including at least one screen display including at least one lobby screen display from which a player can manually request to be seated at one or more of a plurality of virtual game positions in one or more of a plurality of multi-player or single-player games. Furthermore, a selectable automated seating option is available for automatically seating a player at one or more of a plurality of virtual game positions, wherein a player is directly seated when the player logs-in to the mobile networked gaming system. Embodiments of the present invention are disclosed as a mobile poker client application and a mobile casino client application incorporating the above features. | 01-28-2010 |
20100022309 | COMMUNICATION DEVICE, COMMUNICATION SYSTEM THEREFOR, AND COMPUTER PROGRAM THEREFOR - One of three or more communication devices is selected as a parent node, whereby communication delay that affects the advancement of an interactive task such as a multiple-player participation game is reduced. | 01-28-2010 |
20100029388 | GAME SYSTEM, GAME TERMINAL THEREFOR, AND SERVER DEVICE THEREFOR - The present invention provides a game system | 02-04-2010 |
20100035690 | Information Flow Control for Gaming Machines Requiring Server Support - A computing apparatus operating as a gaming machine permits wagering on games. A browser generates a request for information contained on a remote server. An intermediate client-side processing, ICSP, engine coupled with the browser receives the request and generates a corresponding request that is transmitted to the remote server. The browser, following the transmission of the first message, being released to process other actions without having yet received a reply to the first message. | 02-11-2010 |
20100035691 | METHOD AND SYSTEM PROVIDING SPECTATOR INFORMATION FOR A MULTIMEDIA APPLICATION - A method and system for allowing spectators to experience multimedia information over a network generated by an online video game running on a participant's device comprises a participant system and a universal spectator client system. A participant may utilize a device to experience game play. Each spectator may also have an associated device, which may allow the spectator to receive multimedia information generated by the participant system over a network. A spectator may experience multimedia information generated by a participant regardless of whether the spectator has the same title installed on an associated device and regardless of whether the associated spectator device provides the same capabilities and functionality as the participant device. | 02-11-2010 |
20100035692 | AVATAR CLOSET/ GAME AWARDED AVATAR - Systems, methods and computer readable media are disclosed for updating the appearance of an avatar that exists across an online multi-player gaming system, including an executing video game. In addition to the general system, systems, methods and computer readable media for updating the avatar, techniques are disclosed for prompting networked video games to update an avatar that has been modified while the video game has been executing. | 02-11-2010 |
20100035693 | GAMING SYSTEM - A gaming machine ( | 02-11-2010 |
20100035694 | METHOD AND APPARATUS FOR PREVENTING COLLUSIONS IN ONLINE GAMES - A method and apparatus for preventing collusion or collusion attempt situation within an online computerized gaming environment, wherein an at least one player participates from a remote computing platform in one of more games. The method and apparatus comprise defining the collusion or collusion attempt situations, defining preventive actions to be taken in response to collusions or collusion attempts, associating the situations with actions, determining collusion or collusion attempt situation in run time, selecting one or more actions, and performing the actions to prevent the collusion. | 02-11-2010 |
20100035695 | REDUCING BANDWIDTH REQUIREMENTS FOR PEER-TO-PEER GAMING BASED ON IMPORTANCE OF REMOTE OBJECTS TO A LOCAL PLAYER - Techniques enable the reduction of bandwidth requirements for peer-to-peer gaming architectures. In some embodiments, these techniques allow differentiation among players to decide which players should receive continuous updates and which should receive periodic updates. For those gaming systems receiving periodic updates, guided artificial intelligence is employed to simulate activity of a game object based on guidance provided by the periodic updates. Conversely, for those gaming systems receiving continuous updates, the continuous updates may be employed to update the activity of the game object rather than simulating the activity. | 02-11-2010 |
20100041481 | SYSTEM AND METHOD FOR INTEGRATING ANCILLARY CONTENT INTO APPLICATIONS - Systems and methods are provided to integrate, within a first application, a second application. In this way, multiple client systems, each running a first application, can access other players and mutually consume a second application. A lobby facility is provided to which client systems may access. First and second client systems may then be associated so that the same are configured to mutually consume a second application. The systems and methods also provide for cross-platform consumption of a second application by a plurality of client systems, each running respective first applications. The system includes a lobby facility module situated on a network-accessible server, the lobby facility module configured to allow communications between the network-accessible server and each of a first client system and a second client system. The system also includes a second application module, including a database module for storing information about the second application, first and second content translator modules enabling the second application module to provide and to receive content relevant to second applications running on the first and second client systems, and a rules module to determine an effect of content received from the first client system on content received from the second client system, and vice-versa. | 02-18-2010 |
20100041482 | RECOMMENDATION GENERATOR AND METHOD FOR DETERMINING AFFINITIES TO PARTICIPATE IN A VENTURE EXCHANGE - Embodiments of the invention relate generally to computer-implemented venture exchange technology, and more particularly, to systems, computer-readable media, and methods for predicting an affinity to engage in a particular venture, such as a bet, and recommending participation in a networked exchange, which can be a computer-implemented betting exchange. | 02-18-2010 |
20100048302 | GAME OF CHANCE PROCESSING APPARATUS - In various embodiments, players may compete with one another in a gaming context. | 02-25-2010 |
20100048303 | GAME SYSTEM, GAME APPARATUS THEREFOR, COMMUNICATION APPARATUS THEREFOR, COMPUTER PROGRAM THEREFOR, AND DATA MANAGEMENT METHOD THEREFOR - A game system ( | 02-25-2010 |
20100048304 | NETWORK INTERFACE, GAMING SYSTEM AND GAMING DEVICE - An example gaming device and network interface device adapted to connect a gaming device to a network are provided. The network interface device includes a data handler and a firewall. The data handler has processing and memory resources, and is adapted to perform data handling functions for transferring data between a network and a gaming device controller. The firewall is adapted to inhibit transfer of at least some unauthorised data received from the network to the gaming device controller. | 02-25-2010 |
20100056278 | POWER MANAGEMENT IN A MULTI-STATION GAMING MACHINE - Gaming machines and related methods for controlling and managing electrical current to peripheral devices in a gaming machine are described. A gaming machine having multiple high-current peripheral devices drawing power from a single power supply within the gaming machine is able to regulate the timing at which the peripherals may receive power. The gaming machine may be a multi-station gaming machine, such as a gaming table, where each station has various standard peripheral devices. The gaming machine determines whether the power required by the peripherals at any given time will exceed a threshold current supply and, if so, delays the operation of one of the peripherals to regulate the amount of current the power supply has to supply at any given time. Current usage and time overlaps of two or more peripheral devices are determined using current profiles of the devices. A current profile contains time-related data and current usage data that are utilized in determining total current usage during operational overlaps between two or more peripheral devices in the gaming machine. A peripheral device is provided with current when it is determined that the total current supplied does not exceed a maximum efficient current output of the power supply. | 03-04-2010 |
20100056279 | Method and System for Sharing Chance Games Related Informaiton - The present invention provides a system and a method enabling a multiplicity of users to share chance games' information such as winning tickets, prizes and the like. A software application operatively associated with a server, may allow the users to input information regarding tickets that have been purchased by users. The details may be presented by the application for users to view, for example, recently purchased tickets details. This may allow the users to estimate their chances in purchasing a winning chance game ticket according to the presented information. The tickets details may be inputted by the users, using their terminals, and transmitted to the server for further processing and storing of the data. | 03-04-2010 |
20100056280 | METHOD AND SYSTEM FOR AN INTEGRATED PLATFORM WIDE PARTY SYSTEM WITHIN A MULTIPLAYER GAMING ENVIRONMENT - A method and system for a platform wide party system that may be deployed in a multiplayer gaming environment. Players may associate themselves with one or more parties, wherein players within a party may choose to automatically exchange messages associated with changes in state of the players in a gaming environment. The party system exposes an API providing a plurality of function calls that may be integrated seamlessly with game play. A first player may indicate desired notification events to be received from a second player associated with the same party as the first player. Upon detection of a desired notification event on the video game console of the second player, an event notification may be communicated to a video game console of the first player causing an action to be performed on the first player's video game console. Actions may include event notifications via text and/or sound, which may be displayed to the first player while engaged in any game session and without requiring the first player to exit the current game session. | 03-04-2010 |
20100056281 | GAME SYSTEM AND GAME EXECUTION MANAGING METHOD - The game system includes a plurality of game machines and at least one server device connected thereto over a network to enable players of the plurality of game machines to play a two-person game, in which the server device includes: an acquiring means for, among a predetermined number of character cards each associating a game character with an ability value indicating an ability in fighting motion, acquiring use information on the type of a character card presently used in a two-person game for each game; a conversion-value calculating means for calculating a conversion value as result data for narrowing the difference of the ability values corresponding to the types of character cards according to the type of the character card depending upon the amount of the acquired use information; and a transmitting means for associating the conversion value according to the type of the character card with each character card and transmitting the conversion value to each game machine, and the plurality of game machines each include: a display displaying the image of a game character appearing in a two-person game; an operating member receiving an instruction for a virtual fighting motion played by the game character in the two-person game; a reading means for reading at least the type of each character card used in a game; an ability-value calculating means for converting the ability value corresponding to each read character card into a new ability value using the conversion value corresponding to a character card presently used; and a controlling means for allowing a game character to play a fighting motion given by an instruction from the operating member using the ability value obtained by the conversion. | 03-04-2010 |
20100056282 | VIDEO GAME PROCESSING DEVICE, VIDEO GAME PROCESSING METHOD AND VIDEO GAME PROCESSING PROGRAM - Data communication is carried out with any of other video game processing devices. Commands are distributed to each of other player characters operated by each of other players of the other video game processing devices. Each of the commands causes a predetermined special effect to the player character. A command releasing operation in which by erasing one or more command from the retained commands the one or more command is released is performed at a time when a predetermined releasing condition is satisfied. The released commands are visualized as icons. A distance between each of the released command icons and the player character is determined. The player character is caused to newly retain any of the released commands in the case where it is determined that the player character exists inside a predetermined distance from the released command icon indicating the released command. | 03-04-2010 |
20100062857 | Data stream processing - A method for outputting data streams in a communication system, the method comprising the steps of:
| 03-11-2010 |
20100062858 | Electronic gaming system and method - A games system, method and program. The system comprises: a user control device arranged to be operable by a user; a network interface for receiving data via a packet-based communication network; and a processing apparatus arranged to execute a game application and a communication client; wherein the communication client is programmed to establish video communication via the network interface and packet-based communication network, receive video data from a remote user and decode the video data to produce a live video image; wherein the game application is arranged to divide the live video image into segments, re-order the segments to produce a shuffled live video image and output the shuffled live video image for display on a display unit; and wherein the game application is further arranged to receive control information from the control device and cause a further-reordering of the segments responsive thereto during the video communication. | 03-11-2010 |
20100062859 | METHOD AND SYSTEM FOR TRACKING PARLOR GAME STATISTICS - A method of tracking parlor game statistics and results includes filling in a scorecard at a location of a parlor game, feeding the scorecard into a bill acceptor assembly, scanning the filled-in scorecard with a scanner housed within the bill acceptor assembly, analyzing scanned information within the scorecard through the use of a processing unit, and transmitting analyzed information provided from the scorecard to a results and statistics compiling facility that is remotely located from the parlor game. | 03-11-2010 |
20100062860 | OPERATION OF A SET OF DEVICES - A method of operating a set of devices comprises receiving a signal, for example at least part of a game world model from a computer program. The signal is analyzed to produce a real-world description in the form of an instruction set of a markup language and the set of devices is operated according to the description. | 03-11-2010 |
20100069155 | INTERACTIVE GAMING SYSTEM VIA A GLOBAL NETWORK AND METHODS THEREOF - Embodiments of the present invention relate to an online interactive competitive gaming system having audio and visual components to simulate realistic live play. In one embodiment of the present invention, an interactive gaming system via a global computer network comprises a first client computer connected to the global computer network, a second client computer connected to the global computer network, a non-downloadable competitive gaming application hosted on a remote server, accessible to the first and second client via the network, and a streaming server for enabling multiple-user streaming multimedia data capabilities, communicating with the remote server, the first client computer and the second client computer. | 03-18-2010 |
20100069156 | Metrics-based gaming operations - Methods and systems for metrics-based gaming operations are provided. Information concerning game play for each play may be received and stored. Such information may be used to generate certain metrics. The generated metrics, in turn, may be used to determine how to customize a game operation. Such game operations may include providing training to a player, matching a player up with another player or with a team, adjusting a game event, etc. | 03-18-2010 |
20100069158 | GAME SYSTEM AND METHOD IN COMBINATION WITH MOBILE PHONES AND A GAME CONSOLE - A game system and method for enabling a mobile phone to interact with a user game console is disclosed. The game system enables a mobile phone and a user game console to interact with a game server, enables the user game console to interact with a video display, displays video data generated from the user game console on the video display in order to allow a user or gamer to play a desired game on a large screen, and allows a plurality of gamers to play the game using a single user game console over wireless communication for use of mobile phones. The game system can display different information on not only a common screen for all the game participants but also at least one screen for each gamer only, such that a plurality of gamers can participate in the game at the same time on a single screen image, resulting in the implementation of the simultaneous-participation games | 03-18-2010 |
20100075758 | NETWORK FOR ELECTRONIC NOTIFICATION OF WIND FOR INSTANT PRIZE GAMES, USING RFID IDENTIFIERS FOR THE PARTICIPANTS - Network for electronic notification of wins in prize games, comprising:
| 03-25-2010 |
20100075759 | Data Providing System, Game Machine Data Providing Method, Information Recording Medium and Program - A data storage unit ( | 03-25-2010 |
20100081509 | SYSTEM FOR MANAGING WAGERING GAME CONTENT - A system for managing wagering game content is described herein. In one embodiment, an apparatus includes a wagering game machine management server. The wagering game server can include a content controller configured to receive wagering game content and load the wagering game content onto a wagering game machine over the network. The wagering game server can also include a compatibility controller configured to determine whether the wagering game content is compatible with the wagering game machine. Additionally, the wagering game server can include a license controller configured to receive licensing information and to use the licensing information to activate the wagering game content. | 04-01-2010 |
20100087255 | GAMING SYSTEM - A method and a system for operating a gaming application in a computer based gaming system having a client gaming machine connected to a gaming server, wherein: a client module of a game application program is executed in the client gaming machine; game parameters are determined in response to player input signals and dependent on logical rules for the game defined in said client module; a server module of said game application program is executed in the gaming server in response to said game parameters being communicated to said server module; outcome parameters are determined depended on conditions for the game defined in said server module, dependent on said communicated game parameters and dependent on a random number generated in the gaming server. | 04-08-2010 |
20100087256 | Gaming Network with Associated Community/Progressive Features - A system and method are disclosed for operating a gaming machine on a gaming network is disclosed. The gaming machine allows playing a wagering game and includes a storage device to store an instruction set for the wagering game. The wagering game includes a randomly selected outcome selected from a plurality of outcomes in response to receiving a wager input from a player. An interface is coupled to the storage device and is capable of communication with the network to receive at least a part of the instruction set for the wagering game from the network. The wagering game provides access to a community event over the network. | 04-08-2010 |
20100093438 | Dynamic and Scalable Topology for Virtual World Environments - The present invention pertains to a method and apparatus for providing a dynamic and scalable topology for virtual world environments. In one embodiment, the method may include determining, in response to a request of a user computer system to transfer from a first place to a second place in a virtual environment, an instance of a second place that satisfies the request. The method may also include directing the user computer system to a game server that provides the determined instance of the second place. | 04-15-2010 |
20100093439 | INTERACTIVE NETWORK GAME AND METHODS THEREOF - A method of providing a game session for a network game includes communicating information for the game session to a game participant. The game participant interacts with the game, thereby accumulating a game session attribute, such as currency, experience points, and the like. A portion of the accumulated game session attribute is allocated to a game character associated with a non-participant of the game session. In an embodiment, this allows a character associated with a player that is unable to attend the game session to achieve the benefits of the game session, so that the character is able to maintain parity with other characters in a gaming group. | 04-15-2010 |
20100093440 | WAGERING GAME SYSTEM MANAGER - Embodiments of a wagering game system manager are described herein. In one embodiment, a wagering game system includes a plurality of wagering game machines. The wagering game system can also include a plurality of wagering game managers, wherein each of the wagering game managers is configured to acquire a different set of manufacturer-specific wagering game information from ones of the wagering game machines. Additionally, the wagering game system can include a multi-system manager configured to generate an interface including a plurality of views, each view to presents one of the different sets of manufacturerspecific wagering game information. | 04-15-2010 |
20100093441 | INTEGRATION GATEWAY - A message oriented middleware server application executable by at least one processor implements a message oriented middleware message provider that mediates messaging operations with a plurality of heterogeneous applications including a number of casino gaming applications, where instances of the heterogeneous applications which execute on the plurality of networked processor-based client devices including the networked processor-based casino gaming devices. | 04-15-2010 |
20100093442 | COMPUTER-READABLE STORAGE MEDIUM HAVING DISPLAY CONTROL PROGRAM STORED THEREIN, DISPLAY CONTROL DEVICE, AND DISPLAY CONTROL SYSTEM - A game apparatus | 04-15-2010 |
20100093443 | METHOD, SYSTEM FOR CONTROLLING SERVICE ACCESS AND SERVER - A method for controlling service access is provided. the method includes: creating a service group comprising more than one client; searching, by a server, for a service component, wherein the number of users allowed to access the service component is larger than or equal to the number of the clients in the service group; configuring the service component as being accessible to only the clients in the service group; and informing the clients in the service group that the service component is accessible; and accessing, by the clients in the service group, the service component. A server and a system corresponding to the method are provided at the same time. By applying the method and system of the present invention, success ratio of the invitation is improved and the implementation procedure is simplified. | 04-15-2010 |
20100099495 | INTERACTIVE NETWORK GAME AND METHODS THEREOF - A method of instantiating a player-versus-player match at a network game includes creating a private region of a publicly accessible game environment. User-customized buildings are instantiated in the private region. Each building is based on configuration information provided by a game participant, so that each building represents a unique building associated with a particular user or user group. A player-versus-player match is initiated in the private region, so that participants in the match can interact with the customized buildings. | 04-22-2010 |
20100099496 | GAME FOR GENERATING EQUIVALENT PHRASES - The invention provides a method of at least in part operating a computer system. A game includes receiving a plurality of rephrases, associating each rephrase with a respective player identification, comparing each rephrase with a threshold, associating a winner with one of the player identifications, the winner being at least in part based on a comparison of the rephrases with the threshold, and declaring the winner. The rephrases of the game are associated with one another on a computer readable medium and can then be used to generate equivalent phrases for a search engine. | 04-22-2010 |
20100099497 | GAME SYSTEM, CONTROL METHOD FOR GAME SYSTEM, OUTPUT DEVICE, CONTROL METHOD FOR OUTPUT DEVICE, AND INFORMATION STORAGE MEDIUM - Provided is a game system that, while reducing a load on a communication line, enables a current situation of a game that is being played by at least one user to be known by another user. A situation identifying information transmission section transmits, to an output device, situation identifying information related to the situation of the game that is being executed in at least one game device. An output control section of the output device causes an output section to output the situation of the game based on the situation identifying information. | 04-22-2010 |
20100099498 | GAME SYSTEM AND STORAGE MEDIUM STORING GAME PROGRAM - A game system includes a plurality of game apparatuses that can carry out short-range wireless communication with one another. One of the game apparatuses functions as a parent apparatus, and at least one other game apparatus functions as a child apparatus. The parent apparatus transmits transmission verification data a predetermined number of times. Accordingly, the child apparatus receives the transmission verification data from the parent apparatus, and transmits to the parent apparatus the same number of pieces of reception verification data as those of the received transmission verification data. The parent apparatus receives the reception verification data from the child apparatus, and detects the number of the received pieces of reception verification data. Also, the parent apparatus varies a game process according to the number of the received pieces of data detected in communication with each child apparatus, and, for example, decides a communication priority rank of each child character based on the number of the received pieces of data. In addition, the child apparatus varies a game process according to the number of the received pieces of data corresponding to this apparatus itself | 04-22-2010 |
20100099499 | SYSTEM AND METHOD FOR WIRELESS GAMING SYSTEM WITH ALERTS - A gaming system is provided. The gaming system allows users to access applications via gaming communication devices coupled to a communication network. At least a portion of the network may be wireless. The gaming applications include gambling, financial, entertainment service, and other types of transactions. The system may include a user location determination feature to prevent users from conducting transactions from unauthorized areas. The system may include an alerts feature operable to generate alert to users based on any or a combination of time information, location information, financial information, user profile information, and other types of information. | 04-22-2010 |
20100105481 | System and method for controlling access to a massively multiplayer on-line role-playing game - A method for controlling access to a massively multi-player, online role-playing game begins by presenting a web page to a first user. The web page receives a parameter for controlling access of a second user to a massively multi-player, online role-playing game. The received parameter is transmitted to a database server, which stores the received parameter in a database record associated with the second user. A game server receives a connection request from the second user and controls access of the second user to the massively multi-player, online role-playing game using the stored parameter. | 04-29-2010 |
20100105482 | WAGERING GAME ENVIRONMENT INCLUDING AN AD SERVER - A wagering game machine network including wagering game machines and other devices includes an ad server operable to receive and store ads having ad components. The ads may be sent to any device on the wagering game machine network. Ad components for ads and the ads themselves may be selected based on the capabilities of the device receiving the ad. Ads and ad components may be received from remote ad servers connected to the ad server via a network such as the Internet. Ads may be directed to devices at particular locations, such as a location where a particular wagering game player is located, or where a group of wagering game players having similar demographic characteristics or preferences is located. Ads may be selected based on statistics related to time, ad popularity, payment etc. | 04-29-2010 |
20100105483 | LIVE EVENT INTERACTIVE GAME AND METHOD OF DELIVERY - The disclosure describes a computer-implemented method of providing an event related game. The method includes receiving event data associated with a media broadcast at a computer, generating a printable game set, and providing the printable game set in an electronic format configured for printing by a user. The printable game set includes at least one game card and a set of trade tickets. The at least one game card includes a list of game events associated with the media broadcast. Each trade ticket of the set of trade tickets identifies a game event. | 04-29-2010 |
20100113155 | GENERATING CONTENT RECOMMENDATIONS FROM AN ONLINE GAME - A content recommendation method can include retrieving contacts for a player of a content recommendation game and listing content associated with the retrieved contacts and prompting the player in response to a selection of a particular one of the listed content to identify a specific one of the retrieved contacts as a source associated with the particular one of the listed content. The particular one of the listed content can be recommended to the identified specific one of the retrieved contacts when the player has incorrectly identified the specific one of the retrieved contacts as a source associated with the particular one of the listed content. Otherwise, the player can be awarded points in the game to a game score for the player for having correctly identified the specific one of the retrieved contacts as a source associated with the particular one of the listed content. | 05-06-2010 |
20100113156 | Hybrid platform for video games - Techniques for providing a hybrid platform for video games are disclosed. To enjoy the video and audio quality a TV could provide, all game actions with a video game are provided via a TV. However, the video game itself is running on a generic personal computer (PC). In one embodiment, a game hub is provided to receive from a game controller various game actions by a game player with the video game. The game hub provides an (wired or wireless) interface for transferring signals representing the game actions to the PC, in return the PC provides an uncompressed digital stream to the TV for display. | 05-06-2010 |
20100113157 | Multi-Player Game Data Via Multicast Transmission - A server to host a multi-player game is disclosed. The server includes a network interface coupled to an Internet Protocol (IP) network to send and receive data related to a multi-player game. The server includes a game play data module to receive multi-player game play data from a plurality of end user gaming devices via the network interface. The multi-player game play data is received via a plurality of unicast transmissions. The server includes an assembly module to assemble the multi-player game play data received from the plurality of end user gaming devices to generate aggregated game update data. The server also includes a transmission module to transmit the aggregated game update data as a single IP multicast transmission via the network interface. | 05-06-2010 |
20100113158 | METHOD AND APPARATUS FOR HOSTING A DISTRIBUTED VIRTUAL WORLD SYSTEM - A method and apparatus for hosting a virtual world system including clients and game engine servers, is provided. One implementation involves providing a publication and subscription framework, interfacing the clients with the framework using a plurality of client proxies, interfacing each game engine server with the framework using a game engine agent, and decoupling the proxies from the game engine servers using the framework. | 05-06-2010 |
20100113159 | METHOD AND APPARATUS FOR PARTITIONING VIRTUAL WORLDS USING PRIORITIZED TOPIC SPACES IN VIRTUAL WORLD SYSTEMS - A method and system for hosting an online virtual world system on game engine servers, is provided. One implementation involves obtaining a map representing a virtual world in the game, partitioning the map into multiple partitions, and selecting a game engine server for each partition as responsible for executing the game for detected game entities in that partition, wherein the selection is based on load balancing between the game engine servers. | 05-06-2010 |
20100113160 | MASSIVELY MULTIPLAYER ONLINE GAMING THROUGH A MOBILE DEVICE - Systems and methods of organizing a massively multiplayer online game (MMOG) via mobile units are provided. Features of mobile units such as messaging and location based services are incorporated into the game to enhance the user experience. The MMOG provides social networking opportunities to players by associating players based on similarities such as shared interests and activities. These shared interests and activities can be determined based on associations of the players in other situations, such as disparate online games or websites. In addition, advertising content can be provided to players based on similar factors. In an example implementation, the MMOG comprises a game similar to the offline game of tag, wherein players can “tag” each other through in-game interactions via the mobile units. These interactions can be triggered based on players being a fixed predetermined distance from each other. | 05-06-2010 |
20100113161 | APPARATUS, SYSTEMS AND METHODS FOR HANDHELD GAMING, INCLUDING INTERACTIVE MAPS - A method comprises receiving a request for a location of at least one player of at least one gaming device from a handheld device, determining the location of the at least one player based upon gaming information derived from the at least one gaming device of the at least one player, and transmitting location information comprising the determined location of the at least one player to the handheld device. | 05-06-2010 |
20100113162 | Tournament Gaming Systems and Administration Server - Various embodiments are directed to gaming systems, gaming devices, and methods for presenting tournament games. According to one embodiment, a tournament gaming system, includes a plurality of gaming machines connected to a network, a tournament administration server, a tournament session server, a session service, and a session database. The tournament session server uses message stream classes and acts as a link between the tournament administration server and the gaming machines. Additionally, the tournament session server registers with the tournament administration server, wherein upon successful registration, the tournament administration server sends tournament messages to gaming machines via the tournament session server. The session service includes transport libraries. Preferably, the transport libraries use pre-configured socket ports for communication, and the session service registers with the libraries to send and receive messages to gaming machines. Typically, the session database is operable for data storage. | 05-06-2010 |
20100120537 | Game Device, Game Processing Method, Information Recording Medium, and Program - In a game device ( | 05-13-2010 |
20100124990 | APPARATUS, METHOD, AND SYSTEM TO PROVIDE A MULTIPLE PROCESSOR ARCHITECTURE FOR SERVER-BASED GAMING - An architecture for an electronic gaming machine (EGM) includes multiple processors that separate game logic from game presentation. The multi-processor architecture includes a dedicated game logic engine and a dedicated presentation engine. A first processor having the game logic engine is adapted to handle the input/output (I/O), peripherals, communications, accounting, critical gaming and other game logic, power hit tolerances, protocols to other systems, and other tasks related to operation of the EGM. A second processor is adapted to running a presentation engine. The second processor receives commands from the first processor to present game-oriented outcome and results. | 05-20-2010 |
20100124991 | GAME AND MARKET MECHANISMS FOR VIRTUAL REAL ESTATE - A content development engine which may collect, organize and distribute multimedia content and metadata associated with specific places, events and people. The CDE may be used with a game mechanic or a revenue-sharing network which may create incentives for users to contribute images, video clips, audio clips, tags, reviews or other multimedia content. When the CDE runs with a game mechanic, users may be rewarded with on-network credits, game points, “ownership” of territories on the map or reputation, and the network credits and game points may be redeemed for, e.g., cash, products, services or frequent flyer miles. When the CDE is coupled to a revenue-sharing network or an advertising engine, users may be compensated for satisfying user generated content (UGC) requests. The compensation may be monetary or non-monetary. | 05-20-2010 |
20100124992 | SYSTEM AND METHOD FOR PRODUCTION OF MULTIUSER NETWORK GAME - Provided is a system and method for production of a multi-user network game that may produce and debug a multi-user network game and simply construct a multi-user network game environment using a single game production tool to thereby reduce a game production time. A system for production of a multi-user network game being performed between a game server and a plurality of game clients via a network, may include: a game production module configured to produce and debug the multi-user network game and a multi-user network execution environment; and an emulation module configured to emulate an execution of the multi-user network game by constructing a virtual network execution environment that comprises at least one server virtual machine and at least one client virtual machine configured to execute the produced or debugged multi-user network game. | 05-20-2010 |
20100130286 | System and method for personalized location-based game system including optical pattern recognition - There is provided a personalized game system comprising a user account database containing user accounts for a plurality of users, a pattern database containing recognition data for a plurality of patterns, a controller in communication with the user account database and the pattern database, and a game installation. The game installation comprises an audiovisual presentation system, an identification interface in communication with the controller to read a user identifier to identify a user account of a user from the user account database, and an optical interface in communication with the controller to optically read a card pattern on a game card to match the card pattern with a pattern in the pattern database, the game card having no physical contact with the game installation. The controller is configured to change a state of the game system based on the matched pattern. | 05-27-2010 |
20100137067 | GAME SYSTEM - The present invention provides a game system in which a virtual player is set in consideration of information on a place where a player plays a game. Each of game machines | 06-03-2010 |
20100144440 | METHODS, APPARATUSES, AND COMPUTER PROGRAM PRODUCTS IN SOCIAL SERVICES - A method, apparatus, and computer program product are provided for providing user identity management in social services. An apparatus may include a processor configured to monitor a first user's behavior on a social service. The processor may be further configured to generate a first user behavior model representative of the first user's behavior over a period of time on the social service based at least in part upon the first user's monitored behavior. The processor may additionally be configured to provide the first user guidance about the first user's behavior based at least in part upon the first user behavior model. Corresponding methods and computer program products are also provided. | 06-10-2010 |
20100144441 | Method and System for Rendering the Scenes of a Role Playing Game in a Metaverse - In order to facilitate rendering of scenery elements in a role playing game, or in any other virtual universe (also known as a metaverse), there is provided a scenery container together with a play manager which cooperatively interact to achieve the loading, saving and storage of sets of scenery elements. Renderings are thus carried out more quickly and efficiently and with easier efforts on the part of the users. | 06-10-2010 |
20100144442 | INTEGRATED ENTERTAINMENT ARRANGEMENT AND METHODS THEREOF - An arrangement for providing an immersive experience for a participant is provided. The arrangement includes an atmosphere component, wherein the atmosphere component includes one or more enhancements designed to create an alternate reality for the participant. The arrangement also includes a personal accoutrements component, wherein the person accoutrements component includes at least an arrangement for enabling the participant to become a persona that is an integrated member of the alternate reality. The arrangement further includes an activity component, wherein the activity component includes a plurality of events that support a unified entertainment theme that further enhances the participant's experience in the alternate reality. | 06-10-2010 |
20100144443 | COMMUNICATION HUB FOR VIDEO GAME DEVELOPMENT SYSTEMS - A video game development system for enhancing communications between development tools and video game platforms or running games. The system includes a communications hub module running on a computer or server and communicatively linked with first and second video game platforms to allow the communications hub module to forward messages to and receive messages from the game platforms. Memory accessible by the communications hub module stores communication data sets or libraries controlling communications with the game platforms. A video game development tool is provided in the system and is communicatively linked with the communications hub module. The development tool transmits messages formatted based on a client-side communications library defining communications with the hub module. The hub module receives the transmitted messages, generates game platform messages from the received messages based on the platform communication libraries, and forwards the game platform messages to the first and second video game platforms. | 06-10-2010 |
20100144444 | REAL-TIME, VIDEO GAME PLAYTESTING - A video game testing system facilitating real-time monitoring and modifying a video game during a playtesting session. The testing system includes video game platforms operating during a playtesting session to run a video game. A server is provided to run a communications hub module communicatively linked with the video game platforms. The testing system also includes a monitoring computer station with a statistics gathering tool receiving data related to play of the video game by a control group of players. The game play data is transmitted from the video game platforms via the communications hub module, and the statistics gathering tool processes the game play data and outputs aggregated statistics during the playtesting session. The testing system includes a development tool issuing authoring messages to the game platforms defining modifications to the game data during the playtesting sessions, whereby real-time feedback is provided on game play and modifications. | 06-10-2010 |
20100144445 | DUPLICATE DECK - Aspects of the present invention provide systems and methods relating to online gaming utilizing virtual playing instruments. The virtual playing instruments may be generated from physical playing instruments. In certain embodiments, the playing instruments include at least one identifier that may identified and stored on a computer-readable medium before and/or during a game. In one such embodiment, computer-executable instructions may utilize the information on the computer-readable medium in conjunction with one or more games. Further aspects relate to determining if a collection of virtual playing instruments is a duplicate of another collection of virtual playing instruments. Further aspects relate to validating the playing instruments and/or systems before, during, and/or after conducting one or more games with the playing instruments. | 06-10-2010 |
20100144446 | METHOD AND SYSTEM FOR PROVIDING GAME SERVICE BY USING THE INTERNET - The present invention relates to a card game adopting new “mission function.” | 06-10-2010 |
20100151947 | GAME SYSTEM, SERVER AND TERMINAL - A game system allowing a player corresponding to a terminal, from which communication has been cut, to restart the game from the game situation at the moment of communication cut. The server has a game continuation device for continuing the game except the error terminal in a case where the error terminal occurs, and a server restart device for transmitting situation information of each player after communication recovery as information for restart, and restarting the game by communication with only the error terminal. The error terminal comprises a terminal restart device for restarting the game after communication recovery based on the situation information included in the information for restart, and a virtual input operation device for functioning as a virtual player instead of players P corresponding to other terminal. | 06-17-2010 |
20100160047 | Scalable Game Primitives / Distributed Real-Time Aggregation Of Player Data - Disclosed herein is a set of coordinated game service primitives that allows for custom, per-game, logic. A new game with new custom logic can be added without needing to change any public api or database schema or write any new server code. The same hardware may be shared across many games. And the system scales linearly. That is, if the number of servers is doubled, then so is the number of concurrent users that can be supported. Also disclosed are systems and methods for two-stage aggregation. Pre-aggregation may take place on a plurality of front-end server. Final aggregation may take place on one or more back-end servers. A name value store may be used to reliably store state. | 06-24-2010 |
20100167821 | INFORMATION PROCESSING APPARATUS - An information processing apparatus includes a short-distance wireless communication unit and a player selection controller. The short-distance wireless communication unit receives, from a partner device via short-distance wireless communication, a selection request to select any one of players. In accordance with the selection request, the player selection controller controls switching to a player requested to be selected. After start of the player switching, when a predetermined time elapses before success or failure of the player switching is determined, the short-distance wireless communication unit transmits, to the partner device via short-distance wireless communication, a selection success response to the selection request. After the transmission of the selection success response, when failure of the player switching is detected, the short-distance wireless communication unit transmits, to the partner device via short-distance wireless communication, a player change notification indicating a change into a player selected before execution of the player switching. | 07-01-2010 |
20100167822 | MULTI-SYSTEM GAMING TERMINAL COMMUNICATION DEVICE - A gaming machine with a communication multiplexer device that allows communications between the gaming machine and one or more game service servers all within a single network interface is described. The single network interface may be a wireless or wired network interface. The communication multiplexer device converts messages in native communication protocols used by the gaming machine to a network communication protocol such as transmission control protocol/internet protocol (TCP/IP) for transmission over the single wired or wireless network interface. The communication multiplexer is designed such that the gaming machine may receive messages that have been transmitted using the native communication protocols without modifying regulated gaming software on the gaming machine. | 07-01-2010 |
20100167823 | SYSTEMS AND METHODS FOR ACCESSING ONLINE CONTENT DURING ONLINE GAMING - Systems and methods for accessing online content during online gaming are disclosed. In one embodiment, online gainers are able to access available online music content while in-game. Player-selected music content may be played and incorporated directly into the online RPG/MMORPG gaming experience. Players desiring to access additional music content to be played while in-game may be directed to a third-party server, from which the desired music content may be selected and/or downloaded. The selected music content may then replace the generic background music to which all other players are limited. | 07-01-2010 |
20100167824 | SYSTEM AND METHOD FOR AWARDING PRIZES IN A LOCAL EDITION OF AN ONLINE GAME - According to some embodiments of the present invention a system and method are provided that allow a player of a game to receive at least one prize. The method may include receiving information about at least one merchant, enabling play of a game by a player, determining merchant information to communicate to the player, and providing at least one prize to the player. In some embodiments, the prizes made available to a player (e.g., for selection) may be based on the location of the player, a merchant, or both. | 07-01-2010 |
20100173712 | AUTOMATIC PLAYER INFORMATION GENERATION FOR INTERACTIVE ENTERTAINMENT - Automatic player profile generation may be implemented for an interactive online game in which one or more players interact via one or more client devices connected to a server device via a network. Information relating to game activity may be collected for the one or more players during one or more game sessions with the server device. One or more player statistics relevant to the game activity may be calculated for each of the one or more players during the game session based on the information relating to game activity with the server device. A player profile may be generated for each of the one or more players with the server. Each player profile may include the one or more player statistics for a corresponding one of the one or more players. | 07-08-2010 |
20100173713 | METHOD AND APPARATUS FOR MASSIVELY MULTIPLAYER ONLINE GAMES - According to embodiments of the invention, processes and products permit relationships to be formed between player characters of a video game. In addition, death and reincarnation of player characters can be employed as features of the video game. | 07-08-2010 |
20100178985 | ARRANGEMENT FOR BUILDING AND OPERATING HUMAN-COMPUTATION AND OTHER GAMES - A game description language is provided for human computation games, as well as a game platform or generator component that can generate the code base for the game. The game description language and schema framework can be used to represent the game logic and synchronization patterns of a human computation game. The automated code generation tool takes a file, e.g., a file made from the above game description language, or the like, as an input and generates a code base for the corresponding human computation game. These tools allow a prototype of a human computation game to be generated within minutes. | 07-15-2010 |
20100178986 | GAMING INVOLVING DEVICES IN MULTIPLE LOCATIONS - Techniques for managing games by a gaming entity (e.g., a casino) are disclosed. Various entities (e.g., persons, groups, organizations) can effectively be invited and participate in a game managed by a gaming entity. A gaming apparatus (e.g., a gaming server) can be operable to send one or more indications (e.g., invitations) to one or more devices associated with one or more entities to indicate that the one or more entities may be eligible to participate in a game managed by a gaming entity. It will be appreciated that devices may not be owned and/or operated by the gaming entity and may be operating outside of a domain where the gaming entity is located and/or operates. It will also be appreciated that mobile devices (e.g., cell phones, smartphones) can be operable to allow participation in games managed by a gaming entity. Mobile devices that are owned and operated by private parties can be used outside the primarily domain of a gaming entities, thereby allowing individuals who are not in a casino to participate in a game using their own devices without being physically present at the casino. | 07-15-2010 |
20100178987 | SOURCING OF ELECTRONIC WAGERING GAMES ACCESSED THROUGH UNAFFILIATED HOSTS - The play of a wagering game by a user on the user's computing device is supported while a web page from a host server is displayed on the user's screen. The game is contained in a window on the web page, but the game is under the control of a server. The user's computing device downloads a module of an application that supports play of the wagering game. Requests from the user's computing device for critical game information is routed via the host server to the source server. A reply to this request is transmitted from the source server via the host server to the user's computing device thereby permitting play of the game within web page window as displayed on the user's screen. The host server controls the subject matter displayed on the web page outside the window containing the wagering game. | 07-15-2010 |
20100184515 | GAME SYSTEM, TERMINAL DEVICE AND COMPUTER PROGRAM - A game system that synchronizes a game state in each of two terminal devices. A terminal device includes: an operation process unit, a history information transmission unit, and a history information process unit. Each time an operation is performed by a player PA, while displaying in the first display unit G | 07-22-2010 |
20100184516 | INPUT OF MESSAGE TO BE EXCHANGED BETWEEN GAME APPARATUSES CONNECTED TOGETHER FOR COMMUNICATION THEREAMONG - Multiple game machines communicating with one another progress a game while exchanging messages with one another. A screen showing the progress state of the game is displayed on a first LCD included in each game machine. When the progress state of the game displayed on the first LCD becomes a predetermined game situation, an icon prestored in association with the game situation is displayed in an icon display area provided on a second LCD having a touch panel provided on the front side thereof. When a player touches the displayed icon using a stylus, message buttons prestored in association with the game situation of the touched icon are displayed on the second LCD. When the player touches any one of the displayed message buttons with the stylus to select it, a message corresponding to the selected message button is input. | 07-22-2010 |
20100184517 | USE OF ONLINE MESSAGING TO FACILITATE SELECTION OF PARTICIPANTS IN GAME PLAY - A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session. | 07-22-2010 |
20100190553 | PLUG-IN ARCHITECTURE FOR A WAGERING GAME NETWORK - A plug-in architecture for a wagering game network is described. Plug-in modules may provide various functions for services related to wagering games. Such functions may include random number generation, user interface functions, player tracking functions, central determinant functions etc. The plug-ins are dynamically loaded during the run-time of an application or service. | 07-29-2010 |
20100190554 | WAGERING GAME HISTORY FEATURES - This description describes techniques for storing and utilizing wagering game histories. In one embodiment, a method for recording progress of a wagering game can include detecting a first event indicating a first activity of the wagering game. The method can also include storing the first event according to a first data format and detecting a second event indicating a second activity of the wagering game, wherein the second event includes random number information indicating a result of the wagering game. The method can also include encrypting the second event and storing the second event according to the first data format. | 07-29-2010 |
20100197405 | METHOD AND APPARATUS FOR THWARTING TRAFFIC ANALYSIS IN ONLINE GAMES - The subject disclosure relates to a method and apparatus for routing data in a network-based computer game via proxy computers. The method and system includes a set of techniques that utilizes the proxy computers to thwart traffic analysis in high-speed games while continuing to satisfy the games' latency requirements. The method and apparatus facilitates thwarting multiple classes of traffic analysis, including inspection of unencrypted header fields, observation of packet size, correlation of packet timing, and collusion among players. A matchmaking system for matching players in a network-based computer game in a manner that resists traffic analysis is also provided. | 08-05-2010 |
20100197406 | SYSTEM AND METHOD FOR VEHICULAR AD-HOC GAMING NETWORKING - A game is provided which can be played over a vehicular ad hoc network. Because vehicles may rapidly change locations, the game is capable of switching to new instances of the same game with relatively seamless transitions. Players who are no longer in a new instance, but were in the previous instance, may be replaced by computer controlled players to add to the seamlessness of the transition. | 08-05-2010 |
20100197407 | Game apparatus, server apparatus, program, and recording medium - An object of the present invention is to provide a game server that can simulate the sensation of competing in a game against an actually existing specific person. The game server of the present invention offers a plurality of options for the actions that gamer A can select in game scenes that change along with the progress of a soccer game. The options include dribble (long), dribble (short), pass in front of the player, pass to the foot of the player, wait, and shoot. The action patterns of gamer A are stored for each game scene by counting the number of times each option is selected. The game server refers to the stored action patterns when playing against another gamer B. This configuration makes it possible for the gamer B to have a virtual experience as if he were competing with the gamer A. | 08-05-2010 |
20100197408 | MATCH-UP GAME SYSTEM - A match-up game system includes a game database providing step of providing a game database based on a data record regarding a previous match of the virtual characters from the game server computer to the headquartered computer; a ranking data record generation step in which the headquarter server computer generates a ranking data record for ranking the virtual characters based on the data record of the game database; and a ranking data record providing step of sending the ranking data record from the headquarter server computer to the member client computer and the gamer client computers. | 08-05-2010 |
20100197409 | SYSTEM WHICH MANAGES RELATIONSHIPS BETWEEN CHARACTERS IN A VIDEO GAME OR OTHER VIRTUAL ENVIRONMENT - This disclosure includes systems which generate a video game or other virtual environment, and player characters in the video game can form relationships of various natures. Certain relationships provide benefits and/or obligations. The video game facilitates the monitoring, forming and terminating of various kinds of relationships. | 08-05-2010 |
20100197410 | SYSTEM AND METHOD FOR PROVIDING ENHANCED SERVICES TO A USER OF A GAMING APPLICATION - A system for providing enhanced services to users of a gaming application comprises a server and a platform remotely coupled to the server. The server executes a gaming application. The platform receives a request for enhanced services, and establishes an enhanced services session with a user of the gaming application in response to the request for enhanced services. The enhanced services session corresponds in time at least in part with the execution of the gaming application. The platform further provides enhanced services to the user of the gaming application during the enhanced services session. | 08-05-2010 |
20100203970 | AUTOMATICALLY GENERATING A BOOK DESCRIBING A USER'S VIDEOGAME PERFORMANCE - Systems and methods are provided that record data in a videogame, such as a user's character and performance in the videogame, and generate a book, e-book, or comic book based on the recorded data. A narrative data structure generated from the recorded data may include pregenerated text and images, and may provide for insertion of the recorded data into the narrative data structure. The recorded data may be converted into natural-language text for insertion into the narrative data structure. In some embodiments, the system may record screenshots of the videogame and insert the screenshots into the narrative data structure as illustrations. The narrative data structure may be provided to a location for printing as a book or other publication or may be electronically formatted and provided as an e-book. | 08-12-2010 |
20100203971 | ENTERTAINMENT APPARATUS AND METHOD - An entertainment device comprises communication means for communicating with a remote device over a network; program code and resources for running a full version of the program, the program code being operable to interact with remote devices also running a full version of the program; and program resource classification means, and in which when communication with a remote device indicates that the remote device is running a demonstration version of the program code; the program code on the entertainment device restricts the use of program resources to those identified by the program resource classification means as being available to or compatible with the demonstration version of the program, thereby restricting the full version of the program to operate substantially as a demo version of the program for the purposes of interaction with a demo version of the program being run on the remote device. | 08-12-2010 |
20100203972 | METHOD AND SYSTEM FOR MOBILE GAME USING LOCATION-BASED SERVICE - A method and a system for a mobile game using an actual location-based service of the users as a basis for virtual commercial transactions. The method for the mobile game using a portable terminal includes: receiving, by the portable terminal, current location information of the portable terminal; transmitting, by the portable terminal, the received current location information to a game server; receiving, by the portable terminal, item information corresponding to the current location information from the game server; receiving, by the game server, item modified information from the portable terminal; and updating, by the game server, the item information by reflecting the received item modified information. | 08-12-2010 |
20100210362 | Methods and Systems for Multiplayer Elimination Tournaments - Disclosed herein are methods, devices, and systems for on-line multiplayer elimination tournaments. Preferably, a number of client devices join a tournament hosted by a server device. These client devices contend with one another at a game of chance over a series of rounds. At least one client device may be eliminated by each round. After the final round, the client devices remaining share a prize amount. | 08-19-2010 |
20100210363 | GAMING SYSTEM, MACHINE AND METHOD WITH USER SELECTABLE GAME INTERACTIVE MODE - A gaming system, apparatus, and method are disclosed which provide a player selectable option to manually interact by selecting game elements or initiate an automated mode whereby the gaming apparatus selects game elements in accordance with the rules of the game being played. An example disclosed embodiment includes a player being assigned a bingo card representation and a game designation set is associated with the bingo card representation, such that daubing the bingo card representation may be performed manually by the player at the player's respective player station using a suitable interface at the player station. Alternatively to manual daubing, the present invention includes automatically daubing one or more bingo card representations in response to an automatic daub input made by the player at the player station using a suitable input device. | 08-19-2010 |
20100216553 | Social Network System and Method For Use With and Integration into a Video Game - A centralized social network tool is configured to interface with and integrates into one or more videogames and/or videogame series. The social network tool may be integral to the theme of the games and be pervasive within game play. The social network may drive progression of the story and interaction between characters. According to another aspect of the invention, the members of the social network may include actual members (corresponding to real people) and virtual members (e.g., artificial intelligence controlled bot members). The virtual members may be part of the social network and may interact with real members within and outside of the game as part of the theme of the game. | 08-26-2010 |
20100222147 | MULTIGAME MULTIPLAYER PARTY SESSION - A computing device for executing multiplayer game software applications playable with one or more remote peers, the computing device may include a multigame party module that is configured to create a party session that is joinable by the one or more remote peers, the party session may be hosted by the multigame party module. The multigame party module may be configured to establish a peer-to-peer connection between the computing device and a peer computing device of a remote peer in response to a request from a remote peer to join the party session, and place one or more selected party session members into a first game session of a first multiplayer game software application. | 09-02-2010 |
20100227690 | METHODS AND REGULATED GAMING MACHINES CONFIGURED FOR SERVICE ORIENTED SMART DISPLAY BUTTONS - A regulated gaming system includes a plurality of computer nodes communicating over a network. At least one of the computer nodes includes a gaming machine, which may include a game controller and an interactivity apparatus to accept wagers from a player and to provide random outcomes while playing a game. The interactivity apparatus may include one or more video displays; a menu of available player-selectable games and one or more option buttons, the function of which changes depending upon which of the player-selectable games is selected by the player. A non-video display is associated with each option button, and is configured to indicate the status and/or the function thereof. The gaming machine includes a non-video services subscriber configured to receive, over the network, selected non-video display services to which the non-video services subscriber has subscribed from a non-video display services provider executing in one or more of the computer nodes. | 09-09-2010 |
20100227691 | ONLINE GAMING SYSTEM - A method of controlling a game program adapted to operate a game in a device is disclosed. The method comprises accessing configuration data defining one or more states or events which can occur at the device and which are not related to the game program, and specifying for each defined state or event a game action to be performed by the game program in response to the defined state or event. The occurrence of one of the defined states or events at the device is detected, and the game action specified in the configuration data for the detected state or event is performed in response to detection of the defined state or event. Also disclosed is an online gaming system adapted to provide access to a plurality of concurrent multiplayer games, comprising a player allocation component. The allocation component is adapted to access information relating to the history or state of play in one or more of the plurality of games, select one of the plurality of games for the player in dependence on the information, and allocate the player to the selected game. | 09-09-2010 |
20100227692 | DISPLAYING CONTENT FOR VARIOUS ASPECT RATIOS - A resource manager can vary content for various display aspect ratios used to display information in a computing environment. This allows providing content that is more suitable and/or especially designed for display on a particular aspect ratio. It will be appreciated that resource manager can facilitate execution of the same computer program code for various aspect ratio as content displayed can be effectively adjusted by the resource manager. In order to support multiple aspect ratios, the resource manager can use an Aspect Ratio Adaptable Data Set (ARADS) that effectively supports displaying graphical content for various aspect ratios. The (ARADS) can include “base data” and “aspect-ratio-specific data” that can complement and/or replace the base data. The base data can be used as an initial basis for displaying graphics on any one of a plurality of different aspect ratios while the aspect-ratio-specific data can be specifically designed for and/or accommodate a particular aspect ratio. | 09-09-2010 |
20100227693 | SERVER SYSTEM, GAME DEVICE, CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM - A server system that is communicably connected to a game device that is installed in a game operating entity includes a game data storage section, a read section that reads user data about a player, a transmission section that transmits the user data to the game device before the player starts playing the game, a reception section that receives game result data from the game device after the player has finished playing the game, a write section that writes the game result data into the game data storage section, and a charging section that performs a charging process that charges the game operating entity for at least one of a load process and a save process, the load process reading the user data and transmitting the user data to the game device, and the save process receiving the game result data from the game device and writing the game result data into the game data storage section. | 09-09-2010 |
20100234110 | Remote Internet Access to Certain Gaming Operations - A gaming system includes a game server located at an authorized location and adapted to be accessed by an interested participant via a remote terminal over the Internet. An identification interface is associated with the remote terminal for providing identification information for assuring that the participant is an authorized player, whereby access to the game server from the remote terminal is blocked until authorization is confirmed. A banking server may be located at the authorized location of the game server, with a banking interface permitting communication between the game server and the banking server, whereby the game server can initiate deposits and withdrawals to authorized accounts. | 09-16-2010 |
20100234111 | COMMUNICATION METHOD AND SYSTEM OF NETWORK GAME, AND METHOD FOR IMPLEMENTING NETWORK GAME - The embodiments of the present invention provide a communication method of a network game, which includes that: a node server transforms IDs of players in a same scenario into network address indexes of clients according to network address information of the clients and adjacent node servers, the players corresponds to the clients one by one; and a client performs P2P communication with other clients except the client according to the network address indexes. The embodiments of the present invention also provide a communication system of a network game and a method for implementing a network game. By using the embodiments of the present invention, communication efficiency and user experience are improved. | 09-16-2010 |
20100240459 | Systems and Methods for Simulation and Regeneration of a Virtual Environment - Disclosed are systems and methods for simulation and regeneration of a virtual environment. A simulation and regeneration system may record a simulation by reading out all information necessary to recreate the virtual environment to a simulation data file. In certain embodiments, the system may include an after action review mode. In the after action review mode, players may watch the recorded simulation in order to understand what happened during the simulation, why it happened, and what could be done to improve the result. A facilitator may provide feedback to the players during the after action review mode or during the simulation. A simulation may be regenerated based on data from the simulation data. | 09-23-2010 |
20100248841 | SYSTEM AND DEVICE ENABLING PC-SPECIFIC ONLINE GAMES ON MOBILE PHONES - A system and device enabling PC-specific online games on mobile phone, which applies a format selection system to convert the PC-specific game software and relevant data into the format compatible with the mobile phone; then, the mobile phone can be linked to the game servo center using existing wireless telecom system, and permit the users to select PC or mobile phone to enjoy the same online game with the format selection function. | 09-30-2010 |
20100248842 | Download and Data Transfer Gaming Method - A download and data transfer gaming system utilizes a hybrid peer-to-peer, segmented file distribution protocol to vastly improve the download capabilities of a gaming system by improving the upload cost burdened by the download host. The system redistributes this cost to the download clients by allowing clients on the gaming system to upload pieces of a file to each other. This system is much more redundant by eliminating the possibility of a client missing a download broadcast. The system alleviates this possibility of missing packets and bad data integrity by using SHA-1 verification of the file pieces. The benefits of the improved bandwidth capabilities enable the download of much larger files, thus enhancing the game play experience. | 09-30-2010 |
20100261533 | METHODS, SYSTEMS, AND COMPUTER PROGRAMS FOR CREATING AND SCORING GOLF ROUNDS AND SIDE GAMES - A computer readable medium having a computer program stored thereon for operating a computer system to track golf scores and side games. The computer program may comprise a code segment for receiving with the computer system course information and player information for a round of golf; a code segment for receiving with the computer system side game information for side games to be played by players of the round of golf; a code segment for receiving with the computer system scoring information for the players as they play the round of golf; and a code segment for scoring with the computer system the round of golf and calculating results of the side games based at least partially on the player information and the scoring information. | 10-14-2010 |
20100261534 | CLIENT TERMINAL, GAME SERVICE APPARATUS, AND GAME SERVICE SYSTEM AND METHOD THEREOF - A client terminal includes: a communication module for performing communication with a game service apparatus via a wired/wireless communication network; and a display unit for displaying a content of a message transmitted between a game user and a non-player character (NPC) during progress of an online game serviced by the game service apparatus. The terminal further includes a control unit for controlling so as to display the content of the message during progress of the online game, controlling so as to display a translated message of the content of the message provided from the game service apparatus upon a request of the game user, and transmitting modification data including edition data made by editing the translated message to the game service apparatus. | 10-14-2010 |
20100261535 | GAME SYSTEM AND SERVER - A game system for reliably realizing synchronization of timings at which a common event in a plurality of game machines start. The game system includes a plan management server that measures lapse of system time common in the game system and with the time measurement, updates plan information indicative of remaining time until the system time reaches a process start stage at which a process for the common event starts. Each of the game machines includes an obtaining device to obtain the plan information from the plan management server, a stage determining device to determine whether the system time has reached the process start stage or not on the basis of laps of time of the system time measured in the game machine, and a process executing device to start a process for the common event when it is determined that the system time has reached the process start stage. | 10-14-2010 |
20100261536 | GAME SYSTEM, GAME MANAGEMENT PROGRAM, AND GAME MANAGEMENT METHOD FOR GAME SYSTEM - A game system is provided with a player information storage unit that stores a communication address of a communication device owned by a player, a preliminary match totaling unit that obtains a game evaluation of the player, a game history information storage unit that stores the game evaluation of each player for each game, a standard condition setting unit that sets a ranking for preliminary match passage, a monitoring unit that continuously monitors whether or not the game evaluation of each player has crossed over the standard condition, and notification means for sending, to a player for whom the monitoring means has determined according to continuous monitoring that the game evaluation has crossed over the standard condition, information to that effect to a communication device of that player. When a relative standard condition among the players has been crossed over, information to that effect is sent to the communication device of a player concerned, thereby carrying out notification processing effectively and greatly reducing server load. | 10-14-2010 |
20100273557 | MINIMIZING BANDWIDTH COSTS FOR ONLINE GAMES - Minimizing bandwidth cost for a participant in an online game, the method including: querying the game participant to determine a network service charge model; selecting a role for the game participant based on the determined network service charge model and a position of the participant in a network topology; and positioning the game participant into the selected role within the network topology of the online game. | 10-28-2010 |
20100273558 | Method of Determining Quality of Service for On-Line Gaming in a Network - In a method and a device for determining the perceived quality of service for a wireless gaming service a perceived gaming quality is determined based on measurable game and transport parameters. | 10-28-2010 |
20100273559 | NETWORK SYSTEM OF GAME APPARATUSES FOR BUSINESS USE AND BENEFIT-IMPARTING CONDITION DECIDING APPARATUS CONSTITUTING THE SAME - To give a player who plays a certain game apparatus less frequently an increased opportunity that the player plays selectively with the game apparatus. | 10-28-2010 |
20100279775 | Communication device and method between an audiovisual information playback system and an electronic game machine - The invention relates to a communication device between an audiovisual information playback system ( | 11-04-2010 |
20100279776 | Location-Based Mobile Gaming Application and Method for Implementing the Same Using a Scalable Tiered Geocast Protocol - A method is disclosed for initiating real-time geo-game using geocast messaging according to a scalable tiered geocast protocol. The method includes a first wireless terminal (WT), programmed with a geo-gaming application and the scalable tiered geocast protocol, geocasting a game declaration to a destination geocast region containing potential participants. The method also includes a second WT, of one of the potential participants, and programmed with the geo-gaming application and the scalable tiered geocast protocol, receiving the game declaration in the destination geocast region and responding by geocasting a response message indicating interest in participating in the real-time geo-game. | 11-04-2010 |
20100285884 | High performance network art rendering systems - Computer games deployed over communications networks such as the Internet are arranged with graphics rendering services to effect a real-time, automated fast rendering facility responsive to requests generated in view of game execution state. High-performance graphics authoring tools are used to produce graphics elements in agreement with a particular game design and scenario specification ‘on-the-fly’. These graphics are uploaded and stored in a database having a cooperating prescribed schema. A media player executing game logic is coupled to a render manager whereby render requests are passed thereto. The render manager forms scene files to be processed at a rendering application and finally to an assembler which converts all rendered graphics to a form usable at the media player. In this way, very high-quality real-time automated graphics generation is provided for bandwidth and memory limited platforms such as user workstations coupled to the Internet. | 11-11-2010 |
20100285885 | MASSIVELY MULTIPLAYER GAME MESSAGE SCHEDULING - A massively multiplayer game management service includes a scheduling module that establishes a message receiving period and a game data aggregation period. The massively multiplayer game management service further includes a message receiving module that, during the message receiving period that overlaps at least part of the game data aggregation period, receives a message from a player client. The message may include an identifier and an execution time that follows the game data aggregation period. The massively multiplayer game management service further includes a message sending module that sends game data, aggregated in a game space location corresponding to the identifier, to the player clients upon occurrence of the execution time. | 11-11-2010 |
20100285886 | GAMING SYSTEM, A METHOD OF GAMING AND A LINKED GAME CONTROLLER - A gaming system ( | 11-11-2010 |
20100285887 | METHOD AND SYSTEM FOR OPERATING AND PARTICIPATING IN FANTASY LEAGUES - A fantasy server system operates a fantasy league including at least one fantasy player whereby one or more fantasy client devices participate in the fantasy league. In operation, the fantasy server system manages fantasy player information of a fantasy player and sponsorship information of the fantasy player on at least one of an individual basis and a team basis. The fantasy server system additionally associates a portion or an entirety of the sponsorship information of the fantasy player to a portion or an entirety of fantasy player information of the fantasy player when presenting both types of information to fantasy client device(s). The association can be feed formatted content and/or a subfeed formatted content. | 11-11-2010 |
20100292009 | GAME SERVER, BYSTANDER EVALUATING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - A game management unit ( | 11-18-2010 |
20100298054 | SHARING RESOURCES IN WAGERING GAME SYSTEMS - Techniques for sharing resources in wagering game systems are described herein. In some embodiments, a method includes determining that remote resources are needed for processing video content associated with a wagering game, and locating the remote resources by wirelessly communicating with one or more wagering game machines in the wagering game network, wherein the wireless communications include queries about whether the wagering game machines can provide the needed processing resources The method can also include receiving processed video content via wireless communications with certain of the one or more wagering game machines, and presenting the wagering game using the processed video content. | 11-25-2010 |
20100304869 | SYNTHETIC ENVIRONMENT BROADCASTING - Synthetic environment broadcasting is described, including receiving an input from a client indicating a request to retrieve data associated with a synthetic environment, using an emulated game client to capture data in a first display perspective associated with the synthetic environment, graphically encoding the data captured by the emulated game client using a graphics engine, the data being encoded into a graphical format, transmitting the data from the graphics engine to a video encoding server, broadcasting the data after being encoded by the video encoding server to the client in response to the request, the data being broadcast in substantially real-time by the video encoding server, and presenting the data being broadcast on the client, wherein the data is rendered on the client in a second display perspective that is substantially similar to the first display perspective. | 12-02-2010 |
20100317442 | WAGERING GAME COMMUNITY ENVIRONMENT - A wagering game community environment is described herein. In some embodiments, the environment includes a community server to provide services for a wagering game community. In some embodiments, the community server comprises a communications controller configured to receive communications from community terminals and to send the communications to wagering game machines. In some embodiments, the community server also includes a promotions controller configured to award promotional material to members of the virtual gaming community based on their use of the community terminals, the promotional material being for use in wagering games available on the wagering game machines. | 12-16-2010 |
20100317443 | Distributed Network Game System - Methods and systems for providing network-based games to otherwise non-networked devices are provided herein. A network server may provide video game execution and rendering capabilities in accordance with video game software on the server, and may transcode video game output into a media stream for sending to a remotely located media player in use by a user playing the video game. The transcoded media stream is in a format displayable by the media player. The media player may include an expansion card providing wireless network access to the media player for communication with the network gaming server, and may further relay the transcoded media stream received from the network gaming server to the media player, as well as relay user input from a game controller back to the network gaming server. Alternatively, the game controller may communicate directly with the network gaming server. | 12-16-2010 |
20100323797 | METHODS AND SYSTEMS FOR PROCESSING GAMING DATA - Methods and systems for content processing are described. In one embodiment, gaming data is received from a gaming source server. The gaming data associated with a game. A content signal is received from a signal source during presentation of programming content. The programming content is associated with the content signal and the game. A determination of whether the content signal includes the trigger is made. The device content is presented using the gaming data. The device content is in synchronization with the presentation of the programming content based on a determination that the content signal includes a trigger. Additional methods and systems are disclosed. | 12-23-2010 |
20100323798 | Systems and Methods for Game Activation - Techniques are provided for controlling the activation of computer games. In one embodiment, the technique may involve receiving a combination of a game identifier for the game and a device identifier for the device. The technique may further involve accessing a database of known game identifiers, each known game identifier being associated with a device count corresponding to a total number of known devices on which a known game was previously played or activated, and obtaining a usage policy for the game. | 12-23-2010 |
20100323799 | SERVICE PROVIDING METHOD USING ON-LINE GAME, AND RECORDING MEDIA RECORDING PROGRAM FOR IMPLEMENTING THE METHOD - An approach is provided for providing a service using an on-line game capable of, maximizing effects of services associated with the on-line game, and recording media recording a program for implementing the service providing method. The service providing method may include, for example, storing, in a rendering region, game object drawing information of a game screen for the on-line game in response to a request for reproducing the game screen; hooking the rendering region to change the game object drawing information so that service object information provided from a game server is included in the game object drawing information; storing the changed game object drawing information in the rendering region; and providing the game screen by rendering the game object drawing information including the service object information stored in the rendering region. | 12-23-2010 |
20100331089 | COMPUTER-IMPLEMENTED METHOD AND SYSTEM FOR GENERATING AND MANAGING CUSTOMIZED INTERACTIVE MULTIPLAYER LOCATION-BASED MOBILE GAMES - A computer-implemented method and system are provided for generating and managing a customized interactive multiplayer location-based mobile game. The method includes the steps of: (a) receiving at a computer system content and high-level game logic from a game designer to be used in developing a location-based mobile game; (b) generating a playable location-based mobile game based on the content and high-level game logic using the computer system; (c) registering using the computer system a plurality of players desiring to play the multiplayer location-based mobile game using their personal mobile communications devices; and (d) managing execution of the game for each player or group of players by routing the player or group of players to a plurality of locations to perform a location-based task at each location, and interacting with the player or group of players after each of the location-based tasks has been performed, wherein managing execution of the game and interacting with the player or group of players comprises using the computer system to communicate with a personal mobile communications device of the player or group of players. | 12-30-2010 |
20110003642 | PLAYER SPECIFIC NETWORK - Embodiments of the invention allow a player to have a unique gaming experience, different than other players, even when playing on the same network. A game may span several gaming sessions. States of a game, for example a bonus game, may be stored when the player decides to stop playing the game. When the player initiates a next gaming session, at the same or another location, the previous state of the game is re-loaded onto the gaming machine and the player returns to the previous state. Further, additional bonuses can be implemented because the network knows the identity and other information about the player. The additional bonuses may be unique to that player. Messages particular to a player are exchanged between a gaming device and a gaming network. | 01-06-2011 |
20110009196 | APPARATUS AND METHOD FOR FAIR MESSAGE EXCHANGES IN DISTRIBUTED MULTI-PLAYER GAMES - The Fair-Order Service of the present invention delivers action messages to the server as soon as it is feasible. Because action messages from different players exhibit different reaction times with respect to an update message, the Fair-Ordering Service executed at the server dynamically enforces a sufficient waiting period on each action message to guarantee the fair processing of all action messages. In reality, the waiting period at the server is bounded because of the real-time nature of interactive games. The algorithms that offer Fair Ordering Service take into consideration delayed and out-of-order action messages. When action messages corresponding to multiple update messages are interleaved, the Fair-Ordering Service matches the action message to the appropriate update message. It accomplishes this by maintaining a window of update messages and using the reaction times for an action message for each of the update messages in the window. This enables state changes at the game server to be performed with fairness to all the players. The Fair-Order Service invention is based on a framework that uses a proxy architecture making it transparent to any specific game application. The service is well suited to client-server based, online multi-player games, where a fair order of player actions is critical to the game outcome. | 01-13-2011 |
20110014984 | System and Method for Personality Adoption by Online Game Peripherals - An apparatus and methods for personality adoption of online game peripherals interacting with an online game server having multiple online game states. Methods disclosed include techniques for associating a personality with a personality-adopting mobile game peripheral capable of holding a game state at least partially adopted from the game peripheral personality component (e.g. a faceplate, a shell, a key, etc). Additionally techniques are provided for uploading personality-imbued game state to the online game server; and for retrieving personality-imbued online game states to the first personality-adopting mobile game peripheral. Some embodiments involve multiple game peripheral personality components and corresponding personality-adopting mobile game peripherals in a peer-to-peer relationship. Peer-to-peer embodiments include techniques for associating a second personality, using a second game peripheral personality component, with a second personality-adopting mobile game peripheral. Also disclosed are techniques for receiving into the first game peripheral, a second personality from the second personality-adopting mobile game peripheral. | 01-20-2011 |
20110014985 | SYSTEM AND METHOD FOR DELIVERING AND MANAGING CONTENTS IN MULTIPLE METAVERSE - Provided are a system and method for delivering and managing contents in multiple metaverses. The system includes a plurality of metaverses and a multiverse management platform. The plurality of metaverses include first and second metaverses providing different mixed reality environments to allow a user to perform various business activities using contents. The multiverse management platform supports a teleport between the first and second metaverses, converts values of the contents used in the first metaverse into contents usable in the second metaverse, and performs integrated management of the plurality of metaverses to allow the converted contents to be used in the second metaverse through the teleport. | 01-20-2011 |
20110021275 | WIRELESS COMMUNICATION GAME SYSTEM AND STORAGE MEDIUM STORING A WIRELESS COMMUNICATION GAME PROGRAM - A wireless communication game system includes at least one parent device and a plurality of child devices that can communicate wirelessly with one another. The parent device transmits a parent device program and game data for distribution and generation information indicating what generation the data for distribution belongs to when counting from the one in the parent device. Each of the child devices receives the data for distribution and executes the parent device program to update the generation information and transmit to another plurality of child devices the parent device program and game data for distribution and the updated generation information. | 01-27-2011 |
20110028219 | System and method for playsets using tracked objects and corresponding virtual worlds - There is provided a system and method for playsets using tracked objects and corresponding virtual worlds. There is provided an object for use with a physical environment and connectable to a virtual world corresponding to the physical environment, the object including a processor and a plurality of sensors including a position sensor. The processor is configured to establish a first connection with the virtual world, wherein the virtual world contains a virtual object corresponding to the object, determine a position of the object using the position sensor, and send the position of the object using the first connection. There is also provided a physical environment having similar capabilities as the object. | 02-03-2011 |
20110028220 | GPS RELATED VIDEO GAME - A real world location information related video game. The video game utilizes real world location information derived from a player's mobile device to associate attributes and entities to game players. The associated attributes and entities may be useful in further game play on a player's mobile device or PC. | 02-03-2011 |
20110028221 | CONTENT SCHEDULING FOR FANTASY GAMING - An exemplary method includes a media program scheduling facility 1) retrieving data associated with a fantasy game, the data representing players of interest engaged in a real-life competitive activity that forms a basis for the fantasy game, 2) determining, based on the data representing the players of interest and on media program listing data associated with a plurality of media programs, one or more of the media programs that are associated with the players of interest, and 3) providing a scheduling screen for display, the scheduling screen containing listing information for each of the one or more media programs determined to be associated with the players of interest. Corresponding systems and methods are also disclosed. | 02-03-2011 |
20110034252 | SYSTEM AND METHOD FOR ALLOWING REMOTE WAGERS (BOTH FOR REAL WAGERS AND FOR FUN/POINTS/PRIZES) BY CONFIRMING PLAYER LOCATION USING NETWORK GENERATED AND/OR NETWORK CENTRIC DATA - A system and method for allowing wager(s) to be placed over a wireless network using a remote device by authenticating an established user account, and validating the location of the player using network centric data. The player utilizes the remote device, which may be a cell phone or remote computing device, connected securely to a wagering system over a wireless network (e.g., 3G). Depending on the type of game, player location is determined using GPS and/or control plane technology utilizing carrier network information. Wagers may be placed using verbal instructions or keypad entries which communicate with an interactive voice recognition system, a dedicated software application, live operator and/or web browser based application. Regardless of the wager placement methodology, the remote device is linked to a wager server and location verification is specific to the subject remote device connected thereto. Other methods of verifying location are utilized as safeguards against spoofing. | 02-10-2011 |
20110039621 | METHOD AND SYSTEM FOR CONTROLLING GAMES OF COMBINED SKILL AND CHANCE - A computer based gaming system for operating a game of combined skill and chance, comprising a gaming machine configured to operate a game of skill and chance; a gaming server communicatively coupled to the gaming machine; a skill/chance game control configured to control the relation between a skill element and a chance element of said game dependent on predetermined rules. | 02-17-2011 |
20110039622 | INTERACTIVE SYSTEM AND METHOD FOR DIGITAL ARTIFACT RELOCATION AND ACTIVATION - A system comprising a digital artifact ( | 02-17-2011 |
20110039623 | INTERACTIVE SYSTEM AND METHOD FOR DIGITAL ARTIFACT RELOCATION AND ACTIVATION - A system comprising a digital artifact ( | 02-17-2011 |
20110045908 | SERVING PATRONS IN A WAGERING GAME ENVIRONMENT - Systems and methods for serving patrons in a wagering game environment are described herein. In some embodiments, a method includes receiving patron service information, wherein the patron service information indicates activities of a patron in a casino. The method can also include selecting, based on the patron service information, a service for the patron, wherein the patron has not requested the service. Additionally, the method can include presenting a service order instructing a service attendant to deliver the service. | 02-24-2011 |
20110045910 | GAMING SYSTEM WITH END USER FEEDBACK FOR A COMMUNICATION NETWORK HAVING A MULTI-MEDIA MANAGEMENT - The Gaming System With End User Feedback enables a reverse path feedback architecture wherein the forward path multicasted gaming content transmitted by a gaming site can be dynamically modified as a result of end user interaction or feedback, wherein each end user has a private bidirectional link to the gaming site to enter their moves, optionally receive private data from the gaming site to enable the end user's device to display private data that is hidden from the other players, and to communicate privately with another member or members of a sub-group. | 02-24-2011 |
20110045911 | Gaming Machines Using Multiple Personalities - In one embodiment, a method includes determining player information for a player. A game personality is determined for a gaming machine. The game personality is a set of behavior characteristics for the gaming machine. It is determined if a solicitation for a gaming machine is triggered by applying the player information for a player to the game personality. The solicitation is performed for the player if the solicitation is triggered. | 02-24-2011 |
20110045912 | UBIQUITOUS UNIFIED PLAYER IDENTITY TRACKING SYSTEM - Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities. | 02-24-2011 |
20110045913 | System for remote game access - A system for allowing a user to remotely access a game includes: a game console; a remote console client configured to receive a game control signal; and a remote console server. The remote console server includes an audio and video encoder configured to receive an audio output and a video output from the game console and to convert the audio output and the video output to a network packet. The remote console server also includes: a game controller emulation unit and a network interface configured to send and receive the network packet. The game controller emulation unit is configured to receive a game controller signal from the game console and to send the game controller signal to the remote console client and to receive a game controller input from the remote console client and send the game controller input to the game console. | 02-24-2011 |
20110053693 | VIDEO GAME WITH SIMULATED EVOLUTION - A video game that provides a player game play experience that simulates an evolution process is disclosed. In each stage of the evolution process, the player can create game content that is uploaded to a server. Other players' game content can also be downloaded into the player's game. In an embodiment of the present invention, the player-defined content can be automatically uploaded to a server, where it can be automatically downloaded to players' games in accordance with criteria such as heuristics that are relevant to the game, player preferences, rankings, community preferences and combinations thereof. | 03-03-2011 |
20110059799 | Selecting Sporting Events Based on Event Status - Accessing one or more sets of sporting event data, each of which being associated with a particular one of one or more sporting events, and each of which comprising one or more sporting event data that indicate at least current event status of the associated sporting event at a current time. For each of the sporting events, calculating a value by applying the set of sporting event data associated with the sporting event to one or more algorithms, each of which having been determined for a particular sport to which the sporting event is categorized, comparing the value to a threshold requirement, and if the value satisfies the threshold requirement, then displaying the sporting event data associated with the sporting event. | 03-10-2011 |
20110059800 | PRESENTING AND CONTROLLING WAGERING GAME INFORMATION - A network browser and wagering game toolbar (“toolbar”) are described herein. The network browser has a main display area that can display content. The toolbar can be in, or a part of, the network browser. The network browser and the toolbar can receive and display content. Specifically, the toolbar can receive and display wagering game content from a wagering game network as the main display area can receive and display content originating outside the wagering game network. In some embodiments, the toolbar can present content originating from one or more wagering game player accounts that provide audience participation in, or related to, wagering game activity presented on the toolbar. | 03-10-2011 |
20110059801 | NETWORK GAME SYSTEM, NETWORK GAME SYSTEM CONTROL METHOD, GAME CONTROL DEVICE, AND INFORMATION STORAGE MEDIUM - A first game character control section controls the action of a first game character which is an operation target for a user, based on an operation carried out by the user. A second game character control section controls the action of one or more second game characters, based on the action control data. In a case where a chat message is input in any game device, addressed to one or more users of one or more other game devices, an action control data changing section changes the action control data, based on the chat message. | 03-10-2011 |
20110065512 | SERVER, GAMING SYSTEM, AND CONTROL METHOD OF THE SERVER - An object of the present invention is to provide a server, a gaming system, and a control method of the server capable of adding a new feature to a payout related to a jackpot to produce a new entertainment property. | 03-17-2011 |
20110070951 | GAMING METHOD AND APPARATUS UTILIZING SECONDARY SOFTWARE APPLICATIONS - In a gaming method for facilitating game play via a gaming apparatus, the gaming apparatus comprising a controller and a first display unit, the controller communicatively coupled to the first display unit, a game software application may be executed, and value input data may be received. The first display unit may be caused to display a game image representative of one of the following games: poker, blackjack, slots, keno, or bingo. A secondary software application may be executed, and an icon associated with the secondary software application may be displayed simultaneous with the display of the game image, wherein a foreground of the game image is substantially unobstructed by the icon, and wherein the icon is substantially unobstructed by the foreground of the game image. Information may be conveyed using the secondary software application upon detecting an event, and a value payout associated with an outcome of the game may be determined. | 03-24-2011 |
20110070952 | GAME SYSTEM USING NETWORK, GAME PROGRAM, GAME DEVICE, AND METHOD FOR CONTROLLING GAME USING NETWORK - A game system for a game is provided with a server and a data transceiver apparatus. The data transceiver apparatus is configured to report execution of the game to the server, and includes a motion sensor and an image display unit to display the game. The server is configured to transmit event data for executing an event of the game to the data transceiver apparatus. The data transceiver apparatus is configured to execute based on the event data, and to generate motion data, which indicates how a user moves the data transceiver apparatus. At least one of the data transceiver apparatus and the server is configured to generate excitement level data which indicates excitement level of the user. The server is configured to generate statistic of the excitement level data. The data transceiver apparatus is configured to receive the statistic from the server and display the statistic. | 03-24-2011 |
20110077085 | Apparatus and Method to Transition Between a Media Presentation and a Virtual Environment - A virtual universe application and a media (e.g. 3-D movie) presentation application communicate with each other to obtain a location of a current activity application and find, using a search engine or a content addressable index developed during use, a corresponding location accessible from the other application to synchronize the location and time of location and time of scenes in both applications. Point of view can optionally be synchronized and additional search criteria or parameters can be applied to find the best match of views presented to a user when the user toggles between the VU location and the media presentation. | 03-31-2011 |
20110077086 | INTERACTIVE GAMING UTILIZING A DISPERSED STORAGE NETWORK - Game data is received at a dispersed storage processing unit, the game data associated with at least one of a plurality of user devices. The game data is stored in a cache memory associated with the dispersed storage processing unit. Dispersed storage metadata associated with the cached game data is generated. A data block is generated based on the cached game data and further based on the dispersed storage metadata. The data block is stored in a dispersed storage network. | 03-31-2011 |
20110077087 | SYSTEMS, METHODS AND DEVICES FOR PROVIDING AN ADVISORY NOTICE FOR A WAGERING GAME - In one embodiment, a method provides for providing a game advisory notice to players of a wagering game. The game advisory notice may comprise, for example, an estimated amount of play time that can be expected to be achieved given a specified bankroll for the wagering game. In another example, the game advisory notice may comprise an estimated bankroll that is expected to be sufficient to fund a specified amount of play time for the wagering game. | 03-31-2011 |
20110081971 | SYSTEM AND METHOD FOR CONDUCTING GAMES OF SKILL AND/OR CHANCE FOR ON-PROPERTY AND OFF-PROPERTY PLAYERS - In one aspect, a multiplayer game format is provided that permits both off-property and on-property players to participate in a multiplayer game that provides awards to a winning player. Such a game format may include rake games which maximize the income of such types of games. | 04-07-2011 |
20110081972 | METHODS FOR PROVIDING AN ONLINE EVENT IN A GAMING ENVIRONMENT AND DEVICES THEREOF - A method, non-transitory computer readable medium, and an apparatus that provides an online event space configured to interact with a gaming engine in one or more gaming computing devices. At least one action in the online event space is obtained from a gaming element from the gaming engine in one of the one or more gaming computing devices. The obtained action in the online event space is executed and a response to the executed action is provided in a virtual display of the online event space to the one of the one or more gaming computing devices that provided the action. | 04-07-2011 |
20110081973 | GEOGAME FOR MOBILE DEVICE - In a geographic location based game (geogame), players, utilizing wireless devices, are required to continuously physically move within a defined boundary throughout the geogame. The wireless devices, with the aid of a location system, such as GPS, track the movements of the players. As players move, virtual tails are generated behind each player, and their locations are determined and geocast, via a wireless geographic broadcast protocol, to all players of the geogame. Each player observes all players movements and tail locations on his/her wireless device. If a player stops moving, the player is expelled from the game. If a player exits the confines of the boundary, the player is expelled from the game. If a player crosses a virtual tail, the player is expelled from the game. If two virtual tails cross, both players are expelled from the game. The last player remaining is the winner. | 04-07-2011 |
20110086712 | ONLINE GAMES INTEGRATED WITH AN ONLINE GREEN MALL - An online gaming method for integrating offline and online activities. The method may include using a game server to receive a player identification code from one of the client devices that is operated by a game player, and the code may he provided to the player when they purchase a toy or product (e.g., a plush animal representing an endangered species). The method includes providing the client device access to an online game when the player identification code is verified and also includes storing in memory/data storage a player record for the game player. Then, the method includes receiving data indicating performance of an offline activity by the game player such as completion of a quantity of exercise. The game server then acts to modify the online game based on this received offline activity data such that performance of the offline activity is integrated into play of the online game. | 04-14-2011 |
20110092293 | INTERMEDIARY MODULE FOR GAMING SYSTEMS - There is described an intermediary software module embodied on a computer readable medium and adapted to communicate with a reduced game application for a specific game within a gaming system, the intermediary software module interacting with non-game related hardware devices internal and external to the gaming system and having a decision making engine that has the ability to decide next steps to be taken as a function of a given state of the gaming system. | 04-21-2011 |
20110098117 | NETWORK GAME SYSTEM, METHOD FOR CONTROLLING NETWORK GAME SYSTEM, PROGRAM, AND INFORMATION STORAGE MEDIUM - To provide a network game system, which is provided with a chat function, and allows a user to enjoy playing a game in view of a tendency of each user toward use of the chat function. The present invention provides a network game, which is executed based on a combination of a plurality of users, and is provided with the chat function that enables chatting among the plurality of users. A chat function use tendency information storage unit ( | 04-28-2011 |
20110098118 | ADVENTURE SEQUENCE ACTIVITIES - A gaming system includes a communication network, a portable data storage device having information associated with a player stored therein and a plurality of gaming units communicatively coupled to the communication network. Each of the gaming units includes an interface for reading and for storing information within the portable data storage device. The gaming system also includes a network computer communicatively coupled to the communication network and the plurality of gaming units. The network computer is programmed to enable the player to play a group of the plurality of gaming units in a particular sequence based on the information associated with the player stored within the portable data storage device. | 04-28-2011 |
20110105232 | Methods, Systems, and Products for Centralized Control of Gaming Applications - Methods, systems, and products provide centralized control of gaming applications. A request is received from a destination to store a status of a gaming application associated with a username. A bookmark is received that identifies a logical location in the gaming application. The bookmark is associated to the username and to the gaming application. A request is received for the status of the gaming application associated with the username. A query is made for the bookmark associated with the gaming application and with the username. The bookmark is sent to the destination, such that the destination may resume the gaming application from the bookmark. | 05-05-2011 |
20110105233 | Community Picking Game With Individual And Community Awards - A method is directed to conducting a community event in which a plurality of players at respective gaming terminals are participating. The method includes displaying the community event on one or more displays, and displaying a plurality of player-selectable elements for ach participating player on at least one of the one or more displays. The player-selectable elements include elements of a first type and a second type. In response to any participating player selecting an element of the first type, a controller is used to award an individual award associated with the selected element only to the selecting player. In response to any participating player selecting an element of the second type, a controller is used to award a community award associated with the selected element to all participating players. | 05-05-2011 |
20110105234 | Method and System for Instant-On Game Dowload - Disclosed are methods, apparatus, and systems, including computer program products, implementing and using techniques for a method for providing a game on demand over a data network, in a gaming machine. The gaming machine sends a request message for a game application over the data network. In a network mode, the gaming machine receives outputted results from an executed game application over a streaming channel of the data network for network-based game play. During the network-based game play, the game application is downloaded over a download channel of the data network. In a local mode, the gaming machine executes the downloaded game application independent of the network-based game play. The gaming machine switches instantaneously from the network mode to the local mode for machine-based game play, including maintaining a status of the network-based game play. | 05-05-2011 |
20110111855 | METHOD AND APPARATUS FOR PROVIDING PLAYER INCENTIVES - A system and method is provided for incentivizing players to visit a gambling location. In one aspect, a qualified person is invited to play an electronic game which has a plurality of outcomes, at least one of which is a winning outcome. In one embodiment, the qualified person may be required to redeem the outcome at the gambling location. In another embodiment, the person may be required to redeem the outcome at a redemption location. In another aspect, a method is provided for permitting a person to take one or more actions within a gambling location and in response inviting the person to play an electronic game separate from the games offered in a gambling environment at the gambling location, where the game has a plurality of outcomes, at least one of which is a winning outcome, and if the person obtains a winning outcome, requiring the person to redeem the at least one outcome at the gambling location. In one embodiment, the method includes the acts of qualifying a person, and in response to the act of qualifying the person, performing acts of providing an award to the qualified person and inviting the person to visit a gambling location to redeem the award. A method is provided for incentivizing players to return to a gambling location after a previous visit. One aspect relates to a method for providing additional incentives to a frequent player program member to visit a gambling location such as a casino. In one example, the ease of using the Internet or other remote technologies is combined with advantages of a frequent player program to encourage players to return to the casino. A prize may be revealed in an online game, and the prize may need to be redeemed at the location of the casino. In one example game format, the player may be provided game credits to a player to play one or more online games that reveal prizes. The prizes may include, for example, an amount of non-cashable credit that may be used by the player to play one or more games located at the gambling location, thus encouraging player return. Other prizes, such as, for example, complimentary offers and/or promotional prizes may be awarded that can only be redeemed by the player by returning to the gambling location. Further, another aspect relates to providing special incentives for remote entry of casino affiliation or membership cards. The special incentives may include providing a prize or award to frequent player program members that remotely use his or her membership. In one example, the player is provided an indication of winning an incentive during play of an online game. In another example, the player may be required to obtain the winnings at the casino to encourage players to return to the casino. | 05-12-2011 |
20110111856 | Slot machine group tournament management and scoring system - It is a software system to manage the registration and scoring process for running casino-based slot machine tournaments (FIG. | 05-12-2011 |
20110111857 | SYSTEM AND METHOD FOR CONDUCTING A FANTASY SPORTS GAME - A system comprising a processor and computer executable instructions readable by the processor and operative to solicit at least one selection of at least one coach. A system comprising a communications module to solicit at least one selection of at least one coach, and a processor module to determine a coach's score based on at least one action of at least one member of a team. A method comprising using a processor to perform at least a portion of one or more of the following: soliciting at least one selection of at least one coach, monitoring at least one action of at least one member of a team, and determining a coach's score based on the at least one action. | 05-12-2011 |
20110111858 | Gaming Machine and System Having Secondary Game - A gaming system comprises a plurality of gaming machines (EGMs) and a secondary game control section. The secondary game control section is provided with a plurality of data sets having different target investment amount between two triggerings of the secondary game. The secondary game control section is adapted to receive a bet contribution from each of the EGMs and calculate an average bet amount from the received bet contributions. The secondary game control section selects one of the data sets depending on the calculated average bet amount, and determines whether the secondary game is triggered for each bet contribution from the EGMs using the target investment amount associated with the selected one of the data sets and a random number, and if it is determined that the secondary game is triggered, pays out a secondary game award to an EGM of which bet contribution triggered the secondary game. | 05-12-2011 |
20110111859 | Level Server System For Peer-To-Peer Cooperative Games - Methods and systems are described for a multiplayer video game on a peer-to-peer network in which players' game consoles can pass off or accept server or other management responsibilities for individual rooms, levels, or other virtual areas from other game consoles. Each player's game console can be either a ‘level server’ or a ‘level client,’ the level server's responsibilities including spawning and directing non-player characters, tracking objects, and/or conducting other management responsibilities of the room for the level clients. The level server can send updates such as save game states and other level checkpoints to its level clients for the specific virtual area that it manages. | 05-12-2011 |
20110111860 | Gaming Systems Including Viral Gaming Events - Gaming machines and systems are configured to present viral gaming events. Once a viral gaming event is triggered, it is presented at one or more first gaming machines at a first time. The viral gaming events spreads to other gaming machines, such as one or more second gaming machines where it is presented at a later time. The viral gaming event may continue to spread to numerous gaming machines. The viral gaming event may comprise a game or a bonus or secondary event, such as a bonus award event to a base wagering game presented by the gaming machine. Feedback or metrics may be used to control the machines to which the viral gaming event spreads and/or the rate of spread. | 05-12-2011 |
20110111861 | GAMING DEVICE ARCHITECTURE AND RELATED COMPONENTS - A gaming platform for a gaming machine includes a game application having non-shared, executable game objects and game specific information. The game application comprises at least one game manager interface, at least one library routine for receiving commands from the game manager and sending commands to gaming machine drivers, and at least one I/O server comprising a plurality of gaming machine hardware drivers. The gaming platform also includes an operating system having an operating system application and data that are used to provide a plurality of general gaming features, wherein the operating system runs the game application and executes general gaming features in response to requests from the game application. The gaming platform further includes a testing manager in communication with the game manager, wherein the testing manager communicates with an external test client to determine operability of one or more components within the gaming machine. In this embodiment, the game manager interface receives an I/O stream to the game application and communicates with at least one of the library routine, the I/O server, and the operating system to facilitate game application functions. | 05-12-2011 |
20110111862 | MEDIA PROCESSING MECHANISM FOR WAGERING GAME SYSTEMS - A wagering game system and its operations are described herein. In some embodiments, the operations can include transmitting game content from a wagering game server to a gaming machine via a network to present a wagering game at the gaming machine for a player, and generating and storing video of one or more rounds of the wagering game. The operations can also include receiving, at the wagering game server via the network, video of the player playing the one or more rounds of the wagering game. The operations can further include combining the video of the one or more rounds of the wagering game with the video of the player playing the one or more rounds of the wagering game, and storing and providing access to the combined video via the network to a player account associated with the player. | 05-12-2011 |
20110111863 | METHOD AND APPARATUS FOR SECURING NETWORKED GAMING DEVICES - Embodiments are described for a system operating a plurality of gaming devices. A central gaming computer having a trusted node daughterboard having operational software is configured to be loaded on a gaming computer, a network coupled to the central gaming computer, and a plurality of gaming computers coupled to the network with each of the plurality of gaming computers including an operational node motherboard operable to load operational software sent from the central gaming computer to affect a change in gameplay in the gaming computer. Upon completion of desired computer processing on the operational node, the trusted node causes the operational node to reboot to remove the pre-boot data and the operating system software from the operational node such that no rewrite functions are performed on the operational node. | 05-12-2011 |
20110111864 | Wagering Game With Shared Outcome Providing Individual Awards To Players - A method for conducting a community wagering game on a plurality of gaming terminals includes conducting base wagering games on the plurality of gaming terminals and triggering a community event in which at least one randomly selected outcome is shared by all participating gaming terminals. Upon triggering the community event, the first gaming terminal is entered in the community event if wagering criteria is met by the first gaming terminal, and a first enhancement is received at the first gaming terminal in accordance with additional wagering criteria being met by the first gaming terminal. Upon triggering the community event, the second gaming terminal is entered in the community event if wagering criteria is met by the second gaming terminal, and a second enhancement is received at the second gaming terminal in accordance with additional wagering criteria being met by the second gaming terminal. | 05-12-2011 |
20110118033 | SYNCHRONIZING MISSION PROGRESS IN PEER-TO-PEER COOPERATIVE GAMES - Methods and systems are described for a multiplayer video game on a peer-to-peer network in which a player's or players' missions are tracked individually as mission lines, each mission line being composed of a series of ordered objectives. Each objective generally must be completed in order of the sequence with no forking of objective paths. Each objective can include one or more conditions that can be completed in any order within the objective. Players can go off on different missions and then come back to synchronize their mission progress so that they benefit from the other player's gameplay. Players can also synchronize the conditions achieved within the missions during long missions with many difficult conditions to achieve in order to advance their combined progress. | 05-19-2011 |
20110118034 | IMMERSIVE WAGERING GAME MACHINE LIGHTING STRUCTURES - A lighting controller can be configured to control a variety of immersive lighting structures proximate to a wagering game machine (e.g., surrounding, affixed to, flanking, etc.) in accordance with game events (e.g., the wagering game being played, a bonus game, a portal game, etc.) and/or non-game events (e.g., emergency notifications, non-emergency casino announcements, etc.). The lighting controller can control the immersive lighting structure for a single wagering game machine and/or immersive lighting structures of multiple wagering game machines to produce light effects based on a lighting scheme that corresponds to a game event or non-game event. | 05-19-2011 |
20110124415 | ITEM MANAGEMENT METHOD AND SERVER SYSTEM - A preferential winning item that has a high selection probability is set to each user from candidate items | 05-26-2011 |
20110124416 | PLAY RESULT PROCESSING SYSTEM - A play result processing system includes a first storage part for storing player identifiers, each of which is unique to a player of a computer game and for storing medium identifiers each of which is unique to an information storage medium used for playing the computer game, each one of the player identifiers being associated with at least one of the medium identifiers in the first storage part. The play result processing system also includes a second storage part for storing the player identifiers and data-generation information elements, each of the data-generation information elements being necessary for generating a data element that indicates a message in a manner that is unique to the player corresponding to the message, the player identifier for each single player being associated with the data-generation information element for the player in the second storage part. The play result processing system receives data indicating a set including a play result and a medium identifier for an information storage medium used for the play; generates a message that indicates the play result contained in the set indicated by the data received at the receiver in a manner that is unique to a player, the manner depending on the data-generation information element associated in the second storage part with the player identifier that is associated in the first storage part with the medium identifier received at the receiver; and transmits the generated message to a webpage production system. | 05-26-2011 |
20110130205 | GAME GRAMMAR-BASED PACKET CAPTURE AND ANALYSIS APPARATUS AND METHOD FOR CONDUCTING GAME TEST - A game grammar-based packet capture and analysis apparatus for conducting game test, includes: a packet capture unit for capturing packets of game data transmitted and received between a game client and a game server; a packet analysis unit for analyzing the packets captured by the packet capture unit to generate a game grammar based on analyzed results. Further, the game grammar-based packet capture and analysis apparatus includes a load generation unit for generating packets in compliance with the game grammar to apply the packets to the game server as a load. | 06-02-2011 |
20110136575 | GAME ACHIEVEMENTS SYSTEM - Systems and method for providing a game achievements system where players are rewarded with game achievements based on mastering certain in-game facets of the games they play. Each game achievement may be conveyed in a profile as a badge or trophy, title, description, date, etc. Players may also accumulate points based on game achievements. A display interface may be made available such that a player may see his achievements and total points, as well as those of others. | 06-09-2011 |
20110136576 | GAMING SYSTEM FOR TRACKING PLAYER ACTIVITY DURING VIRTUAL SESSIONS AT A GAMING MACHINE - A gaming system has a central authority connected to a plurality of gaming machines. Player activity is tracked at the gaming machines during regular gaming sessions and during virtual gaming sessions. Such data is transmitted to the central authority for providing player points in a player account file of a central database. Regular gaming sessions occur between player card insertion and player card removal. Virtual gaming sessions may occur prior to player card insertion as well as after player card insertion. For example, a coin-in event prior to player card insertion will establish a virtual session, and credits remaining on the credit meter at a card-out event will establish a virtual gaming session. | 06-09-2011 |
20110143840 | NETWORK SYSTEM, COMMUNICATION TERMINAL AND COMMUNICATION PROGRAM - Each game apparatus participating in a network system has a wireless communication module for performing a one-to-many wireless communication with reference to identifying information and a local communication module for performing a one-to-one infrared communication without referring to it. In a case that the one-to-many wireless communication is performed, pairing processing is executed in a tournament method such that a master and a slave are first decided between its own game apparatus and any one of the game apparatuses over the local communication module, and identifying information stored on the slave side is collected into the master side. In a case that its own game apparatus becomes the only master game apparatus as a result of a series of pairing processing, it transmits a signal including identifying information of all the game apparatuses over the wireless communication module whereas in a case that its own game apparatus becomes the slave apparatus, it receives the signal. | 06-16-2011 |
20110143841 | WAGERING GAME DIGITAL REPRESENTATIVE - A wagering game developer can support an online wager gaming community and provide digital representatives to members to enhance real-life wager gaming experience. A digital representative of a wagering game player can be imported from a remote store associated with an online wager gaming community. Data associated with the digital representative can also be imported. Wagering game activity of the wagering game player at one or more electronic wagering game machines in a wagering game establishment is determined. One or more digital representative data updates for the digital representative are determined based, at least in part, on the determined wagering game activity of the wagering game player. The one or more digital representative updates are applied to the data associated with the digital representative. The digital representative and the updated data associated with the digital representative are exported. | 06-16-2011 |
20110151975 | Game System, Game Control Method, Information Recording Medium, and Program - In order to cause players to feel as little communication delay as possible in a communication type match-up game, a task generating terminal records how a player dances ( | 06-23-2011 |
20110151976 | Role Based Game Play on a Social Network - The present invention is a method of providing role based game play on a social computer network. User inputs are received via a computer network from user computers. These inputs are stored in a memory, and at least a portion of the memory is located away from the user computers. A group of two or more characters for a single user are created based on inputs from a user. One or more of these characters is associated with a friend user on the social computer network. At least a portion of information related to an outcome from the game is displayed on a device of the single user. Finally, the single user controls all the inputs for the actions of their characters during the game. | 06-23-2011 |
20110151977 | Smart acoustic drum and sing competition system - A system that wirelessly integrates actual drum equipment and singing equipment with a computer and the internet to allow musicians and or singers remotely located from one another to play music a competitive simulated game of music and or singing. An individual musician may opt to play music solo or practice to improve basic drumming or singing techniques. The system includes smart drum systems, an audio detection system and a drum motion sensing device, all containing circuits and contact or motion sensors coupled with signal processing and radio frequency transmitter circuitry, thereby wirelessly communicate game performance information to a remote receiver-computer. The computer display musician and or singing information and visually simulates and controls a musical and or singing game between two musicians, via the internet, having similar equipment and remotely located from each other. Standard drums may be retrofitted with the sensors and associated circuitry to convert such drums into “smart drums” for use with the system. Standard microphones may be retrofitted with the sensors and associated circuitry to convert such microphones into “smart microphones” for use with the system or any music implement. The system employs specially developed computer software to process musician performance data, control game play music, communicate game information between musicians and or singers musicians, generate and control visual simulations and display music musician performance information. | 06-23-2011 |
20110151978 | SYSTEM AND METHOD FOR MANAGING TRANSFER OF PLAYER RIGHTS - A system for managing transfer of player rights from a first gaming system to a second gaming system comprising a first gaming system comprising a first data structure adapted for storing a set of parameters representing player rights a second gaming system in data communication with the first gaming system; and comprising a second data structure and a synchronization mechanism adapted to synchronize the storage of said player rights parameters in the first and second data structures. | 06-23-2011 |
20110159964 | FACILITATING SPONSORSHIP OF GAME-PLAY-BASED ACHIEVEMENTS - Methods are provided for utilizing the achievement or the success a gamer has during online game play to unlock offers or coupons sponsored by an advertiser. The value of an offer or coupon may increase based upon the game-play-based achievement attained. By having the variable value, the gamer is incented to play more, which provides additional opportunities for the in-game advertising campaign to be presented. Alternatively, the value of the offer or coupon may remain consistent and the gamer may be permitted to compile multiple offers. Either way, the advertiser is not only permitted the opportunity to showcase its advertisement campaign more but is also provided an avenue for tracking the effectiveness of the advertising campaign by tracking the issuance and redemption of game-play-achievement-based offers or coupons. | 06-30-2011 |
20110159966 | WAGERING GAME ESTABLISHMENT DATA IMPORT/EXPORT ARCHITECTURE - An architecture that employs an internal entity that controls import and export of data (“import/export controller”) and an external entity that operates as a liaison (“data liaison”) between the import/export controller and one or more online social communities allows online social community access in a secure manner. The import/export controller and the data liaison handle data transmissions (e.g., data feeds, data updates, etc.) between the secure entity and the one or more online social communities. The import/export controller applies rules that regulate import and export of data, and the data liaison allows the import/export controller to operate in obscurity. Funneling data transmissions through the import/export controller and the data liaison allows players to securely access an online social community from a wagering game machine while in a wagering game establishment. | 06-30-2011 |
20110165945 | Asynchronous Audio For Networked Games - In a game, multiple players are communicatively coupled with a network. A progression of game action states is tracked. The action states relate to events that occur during the game and a situation of each of the players that corresponds to the events. Upon reaching a first action state, in which a player is expected to utter a first vociferation based on that player's situation with respect to a game event that occurs in association with the first action state, it is detected whether the vociferation is uttered. The first vociferation is captured. The vociferation may be sent to the other players asynchronously with respect to its capture where it may be rendered locally. | 07-07-2011 |
20110165946 | System and Method for Conducting a Fantasy Sports Game - A system and method for a fantasy sporting event game that reduces the requirement that the game player be skilled in the sport, or have knowledge of the sport. The method resolves the competition with a single actual sporting event as opposed to a season. The fantasy team players, chosen from players participating in the live sporting event, are randomly assigned to the fantasy teams. Team owners sign on after a live sporting event has been selected. Game players are then each assigned team members to fill out their rosters. An actual live player may be assigned to more than one team. Likewise, the fantasy teams established need not contain an actual live player from each of the positions for the particular sporting event. Variations as to the number of players on a fantasy team and the duration of the one-game time period are anticipated. | 07-07-2011 |
20110165947 | COMMUNICATION SYSTEM, COMMUNICATION TERMINAL, SERVER, COMMUNICATION METHOD TO BE USED THEREIN AND PROGRAM THEREFOR | 07-07-2011 |
20110172018 | Guided Remote Storage System - A guided remote storage (GRS) is described for a portable computing device (PCD) capable of holding any type of digital information. The information required by the PCD does not need to be stored on the device but can be stored on a remote tower that holds information required for these devices. To the extent a user would like to use some of the information, the PCD can download it from the tower, effectively giving the device much more memory. The system ideally requires constant communication between the PCD and the tower. In the event the PCD can not maintain constant communication with the tower, the system will provide for intelligent exchange of information between the device and the tower. To solve the problem with intermittent service, the PCD can be provided with a GPS and the service provider will have a map of the areas that have service and the areas that don't have service. Information can then be downloaded on to the device based on this mapping information and the projected movement of the PCD. The GPS will help by notifying the system that the PCD is heading towards an area that does not have service and sending the user an alert and request if it would like to download the information being utilized by the PCD from the tower prior to service being completely interrupted. Such system is helpful for expediting downloads of items such as streaming movies, music downloads, on line gaming and electronic books. | 07-14-2011 |
20110177866 | ONLINE GAME PROVISION SYSTEM USING STORAGE MEDIUM AND METHOD THEREOF - The present invention discloses an online game provision system using a storage medium and a method thereof. The online game provision system includes a database server, a storage medium, and a Personal Computer (PC). The database server stores patch files corresponding to a video and image file, a sound file and a game program executable file which are necessary to play the game, and information about the version of each of the patch files. The storage medium stores the video and image file, the sound file, the game program executable file, the latest patch executable file, and an account authority processing executable file which are necessary to play the game. The PC is connected to the database server, receives the input of the storage medium, and includes an Operating System (OS) for detecting the input of the storage medium and automatically executing the latest patch executable file. | 07-21-2011 |
20110183761 | METHOD, SYSTEM AND PROGRAM PRODUCT FOR MONITORING AN ONLINE CARD GAME TO PROVIDE A SUMMARY VIEW AND/OR REAL-TIME NOTIFICATIONS - A method, system and program product for monitoring an online card game, such as poker. A table view is displayed at a client that summarizes recently played hands, raises, and table conditions, and also includes scaled player classifications (tight or loose; passive or aggressive), counts of notifications of plays of interest, win/loss history, and links to player statistics and player performance graphs. Scaled player classifications are automatically configured. Notification details are displayed via links on the table view. Summaries of known hands based on predefined conditions are displayed. Summary displays of pre-flop hands and hands on flop, turn or river are also provided. | 07-28-2011 |
20110190062 | MASSIVELY SINGLE-PLAYING ONLINE GAME - A method and apparatus that allows a player to play a massively single-player online game without directly interacting with other players, while affecting and being affected by other players playing the online game. | 08-04-2011 |
20110190063 | Game Control Program, Game Device, Game Server, And Game Control Method - A game server includes: a multiplayer play request acknowledging unit operative to acknowledge, from a game device of a player, a request for a multiplayer play where a game is played between a game device of a requesting player and a game device of another player; a selection unit operative to select a first mode or a second mode of multiplayer play, the first mode being a mode where a multiplayer play is played with a player accepting the request for a multiplayer play, and the second mode being a mode where a selected player is forced to play in a multiplayer play; a friendly mode matching unit and a hostile mode matching unit operative to refer to a player database storing information on players and select a player to play the requested multiplayer play; and a requesting unit operative to notify the selected player's game device of the selected mode and requests the game device thus notified to start the requested multiplayer play. | 08-04-2011 |
20110190064 | Gaming Method and System - Disclosed herein is gaming utilizing a first gaming table ( | 08-04-2011 |
20110190065 | ALLOWING MEDIA AND GAMING ENVIRONMENTS TO EFFECTIVELY INTERACT AND/OR AFFECT EACH OTHER - Techniques for allowing gaming and media environments to interact with which each other and/or affect each other are disclosed. The techniques are highly suitable for computing systems (or devices) that can execute games and/or present media. In one embodiment, a gaming environment can be determined and/or affected based on one or more aspects of a media environment. By way of example, gaming content and/or the gaming experience provided and/or suggested to an individual can be tailored based on his/her musical profile effectively obtained from the media environment associated with the individual (e.g., based on favorite songs, songs recently played, songs purchased). Similarly, a media environment can be determined and/or or affected by a gaming environment. By way of example, musical content provided and/or suggested to an individual can be based on his/her gaming profile (games played, games purchased, manner in which a game is played). In addition, an open media-gaming environment can be provided where various media and gaming components can be integrated together. By way of example, an individual can identify one or more of his favorite songs to be presented for a game. The game can be packaged and/or sold without the song(s) but configured to receive and effectively provide them for game play. | 08-04-2011 |
20110190066 | CONTROLLING AND PRESENTING VIRTUAL WAGERING GAME ENVIRONMENTS - A wagering game system and its operations are described herein. In embodiments, the operations can include determining a player avatar population in a location of a virtual wagering game environment and determining a wagering game machine object supply in the location of the virtual wagering game environment. The wagering game machine object supply is an amount of available wagering game machine objects within a boundary of the location. The operations can further include determining a supply availability ratio, where the supply availability ratio indicates a restriction on the amount of the available wagering game machine objects in the location compared to the player avatar population. The operations can further include determining that the wagering game machine object supply is not compliant with the supply availability ratio and modifying the wagering game machine object supply to comply with the supply availability ratio. | 08-04-2011 |
20110195786 | APPARATUS AND METHOD FOR RETROFITTING CANDLE DEVICES ON A GAMING MACHINE - A gaming peripheral for a gaming machine is described. The gaming peripheral can be configured to emulate the functions of a lighting device, such as a candle. The gaming peripheral can be configured to provide enhanced gaming features such as 1) enhanced networking capabilities, 2) enhanced peripheral device monitoring and upgrade capabilities, 3) enhanced player monitoring and security capabilities 4) enhanced gaming function capabilities and 5) enhanced player reward capabilities. The enhanced gaming features can be provided in a non-intrusive manner such that regulated software executed on a gaming machine does not have to be altered. | 08-11-2011 |
20110195787 | CANDLE DEVICES FOR GAMING MACHINES - A gaming peripheral for a gaming machine is described. The gaming peripheral can be configured to emulate the functions of a lighting device, such as a candle. The gaming peripheral can be configured to provide enhanced gaming features such as 1) enhanced networking capabilities, 2) enhanced peripheral device monitoring and upgrade capabilities, 3) enhanced player monitoring and security capabilities 4) enhanced gaming function capabilities and 5) enhanced player reward capabilities. The enhanced gaming features can be provided in a non-intrusive manner such that regulated software executed on a gaming machine does not have to be altered. | 08-11-2011 |
20110195788 | DEVICE HEALTH MONITORING FOR GAMING MACHINES - A gaming peripheral for a gaming machine is described. The gaming peripheral can be configured to emulate the functions of a lighting device, such as a candle. The gaming peripheral can be configured to provide enhanced gaming features such as 1) enhanced networking capabilities, 2) enhanced peripheral device monitoring and upgrade capabilities, 3) enhanced player monitoring and security capabilities 4) enhanced gaming function capabilities and 5) enhanced player reward capabilities. The enhanced gaming features can be provided in a non-intrusive manner such that regulated software executed on a gaming machine does not have to be altered. | 08-11-2011 |
20110195789 | DEVICE MONITORING AND WIRELESS COMMUNICATIONS FOR VENDING MACHINES - A gaming peripheral for a gaming machine is described. The gaming peripheral can be configured to emulate the functions of a lighting device, such as a candle. The gaming peripheral can be configured to provide enhanced gaming features such as 1) enhanced networking capabilities, 2) enhanced peripheral device monitoring and upgrade capabilities, 3) enhanced player monitoring and security capabilities 4) enhanced gaming function capabilities and 5) enhanced player reward capabilities. The enhanced gaming features can be provided in a non-intrusive manner such that regulated software executed on a gaming machine does not have to be altered. | 08-11-2011 |
20110195790 | SYSTEM AND METHOD FOR PROVIDING INTERACTIVE CONTENT FOR MULTIPLE NETWORKED USERS IN A SHARED VENUE - A computer-implemented system and method for providing interactive content for multiple networked users in a shared venue. In a particular embodiment, the system includes a game server, a display system in data communication with the game server, the display system including a shared screen, and a plurality of game pads in data communication with the game server, each game pad including a local game pad display device and a plurality of input devices to convey command selections to the game server, each game pad including functionality to initiate a game, at least a portion of the game being displayed on both the shared screen and the local game pad display device. | 08-11-2011 |
20110195791 | METHOD AND APPARATUS FOR GENERATING DIRECTIVES FOR PERSONNEL - A system and method include determining a recipient of an offer; and determining an offer which includes an activity and a benefit. The system and method further include transmitting, to a representative, instructions to provide the offer to the recipient. The system and method further include determining whether the recipient has performed the activity, and if so providing the benefit to the recipient. | 08-11-2011 |
20110201429 | MULTIPLAYER INTERACTIVE VIDEO GAMING DEVICE - An improved multiplayer interactive video gaming device includes a plurality of independent player stations, each including at least one data input device configured to output a player input signal responsive to player activation. A computer game assembly executes a video card gaming program responsively to player game instructions. An interface assembly receives signals output by the plurality of player stations and outputs signals corresponding to particular data input devices. A personal computer assembly receives the output signals from the interface device via a data input port and executes the video card gaming program responsively thereto. | 08-18-2011 |
20110201430 | METHOD FOR ENHANCING ONLINE INTERACTIVE GAMING - A method for enhancing an online interactive gaming experience includes establishing a connection between each of a plurality of player computing devices and a gaming server network, such as via an internet, intranet, or other computer network. In addition, the method provided for selecting an available virtual game room from the gaming server network, and connecting at least some of the plurality of player computing devices to a mutually selected virtual game room. The present method further comprises providing a real time communication link between each of a plurality of player computing devices connected to a mutually selected virtual game room, wherein the real time communication link may include a real time audio communication link and/or a real time video communication link, such that each of the players admitted to a virtual game room can communicate with one another in real time during the play of an online interactive game. The method also provides for playing an online interactive game by the plurality of players admitted to a mutually selected virtual game room via the plurality of player computing devices. | 08-18-2011 |
20110212783 | APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE GAME MANAGER - The APPARATUSES, METHODS AND SYSTEMS FOR A ONLINE GAME MANAGER (“OGM”) transform user social graph and online behavioral pattern data inputs via OGM components into optimized server computational load reports. In one embodiment, the OGM may process a user server migration request for a user by obtaining user social graph data identifying co-users, and social activity pattern data associated with the user and the co-users. The OGM may also obtain server load indices of servers associated with the co-users, and server load analysis rules. By analyzing the server load indices using the server load analysis rules, the OGM may identify a subset of the servers as non-overloaded transfer candidate servers. The OGM may calculate transfer candidate server scores for the non-overloaded transfer candidate servers using the user social graph data and the social activity pattern data. Also, the OGM may select one of the non-overloaded transfer candidate servers for migrating the user based on the transfer candidate server scores, and migrate data associated with the user to the selected non-overloaded transfer candidate server. | 09-01-2011 |
20110212784 | Apparatuses, Methods and Systems for a Live Online Game Tester - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, the OBM may provide, in response to a gaming app request from a user, a gaming app including a test game feature for the user. The OBM may obtain user social graph data identifying co-users of the user. The OBM may also obtain: online gaming pattern data for the users and the co-users, including gaming action identifiers and their associated gaming action timestamps; user online social activity data, for the users and the co-users, including social networking action identifiers and their associated social networking action timestamps; and game feature adoption evaluation instructions. The OBM may generate social-gaming activity timelines for the users and the co-users using the gaming action identifiers and the associated gaming action timestamps, as well as the social networking action identifiers and the associated social networking action timestamps. The OBM may also calculate and provide game feature adoption scores by applying the game feature adoption evaluation instructions to the generated social-gaming activity timelines. | 09-01-2011 |
20110212785 | PRESENTING CONTENT IN WAGERING GAME SYSTEMS - A wagering game system and its operations are described herein. In some embodiments, the operations can include coordinating presentation of media in a plurality of browsers of one or more wagering game machines. The operations can include subscribing a first browser and a second browser of a wagering game machine to a communication channel; presenting media for a wagering game in the first browser of the wagering game machine; requesting a result for the wagering game; presenting media for the wagering game result in the first browser; and determining that the wagering game result triggers a bonus game in the second browser. The operations can also include notifying the second browser of the wagering game machine of the bonus game trigger via the communication channel to cause the second browser to present media for the bonus game. | 09-01-2011 |
20110218045 | PREDICTING GAME PLAYER MONETIZATION BASED ON PLAYER LOGS - A massively multiplayer online game (MMOG) monetization analysis computer system may include an electronic data processing system configured to electronically analyze data, including player behavioral logs, in accordance with one or more algorithms. Based on the analysis, the electronic data processing system may predict player changes that are relevant to monetization of the MMOG and generate a report relating to these predicted changes. The analysis may identify players whom are predicted to terminate their subscriptions to the MMOG, an amount of time each of several players is likely to spend playing the MMOG, and/or a number of transactions each of a several players is likely to engage in while playing the MMOG. | 09-08-2011 |
20110224000 | Voice-based entertainment activity in a networked enviorment - Methods and apparatus, including computer program products, for voice-based entertainment activity in a networked environment. A method includes, in a network of interconnected computers, establishing a connection between the client and a server, the client comprising a web browser and an audio input/output device, receiving a list of entertainment games over the connection from the server, selecting an entertainment game from the list, receiving a globally unique identifier from the server corresponding to the selected entertainment game, the globally unique identifier having an associated voice channel and text channel, in response to a client request to initiate game play, sending audio to the server through the audio input/output device and receiving audio from the server through the audio/input device, in response to a client request to terminate game play, terminating the associated voice channel, and receiving text messages from the server over the associated text channel. | 09-15-2011 |
20110224001 | Advertising Funded Gaming System - A gaming where a hosts search for and select particular events they desire to manage; where players can wager on specific events with potentially no financial loss; and where vendors can engage in interactive advertising to increase sales. The host manages the game by setting up the odds and establishing other rules of play. Where hosts are also vendors, they may offer prizes in exchange for credits from the players. Players place their wagers on a particular outcome of the event. Both the host and the player may gain additional credits for clicking or viewing an advertisement displayed on the webpage. If the desire outcome occurs, the player's wager is accounted for by the host and the credits can be applied to the purchase of prizes offered by the host. Those who lose may receive communications from the vendor, with permission from the operator of the website, to offer its goods or services. | 09-15-2011 |
20110224002 | MANAGING GAMES IN WAGERING GAMING NETWORKS - Some embodiments of the inventive subject matter include one or more machine readable media including instructions which when executed by a machine cause the machine to perform operations comprising: loading, into a main memory of the machine, a wagering game software program configured to, upon execution, determine results for wagering games and to provide the results to remote wagering game terminals; executing the wagering game software program in the machine; deactivating the wagering game software program, wherein the deactivating includes, for each one of the wagering game terminals, determining that the one of the wagering game terminals has been idle for a specified time period; discontinuing determination of the results and provision of the results to the one of the wagering game terminals; and ceasing execution of the wagering game software. | 09-15-2011 |
20110230267 | PROCESS AND APPARATUS FOR EXECUTING A VIDEO GAME - Various embodiments provide a video game environments including control of the quantity and distribution of virtual resources, raw materials, skills and NPCs in and between games. Various embodiments allow player characters to acquire, use and modify such virtual resources within the constraints. | 09-22-2011 |
20110230268 | COMMUNICATION METHODS FOR NETWORKED GAMING SYSTEMS - Methods and devices are provided for secure identification and authentication of computing hardware connected to wired or wireless networks, including but not limited to thin clients in server-based systems, mobile gaming devices, etc. Some implementations involve a frequent exchange of information between networked devices. In some implementations the exchange may be so frequent as to be effectively a constant exchange of information, though there may be small time intervals during which no such information is exchanged. Some preferred methods are effective against both external attacks and those benefiting from assistance or information provided by those with administrative access. | 09-22-2011 |
20110230269 | METHOD AND DEVICE FOR SUPPORTING WIRELESS MULTI-PLAYER GAMING WITH A MULTI-PLAYER GAME HUB - The invention relates to wireless multi-player gaming with mobile game devices. It also relates to a method and a device capable of reducing the communication load of mobile game devices in wireless multi-player gaming. Methods are provided to support wireless multi-player gaming with a multi-player game hub, wherein the hub is setting up wireless connections to at least two mobile game devices by performing an initialization procedure according to an initialization protocol. These connections form a hub-to all wireless network, wherein each connected game device is wirelessly connected as a slave device in the wireless network. The hub may further control the transfer of game execution data between the game devices. Thereby a method and a game system is provided to separate the communication load from the game execution load keeping the processing resources of the gaming devices clear for executing the game software in wireless multi-player gaming. | 09-22-2011 |
20110237332 | CONTENT SERVER, CONTENT PROVIDING SYSTEM, AND CONTENT PROVIDING METHOD - There is provided a content server including a reception unit for receiving metadata described with an execution state of a content executed in a first device connected through a network and identification information for identifying the first device through the network, as necessary, a content storage unit for storing a content regarding content of the metadata described with the execution state of the content executed in the first device, a content extracting unit for extracting the content regarding the content of the metadata described with the execution state of the content executed in the first device received by the reception unit from the content storage unit, as necessary, according to the reception at the reception unit, and a transmission unit for transmitting, as necessary, the content extracted from the content storage unit by the content extracting unit, as necessary, to a second device associated with the first device by the identification information through the network. | 09-29-2011 |
20110237333 | GAME DEVICE, GAME DEVICE CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM - To provide a game device that is capable, in a match in which a player character group including operating characters of a plurality of game players and one or more teammate character competes with an opponent character or an opponent character group opposing the player character group, of improving diversity of combination of the characters belonging to the player character group while suppressing increase of data amount. An operating character obtaining unit ( | 09-29-2011 |
20110237334 | GAME SYSTEM - In the game system GS, each of the game machines GA,GB which execute the local game transmits the game machine information of itself to the local server GA, the local server GA transmits to the center server CS the group coupling requirement MR | 09-29-2011 |
20110237335 | Role Based Game Play on a Social Network - The present invention is a method of providing role based game play on a social computer network. User inputs are received via a computer network from user computers. These inputs are stored in a memory, and at least a portion of the memory is located away from the user computers. A group of two or more characters for a single user are created based on inputs from a user. One or more of these characters is associated with a friend user on the social computer network. At least a portion of information related to an outcome from the game is displayed on a device of the single user. Finally, the single user controls all the inputs for the actions of their characters during the game. | 09-29-2011 |
20110237336 | COMPETITIVE GAMING METHOD AND SYSTEM - Disclosed is gaming apparatus, which may be a gaming system and a method of gaming implemented on gaming apparatus. A plurality of linked gaming machines are monitored for the occurrence of a first event. The number of occurrences of the first event for each gaming machine is recorded. On the occurrence of a second event, a bonus is awarded on each said gaming machine on which at least one monitored occurrence of the first event has occurred, the bonus award being dependent on the number of occurrences of the first event. | 09-29-2011 |
20110250968 | METHODS AND SYSTEMS FOR PROVIDING A GAME CENTER HAVING PLAYER SPECIFIC OPTIONS AND STATISTICS - Described herein are methods and systems for providing a game center having player specific options and statistics. For example, in at least certain embodiments, a game center module can provide a friends option such that a user can view and select from a list of friends. The game center module can provide friend details of a selected friend including a list of games played together between the user and the selected friend and a list of other games in common between the user and the selected friend. In an embodiment, the list of games in common and the list of other games in common each include a list of options with each option indicating a respective game name and a comparison of the user's ranking and the selected friend's ranking for the respective game. | 10-13-2011 |
20110250969 | SYSTEMS AND METHODS FOR PROVIDING A GAME CENTER HAVING PLAYER SPECIFIC ACHIEVEMENT DATA - Described herein are methods and systems for providing a game center having player specific achievement data. For example, in at least certain embodiments, a method includes generating data to be presented to a graphical user interface on a system. The data is indicative of achievement data that includes a list of achievements and completion status of achievements associated with a user for a particular game. Optionally, the achievement data also includes a list of achievements and completion status of achievements associated with a friend for the particular game. | 10-13-2011 |
20110250970 | METHODS AND SYSTEMS FOR PROVIDING A GAME CENTER HAVING CUSTOMIZED GAME DETAILS - Described herein are methods and systems for providing customized game details. In one embodiment, a user selects a game from a first list of games associated with a particular friend or selects a game from a second list of games associated with the user. Then, data is sent to a graphical user interface of a system. The data is indicative of details of the selected game with the details having comparison information between the friend and the user if the game is selected from the first list of games or user information only if the game is selected from the second list of games. In another embodiment, the details include progress information for the friend and the user if the game is selected from the first list of games or progress information only about the user if the game is selected from the second list of games. | 10-13-2011 |
20110250971 | METHODS AND SYSTEMS FOR PROVIDING A GAME CENTER HAVING CUSTOMIZED NOTIFICATIONS - Described herein are methods and systems for providing a game center having customized notifications. For example, in at least certain embodiments, data is generated to be presented on a graphical user interface of a system. The data is indicative of recent matches between a user and one or more other players of a game. The data including games the user recently played with the one or more other players. In another embodiment, a user initiates a multi-player gaming application on a system. Data is generated for presenting on a graphical user interface of the system. The data includes invite status information for one or more invited friends and one or more auto-matched players. | 10-13-2011 |
20110250972 | SYSTEM, METHOD AND COMPUTER PROGRAM FOR RETENTION AND OPTIMIZATION OF GAMING REVENUE AND AMELIORATION OF NEGATIVE GAMING BEHAVIOUR - A method of ameliorating negative gaming behaviour is provided. One or more gaming users are monitored, or monitoring data regarding their gaming behaviour is obtained. The gaming behaviour is analyzed to identify behaviour that may result in potentially harmful or addictive gaming behaviour (negative gaming behaviour). In the event of occurrence of such negative gaming behaviour, based on the specific negative behaviour one or more interactions are initiated between a system and the one or more users, such interactions being directed to ameliorating the negative gaming behaviour by preventative action. The gaming behaviour is analyzed based on a plurality of gaming behaviour risk indicators. | 10-13-2011 |
20110250973 | Methods for the unambiguous association of at least one autonomous storage unit with at least one player in a score keeping device - The invention relates to methods for the unambiguous personal association of at least one autonomous storage unit ( | 10-13-2011 |
20110256931 | PLAYER CONTRIBUTED DYNAMIC NETWORK GAMES - A method and system for providing an interactive and player contributed network game having real life emulations where a number of players are in operable communication with a system network via player terminals through internet or mobile phone. The actual players are able to contribute and improve the game by providing databases having a number of classes, objects, methods, attributes and/or actions selectable by a player in accordance with his envisaged role in the game, enabling a player to create and introduce a class, an object, a method and/or an attribute that is different from the initial form of the databases, assessing and storing the newly introduced aspects into the databases, and allowing access for other players into this new input of the player, and adapting the system action simulator to produce subsequent system actions having effect on other players based on the new aspects made by the player. | 10-20-2011 |
20110256932 | METHOD AND SYSTEM FOR DETECTING BOT SCUM IN MASSIVE MULTIPLAYER ONLINE ROLE PLAYING GAME - Provided are a method and system for detecting a bot in a Massive Multiplayer Online Role Playing Game (MMORPG) online and in real time. By analyzing a communication pattern between a client and a server, the bot is detected based on parameters such as data length, inter-arrival time and data length auto correlation. Tests using respective parameters are combined to construct a global decision scheme, and thus more accurate detection results can be obtained. An integrated anti-bot defense system can be built by combining other tests such as a Turing test. | 10-20-2011 |
20110256933 | INTERNET BASED COMMUNITY GAME - A game is created by a group connected by a network where the members contribute trivia questions and answers with corresponding images for the game through the use of an online database. The game content can be edited before it is finalized. The game may be virtual or tangible. The game may have sponsorship. The sponsors' trivia information is incorporated into and played as part of the game. The game may also be used as a promotional fundraising product. | 10-20-2011 |
20110256934 | System and Method of Using Existing Cabling While Achieving Ethernet Network Capabilities and Speed - A communication network and method of conversion provides an Ethernet and a first protocol to a gaming area. The network includes a server area Ethernet; a gaming area Ethernet; a long cable; a first converter connected to an end of the long cable and arranged to communicate with a second converter using a first protocol over the long cable, and connected to the server area Ethernet; the second converter connected to the long cable and arranged to communicate with the first converter using the first protocol, and connected to the gaming area Ethernet; a controller board of a gaming device located in the gaming area, communicating via the first and second converter using a second protocol with a game controller computer located in the server area Ethernet; and a game board of the gaming device, and communicating via the first and second converter using Ethernet with a server. | 10-20-2011 |
20110256935 | USE OF DYNAMIC BOUNDED REGIONS TO IMPROVE THE SCALABILITY OF DECENTRALISED ONLINE ENVIRONMENTS - In a decentralised multi-user online virtual environment, object responsibility is efficiently allocated to a controlling peer. The virtual environment is divided into a plurality of cells, and control of each cell is allocated to a responsible peer. Each responsible peer participates in a distributed hash table (DHT) to effect integration of the cells to effect the virtual environment. When a communications and processing load on the responsible peer controlling a cell exceeds a threshold, a second peer creates and takes control responsibility for an object comprising a bounded interest management region covering a region of load. Within the bounded interest management region, objects are removed or de-associated from the associated cell and instead associated with the bounded interest management region. | 10-20-2011 |
20110256936 | SYSTEM AND METHOD FOR FACILITATING PLAY OF A VIDEO GAME VIA A WEB SITE - A method and system for operating a video game or video game tournament (e.g., via a Web site) is disclosed. In accordance with the method and system a bonus is provided to a player playing the video game or participating in the video game tournament. In some embodiments a bonus is provided to the player if a rating associated with the player is worse than a threshold rating. In some embodiments a bonus is provided to the player if the occurrence of at least one predetermined condition is identified. Such a condition may be, for example, a condition that indicates the player will soon cease playing the video game or participating in the tournament. | 10-20-2011 |
20110256937 | Video Game that Generates Characters From Other Characters - A video game permits player characters to form relationships, including parent-child relationships. In addition, death and reincarnation of player characters can be employed as features of the video game. | 10-20-2011 |
20110263332 | METHOD AND APPARATUS FOR PROVIDING GAMING SERVICES AND FOR HANDLING VIDEO CONTENT - The present invention relates to systems and apparatus for providing gaming services (for example, gaming services provided via a computer network) and to systems and apparatus for encoding and/or transmitting and/or decoding electronic video content. Some presently disclosed techniques may be particularly useful for reducing and/or eliminating gaming latency. | 10-27-2011 |
20110263333 | Game system, game system control method, and recording medium - A network game system includes a substitution management portion that, when a mid-competition player requests to substitute that player's game operations to a spectator, performs management of a substitution process in which the terminal device of that player is set as a spectating terminal, and the terminal device of the spectator is set as a competing terminal, wherein the spectator who has been substituted for that player by the substitution management portion executes the game operations of that player by operating the terminal device of the spectator. | 10-27-2011 |
20110263334 | METHOD, APPARATUS, SERVER, SYSTEM AND RECORDING MEDIUM FOR MUSIC GAME - Disclosed is music game technology, and more particularly a method, apparatus, server, system, and recoding medium for a music game, by which the user can generate game play data after directly playing a music game, and can directly generate course data for a music game based on the game play data generated by the user. | 10-27-2011 |
20110263335 | Remote Gaming and Projection - Remote gaming and/or projection are provided. A first device includes a gaming system or presentations associated with its display. The features of the gaming system are accessed over a network and images associated with accessed features and/or associated with presentations of a host's display are then projected onto a client's display. The client and the client's display are remote from the host, the gaming system, and the host's display. | 10-27-2011 |
20110263336 | Dynamic Game Management of Video Lottery Terminals and a Method and System for Providing Thereof - A system and method for remotely controlling a wagering gable terminal are provided. The system may include an input device configured to receive a user input indicative of a user selection of a game terminal setting and a trigger condition. The system may also include a processor in communication with the input device, the processor configured to produce a terminal command signal based on the user selection received by the input device, and responsive to an occurrence of the trigger condition, to cause the terminal command signal to be transmitted to the terminal. The system may include a display in communication with the processor, the display configured to display a graphical user interface showing a schedule for terminal setting changes which is based at least in part on the user selection received by the input device. | 10-27-2011 |
20110269546 | SYSTEM FOR SYNCHRONOUS AND ASYNCHRONOUS GAMING MODES - A system is disclosed for switching between synchronous and asynchronous network connections for implementing a turn-based multiplayer game. A network connection manager handles client device connections to set the connection to either an asynchronous network connection or a synchronous network connection. The connection manager may switch between the asynchronous and synchronous network connection modes based on a variety of triggering criteria. | 11-03-2011 |
20110269547 | Maintaining Community Integrity - Various metrics as may be deployed in an active, passive, or hybrid validation architecture are disclosed. A computing device configured to monitor network game activity may identify an inconsistency between user game data and a particular game metric governing a particular aspect of the network gaming environment. Upon identification of an inconsistency between game data and a game metric, which may indicative of illicit game play, a validation process (e.g., active, passive, and/or hybrid) may be implemented to further confirm the existence of illicit game. Alternatively, an action to maintain integrity of the gaming community may be executed without further confirmation whereby a purportedly illicit game device may be ejected from the network. | 11-03-2011 |
20110269548 | PRESENTING NETWORK-WIDE EVENTS IN NETWORK WAGERING VENUE - A wagering game system its operations are described herein. In embodiments, the operations can include determining a player account, from a network wagering venue, that is eligible to participate in a network-wide wagering game event, and selecting the player account to be a player that performs for an audience of other users. The player can win at least some portion of awards by playing a wagering game during the network-wide wagering game event. Audience member users can participate in the event using interactive features (e.g., betting features, chat features, etc.) presented in a presentation, or view, of the network-wide wagering game event. The operations can also include involving, or incorporating, the audience members, into the network-wide wagering game event in a variety of ways, such as assisting the player participant to perform better at the wagering game, engaging in side-bets, receiving awards, etc. | 11-03-2011 |
20110269549 | SYSTEM GAMING - A system provides a player tracking system and system gaming apparatus for playing non-base games by funding the credit side of a gaming cycle. The system further includes at least one gaming device having a base game. The player tracking system and system gaming apparatus includes a player tracking user interface. The player tracking user interface provides a player with an opportunity to select and play a non-base game that may be promotional-funded or player-funded. | 11-03-2011 |
20110269550 | SYSTEM GAMING - A system provides a player tracking system and system gaming apparatus for playing non-base games by funding the credit side of a gaming cycle. The system further includes at least one gaming device having a base game. The player tracking system and system gaming apparatus includes a player tracking user interface. The player tracking user interface provides a player with an opportunity to select and play a non-base game that may be promotional-funded or player-funded. | 11-03-2011 |
20110269551 | COMPUTER-BASED GAMING TEAMS - Groups are formed, in a computer-based (e.g., on-line) gaming environment, based on social relationships between players. Teams are formed from members of the group. Team formation is based on a game related interest. Each team is assigned an identity that is maintained within a single game and across multiple sessions of a game. The team can interact within the gaming environment much like an individual user can interact. Teams can play games with other in-group and out-of-group teams. Team members can play games with each other. Team statistics and achievements can be accumulated and aggregated. Team profiles provide information about the team, such as a list of the members of the team. Via team profiles, a member of a team can see information about other members of the team, such as other teams to which they belong. Team members can send and receive intra-team messages. | 11-03-2011 |
20110275438 | METHOD AND APPARATUS FOR PROVIDING PLAYER INCENTIVES - A system and method is provided for incentivizing players to visit a gambling location. In one aspect, a qualified person is invited to play an electronic game which has a plurality of outcomes, at least one of which is a winning outcome. In one embodiment, the qualified person may be required to redeem the outcome at the gambling location. In another embodiment, the person may be required to redeem the outcome at a redemption location. In another aspect, a method is provided for permitting a person to take one or more actions within a gambling location and in response inviting the person to play an electronic game separate from the games offered in a gambling environment at the gambling location, where the game has a plurality of outcomes, at least one of which is a winning outcome, and if the person obtains a winning outcome, requiring the person to redeem the at least one outcome at the gambling location. In one embodiment, the method includes the acts of qualifying a person, and in response to the act of qualifying the person, performing acts of providing an award to the qualified person and inviting the person to visit a gambling location to redeem the award. A method is provided for incentivizing players to return to a gambling location after a previous visit. One aspect relates to a method for providing additional incentives to a frequent player program member to visit a gambling location such as a casino. In one example, the ease of using the Internet or other remote technologies is combined with advantages of a frequent player program to encourage players to return to the casino. A prize may be revealed in an online game, and the prize may need to be redeemed at the location of the casino. In one example game format, the player may be provided game credits to a player to play one or more online games that reveal prizes. The prizes may include, for example, an amount of non-cashable credit that may be used by the player to play one or more games located at the gambling location, thus encouraging player return. Other prizes, such as, for example, complimentary offers and/or promotional prizes may be awarded that can only be redeemed by the player by returning to the gambling location. Further, another aspect relates to providing special incentives for remote entry of casino affiliation or membership cards. The special incentives may include providing a prize or award to frequent player program members that remotely use his or her membership. In one example, the player is provided an indication of winning an incentive during play of an online game. In another example, the player may be required to obtain the winnings at the casino to encourage players to return to the casino. | 11-10-2011 |
20110275439 | NETWORK GAME SYSTEM, CONTROL METHOD OF NETWORK GAME SYSTEM, GAME DEVICE, CONTROL METHOD OF GAME DEVICE, PROGRAM, AND INFORMATION STORAGE MEDIUM - A network game system is provided which can inhibit a user from disconnecting the power supply or communication connection of the user's game device during a competition for the user's own reasons. A condition storage ( | 11-10-2011 |
20110275440 | COMPUTERIZED GAMING SYSTEM AND A METHOD OF OPERATING THEREOF - The present invention discloses a computerized gaming system enabling providing a bonus for a user who plays a game, a method of operating the system and a bonus module to be used in conjunction with the system. The computerized gaming system is configured to be used in a network environment and comprising a gaming server operatively coupled to a billing unit and a storage unit, wherein the system further comprises a bonus module operatively coupled to at least one element of a group comprising the gaming server, the billing unit and the storage unit; at least one element of said group is configured to provide bonus-related data to the bonus module; the bonus module is configured to accommodate one or more predefined and/or configurable rules for bonus calculating and/or bonus award conditions; to obtain data from at least one element of said group, to process the obtained data in accordance with accommodated rules and conditions, and, depending on a processing outcome, to inform the game server and/or the billing unit with regard to a bonus award. | 11-10-2011 |
20110275441 | PORTABLE REAL ESTATE SOCIAL GAME AND INFORMATION SHARING SYSTEM - A method, apparatus, and computer readable storage to implement an interactive social gaming environment relating to real estate purchasing. Users (or players) of the system can access valuable Realtor Multiple Listing System (MLS) information as well as additional player-generated information on cities, neighborhoods, and homes for sale. In this manner, information about homes and neighborhoods that is not otherwise available and that is sometimes unfavorable can be made transparent by and for potential home buyers, informed neighbors, real estate agents, and other home owners considering the sale of their home. This creates a new level of transparency of real estate information that benefits all interested parties. Players can also see otherwise unavailable information on the interest level of other players into neighborhoods and homes based on the real-time aggregation and public display of player check-ins. This game utilizes this activity information to assign players as rivals whose activities suggest they have similar neighborhood or home interests. | 11-10-2011 |
20110275442 | NETWORKED COMPUTER GAME SYSTEMS AND METHODS WITH SOCIAL NETWORK FUNCTIONS - Systems and methods for providing online games, including various means of providing computer-implemented games using standard and non-standard tokens, and that operate in coordination with an online social network. Examples of standard tokens may include tokens associated with each card of a standard 52 card deck, units in a real-time strategy game, and the like. Non-standard tokens may represent digital tokens with specified attributes and associated digital rights management for use by specified users, such as users purchasing rights to a particular non-standard token. Non-standard tokens may also include tokens with different functionality across a number of different computer-implemented games. | 11-10-2011 |
20110281654 | SYSTEM GAMING - A system provides a player tracking system and system gaming apparatus for playing non-base games by funding the credit side of a gaming cycle. The system further includes at least one gaming device having a base game. The player tracking system and system gaming apparatus includes a player tracking user interface. The player tracking user interface provides a player with an opportunity to select and play a non-base game that may be promotional-funded or player-funded. | 11-17-2011 |
20110281655 | VIRTUAL PLAYER TRACKING AND RELATED SERVICES - Various gaming-related services are provided, including but not limited to security services, harm minimization services, player identification services, bonusing/progressive services, accounting services, financial/banking services, network tunneling services, cheating detection services, etc. Such services may be provided, at least in part, by software agents that can be configured for different platforms and/or operating systems. Some software-based player tracking methods of the invention can aggregate data from multiple devices used by a player for gaming. | 11-17-2011 |
20110287841 | GAME SYSTEM AND GAME CONTROL METHOD - A game system is provided where a main game and a second game can be executed, and a player can actively participate in a play. | 11-24-2011 |
20110294580 | PROGRAM, INFORMATION STORAGE MEDIUM, AND COMPUTER SYSTEM - A team is organized with players having preset inclination values having an influence on individual behavior tendencies of the players while a whole inclination value having an influence on the behavior tendency of a whole team is set. The difference between the whole inclination value of the team and inclination values of the individual players is calculated. The smaller the difference, the higher the player's ability is changed than the initial value. The larger the difference, the lower it is changed than the initial value. In match simulation processing, a simulation is performed with the abilities after the change. | 12-01-2011 |
20110300943 | METHODS FOR USING UNIQUE IDENTIFIERS TO IDENTIFY SYSTEMS IN COLLABORATIVE INTERACTION IN A MESH NETWORK - Described herein are methods and systems for using unique identifiers to identify systems in collaborative interaction in a mesh network. For example, in at least certain embodiments, upon initiation of a collaborative application each system can broadcast packets that include a unique hash identifier for each system to other systems in the mesh network. Each system then can determine when the system has received packets that include the unique hash identifiers from all systems. Then, each system can sort the unique hash identifiers to identify each system. | 12-08-2011 |
20110300944 | INTERACTIVE GAME SYSTEMS AND METHODS - A game system comprises a computer manager system adapted to manage gaming activity of one or more players, a transceiver in operative communication with the computer manager system and one or more transponders or transponder/receptor units in operative communication with the transceiver. Each transponder/receptor unit includes a transponder and a receptor. The transceiver is adapted to enable wireless communication between each transponder or transponder/receptor unit and the computer manager system within a distance that is within a range detectable by said transponder/receptor units and the computer manager system. | 12-08-2011 |
20110300945 | INTERACTIVE ELECTRONIC GAME RESULTS AS HEALTH INDICATORS - In one example, a portable patient computing device receives results of a plurality of gaming sessions of a patient using a local or remote interactive electronic gaming system. The portable patient computing device identifies a trend based on the game results, or passes the game results to a caregiver computing device for remote trend identification. After the portable patient computing device receives a result of a new gaming session of the patient using a local or remote interactive gaming system, the portable patient computing device either analyzes the newly received result using the identified trend, or passes the newly received result to the remote caregiver computing device for remote analysis, or both. A caregiver of the patient is notified according to a result of the analysis. | 12-08-2011 |
20110300946 | Interactive Gaming Via Mobile Playmaker - Systems and techniques relating to interactive gaming are described. A described system includes one or more site servers providing game instances to one or more devices in communication with the one or more site servers via a wired network, a wireless network, or both. The system includes a server system in communication with the one or more site servers; and one or more wireless mobile devices in communication with the server system. The server system can be configured to provide information about one or more of the gaming instances at one or more sites to the one or more mobile devices; receive, from the one or more mobile devices, an indication of a selected gaming instance of the gaming instances; relay gaming information between the one or more site servers and the one or more mobile devices; and provide gaming content and one or more gaming functions to the site servers. | 12-08-2011 |
20110300947 | Desktop Client, Client Platform And Game Entity In Desktop Multi-Person Network Game System - A desktop client in a desktop multi-person network game system is provided. The desktop client is divided into the client platform and the game entity; when a game changes, it is only needed to change a game logic and a game protocol in the game entity. | 12-08-2011 |
20110306426 | Activity Participation Based On User Intent - A method for enabling a user to participate in an activity in a processing device based on user intent is provided. The method includes receiving a wish list of intents from a user on a processing device. The wish list of intents identifies user intent to participate in one or more activities in processing device. A matching list of intents is generated for the user based on the wish list of intents. The matching list of intents includes at least one activity identified by other users such as users in the user's friends list that match an intent in the wish list of intents specified by the user. The activities may include one or more multiplayer games in the gaming system. A selection of one or more other users in the matching list of intents is received from the user. An activity trigger notification associated with the activity may be provided to the user and the other users based on the selection. | 12-15-2011 |
20110306427 | Method and System for Drafting One or More Players in a Fantasy Sport - Methods, systems and computer readable mediums are provided for drafting one or more players in a fantasy sport. In one method, a list of available players available for drafting to a user's fantasy team is retrieved from a data store. Each available player has an associated ranking. A first candidate player and a second candidate player are identified from the available players based, at least in part, upon a first and a second drafting criterion, respectively. A weighted ranking is computed for at least one of the first and the second candidate player using at least one weighting factor corresponding to the first and the second drafting criterion. One of the first and the second candidate player is selected as a drafted player based upon the weighted ranking. | 12-15-2011 |
20110306428 | METHOD OF AND SYSTEM FOR CONDUCTING MULTIPLE CONTESTS OF SKILL WITH A SINGLE PERFORMANCE - A method of and system for conducting multiple competitions of skill for a single performance are described herein. User generated competition groups and system generated competition groups allow users to participate in multiple competitions at once based on answering the same questions or making the same selections related to a single event. The users are informed of each competition either via email, text message or when logging into the network via a website. The users select which competitions groups to join. After joining the desired groups, the users then make their selections related to the event which are transmitted to the network where results are tabulated and transmitted back to the users. The results are separated based on each competition group, so that users can continually know where they stand in each separate competition. With multiple competition groups, users are able to have varying success from the same performance in multiple competitions. | 12-15-2011 |
20110312423 | Game Based Incentives for Commerce - The present disclosure generally relates to systems and methods directed to generating game-based incentives for users of online games to purchase goods in an electronic commerce system. | 12-22-2011 |
20110312424 | Peer to Peer Video Game Clip Sharing - The present invention provides a method, system, and program product for automatically sharing video clips of video game action. A video capture application sets game action triggers for video clip capture. The video sharing application automatically captures a video clip during a video game in response to triggering actions during playing of a game. The video sharing application automatically tags recipients. Then, the video sharing application automatically sends the captured video clip to the tagged recipients. | 12-22-2011 |
20110312425 | VIDEO GAME SYSTEM - A video game system includes a plurality of servers and one or more client terminals. Each server provides game information to the client terminal. The client terminal carries out information communication with the server in accordance with a protocol; carries out the video game on a zone on the basis of the game information; and carries out, in response to a request to change zones, zone changing processing. In the zone changing processing, the client terminal updates a valid flag indicating that the protocol for a current zone is valid to a state indicating that the protocol is invalid; determines whether there is the session information for a new zone or not; and updates the valid flag indicating that the protocol for the new zone is invalid to a state indicating that the protocol is valid in a case where there is the session information. | 12-22-2011 |
20110319169 | Mobile Device Interface for Online Games - The present disclosure generally relates games and applications in general and in particular to computer-implemented online games playable on mobile devices. | 12-29-2011 |
20110319170 | Systems, methods and techniques for safely and effectively coordinating video game play contests both on and off line - A game involves establishing a Wi-Fi connection for retrieving a template used to create a level for the game. A play test is conducted to determine if the created level of the game can be played. The created game level can be shared with other players and/or submitted as a contest for play and competition judging by other players. | 12-29-2011 |
20110319171 | SYSTEM AND METHOD FOR ONLINE FANTASY SPORTS MANAGEMENT - A system and method for online fantasy sports management enables users to negotiate and conduct sports transactions, such as trading players, signing free agent players to a contract, and waiving players from their contract, in accordance with the actual rules and regulations of the professional sports league being simulated. Users can participate as fantasy managers of sports teams, or as fantasy agents with a stable of players as clients. | 12-29-2011 |
20110319172 | GAME SYSTEM, GAME MANAGEMENT METHOD, AND GAME MANAGEMENT PROGRAM - This game system has an allocation unit ( | 12-29-2011 |
20110319173 | SYSTEM AND METHOD FOR COLLABORATION - Techniques are disclosed for facilitating a shared activity conducted by multiple participants via remote devices, particularly when there are more players then available remote devices. For example, the shared activity may be users playing electronic versions of a variety of card games or board games (or other game types). Users interact with a central device and one or more remote devices. The central device may be used to present “public” information on a central game play field—such as a game board, draw and discard piles, place cards, current scores, whose turn it is, etc. And the remote devices are used to present “private” game information to individual players—such as a player's “hole cards” or letter tiles. Further, users may make game choices and provide game input by interacting with the handheld device. | 12-29-2011 |
20110319174 | SYSTEM AND METHOD FOR CONFIGURING GAME DATA ABOUT PLAYERS - Information is shared among users in a system by the use of a service. The service receives information from at least two different game applications that each have a configuration file (defined with a common schema) that defines information from the game application to share with a service. An intermediary program executing on a computer that is also executing one of said game applications receives information from the application as defined by said configuration files and stores at least a portion of the information received from the application. At least a portion of the information is sent to the service when the intermediary is in communication with the service over a network wherein the service provides information about a user of said at least two game applications based on information received by said service. | 12-29-2011 |
20110319175 | COLLABORATIVE ONLINE GAMING SYSTEM AND METHOD - A system, method, and computer program product for collaborative online gaming, including at least one of providing a central repository master browser system; providing an experience calibrated match-making service; providing a dynamic multiplayer server component auto deployment and aggregation system; providing a lobby centric simultaneous and collaborative client game play launching feature; and providing a video game screen over-layer technology giving users access to a control interface while inside a video game being played. | 12-29-2011 |
20120004036 | ONLINE GAMING WITH REAL-WORLD DATA - A method, system, and apparatus provide for online games integrating sensory data and/or gameplay data from a live game that was played with physical game elements. Sensory data and/or gameplay data from the original live game are recorded for delayed playback or streaming. Data from the live game is incorporated into an online game. A remote player is able to participate in the online game as if the remote player had been present at the, live game. The remote player may play the position/seat occupied by one or more of the original real-world players in the live game. In card games with individual hands of cards, the remote player receives cards as they were dealt to the same position/seat in the live game. The remote player can make strategic decisions that differ from those of the real-world player may affect the outcome of the game for the remote player. | 01-05-2012 |
20120004037 | ON LINE GAMING WITH REAL-WORLD DATA - In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and/or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and/or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position/seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino. | 01-05-2012 |
20120004038 | FAVOR TRACKING IN A SOCIAL GAME ENVIRONMENT - A video game allows players to gain various benefits from providing favors to other players. In certain embodiments of the invention, a player must perform favors for others before he can receive requested favors form others. Favors include, e.g., providing advice to another player, assisting another player in completing in-game activities, and loaning currency or in-game objects to another player. | 01-05-2012 |
20120004039 | Dual-Mode Program Execution - A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. The computing system is further configured to provide executable content of the computer program to the client over the communication network in parallel with the video stream. When a sufficient amount of the executable content has been provided to the client execution of the computer program is transitioned from the server to the client. The transition optionally includes communicating a state of the computer program from the server to the client. The executable content can be provided to the client in an order that is determined based on the state of the computer program. Those parts of the executable content deemed most likely to be necessary to support game play on the client are given priority. | 01-05-2012 |
20120004040 | Program Mode Switching - A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. The computing system is further configured to provide executable content of the computer program to the client over the communication network in parallel with the video stream. When a sufficient amount of the executable content has been provided to the client execution of the computer program is transitioned from the server to the client. The transition optionally includes communicating a state of the computer program from the server to the client. The executable content can be provided to the client in an order that is determined based on the state of the computer program. Those parts of the executable content deemed most likely to be necessary to support game play on the client are given priority. | 01-05-2012 |
20120004041 | Program Mode Transition - A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. The computing system is further configured to provide executable content of the computer program to the client over the communication network in parallel with the video stream. When a sufficient amount of the executable content has been provided to the client execution of the computer program is transitioned from the server to the client. The transition optionally includes communicating a state of the computer program from the server to the client. The executable content can be provided to the client in an order that is determined based on the state of the computer program. Those parts of the executable content deemed most likely to be necessary to support game play on the client are given priority. | 01-05-2012 |
20120004042 | Intelligent Game Loading - A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. The computing system is further configured to provide executable content of the computer program to the client over the communication network in parallel with the video stream. When a sufficient amount of the executable content has been provided to the client execution of the computer program is transitioned from the server to the client. The transition optionally includes communicating a state of the computer program from the server to the client. The executable content can be provided to the client in an order that is determined based on the state of the computer program. Those parts of the executable content deemed most likely to be necessary to support game play on the client are given priority. | 01-05-2012 |
20120009997 | INTERACTIVE ASYNCHRONOUS GAME OFFLINE PLAY ARCHITECTURE - In embodiments of the present invention improved capabilities are described for serving a computer game, comprising (a) receiving, at a server, a request from a client for prior game play data relating to another user's prior live game play; (b) retrieving the prior game play data and transmitting the prior game play data to the client; (c) causing the client to store the prior game play data such that the client can retrieve the prior game play data at a later time; and (d) presenting a multi-player game environment where a live gaming participant using the client can play against and have two-way interactions with an apparently live opponent, the apparently live opponent's interaction being based on the prior game play data. | 01-12-2012 |
20120009998 | METHOD FOR PROVIDING LOCATION INFORMATION OF GAME CHARACTER BY OPERATING WITH MESSENGER SERVER AND SYSTEM THEREOF - The present invention relates to a method and an online game system for providing position information of a game character in an online game, and more particularly, to a method and an online game system for providing position information of a game character in an online game by interworking with a predetermined messenger server. | 01-12-2012 |
20120009999 | UBIQUITOUS UNIFIED PLAYER IDENTITY TRACKING SYSTEM - Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities. | 01-12-2012 |
20120015734 | INTERACTING TOYS - There is provided a toy comprising: a processor ( | 01-19-2012 |
20120015735 | USES OF LOCATION TRACKING IN MOBILE DEVICES - In some embodiments, a computer-implemented method includes: detecting a plurality of wagering game machines in proximity to the mobile phone, and selecting a first of the plurality of wagering game machines with which to establish a connection. The method can also include requesting the connection with the first of the plurality of wagering game machines, and transmitting, from the mobile phone to the first of the plurality of wagering game machines, player account information for configuring a wagering game. The method can also include receiving, from the first of the plurality of wagering game machines, content indicating a result of the wagering game, and presenting, on the mobile phone, the result of the wagering game. | 01-19-2012 |
20120015736 | SOCIAL REQUIREMENT FOR ONLINE GAME ASSET ACQUISITION - Example systems and methods related to a social requirement for acquiring an asset, such as a reward, in an online game are presented herein. In one example, an online game for a plurality of players is hosted. Information describing a social network of friends of a player of the game is accessed. An asset is provided to the player based satisfaction of an acquisition requirement to acquire the asset. The acquisition requirement includes a social requirement that is satisfied by a new association of a predetermined number of friends of the social network of the player with the online game. | 01-19-2012 |
20120015737 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
20120015738 | PLAYER RECRUITMENT FOR ONLINE GAME REWARDS - Example systems and methods related to player recruitment for acquiring rewards in an online game network is presented. In an example, an online game for a plurality of players is hosted. A player of the game is provided an asset based satisfaction of an acquisition requirement that includes a social requirement satisfied by a new association of a predetermined number of people with the online game. | 01-19-2012 |
20120015739 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
20120015740 | ENHANCED REWARD ACQUISITION FOR ONLINE GAME BASED ON SOCIAL REQUIREMENT - Example systems and methods related to the acquisition of awards in a multiplayer online game based on a social requirement are presented. In an example, a player is provided with a first-level reward based on satisfaction of first acquisition requirement including at least one of an in-game asset requirement and a game state requirement. Also provided to the player is a second-level reward based on satisfaction of a second acquisition requirement including a social requirement that is satisfied by anew association between another person and the online game. | 01-19-2012 |
20120015741 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
20120015742 | DYNAMIC REQUIREMENT VARIATION FOR ONLINE GAME NETWORK ASSET ACQUISITION - Example systems and methods relating to dynamic requirement variation for asset acquisition in an online game are presented. In an example online game for multiple players, a plurality of parameters employed to identify players who qualify for a reward provided by the online game are accessed continually. A current acquisition requirement for the reward based on the plurality of parameters is updated continually. The reward is provided to at least one of the players responsive to satisfaction of the current acquisition requirement by the at least one of the players. | 01-19-2012 |
20120015743 | MOBILE DEVICE INTERFACE FOR ONLINE GAMES - The present disclosure generally relates games and applications in general and in particular to computer-implemented online games playable on mobile devices. | 01-19-2012 |
20120015744 | APPLYING PROXY ATTRIBUTES IN MULTIPLE GAMES - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a first game and a second game. The player controls a first player character in the first game and controls a second player character in the second game. The method accesses profile information of a friend of the player controlling a third player character in the first game. The method creates a proxy based on the third player character having multiple attributes based on the profile information of the friend of the player. A event outcome is determined based on an attribute of the first player character and at least one proxy attribute. Another game event outcome is determined based on an attribute of the second player character and at least one proxy attribute. | 01-19-2012 |
20120015745 | DISTRIBUTION OF BENEFITS IN A MULTIUSER GAME - Systems and methods to distribute benefits and detriments in a multiuser game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method accesses profile information associated with a friend of the player, who controls a second player character. A proxy based on the second player is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute. The game event outcome includes an in-game benefit or detriment that is distributed to the first and second player characters based on the proxy. | 01-19-2012 |
20120015746 | PROXY GENERATION FOR PLAYERS IN A GAME - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method further accesses profile information associated with a friend of the player. The friend of the player controls a second player character in the game. A proxy based on the second player character is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. The proxy is associated with the first player character. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute. | 01-19-2012 |
20120015747 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 01-19-2012 |
20120021835 | SYSTEMS AND METHODS FOR SERVER BASED VIDEO GAMING - A server based videogame system comprises a game authority configured to store the resources and scripts associated with a plurality of video games. Users can access the games, which are hosted by the game authority using various client devices. Only portions of a game are then served to the user's client device when the user is playing a game. The user's client device is configured to predict what resources will be need soon based on a game page provided by the game authority that lists all of the resources and scripts associated with the game. The client device can then request resources and scripts before they are needed in order to maintain game flow. | 01-26-2012 |
20120021836 | INFORMATION STORAGE MEDIUM AND GAME-PROVIDING SYSTEM - A server includes an acquisition section that provides a user with information about a virtual event area selected based on acquired current position information and position information linked to the virtual event area, the virtual event area being linked to position information that indicates a position within a predetermined range from an acquired current position, and stores the virtual event area as acquisition information about the user when an acquisition request for the virtual event area has been received, the virtual event area being linked to user identification information, a visit processing section that provides the user with information about the virtual event area having position information that indicates a position within a predetermined range from the acquired current position, based on the acquired current position information and the position information linked to the virtual event area, and receives a visit request, and a parameter calculation section that changes a result value or a predetermined game parameter of the user when a visit request for the virtual event area stored as the acquisition information about the user has been received from another user. | 01-26-2012 |
20120021837 | METHOD AND SYSTEM FOR REMOTELY DIRECTING A FISHING TOURNAMENT - A method for remotely directing a fishing tournament makes use of a data network over which participants transmit submissions indicating sizes of fish caught. The submissions may include digital images of fish, and size may be determined from a scale established using a reference object depicted in the image. The data network may also be used to register participants and provide them with tournament results. Participants may register for a fishing period, or multiple fishing periods of the tournament, and may be issued a code to be displayed in images of fish. Validation of entries may include an examination of metadata in submitted digital images. | 01-26-2012 |
20120021838 | Automatic Delivery of Digital Content to a Computing Device - Automatic downloading of digital content to a computing device is provided. Digital content that is available from a remote content server is checked to determine if any digital content matches criteria specified for downloading. If a match is found, and the user has not previously downloaded the digital content, or a previous version of the digital content, then the digital content is added to a download queue. The digital content specified in the download queue is transferred to the computing device. | 01-26-2012 |
20120021839 | APPARATUS AND METHOD FOR COPYING GAMING MACHINE CONFIGURATION SETTINGS - Disclosed is an apparatus and method for use in a casino gaming system where data concerning set-up configuration of gaming units may be copied from one gaming unit to another gaming unit. The data concerning gaming unit configuration may be copied via an external device, such as a smart storage device or a dumb storage device, copied directly between gaming units or copied via a network storage device of a network that interconnects gaming units. | 01-26-2012 |
20120028713 | Apparatuses, Methods and Systems for an Engagement-Tracking Game Modifier - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, the OBM may generate individual social-gaming activity timelines for a group of users within a geographical region using user online gaming pattern and social activity data. The OBM may calculate individual time-varying activity level graphs for the users, as well as an aggregate activity level graph. The OBM may identify an activity trough in the aggregate activity level graph, and an event in the geographical region corresponding to the activity level trough. Based on keywords corresponding to the event, the OBM may obtain product results from a product database. The OBM may identify a subset of the users whose individual time-varying activity level graphs include an activity level trough during the activity level trough in the aggregate activity level graph, and may provide an advertisement for a product from the product results for the identified subset of the users. | 02-02-2012 |
20120028714 | TRANSPORTING AND USING WAGERING GAME DATA - A wagering game system and its operations are described herein. In embodiments, the operations can include determining a connection of a portable wagering game player drive to a wagering game network. The operations can include determining a player preference regarding a focus of data to store and storing player experience data from the wagering game network according to the player preference. The operations can further include determining a request to disconnect the portable wagering game player drive from the wagering game network, securing the player experience data for transfer beyond the wagering game network; and presenting wagering game content using a computing device outside of the wagering game network using at least some of the player experience data from the portable wagering game player drive. | 02-02-2012 |
20120028715 | EQUALIZING DIFFERENT JACKPOT GAMES WITH FREQUENT PAYS - Two-way communications between casino games and diverse master controllers using a universal game module there between allows routing event messages with standard protocols. The universal game module with a computer processor, circuitry, connection ports, interfaces and protocols allows the communications by evaluating, prioritizing, polling and routing communications. A jackpot group of differing games is possible because the win cycles of the various games can be equalized. The volatility of the games in the group is increased by randomly segregating a percentage of the machines to be eligible to win the progressive jackpot for a limited time period. A life changing jackpot is thus payable for a variety of games in a casino on a relatively frequent basis. | 02-02-2012 |
20120028716 | HIEARCHICAL MULTI-TIERED SYSTEM FOR GAMING RELATED COMMUNICATIONS - A system, apparatus and method for gaming-related communications in a hierarchical multi-tiered system are described herein. In some embodiments, a method includes transmitting a master configuration from a central operations of a hierarchical multi-tiered system to a local gaming site having one or more gaming components. The method also includes receiving a selected configuration for one or more of the gaming components based on the master configuration. The method includes downloading the selected configuration to the one or more of the gaming components through the hierarchical multi-tiered system. | 02-02-2012 |
20120028717 | GAME APPARATUS AND STORAGE MEDIUM STORING A GAME PROGRAM FOR CONDUCTING DATA COMMUNICATIONS WITH A NETWORK - A game apparatus includes an input-output processor, and by following an instruction from the input-output processor, messages are transmitted and received with other game apparatus | 02-02-2012 |
20120028718 | INTEGRATING SOCIAL NETWORKS AND WAGERING GAMES - A wagering game system and its operations are described herein. In embodiments, the operations can include determining a wagering game player account and determining a social network account associated with the wagering game player account. The social network account can be associated with a social network. The operations can further include determining one or more applications from the social network that are associated with the social network account. The operations can further include integrating the one or more applications with a wagering game session for the wagering game player account. | 02-02-2012 |
20120028719 | GAME SYSTEM, LOBBY SERVER APPARATUS, AND GAME TERMINAL - A game system is provided. The game system has plural game terminals that can be used for a play of plural games and a lobby server apparatus. Each game terminal selects one of plural games based on an operation made to an operation unit by a player, and transmits selection data indicating a selection result to lobby server apparatus. Lobby server apparatus counts using the selection data the number of times selected for each game, and transmits, to each game terminal, based on the number of times selected, schedule data basically associating each schedule period with a game for which the number of times selected is the greatest in a count period corresponding to the schedule period. Each game terminal, based on the schedule data, outputs information prompting selection, in a schedule period, of a game corresponding to the schedule period. | 02-02-2012 |
20120028720 | ENVIRONMENTAL EFFECTS FOR NEAR WIN EVENTS - An establishment can coordinate devices (e.g., lights, speakers, displays) to enhance a game playing environment based on events detected in a network of wagering game machines. A system can be implemented that determines an environmental effect based on an event of a wagering game (e.g., a near win event), regardless of the particular wagering game developer/manufacturer. The system can determine the environmental effect to be created for an event at the wagering game machine, at a server, etc. A request for the environmental effect is then supplied to the process and/or machine that causes the devices to create the environmental effect. | 02-02-2012 |
20120034981 | Game system, game system control method and storage medium - Characters involved in an actual match during the match are extracted, a team strength value indicating a strength level of each team is calculated for each team based on ability values of the extracted characters, and a difference between the calculated team strength values of the respective teams is calculated. When the team having a lower team strength value than the opponent wins the match, a privilege corresponding to the difference between the team strength values is granted to this team. | 02-09-2012 |
20120040761 | Game-Based Incentives for Location-Based Actions - The present disclosure generally relates to systems and methods for providing game-based incentives to users of online games as a reward for performing actions at physical locations. | 02-16-2012 |
20120040762 | COMPATIBILITY ADAPTER AND COMPATIBILITY PROCESSING METHOD - A compatibility adapter configured for connection to an external connection terminal of a new-generation game device is provided. An old-generation processor unit is a processor unit compatible with the processing function of an old-generation game device. When it is determined that the type of a recording medium storing application software is for the old-generation game device, a hub receives data, which has been input to the new-generation game device, from the new-generation game device via the external connection interface. Data extracted from a received packet is supplied to the old-generation processor unit and processed accordingly. The hub supplies the processed data to the new-generation game device via the external connection interface. | 02-16-2012 |
20120040763 | GAME-BASED INCENTIVES FOR LOCATION-BASED ACTIONS - The present disclosure generally relates to systems and methods for providing game-based incentives to users of online games as a reward for performing actions at physical locations. | 02-16-2012 |
20120046108 | MULTIPLATFORM GAMING SYSTEM - A multiplatform gaming system comprises in combination: (a) a mobile communication device provided with circuitry suitable to communicate over one or more communication channels; (b) software provided in said mobile device to receive inputs from one or more sensors of the device, and to transmit control data relying on said inputs over a communication channel; and (c) a gaming platform provided with a display, which platform runs software suitable to receive said control data and to control the behavior of a game according to such control data. | 02-23-2012 |
20120046109 | SYSTEMS AND METHODS FOR ENABLING REMOTE DEVICE USERS TO WAGER ON MICRO EVENTS OF GAMES IN A DATA NETWORK ACCESSIBLE GAMING ENVIRONMENT - A method and system for micro-betting. Video of one or more portions of one or more macro-events can be displayed via a display screen associated with a remote computing device. One or more potential micro-outcomes can be identified within the event or events. Multiple and parimutuel betting options can be generated with respect to varying micro-outcomes within or part of the macro-event(s). Then, one or more micro-bets among the multiple and parimutuel betting options with respect to the micro-outcome(s) can be placed via the remote computing device in communication with a data network. The micro-bet(s) can be transmitted from the remote computing device for placement via one or more servers in communication with the data network. Additionally, data indicative of the multiple and parimutuel betting options can be displayed via the display screen of the remote computing device in association with the video of the event or events displayed via the display screen. | 02-23-2012 |
20120046110 | MULTI-PROCESS COMMUNICATION REGARDING GAMING INFORMATION - Various embodiments that may generally relate to mobile gaming, location determination, mobile devices, authentication, and so on are described. Various methods are described. Various apparatus are described. Further embodiments are described. | 02-23-2012 |
20120046111 | METHOD AND APPARATUS FOR LINKED PLAY GAMING WITH COMBINED OUTCOMES AND SHARED INDICIA - The invention includes a system and method for providing linked play via gaming and other devices wherein players may share and combine outcomes or parts thereof. In some embodiments, a casino server registers a group for linked play and a group objective and format are established. The linked play commences according to the group format on the gaming devices while the casino server, or another device, concurrently facilitates interaction between the group members operating the gaming devices. During the interaction, players may combine outcomes in an attempt to win group prizes. The linked play is terminated according to the group format and a determination is made by the casino server whether the group objective has been achieved. Prizes are awarded via the gaming devices if the group objective was achieved. | 02-23-2012 |
20120046112 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR PROVIDING GROUP EVENT WITH INDIVIDUAL GROUP EVENT ELIGIBILITY TIMERS - A gaming system and method which provides a community group event to a plurality of players at a plurality of the gaming devices in the gaming system. Each gaming device participating in the group event is associated with an individual group event eligibility timer. Such individual group event eligibility timers regularly decrement based on time and may increment based on one or more aspects of the player's gaming experience, such as wagers placed. If the individual group event eligibility timer associated with a gaming device participating in the group event lapses before the conclusion of a group event timer or mode, that gaming device is eliminated from the group event. Upon the conclusion of the group event, a group event award is shared amongst the players at the remaining or non-eliminated gaming devices (i.e., the gaming devices associated with individual group event eligibility timers with any amount of remaining time). | 02-23-2012 |
20120058826 | MULTI-PROCESS COMMUNICATION REGARDING GAMING INFORMATION - Various embodiments that may generally relate to mobile gaming, location determination, mobile devices, authentication, and so on are described. Various methods are described. Various apparatus are described. Further embodiments are described. | 03-08-2012 |
20120058827 | SYSTEM AND METHOD FOR SELECTIVE DISTRIBUTION OF INFORMATION - A system and method for selectively updating remote devices is described herein. A method incorporating at least some of the present teachings may include, for example, receiving a communication from a client application executing on a remote device. The communication may indicate a condition of a game character being played in a massively multi-party online game. The method may also include developing a filtered manifest that includes a list of files needed by the client application and associated with the condition. A portion of the collection may be identified for communication to the client application, and communication of the portion may be initiated. | 03-08-2012 |
20120058828 | HYBRID NETWORK SYSTEM AND METHOD - A hybrid network system and method is used for incrementally upgrading a gaming system from legacy equipment to broadband equipment while maintaining the capability to support the assets and functionality of both legacy gaming devices and networks and modern gaming devices and networks. The hybrid network system enables new gaming devices and networks to coexist in the same system as existing, legacy gaming devices and networks, and thereby upgrade components as resources and availability allow. The hybrid network system enables the addition of modern devices and networks having new capabilities while continuing to support legacy equipment that is currently in use. | 03-08-2012 |
20120064974 | Web application that allows one million players to engage simultaneously in prize-oriented tournaments - There is provided a web application and/or software enabling one million users to engage in real-time tournaments that center around trivia and/or entertainment-oriented animations, graphics, text and videos. The web application accepts up to one million players in increments of 100 participants per web page and selectively places Internet users in 10 rows, categorized by Internet connection speeds. The tournaments consist of 1, 2 or 3 rounds with two segments in each round. The web application will record the first correct answer from one participant in a row of ten participants. Each winner [profile image] will be highlighted in his/her row and move on until one winner is identified. The web application will provide a chat area, video player, web cam features and private request chat interactions before each game start time. | 03-15-2012 |
20120064975 | Add-on Management Systems - A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client. | 03-15-2012 |
20120064976 | Add-on Management Methods - A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client. | 03-15-2012 |
20120064977 | Method and Device for Entertaining Using a Mobile Entertainment Environment - A method and device for entertaining event attendees involves transporting a mobile electronic environment to an event location and providing event attendees temporary authorization to access to the mobile entertainment environment. At the conclusion of the entertainment, temporary authorization and access is revoked. For storage, electronic equipment can be removed from the entertainment environment and placed in a secure location. At each entertainment station attendees can play games using one of several gaming systems and their corresponding peripherals. Large video displays and audio equipment enhance the experience at each entertainment station. Interactive gaming can be experienced among multiple players at a single station, among players at different stations, or by connected to the internet for interactive play with remote players. Additional features include exterior video displays, stabilizers to minimize motion sickness within the trailer, and a video controller for providing master control of all of the video displays. | 03-15-2012 |
20120064978 | GAMING DEVICE AND METHOD FOR WIRELESS GAMING SYSTEM PROVIDING NON-INTRUSIVE PROCESSES - A gaming peripheral for a gaming machine is described. The gaming peripheral can be configured to emulate the functions of a lighting device, such as a candle. The gaming peripheral can be configured to provide enhanced gaming features such as 1) enhanced networking capabilities, 2) enhanced peripheral device monitoring and upgrade capabilities, 3) enhanced player monitoring and security capabilities 4) enhanced gaming function capabilities and 5) enhanced player reward capabilities. The enhanced gaming features can be provided in a non-intrusive manner such that regulated software executed on a gaming machine does not have to be altered. | 03-15-2012 |
20120064979 | LOCAL GAME-AREA NETWORK METHOD - A local game-area network includes a plurality of gaming devices and local game-area servers. Each local game-area server is associated with a corresponding gaming device. Each local game-area server in the local game-area network is operatively associated with every other local game-area server in the local game-area network. Additionally, one of the local game-area servers is a host local game-area server while the remaining gaming devices and associated local game-area servers are clients. Furthermore, the host status of the host local game-area server moves dynamically to an available local game-area server in the local game-area network in response to the host local game-area server becoming non-operational. | 03-15-2012 |
20120064980 | INTRA-OFFICE REGULATORY COMPLIANCE TESTING SYSTEM - A regulatory compliance testing system permits a gaming machine ( | 03-15-2012 |
20120071244 | ENTERTAINMENT DEVICE AND METHOD - An entertainment device operable to connect to a first on-line virtual environment comprises a group membership selector operable to select members of a group of entertainment devices connected to a first on-line virtual environment comprising a plurality of connected entertainment devices, a server evaluator operable to evaluate a plurality of servers of a second on-line virtual environment according to one or more criteria whilst the entertainment device is connected to the first on-line virtual environment, a server selector operable to select at least a first server of the second on-line virtual environment based upon the evaluation whilst the entertainment device is connected to the first on-line virtual environment, and a storage arrangement operable to cause the storage of server selection data defining the selected server. | 03-22-2012 |
20120071245 | Method and Apparatus for Gaming Reward Platforms - Method and systems for providing online gaming to a plurality of players through a network, such as the Internet is disclosed. A server enables the plurality of players on remote terminals to access a game application in the memory in the server through the network. A processor on the server monitors the activity of each of the plurality of players while accessing the game application to determine an activity level of each of the plurality of players. It also compares the activity level of each of the plurality of players and causes a reward to be issued to one or more of the plurality of players based on the comparison of the activity level of each of the plurality of players. Various levels of rewards are contemplated. | 03-22-2012 |
20120077595 | TELEVISION INTERACTIVE GAMING HAVING A LOCAL STORAGE OF GAME PORTAL - A system and method for interactive gaming includes a central broadcast center transmitting signals over a first communications network, a gaming system residing within the central broadcast center, and users who access the gaming system via the first communication network. The gaming system provides a plurality of games that incorporate a scoring protocol that provides real time scoring data transmitting from the plurality of users back to the gaming system via a second communication network. The plurality of users may review the real time scoring data via the first communications network. | 03-29-2012 |
20120077596 | APPARATUSES, METHODS AND SYSTEMS FOR A LIVE ONLINE GAME TESTER - A method for testing a new feature of an online gaming application is provided. The method initiates with assigning each of a plurality of users to one of a test group and a control group. Each of the test group users is provided a gaming application including a new game feature enabled, and each of the control group users is provided the gaming application without the new game feature enabled. Gaming activity and social network activity of the test group users is evaluated to generate an evaluation score for the test group users. Gaming activity and social network activity of the control group users is evaluated to generate an evaluation score for the control group users. | 03-29-2012 |
20120077597 | Interactive Entertainment Devices Interchangeably Arrangable In Adjacent Manner - An entertainment device is configured to receive a limited range wireless signal from at least one other entertainment device when adjacently arranged in close physical proximity to at least one other entertainment device, and to responsively operate in a first mode or a second mode based on whether the other entertainment device is adjacent a first side or second side. In the first mode, the entertainment device initiates one or more wireless activation signals to control an audio/visual element of another entertainment device. In the second mode, the entertainment device receives wireless activation signals from another entertainment device to control activation of an audio/visual element of the receiving entertainment device. Each device is interchangeable between operation in the first mode of controlling at least one other entertainment device and the second mode of being controlled by another entertainment device based on position of one entertainment device relative to the other. | 03-29-2012 |
20120077598 | INTER-GAME COMMUNICATIONS IN MULTI-MACHINE GAMING SYSTEM AND METHOD - The disclosed system and method provide a dynamic and scalable gaming system in which a plurality of gaming machines are connected to a network switch. The gaming switch has two sets of data ports configured into two virtual local area networks (VLANs). The gaming machines are connected through their network interfaces to a first set of data ports of the network switch to form a first VLAN. The gaming machines are connected through their serial interfaces and serial-to-network adapters to a second set of data ports of the network switch to form a second VLAN. The gaming machines are configured to communicate with devices external to the gaming network through their network interfaces. The gaming machines are configured to communicate with each other through their serial interfaces. External and internal communications within the gaming network are segregated both at the device and network levels. | 03-29-2012 |
20120077599 | CHARACTERS INTERACTIONS IN A VIDEO GAME OR OTHER VIRTUAL ENVIRONMENT MANAGED BY AN AUTOMATED SYSTEM - In various embodiments, systems generate a video game or other virtual environment and player characters in the video game can form different types of interactions and relationships. Some relationships provide benefits and/or obligations. The video game facilitates the monitoring, forming and terminating of various kinds of relationships. | 03-29-2012 |
20120077600 | MULTICASTING IN AN ONLINE GAMING SYSTEM - An online gaming multicast service system includes a set of interconnected multicast managers (MM | 03-29-2012 |
20120083342 | Dart system and method for enabling play between remotely located competitors - A system and method for allowing competitive dart matches between competitors remotely located from one another. Electronic or computerized dart stations at multiple locations are electronically coupled across a communications network such as the Internet. Visual communication from at least one camera at each location allows detailed monitoring of play at each coupled location. Statistics for all players are stored in a central database. Players may play against stored statistics of players, or may locate a player at a remote location and shoot against him. Multiple dart game formats and/or league formats may be stored and used for play. Because at least two cameras are provided at each dart station, captured video images therefrom may be analyzed using optional software features to help dart players improve their throwing skills. Video transcripts of complete dart games may be captured and reviewed for post mortem analysis by players at the conclusion of the game. | 04-05-2012 |
20120083343 | ONLINE GAME SYSTEM AND METHOD OF DATA RESOURCE HANDLING FOR AN ONLINE GAME - An online game system is capable of connection with a client through a communication network to provide an online game to the client. The online game system includes a gaming logic server cluster and a network resource server cluster. The gaming logic server cluster is configured for providing at least one of client login service, client account service, game logic operation service, game database service and data backup service related to the online game. The network resource server cluster is configured for providing data resources associated with gaming images of the online game to the client. | 04-05-2012 |
20120088584 | VIRTUALIZATION SYSTEM AND METHOD FOR HOSTING APPLICATIONS - A computer-implemented system for providing a virtualized application hosting environment comprising: a plurality of application/game servers each having a memory for storing application program code and data and a processor for executing the application program code and processing the data on behalf of a client; a virtualization service executed on each of the application/game servers, the virtualization service comprising a file redirection module for redirecting file system operations generated by the application program code to one or more virtualized file locations; and a registry redirection module for intercepting registry operations generated by the application program code and executing the registry operations on behalf of the application program code at one or more virtualized registry locations. | 04-12-2012 |
20120088585 | 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. | 04-12-2012 |
20120088586 | LINKABLE AND EXTENSIBLE VIRTUAL CHARACTERS - A method is provided of virtual gameplay with linked characters in a game environment. In an interactive game environment, a request is received to link a first player character with a second character. If it is determined that the first player character is qualified to be linked with the second character, a link is created between the first player character and the second character. The actions of the linked characters are then monitored in the game environment, and statistics are stored for at least the first player character. At least one statistic of the second character can be automatically increased or decreased as a function of at least one of the stored statistics. | 04-12-2012 |
20120094762 | ONLINE PROCESS FOR RECOMMENDING FRIENDS BASED ON GAME PLAYING HABITS - Recommending game-playing friends or buddies, including: receiving at least one of playing habits, behaviors, and preferences of online game players; selecting a subset of the online game players matching a set number of criteria of the at least one of playing habits, behaviors, and preferences that are similar or complementary; and recommending the subset of the online game players selected as matching a set number of criteria as game-playing friends or buddies. Keywords include improved game experience, social building, and community growing. | 04-19-2012 |
20120094763 | COORDINATING REAL-WORLD GATHERINGS TO PROMOTE ONLINE COMMUNITY - Coordinating real-world gatherings to promote an online community, the method including: encouraging participants of the online community to participate in a real-world gathering by providing incentives for the participants; promoting familiarity among the participants by providing and introducing online community titles of the participants at the real-world gathering; and providing online benefits or rewards to the participants for participating in the real-world gathering. Keywords include socializing in the real world, community building and bridging the gap between the game world and the real world. | 04-19-2012 |
20120094764 | WEB-BASED ADVERTISEMENT AND SWEEPSTAKES SYSTEM - The present invention generally relates to a web-based advertisement and sweepstakes system which allows users willing to interact with online advertisements to participate in free sweepstakes with the chance to win prizes. The web-based system may display advertisements, manage sweepstakes information, and apply sweepstakes rules to information received from participants in order to determine sweepstakes results. A participant may interact with the web-based advertisement and sweepstakes system simply by visiting a hosted website. The web-based system may be designed to prompt a participant with sweepstakes information, receive participant information in response to prompting the participant with sweepstakes information, retrieve sweepstakes rules from the memory, and apply the sweepstakes rules to the participant information to determine a sweepstakes result. | 04-19-2012 |
20120094765 | ASYNCHRONOUS INTERACTIVE GAME PLAY - This disclosure generally relates to systems and methods for executing asynchronous game play by a plurality of players in one or more game instances. | 04-19-2012 |
20120094766 | ASYNCHRONOUS INTERACTIVE GAME PLAY - This disclosure generally relates to systems and methods for executing asynchronous game play by a plurality of players in one or more game instances. | 04-19-2012 |
20120094767 | METHOD AND SYSTEM FOR ELECTRONIC GAME REAL WORLD INTERACTION AND ROLE PLAYING - Real world interactive role playing games (“RWIRPG”) is a new intellectual property aimed at revolutionizing the gaming industry. No longer will garners be forced to stay inside in order to play and socialize with other garners. The embodiments of the invention are aimed at creating an interactive “real world” gaming experience, placing a new emphasis on human interaction in order to advance electronic gaming. Utilizing the latest GPS/GPRS mapping technology and software, RWIRPG would be location-aware of the player and any other players of any particular game. Once two or more players of a particular game are within a predetermined radius of each other, that game would allow them to directly interact and socialize with each other. Primary gaming will involve aspects of role playing, player vs. player combat, real world awareness, and the ability to think outside of conventional games. | 04-19-2012 |
20120094768 | WEB-BASED INTERACTIVE GAME UTILIZING VIDEO COMPONENTS - One embodiment may include apparatus, methods and/or systems for providing one or more interactive experiences over a network, such as the Internet, wherein the experiences include one or more of audio, video data, applications, feature, functions or other forms of content. In one embodiment, the experiences are accessed by one or more websites that include a plurality of interactive features, such as those for an interactive game. The interactive experience may include one or more content segments presented to the participants through which a story including several scenes may be presented. The content segments may include applications which provide a desired functionality, such providing direction on a map or otherwise. Additional and alternative interactivity, such as online analytics relating to the content may be analyzed, emails, phone calls or other communications to participants and/or editors may be provided and other forms of during and/or post experience interactivity may be provided. | 04-19-2012 |
20120094769 | MOBILE GAMING DEVICES FOR USE IN A GAMING NETWORK HAVING GAMING AND NON-GAMING ZONES - Novel gaming networks, devices, and systems for enabling game play on wireless, mobile gaming devices based on the location of the device are described. A mobile gaming device can be used for wagering game play when the device is physically present in an authorized game play zone in a gaming environment and is used by an authorized and verified user. A gaming environment is divided into zones wherein a zone either allows wagering game play on a device or does not. A zone has multiple transmitters that transmit security signals that are detectable by a mobile device at all times while the device is in the zone. An appropriate wireless communication standard can be used to transmit the security signal, such as near-field magnetic communication. The device has at least one user identification and authentication mechanism to ensure that only an authorized user is using the device. | 04-19-2012 |
20120094770 | GEOGAME FOR MOBILE DEVICE - A geogame utilizes wireless devices to track the movements of the players. As players move, virtual tails are generated behind each player, and their locations are determined and geocast, via a wireless geographic broadcast protocol, to all players of the geogame. Each player observes all players movements and tail locations on his/her wireless device. Players can draw sketches utilizing their respective virtual tails and/or players can traverse courses which involve various types of terrain. Players can try to avoid virtual obstacles that can be generated within the game. Players can be provided weapons to shoot through boundaries and tails. | 04-19-2012 |
20120094771 | GAMING MANAGEMENT SYSTEM AND GAMING MANAGEMENT METHOD - A gaming management system including: a plurality of gaming management clients each associated with at least one of a plurality of venues; and a gaming management server adapted to store gaming management data for each venue and including a data access module arranged to control access to the data by each gaming management client so that a gaming management client can only access gaming management of a venue with which the gaming management client is associated. | 04-19-2012 |
20120094772 | SEPARABLE URL GAMING SYSTEM - A system and method for enabling one network to use the functionality of another network is provided. The system comprises a first network system having a first network functionality and a second network system having a second network functionality. A server connected to the second network system passes directions through the first network to enable a component connected to both the first network system and the second network system to perform a second network functionality. | 04-19-2012 |
20120100918 | REAL-TIME INTERACTIVE WAGERING ON EVENT OUTCOMES - Systems and methods for real-time interactive wagering on event outcomes are presented. Clients are first qualified and given wagering limits before being allowed to interactively wager on event outcomes. Event outcomes may be based on, for example, financial markets and indices, sporting and entertainment events, casino performances, and natural phenomena such as weather and earthquakes. Events on which wagers can be placed include both those with known and unknown outcome probabilities, and wagers can be a fixed-odds type or a spread-bet type. Wager transactions, including acceptances and confirmations, are executed in real time. Clients can customize displays of events on which they are authorized to wager. Real-time client credit management, automatic dealer hedging, automatic price-spread adjustments, and automatic client and dealer defined wagering limits are also provided. | 04-26-2012 |
20120108342 | GAME UNIT FOR ELECTRONIC DEVICES - A game unit for an electronic device. The game unit includes a tray adapted to receive the electronic device so that a display surface of said electronic device is in a horizontal position. The game unit also includes a plurality of input devices and a communication device that couples the input devices to the electronic device. Multiple users may provide input, individually or simultaneously, for the game through the input devices of the game unit. The game unit thus expands the number of players for a game operated by a portable electronic device. | 05-03-2012 |
20120108343 | METHODS, SYSTEMS, AND COMPUTER READABLE MEDIA FOR PROVIDING INTERACTIVE USER CONTROLLED POLICY - Methods, systems, and computer readable media for providing interactive user controlled policy are disclosed herein. One method includes, at a policy enhancement server (PES), receiving, from an application service provider, an indication that a user is eligible for enhanced network policy in response to the user accessing an application service provided by an application service provider. In response to receiving the indication, at least one attribute of a network policy associated with the user is enhanced. | 05-03-2012 |
20120108344 | GAME SYSTEM, PROGRAM FOR GAME SYSTEM AND INFORMATION RECORDING MEDIUM - The present invention aims at facilitating reconstruction of a party after game over to avoid wastefulness in time required for party construction. Moreover, the present invention aims at hastening user to reconstruct a party thus to improve real thrill of an on-line game. The present invention essentially relates to an on-line game system in which user of the game performs display on a display part so that resurrection points of other characters included within the party can be selected. In the present invention, since resurrection points of other characters included within the party can be also selected and restored, wastefulness in time required for gathering with each other around one location for the purpose of reconstructing a party can be avoided. Thus, it is possible to hasten reconstruction of the party. | 05-03-2012 |
20120108345 | NETWORK GAMING SYSTEM - A gaming system is disclosed that provides an opportunity to win a prize in response to game play, each game being played in exchange for monetary input. The gaming system includes a game server and a plurality of game units connected via a network. The game server stores one or more games. The game units each include a web browser. The game system enables a player to receive a prize at a game unit in response to winning game play. The gaming system enables game units to request games from the game server over the network. The games may be downloaded over the network from the game server to the requesting game unit to be executed at the game unit and to be displayed in one or more web browsers. | 05-03-2012 |
20120115611 | GAMING MACHINE RUNNING COMMON GAME - A plurality of gaming terminals provided in a parallel manner, a plurality of upper displays which are provided in a parallel manner independently from the gaming terminals and form a single common effect display screen, a plurality of display controllers controlling image display on the respective upper displays, and a center controller controlling the display controllers are provided. The center controller controls the display controllers so that the upper displays perform image display as one common effect display screen. | 05-10-2012 |
20120115612 | GAMING MACHINE RUNNING COMMON GAME - A plurality of gaming terminals each having a terminal display on which a plurality of symbols are provided, a plurality of upper displays forming a single common effect display screen which is constituted by gaming terminal areas corresponding to the respective gaming terminals, and a center controller are provided. When the common game starts, the center controller displays a common game start effect image on a common effect display screen and transmits a common game start effect image display command to the gaming terminals so that the common game start effect image divided for respective gaming terminal areas is displayed on the terminal display of each of the gaming terminals corresponding to the gaming terminal areas. | 05-10-2012 |
20120115613 | GAMING MACHINE RUNNING COMMON GAME - When a common game condition is established, at least one of the following games is run: a first common game in which a participating gaming terminal is able to win a bonus type more than once and a payout based on a unit payout amount corresponding to the bonus type that the gaming terminal wins is awarded to the gaming terminal; a second common game in which a participating gaming terminal is able to win a bonus type more than once and a payout based on the number of winnings is awarded to the gaming terminal; and a third common game in which one of the participating gaming terminals is able to win one of the predetermined bonus types and a payout is awarded to the gaming terminal which wins said one of the bonus types. | 05-10-2012 |
20120115614 | GAMING MACHINE RUNNING COMMON GAME - A plurality of gaming terminals each having a terminal display on which a plurality of symbols are lined up, a plurality of upper displays forming a single common effect image display screen constituted by gaming terminal areas corresponding to the respective gaming terminals, and a center controller are included. The center controller determines whether a common game is being run when an independent special game is started, and produces an effect in the gaming terminal area corresponding to the gaming terminal, only when the common game is not being run. | 05-10-2012 |
20120115615 | GAME BUILDER FOR MOBILE DEVICE-BASED GAMES - As described herein, mobile device games may be constructed via a website from customizable atomic rule-based units, and also supports the reuse and remixing of game components by a game creator, members of an online community, or by any other user. Once composed, the game can be played via player mobile devices, which send content to a server or a peer device that hosts the game rule statements, and can trigger distribution of new content, rules, or other information. | 05-10-2012 |
20120115616 | INTEGRATED ACTIVE CONTROL SYSTEM FOR MANAGING GAMING DEVICES - An integrated active control system includes gaming devices, a server, and a network connecting the server and gaming devices. The gaming devices include gaming terminals and gaming tables. The integrated active control system aggregates gaming transaction information from the gaming devices and determines, for example, the effectiveness of the gaming establishment's floor configuration. Based on this effectiveness determination, at least one of the gaming devices are instructed to change their configuration. Staffing information may also be considered and reconfigured. The integrated active control system further monitors and configures gaming chips. The gaming chips are programmable, and may store monetary chip value and chip identification information. The programmable gaming chips are monitored for tracking the wagers made with the chips as well as for detecting their location. | 05-10-2012 |
20120115617 | SYSTEM FOR TOURNAMENT ON-LINE GAME BY BATCH PROCESSING - A method for a tournament-type on-line game by batch processing includes generating an independent game turn determining both participants in each match of the game, to every participant; providing match information, which includes the game turn information, victory criterion information determined in association with the game turn information and allowing the participant to win in each match until stage K, and an input circumstance for inputting variable information, to a client of the participant; receiving variable information from the client through the provided match information; and operating all of the received variable information by batch processing to determine winners until stage K, wherein an operation result of the variable information received from both clients of each match is compared with the victory criterion information so that the participant having the victory criterion information identical to the operation result is determined as a winner of each match. | 05-10-2012 |
20120122584 | MULTI-FUNCTIONAL PERIPHERAL DEVICE - A system, apparatus, and method for communicating information between a gaming device and a portable electronic device using a multi-functional peripheral device associated with the gaming device are disclosed. The multi-functional peripheral device may include a sensor to detect sensory input from the user and/or the portable electronic device associated with the user to play a game of chance on the gaming device. | 05-17-2012 |
20120122585 | Peripheral Management Device for Virtual Game Interaction - In one embodiment, a peripheral management device may have a controller configured to communicate with a gaming machine and a portable electronic device. The controller may be configured to: (i) receive a peripheral data packet from a gaming machine processor, the peripheral data packet including at least one command; (ii) determine whether to process the peripheral data packet on at least one peripheral device of the gaming machine or at least one virtual peripheral device of the portable electronic device; (iii) generate an instructional data packet for the at least one virtual peripheral device if the peripheral data packet is determined to be processed on the at least one virtual peripheral device; and (iv) transmit the instructional data packet to the portable electronic device. | 05-17-2012 |
20120122586 | Franchise Mechanic for Interactive Social Games - A franchise game mechanic for use in an online social game that promotes interaction between users. | 05-17-2012 |
20120122587 | Social Supply Harvest Mechanic for Interactive Social Games - A supply harvest mechanic with a social fulfillment component for online social games. | 05-17-2012 |
20120122588 | SOCIAL INFORMATION GAME SYSTEM - A method to share challenges between users of a social game system is described. The method may include accessing relationship data reflecting a relationship between a first user and a second user, and accessing challenge data in a challenge database. Based on (1) the challenge data and (2) the relationship between the first user and the second user reflected by the relationship data, the challenge data is selectively communicated as part of a challenge about the first user to the second user, with the challenge forming part of a challenge game. | 05-17-2012 |
20120122589 | MANAGING FRANCHISE OBJECTS IN AN INTERACTIVE SOCIAL GAME - Systems and methods to manage franchise objects in an interactive social game are described. In some embodiments, a method permits a first player to access a virtual game environment of a second player. The virtual game environment being associated with the interactive social game. The method receives a selection of a franchise object from the first player and locates the selected franchise object in the virtual game environment of the second player. Further, the method locates a franchise headquarters object in the virtual game environment of the second player and associates the franchise headquarters object with the selected franchise object. | 05-17-2012 |
20120122590 | SOCIAL GAMING - In one embodiment, a system, apparatus, and method for social gaming may include a gaming machine configured to play a game of chance and produce game information. A social gaming server can be configured to communicate with the gaming machine, may establish a remote gaming session between the gaming machine and a user device, and may distribute the portion of the game information to the user device. | 05-17-2012 |
20120122591 | Gaming system with event substitution feature - According to one embodiment of the present invention, a system and method for conducting a wagering game on a plurality of gaming machines is disclosed. A first community event is triggered and two or more gaming machines from the plurality of gaming machines are selected to participate in the first community event. A second community event is triggered—prior to completion of the first community event and at least one gaming machine is selected from the plurality of gaming machines to participate in the second community event. The at least one gaming machine being different from the two or more gaming machines selected to participate in the first community event. A substitute-community-event award is provided to the at least one gaming machine without playing the second community event. | 05-17-2012 |
20120129608 | Network For Token-Based And Related Devices - The present network 10 enables an off-site subscriber 46 to monitor, analyze and alter on-site token-based and related devices without taking them out of service. A central application 20 presents output data from the on-site devices to an off-site subscriber in a useful form and sends input commands from the subscriber 46 to an on-site network interface appliance 18, which relays the commands to a transceiver 26, processor 28 and function monitor/controller 30 installed in the token system device. The transceiver, processor and function monitor/controller are programmed to make output data concerning the on-site devices available to the subscriber and to control selected functions of the device in response to the subscriber's input commands. The network could be added onto currently operating token based and related devices or installed in those yet to be produced. | 05-24-2012 |
20120129609 | FUNCTIONAL MODEL OF A PLAYING SYSTEM AS A METHOD FOR CARRYING OUT AN INTERACTIVE SMS GAME - The invention is the functional model of a playing system which is based on modern SMS cellular communications and computer technologies and is used as a method for carrying out an interactive game. The distinguishing feature of said invention is that a number of additional computer devices are introduced into a system of known devices used for carrying out a gaming process, so that owing to the operation of said additional devices the playing system acquires new essential features. Thus, winners are automatically defined synchronously with the gaming process, without waiting for the end of the game, with the aid of the synchronized operation of two additional devices ( | 05-24-2012 |
20120129610 | SYSTEM AND METHOD FOR INTEGRATING LIVE STATISTICAL DATA OF A REAL-LIFE EVENT INTO A REAL-TIME, ONLINE MULTI-PLAYER GAME - Certain embodiments of the present invention provide for a system and method for integrating live statistical data of a real-life event into a real-time, online mass multi-player game. The method includes receiving a first stat event corresponding to a first real-life event and determining whether the first stat event is related to at least one game. The method includes parsing the first stat event into a first game event if the first stat event is related to the at least one game. The method includes storing the first game event, retrieving the stored first game event, and processing the retrieved first game event to change a game state. The method includes communicating the game state to a client to update the client display. | 05-24-2012 |
20120135807 | GAME APPARATUS HAVING INPUT NAVIGATION FUNCTION AND ONLINE GAME PROGRAM - Input devices having different key structures are provided so as to selectively connect with a game apparatus. The game apparatus has means for discriminating a kind of the connected input device and storing its result, a memory for storing a key navigation table that sets keys to be operated with respect to action message delivered from a server, corresponding to kinds of the input devices, message display means for displaying the action message delivered from the server, and display means for displaying the key to be operated by the player corresponding to the discriminated input device as a guide icon by referring to the key navigation table when the action message is delivered. | 05-31-2012 |
20120135808 | Local Database Gaming System Techniques - A gaming system ( | 05-31-2012 |
20120135809 | ARRANGEMENT FOR BUILDING AND OPERATING HUMAN-COMPUTATION AND OTHER GAMES - A game description language is provided for human computation games, as well as a game platform or generator component that can generate the code base for the game. The game description language and schema framework can be used to represent the game logic and synchronization patterns of a human computation game. The automated code generation tool takes a file, e.g., a file made from the above game description language, or the like, as an input and generates a code base for the corresponding human computation game. These tools allow a prototype of a human computation game to be generated within minutes. | 05-31-2012 |
20120142422 | TERMINAL DEVICE, GAME CONTROL METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - In a network match game such as a ball game, to naturally reflect an intension of a user such as a player in the operation of an operation object such as a character, a storage unit ( | 06-07-2012 |
20120142423 | System and Method for Game State Reduction - Massively multiplayer network games are fast becoming prevalent all over Internet. Servers that support such network games demand huge computing and storage infrastructure. Storage associated with game servers store game related information as well game-instance related information. Game states provide all the information about a game being played and storing them provides an opportunity to continue the game after a pause. An effective representation of game states allows for reduced demand on the storage. An efficient approach for archiving of game states is discussed. | 06-07-2012 |
20120142424 | SCENARIO-BASED LOAD TESTING APPARATUS AND METHOD - Disclosed herein is a scenario-based load testing apparatus and method. The scenario-based load testing apparatus includes a packet analysis unit, a scenario creation unit, and a load generation unit. The packet analysis unit creates a virtual map and game grammar by capturing and analyzing packets sent between a server and a client. The scenario creation unit creates a scenario of a virtual user on the virtual map. The load generation unit generates a load by creating packet data corresponding to the virtual user in compliance with the game grammar and the scenario. | 06-07-2012 |
20120142425 | Legacy Game Download and Configuration - A system includes a download configuration host server coupled to an electronic gaming machine which, in turn, comprises an operating system. A method for configuring a legacy game application on the electronic gaming machine comprises the following steps. A downloadable package comprising a game image of the legacy game and a game descriptor file is generated. The downloadable package is communicated from the download configuration host server to the electronic gaming machine. The legacy game image is installed on the electronic gaming machine. The installed legacy game is configured by the operating system. The operating system simulates configuration of the installed legacy game by an operator in response to data in the game descriptor file. The installed legacy game is then enabled for game play. | 06-07-2012 |
20120142426 | Image Display System with Visual Server - An image display system with one or more client computers in selective communication with a visual server having image processing capabilities. The client computer generates image modifying data corresponding to a generated image, and transmits the data to the visual server. The visual server receives the image-modifying data, generates a modified image based upon the image-modifying data, and transmits the modified image as compressed data to the client. The client decompresses the modified image data and displays the modified image. In the system, the visual server and client can provide a sequential display of modified frames on client to support animation with complex 3-dimensional graphics. | 06-07-2012 |
20120142427 | MULTIGAME SELECTION - A gaming system comprises a gaming server, a plurality of gaming machines, and a communications system connecting each of the plurality of gaming machines to the gaming server. The gaming machines each have a display, player controls, a player tracking device, and a game processor which displays sequential game images of a game being played. Each game processor plays a game initiated by the player, where the game is one of a plurality of games available on the gaming machine and selectable by the player. Each gaming machine includes game selection means which displays a selection of games available on the machine for the player to play. The games offered for selection are ordered according to a ranking determined as a function of the player's past history of playing games and a history of games played by other players. | 06-07-2012 |
20120142428 | SYSTEMS AND METHODS FOR ONLINE, REAL-TIME, SOCIAL GAMING - Systems and methods for designing a social gaming platform in which participants compete to determine who best predicts the outcomes of conditions relating to activities at sporting events, TV shows, or other types of events. In a game, players compete with other players in the same group or in different groups via a gaming platform that employs a live digitized information feed from a contemporaneous event (while an event is currently in-progress) in addition to historical information relating to the event available from third party sources. Such information allow players (and also the system) to predict outcomes of conditions relating to activities at events, wherein such conditions are either user-contemplated, pre-stored in the system, or generated live (by the system or users). Additionally, embodiments of the present system utilize geo-location information to enable creation of user-groups based on the physical location of system users and social network affiliation of users. | 06-07-2012 |
20120142429 | COLLABORATIVE ELECTRONIC GAME PLAY EMPLOYING PLAYER CLASSIFICATION AND AGGREGATION - A method and system tracks, analyzes or sorts behaviors of user or players across a network to draw correlations from, or characterizations of, those user or players and identifies similarly characterized or mutually complementary user or players. For example, the method automatically obtains player data regarding interactions by each of multiple players with a multiplayer electronic game via each player's corresponding data processing device connected via the network. The method can then sort, classify or suggest additional activities, games, groups, or other different activities or actions for the players. | 06-07-2012 |
20120142430 | PARTITIONED ARTIFICIAL INTELLIGENCE FOR NETWORKED GAMES - Partitioned artificial intelligence (AI) for networked gaming. An exemplary system splits the AI into a computationally lightweight server-side component and a computationally intensive client-side component to harness the aggregate computational power of numerous gaming clients. Aggregating resources of many, even thousands of client machines enhances game realism in a manner that would be prohibitively expensive on the central server. The system is tolerant of latency between server and clients. Deterministic and stateless client-side components enable rapid handoff, preemptive migration, and replication of the client-side AI to address problems of client failure and game exploitation. The partitioned AI can support tactical gaming navigation, a challenging task to offload because of sensitivity to latency. The tactical navigation AI calculates influence fields partitioned into server-side and client-side components by means of a Taylor-series approximation. | 06-07-2012 |
20120142431 | DEVICE IDENTIFICATION - The system provides the capability of identifying the presence and location of network devices. During start-up, a device sends its MAC address out on the network. A local switch collects MAC and IP addresses for the devices connected to it. Periodically, the switch transmits raw Ethernet frames, USB packets, or TCP packets containing tables of devices and associated MAC/IP addresses. When a device receives information about another device, the device may attempt communication with that device. First, a verification procedure is used to validate the devices. Subsequently, communication is possible between the devices. | 06-07-2012 |
20120142432 | METHOD AND APPARATUS FOR AWARDING INDIVIDUAL OR GROUP POINT MULTIPLICATION - In use, the player would insert his or her player card at the EGM | 06-07-2012 |
20120142433 | System for streaming databases serving real-time applications used through streaming interactive - An apparatus comprising one or more servers of a hosting service server center and a RAID that stores geometry for objects of a complex scene. The RAID being coupled to the one or more application or game servers and being operable to interactively stream the geometry on-the-fly during real-time animation associated with running of a game or application on the one or more servers. The geometry is being streamed with substantially no detectable latency. | 06-07-2012 |
20120149472 | FANTASY SPORT TALENT SCOUT SYSTEM AND METHOD THEREFORE - Methods for a computer implemented fantasy sports game are described. A computer-implement fantasy sports game method provides data from a plurality of information sources related to one or more fantasy sports players. The data is weighted based on predetermined logic rules to produce a value associated therewith. The values are aggregated to provide a ranking of the one or more fantasy sports players. The ranked players are compared to players on a participant's roster and recommendations are made to the participant. | 06-14-2012 |
20120149473 | FANTASY GAME SYSTEM AND METHOD - A fantasy sports game device includes a memory configured to store a set of instructions and a processor configured to execute the set of instructions. The set of instructions cause the processor to receive a first fantasy lineup for a fantasy team. The fantasy lineup includes one or more players. The instructions further cause the processor to receive statistical information relating to each one of the players whereby the processor calculates a player point total for each player based at least in part on the received statistics. A fantasy team score for the first fantasy lineup may then be calculated by adding together the player point total for each player. The instructions further cause the processor to receive a subsequent fantasy lineup for a fantasy team where the subsequent lineup comprises one or more players, wherein none of the players of the first lineup are included in the subsequent lineup. | 06-14-2012 |
20120149475 | METHOD AND SYSTEM FOR MAKING AWARDS BASED ON THE TRAVELS OF AN ARTIFACT - In one aspect, the invention discloses an itinerant artifact in the form of a toy that embarks on travel to different places. Associated with the artifact may be a mission which includes at least one location/place that the artifact must travel to in order to be eligible for an award. | 06-14-2012 |
20120149476 | Method for user session transitioning among streaming interactive video servers - A method by which a streaming interactive video user session is handed off from one streaming interactive video server to another without noticeable disruption to the video stream or the user interactivity. | 06-14-2012 |
20120157211 | INCORPORATING TEAM CHALLENGES INTO VIRAL MARKETING OF A GAME - In a method of incorporating team challenges into viral marketing of a game, an initiator of a team challenge of an online social game is prompted to select a friend of the initiator based on an online social network of the initiator to become a helper of the initiator in completing the team challenge. Based on a detecting of the friend of the initiator agreeing to become the helper of the initiator in completing the team challenge, the helper of the initiator is prompted to select a friend of the helper of the initiator based on an online social network of the helper to become an additional helper of the initiator in completing the team challenge. A completion of the team challenge is detected. A reward is provided to the initiator of the team challenge based on the detecting of the completion of the team challenge. | 06-21-2012 |
20120157212 | REWARDING PLAYERS FOR COMPLETING TEAM CHALLENGES - In a method of rewarding players for completing a team challenge, an initiation of a team challenge by a player of an online social game is detected. Based on an online social network of the player, an option for the friend of the player to participate in the team challenge is generated. A completion of the team challenge by the player and the friend of the player is detected. A reward is provided to at least one of the player and the friend of the player based on the detecting of the completion of the team challenge. | 06-21-2012 |
20120157213 | DOWNLOAD PROGRESS MANAGEMENT GAMING SYSTEM - A modified form of the UDP multicast protocol is disclosed to implement a one-way download progress notification system between a server and one or more clients. The UDP multicast download progress notification system enables UDP messages to be sent only to registered clients, not broadcasted to all clients. This architecture minimizes network traffic and enhances system security, since only registered clients receive the UDP message. The configuration of the UDP multicast download progress notification system does not require the configuration of network devices in order to support a UDP multicast. Furthermore, any number of the clients may be on a different network domain than the DCM engine. | 06-21-2012 |
20120157214 | GAMING NETWORK - A gaming network is disclosed which includes point to point cabling infrastructure connectable to at least one first gaming machine and connectable to at least one second gaming machine. Each first gaming machine is arranged to communicate using a master/slave protocol, and each second gaming machine is arranged to communicate using a point to point protocol. The gaming network also includes an interface device having a communications bus connectable to a master/slave control device and to the point to point cabling infrastructure such that each first gaming machine is connected to the communications bus and is controllable by the master/slave control device through the point to point cabling infrastructure. The point to point cabling infrastructure is also connectable to a point to point control device such that at least one second gaming machine is controllable by the point to point control device through the point to point cabling infrastructure. | 06-21-2012 |
20120165100 | CROWD MOBILE SYNCHRONIZATION - The invention is directed to a system and method for providing a synchronized game display to a plurality of mobile communications devices which can be grouped according to one or more attributes. Game display messages are specific to each grouping and comprise dance moves, song lyrics or other instructions to users of the mobile communication devices. A synchronization mechanism is provided to synchronize the displays the groups of mobile devices. | 06-28-2012 |
20120165101 | Remote Gaming Systems - A remote gaming system, according to various embodiments, comprises: (1) a computer network; (2) a gaming device connected to the computer network; (3) a remote computing device connected to the computer network; and (4) a remote game play server that is adapted to facilitate communication between the gaming device and a remote computing device via the computer network. In particular embodiments, the remote gaming system is adapted to allow a user to play the gaming device via the remote computing device while the remote computing device and gaming device are in different geographical locations. During remote play, the system may lock one or more of the gaming device's controls (e.g., physical levers or buttons attached to the gaming device) to prevent local users from playing, or otherwise controlling, the gaming device using the gaming device's native controls. | 06-28-2012 |
20120165102 | DISTRIBUTED MULTI-PLAYER STRATEGY GAME - The present invention discloses a system for collaborative development of documents according to a method for collaboratively developing the documents. The method comprises the steps of: displaying on a computers pre-defined templates that assist corresponding users of each of the computers to formulate candidate documents on the corresponding computers; receiving, on the computers, information from the corresponding users of the computers, the information performing at least one of commenting on a document displayed on the corresponding computer, and amending a document displayed on the corresponding computer; The information received on one of the computers affects an associated document on all the computers; accumulating scores for each of the documents based upon the comments; and displaying summary information on the computers reflecting the scores, the scores ranking the candidate documents. | 06-28-2012 |
20120172130 | EVENT-BASED GAMING OPERATION FOR GAMING DEVICE - Embodiments of the present invention are directed to gaming devices and gaming systems that are configured to implement event-based gaming operations. Here, a gaming device includes a game event list that has game outcomes associated with each entry in the game event list. The game event list is generated before game play on the gaming device by selecting general game outcome types or specific game outcomes for each of the entries in the game event list. During game play, a game counter is incremented to a next entry in the game event list and an associated game outcome is displayed on the gaming device during the gaming event. | 07-05-2012 |
20120172131 | On-Line Virtual World Game - A method, enabled by a computer system, for providing a computer based on-line virtual world. Steps include receiving a unique code via an electronic network, the unique code being associated with a purchased physical items such as a doll, granting access to the virtual world based on the unique code, receiving user input, via the electronic network, sufficient to define characteristics and personality traits of an avatar in the virtual world that is associated with the doll, to move the avatar to one of a plurality of venues within the virtual world, to play a selected game at the one of the plurality of venues, and to control aspects of the selected game. Further steps include awarding certificates to the avatar upon attainment of predetermined levels within the selected game, awarding medals to the avatar based on information received via the electronic network from a user, the information being responsive to a series of questions posed to the user, and presenting any awarded certificates and medals via a Yearbook presentation subsystem that aggregates any awarded certificates and medals, and presents the same on a display for the user. | 07-05-2012 |
20120172132 | Content Synchronization - Described are methods, systems, and computer program products for synchronizing game content access to the broadcast of particular television content. A game, wherein a portion of the game is locked and inaccessible to a player of the game, is provided via a gaming network comprising one of an Internet network, a cable television network, or an interactive television network. An identifier is provided to a television program for broadcast, which is then viewed by the player. The player inputs the identifier, the identifier is validated, and, if the identifier is valid, the locked portion of the game is unlocked and made accessible to the player. | 07-05-2012 |
20120172133 | SYSTEM AND METHOD FOR MANAGING A VIRTUAL HOME GAME - A home game system and method for scheduling virtual home game in a home game club. Membership to the club is restricted and managed by the club manager. The number of home game clubs that a player can create, the number of games that are scheduled for a home game club, the number of players that may be granted membership in the home game club, and the number of home game clubs that a player may join may all be limited by predetermined thresholds. Members may have different levels of access to the home game system. Members with a lower level of access permission may have lower thresholds than members with a higher level of access permission and may not play in games with a higher level of access permission. Club rankings and game results may be tracked. | 07-05-2012 |
20120172134 | BROWSER MANAGER, GAMING MACHINE, GAMING NETWORK, AND SYSTEM - An integrated browser manager and networked gaming system that provides server based dynamic content onto a content display area of one or more gaming machines is disclosed. The system includes: a browser manager, one or more application servers connected to the browser manager by a server-to-server (S2S) server and S2S web service, and one or more gaming machines are connected to the browser manager by a game-to-server (G2S) server and G2S web service. The browser manager includes a user interface application and a core service, wherein the user interface application generates a user interface display on a user control station. Each gaming machine includes a network interface to receive external content from the application server via the browser manager, and a content display area for displaying the external content. | 07-05-2012 |
20120172135 | Gaming System - A method and a system for operating a gaming application in a computer based gaming system having a client gaming machine connected to a gaming server, wherein: a client module of a game application program is executed in the client gaming machine; game parameters are determined in response to player input signals and dependent on logical rules for the game defined in said client module; a server module of said game application program is executed in the gaming server in response to said game parameters being communicated to said server module; outcome parameters are determined depended on conditions for the game defined in said server module, dependent on said communicated game parameters and dependent on a random number generated in the gaming server. | 07-05-2012 |
20120178535 | INTERACTIVE PREDICTIVE GAMES FOR PLAY ON A DEVICE CONNECTED TO A COMMUNICATIONS NETWORK - Games for play on a device connected to a communications network are described. Each game allows players to make predictions about some future event or sequence of events by using their devices to enter information indicative of the players' predictions. For example, some games allow players to predict market behavior during a particular time frame with respect to particular products, services, commodities, etc. The players' predictions are scored and can be ranked for each game. All players are awarded zero or more payouts (e.g., points) that are placed into accounts for those players. A player can redeem accumulated payouts that are stored in his account for cash or other awards. | 07-12-2012 |
20120178536 | METHOD FOR INVITING USERS TO GAME THROUGH CHATTING IN MOBILE PLATFORM - The present invention relates to a method for inviting smartphone users to a game for smartphones using a social network among the smartphone users. According to the present invention, a user may invite another user to a game through a chat window, and thus it is possible to simply play a game together. | 07-12-2012 |
20120178537 | SYNCHRONIZING SYSTEM FOR GAMEPLAYING - The subject application describes an activity performed with or without a website, such as a game. The game can be played either when in contact with the website or when disconnected from the website. The game playing can be carried out for example on a mobile device. The game can be used to earn virtual cash on the website, when playing from the mobile device. The game can also be played when the mobile device is not attached to the website, in which case the points that are received are saved along with an encryption to avoid a user's improper increasing of the points. | 07-12-2012 |
20120178538 | GAME PROGRAM, STORAGE MEDIUM, GAME DEVICE AND GAME SYSTEM - In a game program for a multi-player game, when a player character receives damage and the strength level reaches a certain level, the player character goes into an extension state before death, in which the character is weakened but is able to recover. If a friendly player character performs a recovery action within a certain time from the weakened state having been reached, the player character in the weakened state recovers to a normal state. On the other hand, if the player character in the weakened state is attacked by an enemy character, or if the certain time has elapsed, the player character in the weakened state is caused to die and the game is ended. | 07-12-2012 |
20120184373 | APPARATUS AND METHOD FOR PROVIDING A GAME SERVICE IN CLOUD COMPUTING ENVIRONMENT - An apparatus and method for providing a game service in cloud computing environment. A method may be provided for providing a streaming game service using a plurality of cloud computing servers. The method may include receiving user inputs from at least one user equipments, executing and progressing at least one game program in response to the user inputs, capturing audio and video data as progress results of the executed at least one game program, and streaming the captured audio and video data to a respective user equipment. | 07-19-2012 |
20120184374 | Download and Data Transfer Gaming Method and System - A download and data transfer gaming method and system utilizes a hybrid peer-to-peer, segmented file distribution protocol to vastly improve the download capabilities of a gaming system by improving the upload cost burdened by the download host. The method and system redistributes this cost to the download clients by allowing clients on the gaming system to upload pieces of a file to each other. This method is much more redundant by eliminating the possibility of a client missing a download broadcast. The method alleviates this possibility of missing packets and bad data integrity by using SHA-1 verification of the file pieces. The benefits of the improved bandwidth capabilities enable the download of much larger files, thus enhancing the game play experience. | 07-19-2012 |
20120190454 | SYSTEM AND METHOD FOR BUILDING, CUSTOMIZING, MANAGING, AND PARTICIPATING IN AN ONLINE VIRTUAL WORLD OF BARS AND CLUBS CONNECTED TO SOCIAL NETWORKING SITES - A social networking game is themed around the customization of a virtual world of bars and clubs that allows players to interact with each other. | 07-26-2012 |
20120190455 | Interactive Entertainment Using a Mobile Device with Object Tagging and/or Hyperlinking - Systems and methods for an interactive game using a multi-functional hand-held personal mobile device, such as a smart phone or entertainment device use the smart phone or other mobile device to find and/or activate various effects and items in the real world, then connect those items and effects together to provide a purpose to finding the effects/items consistent with the game theme. Embodiments include themes related to a treasure hunt with items that may or may not respond to the player detecting or finding them. In other embodiments, the mobile device may trigger and activate multiple layers of videos, phone calls, internet access, texts, voiceovers, puzzles and numerous other actions and results tied into a complex gaming adventure. | 07-26-2012 |
20120190456 | SYSTEMS AND METHODS FOR PROVIDING AN INTERACTIVE MULTIPLAYER STORY - An interactive multiplayer game includes multiple user interfaces that enable multiple players to interact with the interactive multiplayer game. The game also includes a processor, in communication with the first user interface, that is arranged to i) provide a virtual world, ii) enable the multiple players to create multiple player characters in the virtual world, iii) provide an interactive story where the interactive story includes multiple events that define a story line of the interactive story and where the interactive story includes multiple character roles to be acted out during the interactive story, iv) assigns character roles to each of the multiple events, v) identifies player characters who are available to assume the character roles of an event, vi) assigns a player character to each of the character roles of the event, and vii) initiates the event once the player characters are assigned to the character roles for the event. | 07-26-2012 |
20120190457 | GAME SYSTEM AND GAME APPARATUS - A communication play is performed between a master machine and a slave machine. The slave machine can obtain an item according to the result of the communication play and the item is deposited to the master machine. After the communication play ends, if a cartridge is mounted to the slave machine and the master machine and the slave machine perform communication, the item that has been deposited to the master machine is delivered to the slave machine. | 07-26-2012 |
20120190458 | Computational Delivery System For Avatar and Background Game Content - Data defining an avatar is received over a network. A sprite sheet comprising a plurality of sprites is created, using the data defining the avatar. Each sprite includes a partial rendering of the respective avatar and at least one run-time parameter including a sprite attribute. A plurality of requests are received, over the network, for the avatar from a plurality of user applications. The data defining the avatar and the sprite sheet are transmitted, over the network, to each of the requesting user applications, enabling each respective user application to display the sprites in the sprite sheet and to set the run-time parameter associated with each of the sprites in the sprite sheet such that each respective sprite is thereby customized to the application. | 07-26-2012 |
20120196683 | SYSTEMS AND METHODS FOR DISTRIBUTED GAMING VOUCHER CONTROL - An input/output (I/O) device for use with a gaming machine includes a communication interface communicatively coupled to the gaming machine, a memory area, and a processor coupled to the communication interface and the memory area. The processor is configured to generate a code based at least in part on a unique machine identifier of the I/O device and store the code in the memory area. The processor is also configured to receive a verification request of the code from the gaming machine via the communication interface, and transmit a response message to the gaming machine via the communication interface, wherein the response includes a number of available credits available to a player. | 08-02-2012 |
20120196684 | COMBINING MOTION CAPTURE AND TIMING TO CREATE A VIRTUAL GAMING EXPERIENCE - A method for creating a virtual gaming experience without avatars is disclosed. The method described herein may be a computer-implemented software process. Conventional virtual games may require an avatar on a screen with which the player interacts. The present invention provides for the direct interaction between two or more players, without the need for a separate visual representation on a screen, or television. The two or more gamers may be within view of each other, thus obviating the need for a separate visual representation. The process described herein may use basic motion capture (using accelerometer technology) and timing to represent gaming maneuvers and situations to create a virtual gaming experience in real time. This way, people will be able to physically react to the other people and their actions and reactions involved in this experience. | 08-02-2012 |
20120196685 | SYSTEM AND METHOD OF USING DIRECTED ENERGY TO MONITOR OR MANIPULATE A GAMING DEVICE - A system and method for retrofitting an existing casino server and at least one server-based gaming machine in a room to make the gaming machine communicatively-interactive within a communication network (e.g., multi-media enabled), without the use of Wi-Fi, wherein there is an existing data/communication exchange (e.g., DSL) between the existing server and the at least one server-based gaming machine. The system includes a pair of network switches, where one is hardwired to the existing server and other is hardwired to the gaming machine or machines. A pair of data exchange relay nodes is communicatively connected to their respective switch and transmits/receives data up to Gigabits through a directed energy beam, such as an infrared laser beam. A security globe may be used to conceal the server side data exchange relay node(s) or the gaming machine-side data exchange relay nodes, or both. | 08-02-2012 |
20120196686 | ONLINE GAMING SYSTEM - A method of controlling a game program adapted to operate a game in a device is disclosed. The method comprises accessing configuration data defining one or more states or events which can occur at the device and which are not related to the game program, and specifying for each defined state or event a game action to be performed by the game program in response to the defined state or event. The occurrence of one of the defined states or events at the device is detected, and the game action specified in the configuration data for the detected state or event is performed in response to detection of the defined state or event. | 08-02-2012 |
20120196687 | COMMUNICATION HUB FOR VIDEO GAME DEVELOPMENT SYSTEMS - A video game development system for enhancing communications between development tools and video game platforms or running games. The system includes a communications hub module running on a computer or server and communicatively linked with first and second video game platforms to allow the communications hub module to forward messages to and receive messages from the game platforms. Memory accessible by the communications hub module stores communication data sets or libraries controlling communications with the game platforms. A video game development tool is provided in the system and is communicatively linked with the communications hub module. The development tool transmits messages formatted based on a client-side communications library defining communications with the hub module. The hub module receives the transmitted messages, generates game platform messages from the received messages based on the platform communication libraries, and forwards the game platform messages to the first and second video game platforms. | 08-02-2012 |
20120202598 | WEBSITE CONSTRUCTION FOR COMBINING ACTIVITIES IN VIRTUAL NETWORK WORLD WITH ACTIVITIES REAL WORLD AND THE METHOD FOR PERFORMING THE SAME - A website construction combining a virtual network world with real world includes a network station including a main server, a memory, and a communication network; a plurality of databases, at least one play and software being stored in the memory; a play database, a gamer database and a business provider database being stored in the memory; at least one gamer I/O unit being connected to the main server for registration and data communication; at least one business I/O unit being connected to the main server for registration and data communication; at least one business provider connected to the main server through the business I/O unit for registering a profile of the business provider to the business provider database; the main serves further comprising: a classifier; a role assigning unit; a play control unit; and a business communication unit. | 08-09-2012 |
20120202599 | GAMING SYSTEM AND METHOD PROVIDING A FANTASY SPORTS GAME - The present disclosure provides a gaming system and method providing a fantasy sports game. The gaming system enables a player to create a fantasy sports team associated with a sports league, select one or more athletes who play or have played in that sports league to include on the player's team, and enter the player's team into a competition against other teams. For each of the teams, for each of the athletes on that team, the gaming system determines a simulated performance of that athlete based on designated historical performance data and determines an athlete score of that athlete based on the simulated performance. The gaming system determines a total team score for each team. The gaming system determines which of the teams has the highest total team score, identifies that team as the winner, and provides one or more awards to the winning team. | 08-09-2012 |
20120202600 | Internet Scavenger Game - A system, method, and computer readable medium for playing a scavenger hunt game via an electronic network, such as the Internet. Players are enabled to search and find clues distributed amongst multiple electronic locations, such as Web pages, in order to reach a final objective. Clues lead each player from a starting uniform resource locator (URL) to a final URL. | 08-09-2012 |
20120202601 | WAGERING GAME COMMUNITY ENVIRONMENT - A wagering game community environment is described herein. In some embodiments, the environment includes a community server to provide services for a wagering game community. In some embodiments, the community server comprises a communications controller configured to receive communications from community terminals and to send the communications to wagering game machines. In some embodiments, the community server also includes a promotions controller configured to award promotional material to members of the virtual community based on their use of the community terminals, the promotional material being for use in wagering games available on the wagering game machines. | 08-09-2012 |
20120202602 | AUTOMATIC PLAYER INFORMATION GENERATION FOR INTERACTIVE ENTERTAINMENT - Automatic player profile generation may be implemented for an interactive online game in which one or more players interact via one or more client devices connected to a server device via a network. Information relating to game activity may be collected for the one or more players during one or more game sessions with the server device. One or more player statistics relevant to the game activity may be calculated for each of the one or more players during the game session based on the information relating to game activity with the server device. A player profile may be generated for each of the one or more players with the server. Each player profile may include the one or more player statistics for a corresponding one of the one or more players. | 08-09-2012 |
20120202603 | GAME SYSTEM AND COMPUTER PROGRAM - Provided is a game system capable of easily performing the second and subsequent matching processes of the game which is played in two or more rounds. The game system includes a center server and game machines that can be connected to the center server through a communication line, and executes a game played in rounds. In the game system, the center server performs matching on a predetermined number of game machines from the game machines in response to matching requests and gives the same session ID to the game machines which are matched first. Using the session ID, the matching is performed on each of the game machines to which the same session ID is given or on each of the game machines to which the same session ID is not given. | 08-09-2012 |
20120208641 | TOY OBJECT AND TASK-CONDITIONAL REWARD - In some embodiments, a method of distributing toy objects is provided. The method includes: providing a toy object and a task identifier, the task identifier identifying a task; receiving, via a website, task-completion input from a user; associating the user with a profile, the profile being associated with the toy object; updating the profile to indicate that the task had been performed; identifying reward criteria; determining whether the reward criteria was met; and, upon determining that the reward criteria was met, initializing distribution of a physical reward. | 08-16-2012 |
20120208642 | METHOD AND SYSTEM FOR CREATING A VIRTUAL WORLD WHERE USER-CONTROLLED CHARACTERS INTERACT WITH NON-PLAYER CHARACTERS - A method of providing an interactive virtual environment is provided. The method includes using a computer system to receive registration information, establish an account for a user and associating a virtual character with the account. In response to an interaction between the virtual character and a non-player character in the virtual environment, task information is served over the communication network for presenting the user controlling the virtual character with a request from the non-player character to perform a task. An invitation is received over the communication network inviting at least one additional virtual character to participate in performing the task. In response to receiving an acceptance of the task on behalf of the additional virtual character, task content is served over the communication network to allow both the virtual character and the additional virtual character to take actions to perform the task included in the request. | 08-16-2012 |
20120214597 | Methods And Systems For Providing A Challenge User Interface For An Enterprise Social Network - A method for providing a challenge user interface for an enterprise social network including users associated with an entity. The method can include receiving a request to select a specific challenge from a list of challenges a user is a participant and displayed on a user system associated with the user. Information associated with the selected challenge including points associated with an action can be obtained from one or more databases. The specific information can be transmitted to the user system for display. An action associated with the specific challenge can be received. A user profile associated with the user can be obtained from the one or more databases. In response to receiving the action, a total points parameter associated with the profile can be updated in response to receiving the action. The updated total point value can be stored in the one or more databases. | 08-23-2012 |
20120214598 | Methods And Systems For Providing A Challenge User Interface For An Enterprise Social Network - A method for providing a challenge user interface for an enterprise social network including users associated with an entity. The method can include receiving a request for a challenge leader board of users of the enterprise social network in response to a challenge being selected from a list of displayed challenges with the selected challenge having an associated point category. The challenge leader board can be based on users awarding challenge points to other users for challenges in the same point category as the point category of the selected challenge. In response to the request, challenge leader board information comprising an ordered list of users based on an amount of challenge points each user has been awarded in challenges in the same point category as the point category of the selected challenge can be obtained. The challenge leader board information can be transmitted to the user system for display. | 08-23-2012 |
20120214599 | Gaming System and a Method of Gaming - A method of community gaming comprising determining that a community game is to be conducted for one or more players of a plurality of linked gaming devices collectively offering at least two different base games, assigning to each of the one or more players, at least one of a plurality of assignable aspects of game play in the community game based on which of the at least two base games is played by each of the one or more players, and conducting the community game for said one or more players based on each assigned aspect of game play. | 08-23-2012 |
20120214600 | Gaming System and Method - “A player accesses a game terminal, which is networked to other game terminals configured to play standard games and game-in-games. The player initiates a standard game (e.g., lottery slot) on the game terminal. The game terminal receives a game initiation request for the standard game and starts a timer. Prior to expiration of the timer, the player may perform a predefined action (e.g., pressing a spin button) indicating that the player wishes to play a game-in-game (e.g., a “community prize” game). If the timer expires without the player performing the predefined action, (s)he is deemed ineligible to win an award associated with the game-in-game. However, in response to player performing the predefined action prior to the timer's expiration, the player is deemed eligible to win an award associated with the game-in-game, and the player participates in both the game and the game-in-game.” | 08-23-2012 |
20120214601 | UDP BROADCAST FOR USER INTERFACE IN A DOWNLOAD AND CONFIGURATION GAMING METHOD - A method for sending a notification message using a modified form of User Datagram Protocol (UDP) multicast notification system in a client-server architecture that otherwise allows only client initiated messages. The method includes: identifying information at a server that has potential for inclusion in a notification message, wherein the server is a Download and Configuration Management (DCM) engine; querying a database for one or more clients that have registered for a particular type of notification by a UDP broadcast processor; receiving identifiers for the one or more clients that have registered for the particular type of notification from the database; and sending notification to the one or more clients. | 08-23-2012 |
20120220374 | DOWNLOAD AND CONFIGURATION SYSTEM AND METHOD FOR GAMING MACHINES - The system and method allows a casino operator to re-configure one or more electronic gaming machines as part of a multicast. Where any reconfiguration requires a software package A and any dependent package B, a server is configured to combine as part of the multicast both packages A and B. The system and method also provides for scheduling reconfiguration though multi-casting. In the event any data packages are lost, corrupted or not received, those packages are repackaged and the data packets are re-sent as a multicast. | 08-30-2012 |
20120220375 | Fantasy Sports News Alert - A method of providing an on line service to fantasy sports players who own, draft or manage fictional teams of professional athletes which compete against each other where the service is notifying a fantasy sports manager of last minute near real time sports updates relating to football, baseball or basketball of breaking information/lineup change information. The information enables the fantasy sports manager to quickly make a change to the lineup of his/her team and the fantasy sport manager, upon receiving the breaking information about a change that has occurred that affects the fantasy manager's daily lineup can quickly make a change to his/her team lineup to obtain a competitive edge. | 08-30-2012 |
20120220376 | COMMUNICATION SYSTEM, INFORMATION PROCESSING APPARATUS, COMPUTER-READABLE STORAGE MEDIUM HAVING A PROGRAM STORED THEREIN, AND INFORMATION PROCESSING METHOD - A game apparatus | 08-30-2012 |
20120220377 | METHODS AND SYSTEMS FOR ASSEMBLY OF CREWS FOR FACILITATING EXECUTION OF SOCIAL GAME ACTIVITY - Methods for assembly and management of friends for crew participation in a social gaming program. One method includes providing a game activity within the social gaming program, and the game activity is identified as gated for crew participation. The method identifies parameters for assembly of friends to complete crew participation for the game activity that is identified as gated for crew participation. Then, querying data provided by the social networking system to analyze contact data of friends that are likely for crew participation, and sending an invite message to the friends that are likely for crew participation. The friends that are accepted are added as crew members for crew participation to complete the game activity. An in-game reward for each of the friends that are part of the crew participation is generated upon detecting completion of the game activity. | 08-30-2012 |
20120220378 | GAME INFORMATION CONSOLIDATION SYSTEM - A game playing information integration system is provided which is capable of objectively performing selection and/or settings according to preference of a player, and is capable of effectively making entry into market, based on a result of logical analysis of a gaming machine invoking demands of a player and a manger in gaming facility in a well-balanced manner. The system includes a plurality of gaming machine units and a server connected to enable communication with each of the gaming machine units. Each of the gaming machine units includes player identification information reading means, number-of-consumptions data output means, and number-of-payouts data output means. Gaming machine unit identification information is individually assigned to each of the gaming machine units. The server stores data storage means for storing each of number-of-consumptions data and number-of-payouts data in association with reception time data, player identification information, and gaming machine unit identification information. | 08-30-2012 |
20120225720 | Gaming System - A network-based gaming system includes a website hosted by a web server connected to the network, the website including a member login interface, a social graph application program interface (API), and at least one hyperlink to a multi-dimensional game served by a game server connected to the network and a social graph information reader accessible to the game server, the social graph information reader for identifying one or more players of the game by correlating identification information provided or known about the players with social graph data aggregated about the players, and a game configuration interface resident on and executable from the digital medium accessible to the game server, the game configuration interface enabling a member to configure rules pertaining to game and or game object recognition of, and treatment of certain players of the game determined to be friends of the member. | 09-06-2012 |
20120225721 | GAME DOSSIER FOR AN ADVISORY SERVICES NETWORK - Systems and methods are provided to maintain and operate a player-generated dossier within a gaming platform implemented as an advisory services network. Within the context of a serious game designed around a complex business problem of an organization, players can navigate a plurality of narrative scenes associated with pieces of evidence. A player, leveraging individuality, can select specific pieces of evidence to be included in a dossier. Further mechanisms are provided to enable the user to remove items from the dossier, add portions of evidence to the dossier, publish the dossier to other players of the serious game, and arrange items in the dossier according to a variety of ordering schemes. | 09-06-2012 |
20120225722 | CASCADING POINTS SYSTEM - Systems and methods are provided to maintain player scores within a gaming platform implemented as an advisory services network. Within the context of a serious game designed around a complex business problem of an organization, players can review and navigate a plurality of narrative scenes with associated evidence, extract items of evidence, participate in discussions, provide solution concepts, develop prototypes, and other related actions. A player can receive points for performing actions. In addition, the player can receive points for actions of disparate players when the actions of the disparate players are influenced by or reference actions of the player. | 09-06-2012 |
20120225723 | AUTOMATIC GAME COMPARISON AND RECOMMENDATION - Game players are connected to each other through comparisons of information associated with events in which the game players and their friends have competed. Competition information such as game play results, leader board positions, game attributes, and entitlements are used to compare players and players' friends to each other, and the comparison information is used to recommend additional events to the players in such a way as to enhance social networking and asynchronous game play among the game players and their friends in the game. | 09-06-2012 |
20120225724 | SYSTEM AND METHOD FOR FACILITATING GAMBLING TOURNAMENTS HAVING UPDATES IN REAL TIME - A system and method for facilitating gaming tournaments having updates in real time. In an illustrative embodiment, multiple clients running the game can connect with a server hosting the tournament. Each client pays a “buy in” and a seat for a game is allocated for the client when open. After each game outcome, tournament boards can be updated providing real time feedback. Because numerous games can exist within the tournament, the leader board can be updated frequently. The game can be implemented within social networking sites as well as casinos. | 09-06-2012 |
20120225725 | PACASPACEDEBRIS Environmental Gaming Protocol - One embodiment of a machine for the detection, tracking, and removal of 1-10 cm sized space debris is described. This machine utilizes a communications channel comprising both software and hardware in order to make use of information from the players of an augmented reality computer game, so as to combine this information with other information from a global network of tracking optical space debris sensors. This approach to solving the problem of 1-10 cm space debris has a number of advantages over prior art. Other embodiments are described and shown. | 09-06-2012 |
20120225726 | AUTOMATIC WAGERING GAME MACHINE LAYOUT MAPPING - Embodiments include a method comprising determining a layout pattern of a plurality of wagering game machines. The layout pattern indicates a plurality of locations within the layout pattern. Display of a representation of the layout pattern with highlighting of a first of the plurality of locations within the layout pattern is requested. Input at one or more of the plurality of wagering game machines in response to said high-lighting is requested. A first of the plurality of wagering game machines is mapped to the first of the plurality of locations based, at least in part, on the input being supplied from the first of the plurality of wagering game machines. | 09-06-2012 |
20120231888 | GAME CONTROL DEVICE, GAME PROGRAM, GAME CONTROL METHOD AND GAME SYSTEM - The game control device may include a storage unit, a first match-up executing unit, a character ability updating unit, and a second match-up executing unit. The storage unit stores an ability value of each player character. The first match-up executing unit executes a first match-up between two player characters in response to input of a communication terminal, and to determine a result of the first match-up based on the stored ability value of each player character. The character ability updating unit updates, based on the result of the first match-up, the ability values of the two player characters, and causes the storage unit to store the updated ability values. The second match-up executing unit executes a second match-up between player characters independently from the first match-up without input of the communication terminal, and determines a result of the second match-up based on the stored ability value of each player character. | 09-13-2012 |
20120231889 | Domain-Based Game Interfaces and Servers - A gaming platform is presented where various types of non-game domains can be incorporated into a game as a game component. Two or more domains, possibly a website, can become a territory within an online game where players cooperate or compete to dominate the website. The domains can be bridged or otherwise linked to form a game map topology, and allow movement of a player's units from one domain to another. The game space can be presented to players as an overlay in a browser allowing players to engage the game and browse domain content without necessarily affecting the underlying website. | 09-13-2012 |
20120231890 | SYSTEMS AND METHODS FOR PROVIDING FANTASY SPORTS CONTESTS BASED ON SUBEVENTS - Fantasy sports contests based on segments of a single sports event. A segment or subevent may be a portion of a single sports event. The users choose a roster of selections to form an fantasy sports contest team roster. Fantasy points are awarded to the user for the real-life performance of the selections on the fantasy sports contest team roster according to rules of the fantasy sports contest. In one embodiment, the user is presented with bonus questions asking for predictions on the outcome of real-life action during a subevent of the a televised competition. Fantasy points may be awarded to users making correct predictions. The bonus questions may supplement fantasy scoring from the users' team rosters, or may be presented as a stand alone interactive sports contest. | 09-13-2012 |
20120238366 | Robot Game for Multiple Players that is Remotely Controlled over a Network - An amusement system comprising a game field and a plurality of robots that are manipulated by a plurality of user interface controllers at a remote location relative to the game field. A network links each of the user interface controllers to one of the robots to cause the robot to perform at least one action. A video camera focuses on the game field to provide a streaming image of the game field through the network. A video display device at the remote location receives the streaming video image from the network and displays the streaming video image of the robots. A method of providing a game that involves controlling a plurality of electronically controlled mechanical robots over a communication network that provides streaming video from a streaming video system to the user interface controllers at a remote location. | 09-20-2012 |
20120244945 | METHODS AND SYSTEMS FOR UTILIZING GLOBAL POSITIONING INFORMATION WITH AN ONLINE GAME - We present a system and method for incorporating geolocation information into an online game to enhance the enjoyment of the online game. The geolocation of a player is communicated to the online game servers which modify the gaming environment of the player based on the player's current geolocation. If the player changes geolocation, the online game may modify the player's gaming experience as the player's geolocation changes. | 09-27-2012 |
20120244946 | Duty Free Gaming Rewards - A gaming machine including an interface unit configured to accept game play data from a player, and a controller coupled to the interface unit. The controller includes a processor and a memory, wherein the memory stores player tracking data and wherein the processor is configured to receive, via the interface unit, game play data for the player playing a primary game, initiate a play of a secondary game if a triggering event occurs, enable a player to select at least one of a plurality of different loyalty awards associated with the secondary game, determine an outcome of the secondary game, and issue a loyalty award based on the determined outcome of the secondary game. | 09-27-2012 |
20120244947 | MULTIPLE CONTEST SCORING WITH FLEXIBLE PREDICTION - Embodiments of the invention relate to hosting a competition on a computing device, wherein the competition allows participants to select a first set of predicted winners for a predetermined series of matches in a tournament and a second set of predictions for winners if one or more of the first set of predicted winners are eliminated earlier than predicted. The competition may be implemented in any suitable computing system environment, including, but not limited to, a web-based competition hosted on a remote server, a private or company-based competition hosted on a private or company computer. | 09-27-2012 |
20120244948 | Social Enablement of Mobile Casual Games Enabling Mobile Users to Connect Within and Outside Games with Other Mobile Users, brands, game developers, and Others Online, on Mobile Devices, and in Social Networks - A gamer engagement platform within games and social networks to engage gamers in novel ways during the game play and during interstitial periods between game level transitions to promote loyalty to games while exposing them gracefully the rewards and advertisements of brands and location based service providers with whom they are likely to have high affinity on just-in-time and just-in-location basis, whether the games are being played online or offline. Gamer can invite friends in platform and social networks for social game challenge across heterogeneous games. Brands, location based service providers, and game developers can conduct and track campaigns using the optimized points conversion engine and offer recommendation engine of the platform. Software code embedded in the games conducts campaigns during game play and interstitial times during game level transitions to convert game points earned into platform points that can be exchanged by gamer to redeem rewards in-game or later. | 09-27-2012 |
20120244949 | Interactivity Platform for Multimedia Transmission, Broadcast TV, Cable, Radio, and Live Events - The present invention relates generally to an interactivity platform for multimedia transmission, broadcast TV, cable, radio, and live events. More particularly, the invention encompasses an interactive program between a provider and a participant utilizing an event. The present invention is also directed to an interactive program between an event provider and a participant utilizing an event including the participant's input in response to a challenge from the event provider. The present invention is also directed to a novel reward and compensation system for both the event provider and the participant. The invention also allows the participants to interact with the event provider as an individual or as a group or posse. | 09-27-2012 |
20120244950 | SYSTEM AND METHOD FOR CROSS-PLATFORM AND CROSS-GAME VIRTUAL ASSET CREATION AND MANAGEMENT - A system for cross-platform virtual asset creation and management comprises a first computer game having a first set of virtual assets denominated in a first currency, a second computer game having a second set of virtual assets denominated in second currency and a gamer set of virtual assets denominated in a third currency. The games are accessible through a centralized server connected to a communications network. The system includes a currency exchange engine which permits the gamer to play a first game denominated in the first currency, win assets in that first currency and then exchange those assets for assets denominated in the third currency. Therefore, the gamer can play one game, win assets and then exchange the assets using the currency exchange engine for assets used on a second game and denominated in another currency. | 09-27-2012 |
20120244951 | NETWORK DELIVERY OF ENTERTAINMENT SOFTWARE - A system and method for preparing entertainment software for reduced network delivery time includes analyzing entertainment software to identify a first stage implementing a subset of the functionality of the entertainment software such that the first stage is deliverable to an entertainment platform across a network more quickly than the delivery of the entire entertainment software, and preparing the identified first stage for download, such that the identified first stage may be downloaded and used on the entertainment platform. | 09-27-2012 |
20120244952 | MOBILE PHONE GAME INTERFACE - Systems, apparatus and methods for enabling a mobile station to control a virtual world being executed on a console system are described. The method can include establishing a communication link between the mobile station and a console system, identifying user interface characteristics of the mobile station, and providing a game controller application to the mobile station, the game controller application being based on the identified user interface characteristics and configured to transform user interface inputs into game controller commands. The method can further include receiving signals containing data representing the game controller commands from the mobile station over the communication link and determining game results based on the received game controller commands. In one aspect, the system includes a controller application server storing multiple game controller applications for mobile stations characterized by different user interfaces. | 09-27-2012 |
20120252580 | SYSTEMS AND METHODS FOR FITNESS AND VIDEO GAMES - In some aspects, a system is provided that includes a plurality of mobile devices and an application on at least a first mobile device. The application is adapted to track position information regarding the first mobile device, communicate the position information to a web server, receive position information from the web server regarding other mobile devices within a predetermined distance of the first mobile device, and use the position information regarding the other mobile devices to affect one or more characteristics of a video game executed on the first mobile device. Numerous other aspects are provided. | 10-04-2012 |
20120252581 | GAMING APPARATUS AND SYSTEMS - Gaming apparatus, e.g. an Electronic Gaming Machine (EGM) ( | 10-04-2012 |
20120258805 | Systems and Methods For Compensating Leaders Within Online Games, Such As Massively Multiplayer Online Games - Computer systems and methods for: (A) identifying a leader within the context of an online game, the leader being associated with at least one follower within the context of the game; (B) determining one or more leadership metrics regarding the leader's effectiveness in enhancing a gaming experience of the at least one follower in playing the game; (C) determining, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader; and (D) communicating the amount of compensation to the leader and/or facilitating payment of the compensation to the leader. Suitable leadership metrics may be, for example: (A) the amount of revenue generated from the leader's followers; (B) the followers' rating of the leader; or (C) the length of time that the leader's followers subscribe to the game. | 10-11-2012 |
20120264520 | SYSTEM AND METHOD FOR PROVIDING BRANDED VIRTUAL OBJECTS IN A VIRTUAL ENVIRONMENT - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing branded virtual objects in a virtual environment are presented. A game instance of a computer-implemented multiplayer online game is generated, where the game instance is associated with a virtual environment of a player. A graphical user interface to the player is provided, where the graphical user interface displays at least one branded virtual object for selection by the player, and where the branded virtual object corresponds to a real-world brand. Selection and placement of the branded virtual object in the virtual environment by the player is monitored. The virtual environment of the player is updated to include the branded virtual object. | 10-18-2012 |
20120264521 | INTERNET FAMILY HISTORY GAME INTERACTING WITH DATABASES - An family history game in which progress is measured at least partially by a player's family history research. In some embodiments, the family history game may comprise a computer game that may be played online to facilitate interaction between a player and a database. The player may use avatars that represent real people, who may or may not be related to or otherwise associated with the player. The player may retrieve documents or other information from searching one or more online databases that include information about a real person who corresponds to an avatar used by the player. Multiple players may interact with one another in the family history game through online social media. User-provided content may be provided by the players and shared with other players of the family history game. | 10-18-2012 |
20120270661 | SELF-SERVE API FOR GAME MECHANICS TOOL - Game mechanics may be incorporated into a web site, mobile site, and/or app using an automated access, self-serve platform. A user interface may be generated based on input provided by or on behalf of a publisher of a site and/or app. The user interface may be configured to be incorporated with the site and/or app. An economy governing game mechanics associated with the user interface may be defined. The user interface may be provided for integration with the site and/or app. Integration of the user interface with the site and/or app may provide the game mechanics to the site and/or app. In some implementations, generating the user interface may include generating, at a gamification server, a widget configured to provide the user interface, the site and/or app being provided by a site server, the gamification server being separate and distinct from the site server. | 10-25-2012 |
20120277002 | METHODS, COMPUTER PROGAM PRODUCTS, AND SYSTEMS FOR INCREASING INTEREST IN A MASSIVELY MULTIPLAYER ONLINE GAME - One aspect of the invention provides a method of increasing interest in a massively multiplayer online game. The method includes providing the massively multiplayer online game on each of a plurality of shards and associating a list of accomplishments with each of the plurality of shards. Another aspect of the invention provides a computer program product comprising computer-usable medium having control logic stored therein for causing a computer to implement a method of increasing interest in a massively multiplayer online game. The control logic includes: first computer readable program code for causing the computer to provide the massively multiplayer online game on each of a plurality of shards and second computer readable program code for causing the computer to associate a list of accomplishments with each of the plurality of shards. | 11-01-2012 |
20120277003 | PLATFORM-INDEPENDENT INTERNATIONAL GAMING FRAMEWORK - A system for providing a platform-independent international gaming framework and a cross-language communication tool includes a localization module to localize a game experience within a multiplayer game environment, a communication module to translate communications of the plurality of users into a language associated with a client device and/or social network settings, and an interface for the platform-independent international gaming framework. The localization may be based on geographical locations, default language of the client device and/or social network profile, demographics, and personal information of the users. The localization may also include automatically loading one or more specific elements based on the localization criteria. In some example embodiments, the user may be enabled to create a virtual gaming venue based on predetermined criteria, which may be localized by the gaming framework based on user-related information and information associated with the location of the user. | 11-01-2012 |
20120283018 | METHOD AND APPARATUS FOR MANAGING A GAMING APPLICATION - A system that incorporates teachings of the present disclosure may operate, for example, according to a method for receiving a request to coordinate execution of a gaming application between a communication device and at least one device remotely located from the communication device, selecting a game rendering server from a plurality of game rendering servers according to a determination of at least one characteristic of the communication device, and instructing the game rendering server to transmit a stream associated with the gaming application responsive to determining that the communication device is unable to execute in whole or in part the gaming application from local computing resources of the communication device. The method can further include coordinating an exchange of first control information and second control information between the communication device and the at least one device. Other embodiments are disclosed. | 11-08-2012 |
20120283019 | SYSTEM AND METHOD FOR PROVIDING A PHYSICAL INDICATION OF AN OBJECTIVE MET IN AN ENTERTAINMENT PLATFORM - A method for enabling purchases of status items associated with an online virtual game is disclosed. The method involves: determining that a player of the online virtual game has achieved a first objective defined in the online virtual game, and informing an online store that the player has achieved the first objective. The online store is configured to allow the player to purchase a first status item for achieving the first objective. The first status item comprises a real-world indication that the player has achieved the first objective. The online store is configured to allow a particular player to purchase a particular status item associated with achieving a particular objective in the online virtual game that conveys that the particular player has, in fact, achieved the particular objective. The online store is configured to not allow the particular player to purchase the particular status item without actually having achieved the particular objective. | 11-08-2012 |
20120283020 | METHOD AND SYSTEM FOR PROVIDING GAME SERVICE USING USER INFORMATION - Disclosed is a method and system for providing a game service, acquiring information about a user from a server offering a social network service and using the acquired user information, in a game environment managing an entity group including one or more entities, in which the entity group is formed by receiving user information of a user, who is accessing the terminal, from a third party server and creating an acquaintance group of the user based on the user information, receiving a selection of the acquaintance group, and matching a record, which corresponds to the selected acquaintance, with entity included in the entity group. The game service is provided to a terminal of the user with reference to the entity group. | 11-08-2012 |
20120283021 | METRICS-BASED GAMING OPERATIONS - Methods and systems for metrics-based gaming operations are provided. Information concerning game play for each play may be received and stored. Such information may be used to generate certain metrics. The generated metrics, in turn, may be used to determine how to customize a game operation. Such game operations may include providing training to a player, matching a player up with another player or with a team, adjusting a game event, etc. | 11-08-2012 |
20120283022 | GAMING SYSTEM AND A METHOD OF MANAGING USAGE OF GAMING MACHINES - A gaming system is disclosed which comprises a plurality of gaming machines and a communications network arranged to facilitate communications to and from the gaming machines. Each gaming machine is arranged to implement a game, and to generate status information indicative of whether the gaming machine is vacant or occupied, and the system is arranged to display availability information derived from the status information indicative of whether at least some of the gaming machines are vacant or occupied. A corresponding method is also disclosed. | 11-08-2012 |
20120283023 | SETTING UP ON-LINE GAME SESSIONS OUT OF A GAME CONTEXT - A service that provides for setting up game sessions for a plurality of game players. A number of game players that each have a computing device capable of playing a computer game are linked together by the service. The service allows a player to set up a common game session so that a subset of the players can simultaneously start playing the game at the same level. Additionally, the service allows game competitions to be structured and played among a subset of the game players. | 11-08-2012 |
20120283024 | PRODUCTS AND PROCESSES TO FACILITATE FINANCING IN A VIDEO GAME - According to an embodiment, players can obtain funding to assist them in developing and creating virtual assets and game environments. In return the player can provide a benefit to the funding source. Funding sources include taxes, fees, licenses, bond issuance, loans, investors, commercial paper, convertible debt, bills, notes, debt issuance, promissory notes, venture capital, the issuance of private shares, transforming the game environment into a public company through an initial public offering, or through a follow on offering such as the issuance of common stock, preferred stock, and treasury stock. | 11-08-2012 |
20120289339 | SYSTEM AND METHOD FOR PLACING PLAYERS OF A MULTIPLAYER GAME IN A VIRTUAL WORLD - A system, computer-readable storage medium including instructions, and a computer-implemented method for placing players of a multiplayer game in a virtual world are described. Territory for a player of the multiplayer game is placed in the virtual world for the multiplayer game. Territory for at least one other player is placed adjacent to the territory of the player in the virtual world. The player is determined to have entered the territory for the at least one other player. At least one in-game task is assigned to the player based on an in-game state of the player and an in-game state of the at least one other player. | 11-15-2012 |
20120289340 | FANTASY SPORTS ROSTER MANAGEMENT SYSTEM AND METHOD - Disclosed is a system and method for an active roster of a fantasy sports team in a fantasy sports league. In one aspect, a server computer receives, over a network from a user computer operated by a user managing a fantasy sports team in a head-to-head fantasy sports league, an active roster of players, bench players, and an inactive roster of players. The inactive roster includes players that are assigned by the user to not accumulate points during a predetermined period of time and who cannot become bench players or part of the active roster during the predetermined period of time. The server computer determines points earned by each player of the active roster of the fantasy sports team. The server computer transmits to the user computer the active roster, the bench players, the inactive roster, and the points earned by each player of the active roster. | 11-15-2012 |
20120289341 | System for Playing Multiplayer Games - A computer system for playing multiplayer games comprises a first gaming server which runs multiple instances of a first game and to which is connected a first plurality of players, there being a minimum number of players and a maximum number of players for any instance of the first game; and a second gaming server which runs multiple instances of a second game and to which is connected a second plurality of players, there being a minimum number of players and a maximum number of players for any instance of the second game. The first gaming server is in communication with the second gaming server and through the second gaming server makes available instances of the first game for players from said second plurality of players to join. Thus, separate gaming servers can pool instances of games and players. | 11-15-2012 |
20120289342 | SYSTEM AND METHOD FOR PLACING PLAYERS OF A MULTIPLAYER GAME IN A VIRTUAL WORLD - A system, computer-readable storage medium including instructions, and a computer-implemented method for placing players of a multiplayer game in a virtual world are described. Territory for a player of the multiplayer game is placed in the virtual world for the multiplayer game. Territory for at least one other player is placed adjacent to the territory of the player in the virtual world. The player is determined to have entered the territory for the at least one other player. At least one in-game task is assigned to the player based on an in-game state of the player and an in-game state of the at least one other player. | 11-15-2012 |
20120289343 | MEDIA PLATFORM OPERATING AN INTERACTIVE MEDIA DISTRIBUTION PROCESS - A computer-implemented system and method is disclosed. The system or method provides a platform to enable a community of users to compete against each other in an effort to acquire certain assets. Each Asset has a value. The platform converts the asset value to the lowest common metric or point system, a.k.a digital currency. The currency can be used to buy, sell or trade Assets between users. Users can measure their net worth, in currency, against other users. Currency can be used to purchase merchandise from retailers, brands or Publishers. The platform has an inter-game communication and messaging platform. | 11-15-2012 |
20120289344 | ORGANIZATION, MANAGEMENT, AND EXECUTION OF TOURNAMENT COMPETITION WITH GEOGRAPHICALLY DIVERSE PARTICIPANTS - A distributed online billiards tournament allows players to compete individually in a one against many format at geographically diverse remote locations. | 11-15-2012 |
20120289346 | PRODUCTS AND PROCESSES FOR PROVIDING UPSELLS TO PLAYERS IN A VIDEO GAME - In an embodiment, a video game provides offers to players at particular times, such as in response to failed attempts by the players to accomplish objectives. For example, the video game can provide an offer to receive a particular virtual item (a virtual object or a virtual service delivered in the video game) in exchange for a particular price. Players can create the offers and have the video game deliver the offers to the appropriate other players. | 11-15-2012 |
20120289347 | METHODS, COMPUTER-PROGAM PRODUCTS, AND SYSTEMS FOR IMPLEMENTING A COLONIAL RELATIONSHIP IN A MULTIPLAYER ONLINE GAME - One aspect of the invention provides a method for implementing a colonial relationship in a multiplayer online game. The method includes: receiving instructions from a first entity to attack a second entity; determining whether the first entity's attack is successful; and if the first entity's attack is successful, establishing a colonial relationship between the second entity and the first entity, wherein a portion of production of the second entity is transferred to the first entity. | 11-15-2012 |
20120289348 | WEB BASED VIDEO ENHANCEMENT APPARATUS, METHOD, AND ARTICLE OF MANUFACTURE - Controlling an event in a virtual environment is disclosed. A video image from one or more video cameras is received. A video enhanced script is executed to display the virtual environment in a video display within a web browser. An event in the virtual environment is controlled based on the video image. The video enhanced script is configured to communicate with a web browser extension module. | 11-15-2012 |
20120295714 | COLLECTION OF MARKETING INFORMATION DEVELOPED DURING VIDEO GAME PLAY - A system and method for collecting marketing information related to a video game including a physical object such as a toy. The system includes a game console having a processor for executing instructions to conduct video game play using the physical object. During the game play, data related to the toy may be stored for on the physical object or game console and provided to a server for use in developing a marketing strategy for promoting a product. | 11-22-2012 |
20120295716 | WEB CLIENT DATA CONVERSION FOR SYNTHETIC ENVIRONMENT INTERACTION - Web client data conversion for synthetic environment interaction is described, including receiving a message at a synthetic environment server indicating occurrence of an event on a web client by a web application server configured to generate a transformed message from a first protocol format to a second protocol format, sending the transformed message from the web application server to a message bus using the second protocol format, translating the transformed message into a translated message, the transformed message being translated from the second protocol to a third protocol using a property class, sending the translated message from the message bus to the synthetic environment server according to the property class, and updating the synthetic environment using data included in the translated message, wherein the synthetic environment is updated in substantially real-time. In some embodiments, a method can include an implementing an application programming interface associated with a transactional server. | 11-22-2012 |
20120295717 | HOSTING MASSIVELY MULTIPLAYER ONLINE GAMING VIA MOBILE DEVICES - Systems and methods of organizing a massively multiplayer online game (MMOG) via mobile units are provided. Features of mobile units such as messaging and location based services are incorporated into the game to enhance the user experience. The MMOG provides social networking opportunities to players by associating players based on similarities such as shared interests and activities. These shared interests and activities can be determined based on associations of the players in other situations, such as disparate online games or websites. In addition, advertising content can be provided to players based on similar factors. In an example implementation, the MMOG comprises a game similar to the offline game of tag, wherein players can “tag” each other through in-game interactions via the mobile units. These interactions can be triggered based on players being a fixed predetermined distance from each other. | 11-22-2012 |
20120302350 | COMMUNICATION BETWEEN AVATARS IN DIFFERENT GAMES - Synchronous and asynchronous communications between avatars is allowed. For synchronous communications, when multiple users are playing different games of the same game title and when the avatars of the multiple users are at the same location in their respective games they can communicate with one another, thus allowing the users of those avatars to communicate with one another. For asynchronous communications, an avatar of a particular user is left behind at a particular location in a game along with a recorded communication. When other users of other games are at that particular location, the avatar of that particular user is displayed and the recorded communication is presented to the other users. | 11-29-2012 |
20120302351 | AVATARS OF FRIENDS AS NON-PLAYER-CHARACTERS - In accordance with one or more aspects, for a particular user one or more other users associated with that particular user are identified based on a social graph of that particular user. An avatar of at least one of the other users is obtained and included as a non-player-character in a game being played by that particular user. The particular user can provide requests to interact with the avatar of the second user (e.g., calling out the name of the second user, tapping the avatar of the second user on the shoulder, etc.), these requests being invitations for the second user to join in a game with the first user. An indication of such an invitation is presented to the second user, which can, for example, accept the invitation to join in a game with the first user. | 11-29-2012 |
20120302352 | COLLABORATIVE DIPLOMACY MECHANICS - A collaborative diplomacy mechanics system for an online game is described. A player selects an ally to be engaged in a combat mode of an online social game against an enemy. The profile of the selected ally is retrieved. An ally power up weapon is generated based on the profile of the selected ally. The ally power up weapon is applied against a combat unit of an enemy of a player in the combat mode. The ally power up weapon can also be applied on a combat unit of the player in the combat mode. | 11-29-2012 |
20120302353 | TARGET MAP AREA OF AN ONLINE SOCIAL GAME - A target map area system for an online game is described. A player selects a target map area of an online neighbor of an online social game. Reward information from the target map area resulting from a successful attack from the player in the target map area of the online neighbor is generated to the player prior to the attack. A result of the attack in the target map area of the online neighbor based on a profile of the player and a profile of the online neighbor is determined. An outcome on the target map area is generated based on the result of the attack. | 11-29-2012 |
20120302354 | ONLINE ASYNCHRONOUS GAME WITH PLAYER-MATCHING MECHANIC BASED ON GAMEPLAY CHARACTERISTICS - A player-matching mechanic selects users for an online asynchronous game where players specify moves at different times. Values from instances of the game are used to determine characteristics of the users including at least one of gameplay characteristics or chat characteristics. Users can be chosen for instances of the game by comparing values corresponding to these characteristics. | 11-29-2012 |
20120302355 | ONLINE ASYNCHRONOUS GAME WITH PLAYER-MATCHING MECHANIC BASED ON CHAT CHARACTERISTICS - A player-matching mechanic selects users for an online asynchronous game where players specify moves at different times. Values from instances of the game are used to determine characteristics of the users including at least one of gameplay characteristics or chat characteristics. Users can be chosen for instances of the game by comparing values corresponding to these characteristics. | 11-29-2012 |
20120302356 | ATTRIBUTE-DRIVEN GAMEPLAY - Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute. | 11-29-2012 |
20120302357 | METHOD AND SYSTEM TO FACILITATE INTERACTION BETWEEN AND CONTENT DELIVERY TO USERS OF A WIRELESS COMMUNICATIONS NETWORK - A system and method of creating affinity groups of portable communication device users, and distributing targeted content to said users is disclosed. The user affinity groups may be formed by comparing user profiles with each other or with a predefined affinity group profile definition. | 11-29-2012 |
20120309538 | PHYSICAL CHARACTERISTICS BASED USER IDENTIFICATION FOR MATCHMAKING - One or more physical characteristics of each of multiple users are detected. These physical characteristics of a user can include physical attributes of the user (e.g., the user's height, length of the user's legs) and/or physical skills of the user (e.g., how high the user can jump). Based on these detected one or more physical characteristics of the users, two or more of the multiple users to share an online experience (e.g., play a multi-player game) are identified. | 12-06-2012 |
20120309539 | SYSTEM AND METHOD FOR IMPLEMENTING TURN-BASED ONLINE GAMES - A system and method are described for initiating a turn-based game before the entire set of users to participate in the turn-based game have been identified. For example, a first user may initiate a turn-based game having a plurality of slots. In response, the first user is assigned to a first slot in the plurality of slots and the first user is allowed to take a turn in the turn-based game in the first slot before all of the other plurality of slots have been assigned to other users. One or more additional users are then matched to the first user based on a specified set of matching criteria and the new users are assigned to one or more additional slots in the plurality of slots. The additional users then take turns in the turn-based game according to their slots. | 12-06-2012 |
20120309540 | GAME NOTIFICATION SYSTEMS AND METHODS - Systems and methods to provide game notifications are described. In some embodiments, a method receives an identifier for a player of a first multiplayer game and obtains multiple notifications using the identifier for the player. The multiple notifications are associated with at least one other multiplayer game. The method further determines a display order for displaying the plurality of notifications in a user interface for the first multiplayer game. The multiple notifications are transmitted to a device associated with the player in the display order and displayed in the user interface for the first multiplayer game in the display order. | 12-06-2012 |
20120309541 | Online Shopping/Gaming - Provided are new approaches for providing a product based game. A host may receive a user selection of one or more products. The player may also rank the products. The host manages interaction with the player to provide game play. According to an outcome of the game, the host selects one or both of a product and a promotional offer, including discounts and communicates one or both of these to the user. Graphical representations of the one or more products selected by the user may be used as interface elements in a game interface. | 12-06-2012 |
20120309542 | COMPUTER-READABLE STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD - An exemplary game system includes a monitor for displaying a game image or a television program, and a terminal device having a camera, a microphone, and a loudspeaker. When a user is playing a game or viewing a television program by using the monitor, another user can have chat by using the terminal device. | 12-06-2012 |
20120309543 | ASSESSMENT INFORMATION GATHERING SYSTEM - An assessment information gathering system provides an assessment on content of a game with an operation in real-time when a player or a tester finds that the content of the game is “Good” or “Bad” during the playing of the game. Assessment information and operator guidance information input by the player is transmitted to a server. Game progressing processing, such as a virtual combat between a player character and an enemy character or the occurrence of an event, is executed in the server in accordance with a prescribed program based on the operator guidance information. Results of the game progressing processing are transmitted to the player. A game image obtained by perspective transformation of a virtual 3-dimensional space on a virtual screen is displayed on a display screen based on the results. | 12-06-2012 |
20120309544 | Method for Synchronizing Character Object Information by Classified Data Type - A method of synchronizing character information by data classification in an on-line game system is disclosed, which includes the steps of: transferring character information including position data, which is generated from a positional shift of a first user's character, or motion data, which is generated from a motional change of the character, to a second user; receiving the character information by the second user; determining a data type of the character information; and processing the character information with reference to the data type. | 12-06-2012 |
20120309545 | Mass Storage Repository for a Wireless Network - A video repository unit includes a plurality of disk drives arranged in a redundant array and circuitry to control writing/reading of video programs to/from the redundant array. A wireless transceiver receives video programs and transmits a selected video program to a remote viewer responsive to a request received by the wireless transceiver. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 12-06-2012 |
20120315992 | GEOGRAPHIC DATA ACQUISITION BY USER MOTIVATION - Architecture that motivates and utilizes users as the means for capturing geographical data of a desired location. The architecture incentivizes users (e.g., large numbers of mobile-phone and mobile-computer users) to provide the data in the form of geolocation information trails and images captured by user devices. Thus, users take multiple pictures, for example, and can validate existing coverage of specific points of interest based on variable needs of the requestor. One motivational technique is by using augmented reality (AR) games, which include shooting targets associated with the point of interest (e.g., a street). Thus, the game can be designed for the data accumulation, which includes visual data. Additionally, the architecture can determine the areas or points of interest for validation and/or additional coverage by comparing live video data to an image database to decide of the need for update. | 12-13-2012 |
20120315993 | MOBILE DEVICE GAMING IMPROVEMENTS - Disclosed in some examples is a method of providing a computer implemented game comprising: displaying one or more on-screen objects in accordance with the computer implemented game; accepting input from a user of the computer implemented game; responsive to receiving input from the user, updating the one or more on-screen objects according to one or more game rules using one or more computer processors; receiving a notification from a game server, over a network, that the user of the computer implemented game has completed a gameplay specific task in a second computer implemented game, wherein the second computer implemented game is provided on a separate platform from the computer implemented game; and responsive to receiving the notification from the game server, providing a reward to the user in the computer implemented game. | 12-13-2012 |
20120315994 | INTERACTIVE GAMING WITH CO-LOCATED, NETWORKED DIRECTION AND LOCATION AWARE DEVICES - An interactive game environment includes two or more co-located, networked, direction and location aware interactive game devices. The game devices share a common reference coordinate frame (e.g., a three-dimensional Cartesian coordinate frame). Each game device maintains its own device state (e.g., position, orientation, time) in the reference coordinate frame. Each interactive game device shares its device state with the other interactive game devices using communication technology (e.g., Bluetooth, Wi-Fi, cellular). Each interactive game device can use the device states of the other interactive game devices to project the relative positions and orientations of the other interactive game devices into a local, fixed coordinate frame of the interactive game device. These projections allow each interactive gaming device to know the position and orientation of the other interactive game devices in an interactive game environment defined by the reference coordinate frame. | 12-13-2012 |
20120315995 | METHOD FOR MANAGING IP ADDRESSES IN A NETWORK GAMING ENVIRONMENT - Disclosed are systems and methods for managing Internet Protocol (“IP”) addresses in a network gaming environment. The systems and methods comprise a plurality of electronic gaming machines, having one or more in-game network devices. In particular, an in-game switch is provided, which is configured to receiving an external IP address from a centrals DHCP server and to determine a scope of internal IP addresses associated with the one or more in-game network devices. Once the scope is determined, the in-game switch is configured to lease IP addresses from the address scope block to the associated in-game network devices. | 12-13-2012 |
20120315996 | SYSTEM FOR MANAGING IP ADDRESSES IN A NETWORK GAMING ENVIRONMENT - Disclosed are systems and methods for managing Internet Protocol (“IP”) addresses in a network gaming environment comprising a plurality of gaming machines, having one or more in-game network devices. In particular an in-game switch is provided, which is configured to receiving an external IP address from a centrals DHCP server and to determine a scope of internal IP addresses associated with the one or more in-game network devices. Once the scope is determined, the in-game switch is configured to lease IP addresses from the address scope block to the associated in-game network devices. | 12-13-2012 |
20120322560 | SYSTEM, METHOD, AND COMPUTER READABLE RECORDING MEDIUM OF REGISTERING FRIEND IN GAME - A method, a system and a computer readable recording medium for registering a friend in a game. The method of registering a friend in a game, performed by a game service platform server includes: registering at least a member as a game friend among members who have joined the game managed by the game service platform server, based on friend registration request information received from a user terminal; providing the user terminal with information on the game currently accessed by the member registered as a friend; and providing the user terminal with information needed to execute the game, in response to a receipt of game selection information indicating that the game friend has selected the currently accessed game from the user terminal. | 12-20-2012 |
20120322561 | LEADERBOARD SYSTEM AND METHOD - An entertainment device comprises means to obtain a set of GPS co-ordinates describing the location of the device, means to initiate reverse geocoding responsive to the co-ordinates to obtain a hierarchy of geographical names, means to request, from a leaderboard server, leaderboard data corresponding to one of the hierarchy of geographical names, and means to display some or all of the leaderboard. A leaderboard server comprises means to host multiple leaderboards either linked together according to a geographical hierarchy or each associated with a geographical name, means to obtain a hierarchy of geographical names generated by reverse geocoding, means to identify one or more leaderboards either in a hierarchical sequence corresponding to one or more of the geographical names or whose associated geographical name matches one or more of the geographical names in the hierarchy of geographical names, and means to provide to the client data of selected identified leaderboards. | 12-20-2012 |
20120322562 | GAME SYSTEM, GAME TERMINAL THEREFOR, AND SERVER DEVICE THEREFOR - The present invention provides a game system | 12-20-2012 |
20120322563 | Distributed Game Services - In some implementations, a local gaming machine is in communication with a remote gaming machine over a data network. A player input requesting a game application is received at the local gaming machine. The requested game application may be located at the remote gamine machine. It is determined whether the requested game application is available for execution on the remote gaming machine. In some instances, determining availability of the requested game application includes determining compliance with interface specifications, licensing specifications and/or jurisdictional specifications. When the requested game application is available for execution, an instance of the requested game application is reserved on the remote gaming machine. When the instance is executed on the remote gaming machine, output data is sent to the local gaming machine over the data network. In some instances, one or more game parameters can be captured from the received output data. | 12-20-2012 |
20120329559 | METHOD AND SYSTEM FOR ONLINE MOBILE GAMING - Method of executing online gaming application software is disclosed. In an embodiment, the method includes determining a client device platform associated with a client computing device. The method further includes executing, at a server computing device, an online gaming application software hosted in the server computing device, based at least in part on the determined client device platform. The execution is performed in such a manner that the results of the execution can be communicated to a user at the client computing device. The client computing device may be, for example, a mobile phone, a smart phone, a laptop, a palmtop, a personal digital assistant (PDA), or other similar mobile devices with limited processing and memory capabilities and resources. | 12-27-2012 |
20120329560 | GAME SUPPLY DELIVERY SYSTEMS AND METHODS - Systems and methods that deliver game supplies are described. In some embodiments, a method receives a request for in-game supplies from a first player in an interactive social game. The method presents multiple supply options where each supply option has an associated processing time. A supply option selection is received from the first player that indicates selection of one of the multiple supply options. A supply fulfillment invitation is distributed to a second player of the interactive social game. An in-game benefit is provided to the second player in response to acceptance of the supply fulfillment invitation. The first player is notified upon completion of the processing time for the selected supply option, which indicates availability of the requested in-game supplies to the first player. | 12-27-2012 |
20130005471 | SYSTEMS AND METHODS FOR GENERATING VIDEO HINTS FOR SEGMENTS WITHIN AN INTERACTIVE VIDEO GAMING ENVIRONMENT - Systems and methods for generating hints for a player with an interactive video gaming environment are provided. A plurality of videos from users is received at a remote server. Each of the plurality of videos includes a hint that corresponds to a different one of a plurality of segments within the interactive video gaming environment. An action relating to game play in the interactive video gaming environment is received at the remote server from player equipment. A determination is made as to whether the action is associated with one of the plurality of segments. In response to determining the action is associated with one of the plurality of segments, one of the plurality of videos that includes the hint that corresponds to the one of the plurality of segments associated with the action is selected. The selected one of the plurality of videos is transmitted to the player equipment. | 01-03-2013 |
20130005472 | METHOD AND SYSTEM FOR MODIFYING A FLOOR MIX OF A GAMING ESTABLISHMENT - A method and a slot floor mix recommendation system for use with a server-based gaming network are provided. The system includes a memory device, a processor in communication with the memory device, and at least one data acquisition network. The system further includes a plurality of electronic gaming machines (EGM), at least some having dissimilar manufacturers, makes, models, and attributes communicatively coupled to the at least one data acquisition network, at least one historical data repository, a gaming machine recommender configured to determine a composition of themes available for selection on each of the plurality of EGMs using a relative performance of each available theme compared to each other available theme over at least one historical period and with respect to at least one attribute, and a reporter configured to output the determined composition. | 01-03-2013 |
20130005473 | CLAN WARS - A method of implementing clan wars is disclosed. An incentive reward is generated that is to be provided to at least one member of a group of users of a game networking system based on the group exercising a level of influence over a location during a time period that is greater than a level of influence of an additional group of users over the location during the time period. It is determined that the group exercised the level of influence over the location during the time period. The incentive reward is provided to the at least one member of the group based on the determining that the level of influence exercised by the group is greater than the level of influence of the additional group over the location during the time period. | 01-03-2013 |
20130005474 | INTEGRATING CLIENT DEVICES INTO A GAME NETWORKING SYSTEM - A method of integrating client devices into a game networking system is disclosed. A location of a client device of a user of a group of users is enabled to be detected by a game networking system. A notification is received from the game networking system of an incentive reward to be provided to the user based on the group of users performing a set of tasks at the location within a time period. The notification is displayed in a user interface of the client device. | 01-03-2013 |
20130005475 | ENABLING USERS TO TRANSFER VIRTUAL ITEMS BASED ON THEIR LOCATIONS - A method of enabling users to transfer virtual items based on their locations is disclosed. A presence of a player of a computer-implemented game at a location is detected. A presence of an additional player of the computer-implemented game at the location is detected. The player is enabled to transfer a virtual item to the additional player based on the detection of the presence of the player at the location and the detection of the presence of the additional player at the location. | 01-03-2013 |
20130005476 | ACTIVE SOCIAL NETWORK - A communication analysis system for an online game is described. A communication history among players of the online game is retrieved. Communication tracking metrics are generated based on the communication history of the players of the online game. A retention analysis is performed with the communication tracking metrics to determine retention of players of the online game. A retention recommendation is generated based on the retention analysis. | 01-03-2013 |
20130005477 | FRIEND RECOMMENDATION SYSTEM FOR A COMPUTER-IMPLEMENTED GAME - Social network information of a player of a computer-implemented game is accessed to analyze a social interaction of the player with other players from the social network information to recommend other players of the social network of the player to further communicate with. A recommendation of other players is generated to the player based on a frequency of the social interaction. A selection of players from the recommendation is received from the player. A communication message is generated to the selected players. | 01-03-2013 |
20130005478 | FRIEND RECOMMENDATION SYSTEM BASED ON AN ACTIVE SOCIAL NETWORK - Social network information of a player of a computer-implemented game is accessed to identify active players from the social network information. The active players each have a minimum number of reciprocated communications with the player within a time range. A recommendation of players is generated to the player based on the identified active players. | 01-03-2013 |
20130005479 | FRIEND RECOMMENDATION SYSTEM BASED ON A NON-ACTIVE SOCIAL NETWORK - Social network information of a player of a computer-implemented game is accessed to identify non-active players from the social network information. The non-active players each have a minimum number of unreciprocated communications with the player within a time duration. A recommendation of the recommended players is generated to the player based on the non-active players. | 01-03-2013 |
20130005480 | CLAN WARS - A method of implementing clan wars is disclosed. An incentive reward is generated that is to be provided to at least one member of a group of users of a game networking system based on the group exercising a level of influence over a location during a time period that is greater than a level of influence of an additional group of users over the location during the time period. It is determined that the group exercised the level of influence over the location during the time period. The incentive reward is provided to the at least one member of the group based on the determining that the level of influence exercised by the group is greater than the level of influence of the additional group over the location during the time period. | 01-03-2013 |
20130005481 | METHOD AND SERVER SYSTEM - When a game situation has satisfied a participation situation condition, a posting site is accessed, and a message that includes participation URL address for another person to participate in the game is automatically posted to the posting site. Another person can participate in the game played by the player by accessing the participation URL address included in the message. A participating character that has been automatically generated appears in the game played by the player. A game screen that shows the state of the game in which the other person participates is displayed on a terminal of the other person. | 01-03-2013 |
20130005482 | TECHNIQUES FOR CONTROLLING GAME EVENT INFLUENCE AND/OR OUTCOME IN MULTI-PLAYER GAMING ENVIRONMENTS - Various aspects described or referenced herein are directed to different methods, systems, and computer program products for facilitating and/or enabling user controllable granularity in multi-player gaming environments for enabling a user (e.g., Target Player) to selectively allow/prevent game event influence/outcome by other players and/or groups of players participating in a multi-player game. At least a portion of the game event influence/outcome techniques disclosed herein may be operable to provide event influence/outcome functionality for facilitating user controllable granularity in multi-player gaming environments for enabling individual players of that game to granularly and selectively control the degree and/or type of influence other players of the game may have on game event outcomes relating to the game being played by that individual player. | 01-03-2013 |
20130005483 | SYSTEM AND METHOD FOR MANAGING PERSONNEL AND RESOURCES IN GAMING ESTABLISHMENT - Disclosed is a system and method for managing personnel and resources in a gaming establishment. An information processor with access to a database provides a user interface that includes an employee module, a shift-scheduling module, a pit defining module, a table defining module, and a game defining module. Further, a scheduling module operates to assign a game to a respective area, and to assign a table in a respective area, and further to assign a shift to the game and is still further operable to assign an employee to the shift. The respective assignments occur as a function of the electronic game information, the electronic pit information, the electronic shift information and the electronic employee information, respectively. | 01-03-2013 |
20130005484 | LOCATION-BASED GAMING WITH GAME TOOL - A player utilizing a mobile electronic communication device and a physical game tool may engage in location-based gaming. The mobile device can execute a program to enable the player to play a game. The physical game tool is physically manipulable by the player and also capable of determining its physical location in the physical world. The mobile device can receive from a server data pertaining to a virtual gaming object associated with a target object location that is based, at least in part, on the physical location of the physical game tool; cause a display device of the player to display the virtual gaming object at a virtual location within the game corresponding to the target object location; and cause the display device to update the virtual gaming object based on changes of the location of the physical game tool. | 01-03-2013 |
20130005485 | VIDEO GAME SYSTEMS AND METHODS - Example systems and methods relate to a video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world. Movements and actions of each game character are controlled in accordance with respective first game character control operations during the playing of the video game. If one of a plurality of conditions is satisfied by one of the players, the one player's game character is protected from harm in the game world. Movements and actions of the protected game character are controlled in accordance with a second game character control operation. The protecting of the one player's game character is stopped in response to one or more protecting stopping conditions, whereby the game character is again controllable in accordance with the first game character control operation. | 01-03-2013 |
20130005486 | SYSTEM AND METHOD FOR WIRELESS GAMING WITH LOCATION DETERMINATION - In accordance with the teachings of the present invention, a system and method for wireless gaming with location determination are provided. In a particular embodiment of the present invention, the system includes a gaming server; a wireless network at least partially covering a property, the wireless network comprising a plurality of signal detection devices; and a gaming communication device operable to transmit and receive gaming information to and from the gaming server via the wireless network. A location of the gaming communication device on the property may be determined based upon a signal received by the plurality of signal detection devices from the gaming communication device. Based upon the location of the gaming communication device on the property, a predetermined functionality of the gaming communication device may be enabled. | 01-03-2013 |
20130012323 | SYSTEMS AND METHODS FOR CONFIRMING ASSISTANCE REQUESTS IN ELECTRONIC GAMING MACHINES - The invention provides systems, methods and devices for confirming a service request in a gaming machine, which includes, among other things, a service request signal actuator for transmitting a service request signal relating to a service request, a service request data interface for transmitting a service request verification query for presentation on the display, detecting the input response to the service request verification query, determining whether the input response either is a verification of the service request or a negation of the service request, and terminating the transmission of the service request verification query responsive to the determination of that the input response received is a negation of the service request. | 01-10-2013 |
20130017889 | System for Optimizing Processing Capacity for a Group of Gaming Applicances Engaged in Play of an Online GameAANM Kozlov; SemenAACI Palo AltoAAST CAAACO USAAGP Kozlov; Semen Palo Alto CA US - A network-connected system serving digital games includes a game server having a first software application executing from a non-transitory physical medium coupled to the server, the server serving a digital game to individual ones of network-connected digital appliances, and distributed client software applications executing from non-transitory physical mediums coupled to the network-connected digital appliances. The client software applications monitor local processing capability for real-time processing of served objects and effects, communicate capability information to the game server, and the game server serves objects and effects compatible with a higher level of processing capability or objects and effects compatible with a lower level of processing capability depending on the capability information communicated. | 01-17-2013 |
20130017890 | SYSTEM AND METHOD FOR PROVIDING ENHANCED SERVICES TO A USER OF A GAMING APPLICATION - A system for providing enhanced services to users of a gaming application comprises a server and a platform remotely coupled to the server. The server executes a gaming application. The platform receives a request for enhanced services, and establishes an enhanced services session with a user of the gaming application in response to the request for enhanced services. The enhanced services session corresponds in time at least in part with the execution of the gaming application. The platform further provides enhanced services to the user of the gaming application during the enhanced services session. | 01-17-2013 |
20130023344 | GAMING SYSTEM, A GAMING METHOD AND A GAMING SERVER - There is provided a gaming system, comprising: a plurality of gaming clients located at a first site; a site controller located at the first site; and a gaming server adapted to generate game outcomes for the gaming clients, the gaming server being located at a second site remote from the first site and in communication with the gaming clients and the site controller over a network, the gaming server comprising an operational database adapted to store operational data of each gaming client; and a communication interface arranged to communicate the operational data of each gaming client to the site controller. | 01-24-2013 |
20130023345 | CONTENT DEPENDENCY VERIFICATION FOR A GAMING MACHINE - A system, apparatus and method for dependency verification of content distributed to a gaming machine is described herein. In some embodiments, a method includes receiving, over a network and into a gaming machine, data that includes a software component. The method also includes verifying that the gaming machine includes the version or the range of versions of a component, upon determining that the software component is dependent on a version or a range of versions of the component that is part of the gaming machine. | 01-24-2013 |
20130029765 | IMPLEMENTING COMPUTER ACTIVITY-BASED CHALLENGES - A computer activity-based challenge may be posted by a computer system to a social network associated with a user of the computer system. A notification may be received from the social network by the computer system indicating acceptance of the challenge for each subscriber of the social network who accepts the challenge. A result obtained by each subscriber who accepted the challenge may be recorded by the computer system after receiving the result from the social network. In some implementations a value associated with the challenge may be updated using dynamic scoring. | 01-31-2013 |
20130029766 | CONTEXTUAL IN-GAME MESSAGING SYSTEM - A method of enabling in-game contextual chatting is disclosed. A request for information about an online game currently being played by a first player and a second player is received. A previous online game that was previously played by the first player and the second player is determined. A chat transcript is generated that pertains to the online game in response to the request for the information, the chat transcript spanning from the online game currently being played by the first player and the second player to the previous online game that was previously played by the first player and the second player. | 01-31-2013 |
20130029767 | GAME FLICZ SYSTEMS - A membership-based video game delivery system for securely providing an internet-based video game catalog to paying video game playing members for immediate downloading availability. A video game playing user may log into a video game database hosted on a central server via the user's video gaming console. Once the user is verified by an authentication and security program, the user may browse, select, download, and play a wide variety of video games. The video game delivery system comprises user-configurable game accessibility and game playability parameters. The user may restrict, limit, and filter certain video games and may further configure real-time game update delivery options, such as enabling text messaging and email updates. | 01-31-2013 |
20130029768 | ONLINE CONTESTS WITH SOCIAL NETWORKS - In an embodiment, a method comprises causing, to be displayed to a user through a web page of a social network provider that provides a social network, contest data that indicates an online contest; receiving, at a particular entity, input that indicates an intention by the user to participate in the online contest; sending, from the particular entity, request data that indicates a request, by the particular entity, for one or more permissions that allows the particular entity to access information from the social network provider about the user; after sending the request data, receiving, at the particular entity, acceptance data that indicates that the user accepts the request; in response to receiving the acceptance data, causing the user to be entered in the online contest; wherein the method is performed by one or more computing devices. | 01-31-2013 |
20130029769 | Aggregate Crowdsourcing Platforms - Systems, methods and computer program products for aggregating crowdsourcing platforms are disclosed. In an aspect of the present disclosure, a crowdsourcer (i.e., a sponsor for a particular contest, competition, or task) can provide the same contest, competition, or task across several communities that may have different user interfaces and/or different user devices or processes. The crowdsourcer can reward the community or community member that provides the winning solution or valuable answer. | 01-31-2013 |
20130035164 | Automated Apparent Responses in Massively Multiplayer Online Games - Software at a massively multiplayer online (MMO) game website receives a request for assistance with a game task from a first player of a MMO game. The software transmits the request to a second player of the MMO game who is associated with the first player through a relationship recognized by the MMO game. The software determines whether the second player responds to the request within a time period. The time period depends on one or more factors related to game mechanics and to user data for the first player. Then if the second player does not respond within the time period and the game task is a game task whose completion can be assigned without the assistance of another player, the software assigns completion of the game task to the first player and transmits an automated apparent response to the first player. | 02-07-2013 |
20130035165 | INFORMATION PROVISION APPARATUS AND PROGRAM - An information provision apparatus includes a storage section that stores item data, an update section that updates the item data when an item quantity change event has occurred during a first game that is executed by a first terminal, and a control section that causes a communication section to transmit item information to a second terminal when a purchase request operation has been performed by using a second terminal. | 02-07-2013 |
20130035166 | METHOD OF OPERATING AN ONLINE GAME USING A GLOBE-SHAPED CONTROLLER - The present invention provides methods for controlling the viewpoint upon a digital game space using a globe-shaped object displayed on a computer monitor or video screen. In a preferred embodiment, a player rotates a globe in the desired direction to simultaneously rotate the viewpoint upon a game space in the same direction. | 02-07-2013 |
20130035167 | Systems, Methods, and Devices for Message Based Gameplay - In part, the invention relates to processor-based methods, systems, and devices relating to games implemented using messaging data, such as the contents of SMS messages, fee structures and rate selection relating to the same. The games are suitable for playing on end-user devices, such as computers, mobile phones, and mobile devices. | 02-07-2013 |
20130035168 | SYSTEM AND METHOD FOR MANAGEMENT OF SETTINGS GROUPS IN AMUSEMENT DEVICES - A method of assigning configuration settings to one ore more amusement devices is described. Each of the amusement devices has a display, a memory and a controller. The method includes establishing, at a central server, an operator account for an amusement device operator, the operator account associated with one or more amusement devices; receiving, by the central server, definitions of one or more settings groups for the operator account; receiving, by the central server, assignments of the amusement devices to the settings groups; and transmitting over a network, to each of the assigned amusement devices, the configuration settings for the settings group to which the respective amusement device has been assigned. | 02-07-2013 |
20130040739 | SYSTEM AND METHOD FOR DISTRIBUTING INSTANT WIN GAMES - This invention introduces a new system and method for distributing, selling, and playing scratch-off type games and any other similar instant win games that are currently distributed in the form of carton cards. The system and method is based on utilizing computerized game machines equipped with touch sensitive screens and optionally remote communication medium such as the Internet and optionally a game server. This system enables for distributing and selling the games in a virtual (software) manner, and for playing the games directly on the screen of the game terminal by utilizing its touch sensing feature. It also displays the result directly on the game terminal screen and may print them out through a printing device. | 02-14-2013 |
20130040740 | METHOD AND APPARATUS FOR TESTING STABILITY OF GAME SERVER - Disclosed is a method for testing stability of a game server. The method for testing stability of a game server according to an exemplary embodiment of the present invention includes: executing, by at least one virtual user, actions or scenarios that are a list of actions; generating at least one game packets required to execute the executed actions or the actions included in the executed scenarios according to game protocols of specific game contents; and transmitting the generated game packets to a game server. | 02-14-2013 |
20130045803 | Cross-platform gaming between multiple devices of multiple types - Cross-platform gaming between multiple devices of multiple types, including: determining, by a cross-platform gaming server, the device type of a first gaming device; sending, in dependence upon the device type of the first gaming device, a gaming application from the cross-platform gaming server to the first gaming device; determining, by the cross-platform gaming server, the device type of the second gaming device; sending, in dependence upon the device type of the second gaming device, a gaming application from the cross-platform gaming server to the second gaming device; and communicating, in real-time, between the gaming application on the first gaming device and the gaming application on the second gaming device. | 02-21-2013 |
20130045804 | SYSTEM AND METHOD FOR PROVIDING A MULTI-PLAYER GAME EXPERIENCE - A system and method for providing a multi-player game experience through a computerized theme-park ride. The system includes a ride control module configured to manage ride control parameters and settings of a computerized theme park ride. The system includes a ride interface module configured to provide an interface to operate and navigate the computerized theme park ride. The ride interface module include a plurality of interface devices. The system includes a ride engine module, including a processor, configured to operate a multi-player game experience. The system includes a communications module configured to bridge communications between the ride engine module, the ride interface module, and the ride control module over a computerized network. The system includes an account module configured to provide player specific information to the ride control module. | 02-21-2013 |
20130045805 | FANTASY SPORTS LEAGUES COMPRISING HISTORICAL PLAYERS AND/OR HISTORICAL RESULTS - Computer-based fantasy sports leagues portraying games between historical players with contest outcomes based in part on the performance of those players in historical games and game results, typically with related network and user interfaces. The fantasy sports game can be a fantasy football game. In one embodiment, the historical data includes statistical information related to previous, historical real-life athletes and specific, real-life actual games played by those players. The games can be structured such that specified time periods of the athletes are incorporated into the operational considerations, and can include a fantasy drafting process by the human players wherein selections of the available real-life historical athletes are made. The historical fantasy game comprises methods, systems, programming, etc., comprising associated instructions and operations for displaying the sports video game characters for the fantasy game. | 02-21-2013 |
20130053149 | NOTIFYING USERS OF OPTIONS TO PARTICIPATE IN META GAMES - In a method of notifying a user of an option to participate in a meta game, a presence of a player of a computer-implemented game at a location is detected. An association between a computer-implemented meta-game and the location is identified. The player of the computer-implemented game is presented with an option to participate in the computer-implemented meta-game. An indication of an acceptance of the option to participate in the computer-implemented meta game is received from the player of the computer-implemented game. A performance of an action within the computer-implemented game by the player of the computer-implemented game is reflected within the computer-implemented meta game. | 02-28-2013 |
20130053150 | METHOD AND SYSTEM TO VALIDATE IN-GAME ACTIONS IN A MULTIPLAYER ONLINE GAME - This disclosure generally relates to systems and methods to validate in-game actions performed in a multiplayer online game. Subsequent to performance of one or more in-game actions by a game engine that includes game code on a client-side client system, one or more corresponding validation actions may be performed by a validation engine on a server-side validation system, the validation engine having validation code that is identical to the game code. Results of execution of the validation actions may be compared to provisional game state information resulting from performance of the in-game actions, to validate the in-game actions. | 02-28-2013 |
20130053151 | PACKET BASED GAME NON-PLAYER CHARACTER SERVER, METHOD FOR PROVIDING NON-PLAYER CHARACTER, AND GAME SYSTEM USING THE SAME - The present invention relates to a packet based artificial intelligence game NPC server, method for providing an artificial intelligence NPC, and game system thereof which are applied to various on-line games on the basis of packet information without source code correction, using data obtained in each game server, and provides: storing game information specialized for each game server; receiving game packet data from the game server; interpreting the game packet data to convert the interpreted game packet data into metadata; storing a protocol header and parameter information of the metadata; receiving the protocol header and parameter information to generate data and action of an NPC according to a command (protocol header) of the metadata; and delivering the generated data and action of an NPC to the game server. | 02-28-2013 |
20130053152 | COMMUNICATION GAME SYSTEM, COMMUNICATION GAME APPARATUS, AND PROGRAM - A game system which enables a host player to progress a game in collaboration with guest players is provided. The host player progresses the game by moving a party, including a plurality of player characters, on a field. When the party arrives at a predetermined point on a predetermined field, a battle with an enemy character is started. When a player character of the party becomes inoperative in the battle, a player character of a guest player may be substituted for the inoperative player character by sending a support request to the guest player. Although there is a time limit that the player character of the guest player may participate in the battle, the time limit may be extended when the corresponding player character achieves a predetermined condition in the battle. | 02-28-2013 |
20130059662 | SEMI-SYNCHRONOUS MULTI-PARTICIPANT APPLICATION UPDATES - Individual participants in a multi-participant collaborative computing application may be sent intermittent updates of actions taken by other participants. These updates need not be sent to a participant's device until the participant has interacted with a specified object in the application. The participant's device may then be sent an update including object interactions of the other participants occurring since the participant's previous object interaction. The update may be used to periodically inform the participant of the actions taken by the other participants during the period between the participant's interactions. | 03-07-2013 |
20130059663 | SHARING ITEMS BETWEEN MULTIPLE GAME PARTICIPANTS - Items may be transferred between participants in a multi-participant gaming application through an item sharing object. The item sharing object may be activated by a participant during game play. After activating the item sharing object, a state of the item sharing object may be determined. If the state indicates that a prior participant has left behind an item that is available, then the left behind item may be presented to the current participant activating the object. Alternatively, if no items are available, the processing device may present the current participant with a quest, the completion of which may result in the current participant leaving behind an item for a subsequent participant activating the item sharing object. | 03-07-2013 |
20130059664 | SEMI-SYNCHRONOUS MULTI-PARTICIPANT APPLICATION UPDATES - Individual participants in a multi-participant collaborative computing application may be sent intermittent updates of actions taken by other participants. These updates need not be sent to a participant's device until the participant has interacted with a specified object in the application. The participant's device may then be sent an update including object interactions of the other participants occurring since the participant's previous object interaction. The update may be used to periodically inform the participant of the actions taken by the other participants during the period between the participant's interactions. | 03-07-2013 |
20130059665 | REDUCED POWER CONSUMPTION WAGER GAMING MACHINE - A wager gaming machine having software and components allowing for automatic powering on and off (also referred to as remote out-of-band power control) bypassing the need for human operator intervention is described. The gaming machine has a master gaming controller and a network interface. The interface includes an input port supporting a TCP/IP connection which can be used by another network component having the gaming machine's IP address. The gaming machine may also include a Web server operating on the input port. The Web server may receive HTTP messages on the input port even when the gaming machine is powered off. Thus, the machine is capable of receiving an HTTP message at the input port instructing the machine to power on. The gaming machine may also contain a manageability engine processor for executing an active management system software component. This component implements the Web server on the gaming machine. | 03-07-2013 |
20130065692 | APPARATUS FOR ADAPTING VIRTUAL GAMING WITH REAL WORLD INFORMATION - A server device that incorporates teachings of the present disclosure may include, for example, a memory and a processor. The processor can identify first and second players present at first and second physical locations, to identify first and second boundary and topographical information of the first and second physical locations, to map the first and second boundary and topographical information of the first and second physical locations to a virtual gaming space, to capture first and second position and orientation information for the first and second players, to map the first and second position and orientation information to the virtual gaming space, to generate first and second virtual players corresponding to the first and second players, and to transmit to first goggles information representative of the second virtual player for display superimposed onto a transparent viewing apparatus for viewing of the virtual gaming space. Additional embodiments are disclosed. | 03-14-2013 |
20130065693 | MULTI-SITE TOURNAMENT GAMING METHOD AND SYSTEM - A multi-site tournament gaming system and method are disclosed wherein multiple casino operators are engaged to initiate a series of player qualifying events and to hold a multi-session tournament of the qualified players to determine the site winners; and, a final tournament is operated wherein the site winners are provided prizes and compete to be named the ultimate champion. | 03-14-2013 |
20130065694 | METHOD FOR PERFORMANCE TEST OF ONLINE GAME SERVER - Disclosed is a method for a performance test of an online game server that may easily perform controlling of a virtual user and producing and editing of a scenario, and may monitor a test progress state. A method for a performance test of an online game server according to an exemplary embodiment of the present disclosure includes: | 03-14-2013 |
20130065695 | METHOD AND APPARATUS FOR MANAGING A GAMING APPLICATION - A system that incorporates teachings of the present disclosure may operate, for example, according to a method for receiving a request to coordinate execution of a gaming application between a communication device and at least one device remotely located from the communication device, selecting a game rendering server from a plurality of game rendering servers according to a determination of at least one characteristic of the communication device, and instructing the game rendering server to transmit a stream associated with the gaming application responsive to determining that the communication device is unable to execute in whole or in part the gaming application from local computing resources of the communication device. The method can further include coordinating an exchange of first control information and second control information between the communication device and the at least one device. Other embodiments are disclosed. | 03-14-2013 |
20130072304 | ELECTRONIC GAMING DEVICE TROUBLESHOOTING AND LOGGING - A method and system for electronic gaming device troubleshooting and logging includes detecting an error condition of an electronic gaming device, an electronic game device having a processor, memory and an interface; generating a reference link for a detected error condition; and conveying a reference link. A system includes an electronic gaming device having a processor, memory and an interface. An electronic gaming device may include a detector configured to detect an error condition of an electronic gaming device; a reference link generator configured to generate a reference link characterizing a detected error condition; and an interface configured to convey a reference link. | 03-21-2013 |
20130072305 | Method and System for a Mixed Martial Arts Fantasy Game - This invention provides a method and system for administering and playing a mixed martial arts fantasy sports game. The game is based on the statistical performance of mixed martial artists fighting in real-world sporting events. Game play occurs by means of a database configuration supporting an electronic listing of fighter information, fantasy game player and team information, and fantasy game scoring information, as well as one or more electronic user interfaces for game participation and fantasy team selection. The game proceeds by selecting a team of mixed martial arts fighters whose fights are predicted to end prior to a judge's decision. The game is scored based on the speed of the fights of each of the winning fighters on each team, where the shorter the fight duration, the greater the scoring value to the team, and, in certain embodiments, is also scored based on the manner of the conclusion of the fights. | 03-21-2013 |
20130072306 | Method for monitoring computer programs - As disclosed in this patent disclosure, I have invented a method for substantially disabling at least one cheat program, referred to as the anti-cheat software, used in conjunction with at least one online competitive game program involving at least two players, each player using at least one computer that are in online communication with each other. My invention allows the players' remote terminal to continue to function and operate independent of the host server, while at the same time having the host server, in conjunction with the anti-cheat software, substantially disable programs not required to operate the remote terminal and not required to play the online game—the programs that are substantially disabled may or may not be “cheat programs”, but essentially any program not required for the operation of the remote terminal and the online game. | 03-21-2013 |
20130072307 | PROVIDING HIGHLIGHTS OF PLAYERS FROM A FANTASY SPORTS TEAM - One aspect of the disclosure allows fantasy-sports league participants to receive video highlights of the players on their fantasy-league team. In at least one implementation, presenting player highlights includes receiving a request from a participant in a fantasy-sports league. The request is for player highlights related to a participant-specified team roster. In response to receiving the request, an identity of at least one player on the participant-specified team roster is accessed electronically. At least one video source having content relating to the identified player is accessed. Specific content within the video source that relates to the identified player is determined, and the specific content is presented to the participant. | 03-21-2013 |
20130072308 | Location-Based Multiplayer Game System and Method - The present disclosure is directed to an online or mobile application for playing a location-based multiplayer game. In one configuration and by non-limiting example, the game is a cross-platform, location-based, massively-multiplayer game of strategy. Players interact to capture millions of battle zones that correspond to real world locations in hundreds of countries using their mobile devices, web browsers, and consoles. | 03-21-2013 |
20130072309 | GAME MACHINE - A game machine includes: a cable capable of transmitting electric power and data signal; one or more function modules which are connected to the cable and are configured to perform a predetermined function respectively; and a main controller which generates data signal for controlling the function modules and transmits the generated data signal and electric power supplied from outside to the function modules via the cable. Since data signal such as image signal or audio signal and electric power are combined and are then transmitted via one cable, the data signal wiring and the electric power wiring between the main controller and the function module of a game machine can be unified as one, so wiring can be simplified. Accordingly, manufacturing and maintenance become easy and cost for the same can also be saved. | 03-21-2013 |
20130079143 | EXPANDING THE GAMING SOCIAL NETWORK WITH UNRELATED PLAYERS - Methods, systems, and computer programs are presented for expanding gaming social networks with players that do not have an existing social relationship with other players. One method includes an operation for determining one or more selection rules for a player of an online game, where each selection rule defines a criterion for selecting users from a plurality of users. The determined one or more selection rules are applied to the plurality of users resulting in a plurality of candidate game friends from the plurality of users. At least one of the candidate game friends does not have a social link with the player. In addition, the method includes an operation for presenting the plurality of candidate game friends. An operation to link, in the online game, the player with at least one of the plurality of candidate game friends is initiated, in response to an input from the player. The operation to link may be sending a request to befriend the candidate, or may be linking the candidate without the need for permission when an automatic acceptance is in place. | 03-28-2013 |
20130079144 | CAMPAIGN MESSAGING SYSTEM - A message is generated for communication to a set of players of an online game for a message campaign. The players in the set of players of the online game are identified based on a dynamic set of attributes. The message is customized with a template based on the dynamic set of attributes and information of each player from the set of players. | 03-28-2013 |
20130079145 | MOBILE DEVICE INTERFACE FOR ONLINE GAMES - The present disclosure generally relates to games and applications in general and in particular to computer-implemented online games playable on mobile devices. A mobile server receives a signal from a user to perform a mobile in-game action, where the signal is received at the mobile server via a mobile user interface on a mobile client device. The mobile server automatically performs a particular in-game action with respect to multiple in-game objects responsive to reception of the signal to perform the mobile in-game action. The performance of the particular in-game action with respect to the multiple in-game objects is responsive to user input on a browser user interface requiring multiple signals corresponding to the respective in-game objects. | 03-28-2013 |
20130079146 | HYBRID SYSTEM AND METHOD-INTERNET GAMING 2.0 - Methods and apparatus for providing a hybrid gaming service are disclosed. In one embodiment, a method of providing hybrid gaming services to one or more remote game players by a gaming server comprises receiving an electronic representation of a mechanically-generated game value by the gaming server, excluding the electronic representation of the mechanically-generated game value from a first set of possible game values, generating one or more electronically-generated game values from the first set of possible game values, the one or more electronically-generated game values excluding the electronic representation of the mechanically-generated game value, and sending the one or more electronically-generated game values to a first remote game player. | 03-28-2013 |
20130079147 | MULTI-TABLE GAMING SYSTEM AND METHOD-INTERNET GAMING 2.0 - A method and apparatus of providing gaming services to one or more game players by a gaming server, in one embodiment comprising assigning game players to two or more virtual gaming tables, authorizing a first game player to participate in a game played on each of the two or more gaming tables, providing one or more game values to the first player, and excluding the one or more game values provided to the first player from consideration of being provided to any of the other game players that have been assigned to the two or more virtual gaming tables. | 03-28-2013 |
20130079148 | METHOD OF LINKING DEVICES TO GAMING MACHINES - Gaming software interfaces to hardware through high level drivers loaded in resource repositories. The high level drivers can be software or hardware drivers. Software drivers can simulate hardware, connect to other parts of the gaming software, or combine functions by calling other software and hardware drives. New drivers can be added easily, allowing gaming software to use new hardware with little or no changes. | 03-28-2013 |
20130079149 | CONTEST APPLICATION FACILITATING SOCIAL CONNECTIONS - Technologies for facilitating online connections through the use of a web-based application that enables users to participate in online contests and receive rewards based on the number of established connections. For example, an application hosted on a server enables a sponsoring entity to create an online contest. The application facilitates a user, who remotely interfaces therewith utilizing a computing device to participate in the contest by creating an advocate unique to the user, the contest, and the sponsoring entity. The application also allows the user to share the advocate with other online users such that the other online users join the advocate and establish connections with the sponsoring entity. The application determines a winner of the contest based on the number of connections established with the sponsoring entity for each advocate. | 03-28-2013 |
20130079150 | METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING - A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment. | 03-28-2013 |
20130079151 | METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING - A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment. | 03-28-2013 |
20130079152 | LOCATION-BASED MOBILE GAMING APPLICATION AND METHOD FOR IMPLEMENTING THE SAME USING A SCALABLE TIERED GEOCAST PROTOCOL - A method is disclosed for initiating real-time geo-game using geocast messaging according to a scalable tiered geocast protocol. The method includes a first wireless terminal (WT), programmed with a geo-gaming application and the scalable tiered geocast protocol, geocasting a game declaration to a destination geocast region containing potential participants. The method also includes a second WT, of one of the potential participants, and programmed with the geo-gaming application and the scalable tiered geocast protocol, receiving the game declaration in the destination geocast region and responding by geocasting a response message indicating interest in participating in the real-time geo-game. | 03-28-2013 |
20130079153 | LOCAL GAME-AREA NETWORK METHOD - A local game-area network includes a plurality of gaming devices and local game-area servers. Each local game-area server is associated with a corresponding gaming device. Each local game-area server in the local game-area network is operatively associated with every other local game-area server in the local game-area network. Additionally, one of the local game-area servers is a host local game-area server while the remaining gaming devices and associated local game-area servers are clients. Furthermore, the host status of the host local game-area server moves dynamically to an available local game-area server in the local game-area network in response to the host local game-area server becoming non-operational. | 03-28-2013 |
20130079154 | SYSTEM AND METHOD FOR DISTRIBUTING USER INTERFACE DEVICE CONFIGURATIONS - A system that incorporates teachings of the present disclosure may include, for example, a system having a controller to collect a plurality of User Interface (UI) device configurations, receive a request from a computing device to download one or more of the plurality of UI device configurations, and transmit to the computing device the one or more UI device configurations requested to configure one or more UI devices of the computing device. Other embodiments are disclosed. | 03-28-2013 |
20130084986 | Assisting Use of Control Devices with Different Content Players in a Network - In various implementations, a remote transmits a first signal to a currently controlled first content player of a network of content players and a second signal to a proximate content player. If the first player is notified that a second player received the second signal, the first player may command the remote to activate a display associated with the second player. However, if the first player is not notified, the first player may command the remote to activate all known displays. In addition, the first player may also instruct the remote to configure which player the remote controls. In some implementations, the remote stores a table transmitted by a player of the network of players including entries corresponding to players and including commands for associated components. In such implementations, control configuration may include configuring which entry of the table is utilized. | 04-04-2013 |
20130084987 | Cash Facsimile Analytics - A central repository for a gaming system, the central repository including a memory and one or more processors. The one or more processors are programmed to access the transaction data from a server storing transaction data corresponding to a plurality of gaming transactions associated with one or more gaming devices, each of the plurality of gaming transactions comprising a plurality of data attributes, assign a unique identifier to each of the plurality of gaming transactions, and store the transaction data and each of the assigned unique identifiers in groups based on the assigned unique identifiers in the memory of the central repository. | 04-04-2013 |
20130084988 | STATE-BASED POWER-UPS - Disclosed herein are techniques and equipment for providing state-based power-ups to a wagering game player. The state-based power-ups may be reused by the player until a game outcome condition is not met. | 04-04-2013 |
20130084989 | STATE-BASED POWER-UPS - Disclosed herein are techniques and equipment for providing state-based power-ups to a wagering game player. The state-based power-ups may be reused by the player until a game outcome condition is not met. | 04-04-2013 |
20130084990 | STATE-BASED POWER-UPS - Disclosed herein are techniques and equipment for providing state-based power-ups to a wagering game player. The state-based power-ups may be reused by the player until a game outcome condition is not met. | 04-04-2013 |
20130084991 | SYSTEM AND METHOD FOR REMOTE RENDERING OF CONTENT ON AN ELECTRONIC GAMING MACHINE - A gaming system is described. The gaming system can include one or more host devices and EGM clients that communicate with one another over a network. Various non-gaming applications can be maintained on the host device. In response to a request received from an EGM client, a non-gaming application program can be executed on the host device. Content from the non-gaming application can be converted to a media stream that is sent to the EGM client for output. The media stream can be processed using a codec executed on the EGM. Input data associated with the content can be received at the EGM and sent to the host device. The content from the non-gaming application executed on the host can be adjusted in response to the input data received from the EGM. | 04-04-2013 |
20130084992 | DIGITAL LOG FOR GAMING MACHINES - Techniques for providing a digital log book for a gaming machine. In some implementations, a gaming machine may include a controller adapted to communicate with a network server and a memory configured to store digital log book entries in a digital log. The gaming machine may further include one or more processors configured to verify whether a user has access to the gaming machine, verify that the user has access to the digital log book, and allow the user to add an entry into the digital log book if the verifications are successful. In some implementations, the digital log book for the gaming machine may be accessed by a device that is in communication with the gaming machine, such as a wireless device. | 04-04-2013 |
20130084993 | SYSTEM INCLUDING ONE OR MORE GAMING MACHINES - There is disclosed a system including one or more gaming machines and one or more system control resources. The system control resources are configured to dynamically control the provision of services to components of the system. Each of the services is implemented by way of one or more software processes running on one or more data processing resources of the gaming system. At least one system control resource is further configured to dynamically allocate said software processes amongst the data processing resources of the gaming system. The services can include a service that determines an outcome of one or more games playable on a gaming machine, and at a service configured to trigger the award of a jackpot prize. | 04-04-2013 |
20130084994 | GAMING SYSTEM AND METHOD FOR REWARDING PLAYERS - A gaming system and method of rewarding players of electronic gaming machines connected by a network to a host computer which stores player-useable points at a network-accessible location, awards a personal points multiplier to a player, and applies the personal points multiplier to at least some of the points. | 04-04-2013 |
20130084995 | NETWORKED GAME SYSTEM - Provided is a networked game system of high interest in which a contingency and/or unpredictability intervenes in a data exchange between players in a networked game. When a map item and a character are selected, a game apparatus transmits a data exchange request and character information to a server apparatus (step S | 04-04-2013 |
20130084996 | LOCALIZATION SYSTEM FOR MOUNTING GAME IN PORTABLE STORAGE DEVICE ON GAME CONSOLE AND METHOD THEREFOR - A localization system for mounting a game, in a portable storage device, on a game console, includes a portable storage device and a game console. After the game console is connected with the portable storage device via an application-program menu in the game console, a target and game information in a header is searched for. Next, a step of checking if any cover information or setup-file information has correspondence to a correspondence code in the header, wherein in the case of YES, cover information or setup-file information are returned to the application-program menu and displayed on a screen. Next, a game can be performed to read a game file, including a game main program, in the portable storage device. | 04-04-2013 |
20130084997 | Integrating Real Time Data into Virtual Settings - Data from live events is incorporated into virtual simulations and games. The data may be obtained from various sensors and transferred over a network. However, should one of the participants be a threat, then portions of the virtual simulations and games may be disabled to protect the other participants. | 04-04-2013 |
20130090169 | Device Linking - Device linking is described. In one or more implementations, data is maintained at a network service that describes characteristics of a plurality of devices that are associated with a user account of the network service. A communication is formed to be received by one of the plurality of devices that includes a portion of the data that pertains to another one of the plurality of devices and that is suitable by the receiving device to discover the other one of the plurality of devices to initiate a local network connection between the devices. | 04-11-2013 |
20130090170 | SYSTEM AND METHOD FOR CONNECTING GAMING USERS IN A SOCIAL NETWORK ENVIRONMENT - A computer implemented method includes receiving, through at least one input device, an indication of an activity by a first user on a first gaming user account from a first computer implemented gaming system. A communication can be sent to a computer implemented social network system causing the computer implemented social network system to display a notification based on the indication of the activity by the first user in the first computer implemented gaming system. The communication can include information enabling the computer implemented social network system to affiliate the indication of the activity by the first user with a first social network user account belonging to the first user. The first gaming user account and the first social network user account can be different user accounts. | 04-11-2013 |
20130090171 | INITIATING AND CONDUCTING A COMPETITIVE SOCIAL GAME USING A SERVER CONNECTED TO A PLURALITY OF USER TERMINALS VIA A COMPUTER NETWORK - A system and method for initiating and conducting a competitive social game using a server connected to a plurality of user terminals via a computer network. The method includes receiving, from a user terminal of a game initiator, via the computer network, a selection of a game definition, the game definition comprising a determined scoring method for the game. The method further includes receiving, from the user terminal of the game initiator, a selection of at least one participant to be invited and receiving, from a user terminal of the at least one invited participant, a game participation response. The method further includes receiving, from a user terminal of the at least one invited participant, a scoring claim based on an activity documented by the participant. | 04-11-2013 |
20130090172 | SYSTEM AND METHOD FOR ANALYSING ONLINE GAME PACKETS - A system and method for analyzing an online game packet are disclosed. The system for analyzing the online game packet includes a capturing unit that captures a packet transmitted between a client terminal and a game server, and an analysis unit that analyzes the packet captured by the capturing unit, and defines, according to an analyzed result, a data field included in the packet as a static field having the same field structure or a dynamic field having a field structure according to a reference field defining an arrangement rule of a field or a field structure according to a user's request. According to the present invention, the data field of the captured packet may be defined for each type according to structural characteristics, thereby automatically analyzing the packet. | 04-11-2013 |
20130095927 | INTERACTIVE MODELING AND GUIDED DESIGN METHOD AND SYSTEM - Methods, systems, and apparatus, including computer programs encoded on a computer storage medium, for an interactive modeling and guided design system. In one aspect, a method includes receiving a location design from which a game is derived, defining a collection of roles based upon the game, running the game utilizing instance avatars to represent the users of the game, collecting information from the game, and altering the design of a location based upon the information. | 04-18-2013 |
20130095928 | TOOL EMPLOYING DYNAMIC COMPETITION LEVELS FOR IMPROVED PERFORMANCE - A dynamic competition tool varies the competition level that one or more competing users experience while working to reach a goal or objective. The dynamic competition tool receives performance information from each of a number of activity stations with which respective users may interact to achieve a goal. The dynamic competition tool commands a user interactive device within an activity station to vary the level of difficulty experienced by the user of the interactive device as that user progresses toward the goal. | 04-18-2013 |
20130095929 | SYSTEM AND METHOD FOR PROGRESSIVE RELATIONSHIP DEVELOPMENT - A computer system and computer implemented method to develop a relationship according to a multi-step process. The computer system may define a workflow having multiple stages, each stage having one or more game sessions to develop the relationship between participants. The games in successive stages of the workflow may be designed to encourage increased communication between the participants. A workflow may comprise at least three stages including a connect stage, a play stage, and a meet stage. An initial communication may include a written or asynchronous communication. Increased communication may include a voice, video, or real-time communication. | 04-18-2013 |
20130095930 | SHARING RESOURCES IN WAGERING GAME SYSTEMS - Techniques for sharing resources in wagering game systems are described herein. In some embodiments, a method includes determining that remote resources are needed for processing video content associated with a wagering game, and locating the remote resources by wirelessly communicating with one or more wagering game machines in the wagering game network, wherein the wireless communications include queries about whether the wagering game machines can provide the needed processing resources. The method can also include receiving processed video content via wireless communications with certain of the one or more wagering game machines, and presenting the wagering game using the processed video content. | 04-18-2013 |
20130102392 | MATCHING SYSTEM, INFORMATION PROCESSING APPARATUS, SERVER, MATCHING METHOD, AND STORAGE MEDIUM STORING MATCHING PROGRAM - A game system | 04-25-2013 |
20130102393 | Method and System for Enhancing Video Games and Video Game Systems - A system making use of video games and data communications external to video games is used to provide advertisements, prizes and other benefits to gamers. The prizes relate to either of real world products and services as well as content for use within the video game environment. During a video game session an advertisement is provided to the gamer. When the gamer interacts with the advertisement the video game software acts to facilitate a transaction between the gamer and the advertiser. | 04-25-2013 |
20130102394 | Location Enabled Gaming - Location-restricted games are enabled on wireless devices, and even personal computers, to participate online in location-restricted games such as lottery if verified to be physically present in the relevant geographic area. The location-enabled gaming device forces or otherwise triggers a network based secure location request to find the current geographic location of the gaming device on which the location-restricted game is attempted to be played. A request is periodically triggered for a fresh current geographic location of the location-enabled gaming device, to permit the location-enabled gaming device to continue to operate the location-restricted game application as being still within an acceptable or otherwise authorized geographic location. Failure to receive a response to a location request, or in required accuracy, results in termination of the location-restricted gaming application. | 04-25-2013 |
20130102395 | INTERACTIVE GAMING UTILIZING A DISPERSED STORAGE NETWORK - Game data is received at a dispersed storage processing unit, the game data associated with at least one of a plurality of user devices. The game data is stored in a cache memory associated with the dispersed storage processing unit. Dispersed storage metadata associated with the cached game data is generated. A data block is generated based on the cached game data and further based on the dispersed storage metadata. The data block is stored in a dispersed storage network. | 04-25-2013 |
20130109479 | SYSTEM AND METHOD FOR TOY ADOPTION AND MARKETING | 05-02-2013 |
20130109480 | CUSTOMIZABLE, ADAPTABLE, MULTIUSER COMPUTER-BASED ROLE-PLAYING METHOD AND APPARATUS THEREFOR | 05-02-2013 |
20130116052 | SERVER, GAME DEVICE, AND PROGRAM EXECUTED BY SAID SERVER - In a system comprising the disclosed server and a plurality of player terminals, it is possible to suitably and easily alter the accessories and character class of player characters. The server has: a memory means that stores player character data of a plurality of player terminals; a means that confers data indicating the fact that a player character indicated in a party formation command has been added to the same party when a party formation command has been input from a player terminal; a means that acquires changes regarding the accessories or player class of the player character in each player terminal, and updates the character data stored in memory; a means that extracts the other players that form the same party as the player character for which changes have been output; and a means for transmitting said changes to the terminals of the other players that were extracted. | 05-09-2013 |
20130123017 | SYSTEMS AND METHODS FOR PROVIDING ONLINE SWEEPSTAKES - A sweepstakes solution-generating computer system includes a processor and a memory for storing computer-executable instructions causing the computer system to receive sweepstakes parameters for a proposed sweepstakes (the sweepstakes parameters including sponsor information and prize information) and provide an indication of whether the value of the prizes identified by the prize information exceed a predetermined amount which requires consulting an attorney in order to generate a sweepstakes solution. Based on the indication that the value of the prizes does not exceed the predetermined amount, the system generates a sweepstakes solution. | 05-16-2013 |
20130123018 | INTEGRATION OF MULTIPLE GAMES - Methods, systems, and computer programs are presented for providing online games. One method includes operations for providing access to a plurality of online games and to a wrapper game, where each of the online games, as well as the wrapper game, are directly accessible utilizing a corresponding internet address which is different for each online game. A virtual currency is shared by the plurality of online games. Additionally, a shared navigation bar is provided, and each of the online games includes the shared navigation bar in a graphic user interface (GUI) of the game. | 05-16-2013 |
20130123019 | SYSTEM AND METHOD FOR MANAGING AUDIO AND VIDEO CHANNELS FOR VIDEO GAME PLAYERS AND SPECTATORS - A computer-implemented system and method are described for managing audio chat for an online video game or application. For example, a system according to one embodiment comprises: an online video game or application execution engine to execute an online video game or application in response to input from one or more users of the video game or application and to responsively generate audio and video of the video game or application; and a chat subsystem to establish audio chat sessions with the one or more users and one or more spectators to the video game or application, the chat subsystem establishing a plurality of audio chat channels including a spectator channel over which the spectators participate in audio chat and a user channel over which the users participate in audio chat. | 05-16-2013 |
20130123020 | DYNAMIC PLAYBOOK: EXPERIMENTATION PLATFORM FOR SOCIAL NETWORKS - Embodiments are directed towards dynamically managing contextual recommendations that can fee employed with content when provided to a channel. A test for a variable having at least two outcomes may be determined to be employed with selected-content. Each outcome may correspond to a different contextual recommendation. An outcome to employ with the content may be randomly determined/selected such that each of the outcomes of the test is selected a substantially similar number of times. The content may be modified and/or provided to the channel based on contextual recommendations that correspond to the determined outcome. Actions associated with a plurality of content may be monitored and/or analyzed to determine metrics for each outcome of a test A comparison of the metrics for each outcome may be utilized to determine a preferred outcome for the test. | 05-16-2013 |
20130123021 | GAMER GROUPING AND SELECTION SYSTEMS AND METHODS - Gamer grouping and selection systems and methods are disclosed. According to an aspect, a method includes receiving data associated with a plurality of gamers. The method also includes analyzing the data to assign each of the gamers to one of multiple gamer groups. Further, the method includes providing a search tool to at least one gamer for searching for other gamers including on the assigned groups. | 05-16-2013 |
20130130802 | Method and System for Processing Virtual Treasures of Online Game and Computer Readable Storage Medium - A method for processing a virtual treasure of an online game is disclosed. In the method, when a client logs in an online game server with a client account through a network, detect if at least one virtual-treasure transaction log stored in a portable virtual-treasure storage device connected to the client has not been updated in the online game server. The online game server provides an online game through the network. If the at least one virtual-treasure transaction log stored in the portable virtual-treasure storage device has not been updated to the online game server, virtual treasure information corresponding to the client account stored in the online game server is updated according to the virtual-treasure transaction log which has not been updated to the online game server. The online game to the client is provided through the network according to the virtual treasure information. | 05-23-2013 |
20130130803 | ALLOWING MEDIA AND GAMING ENVIRONMENTS TO EFFECTIVELY INTERACT AND/OR AFFECT EACH OTHER - A gaming environment can be affected based on one or more aspects of a media environment. By way of example, gaming content and/or the gaming experience provided and/or suggested to an individual can be tailored based on his/her musical profile effectively obtained from the media environment associated with the individual. Similarly, a media environment can be affected by a gaming environment. By way of example, musical content provided and/or suggested to an individual can be based on his/her gaming profile. In addition, an open media-gaming environment can be provided where various media and gaming components can be integrated together. By way of example, an individual can identify one or more of his favorite songs to be presented for a game. The game can be packaged and/or sold without the song(s) but configured to receive and effectively provide them for game play.” | 05-23-2013 |
20130130804 | Gaming System and a Method of Managing Bandwidth Usage in a Gaming System - A plurality of games are implemented at a plurality of gaming machines. At least one server ( | 05-23-2013 |
20130130805 | EXPANDING THE GAMING SOCIAL NETWORK WITH UNRELATED PLAYERS - Methods, systems, and computer programs are presented for expanding gaming social networks with players having no existing social relationships with other players. One method includes an operation for identifying first filters selected by a first user, the first filters identifying a first criteria for desired new friends. Another operation identifies second filters selected by a plurality of users in the network, where the second filters are entered by each user to identify second criteria for being added as a friend in the network. A plurality of candidates to be added as friends for the first user are determined, where each candidate conforms to the first criteria and where the first user conforms to the second criteria set by each candidate. Additionally, friendship requests are sent to one or more of the candidates or candidates are added as friends when the candidates have chosen automatic addition of friends. | 05-23-2013 |
20130137517 | Method and apparatus for a wagering game having a secondary game for modifying a primary game - A wagering game having a primary game and a secondary game. In one embodiment, an intermediate game outcome for the primary game is first determined. The intermediate game outcome provides the player with an indication of the probability of receiving a winning primary game outcome. The player may then use this indication for determining whether to play the secondary game. The optional secondary game, if won, modifies the play of the primary game to the advantage of the player. Consequently, the intermediate game outcome is resolved to determine the primary game outcome in accordance with the modified primary game. If the secondary game outcome is lost, the immediate game outcome is resolved to determine the primary game outcome without modifying the primary game. | 05-30-2013 |
20130137518 | System for Pre-Caching Game Content Based on Game Selection Probability - A system for serving digital games to clients has an Internet-connected server, a digital data repository coupled to the Internet-connected server, the data repository storing digital resources for playing a plurality of games on a computerized appliance; and software executing on the Internet-connected server from a non-transitory physical medium, the software providing a first function determining for a specific client a list of games by probability of subsequent client selection, a second function causing transmission of resources for the list of games determined by the first function, directed to a computerized appliance associated with client, beginning with the most probable game in the list. | 05-30-2013 |
20130137519 | INTERFACE APPARATUS AND METHOD FOR PROMPTING HOT GAMES - An apparatus incorporated with a game operation interface to offer selection of anyone of multiple game stations to play a game includes a judgment unit, a control unit and a prompt unit. The judgment unit is connected to the game stations and monitors historical game results of the game stations. The control unit is connected to the judgment unit and prompt unit. The prompt unit includes a plurality of notification elements corresponding to the game stations and is incorporated with the game operation interface. When the judgment unit detects that one of the historical game results of the game stations has met a preset condition, a control signal is generated. The control unit controls the prompt unit to make the notification elements to generate a notification signal to inform players whether a hot game is generated on the game stations. | 05-30-2013 |
20130137520 | GAME STREAMING SYSTEM AND METHOD OF SUPPORTING THE MULTIUSER AND MULTIPLATFORM - The present disclosure relates to a game streaming system and method for supporting multiuser and multiplatform, and more particularly to a game streaming system and method for supporting multiuser and multiplatform, which executes a game for multiuser in a server computer having high performance in an online game and transfers multiple game result images and game sound to a client terminal of a corresponding user by using real-time encoding and streaming. | 05-30-2013 |
20130137521 | COMMUNICATION SYSTEM, STORAGE MEDIUM HAVING STORED THEREIN COMMUNICATION PROGRAM, INFORMATION PROCESSING APPARATUS, SERVER, AND COMMUNICATION METHOD - Matchmaking is performed by, when a plurality of information processing apparatuses execute a predetermined application together, setting a combination of the information processing apparatuses. When the combination of the information processing apparatuses to execute the application together is set in the matchmaking, it is determined on the basis of a predetermined condition whether or not a log of the execution of the application is to be acquired, and the application is executed together with any of the other information processing apparatuses with which each information processing apparatus has been combined. Then, if it has been determined that the log is to be acquired, a log of the execution of the application for which the determination has been made is sent to a predetermined apparatus. | 05-30-2013 |
20130137522 | VIDEO GAME SYSTEM FOR FLEXIBLY GROUPING COOPERATIVE PLAYERS - In the present invention, a game system includes a game program storage unit, a group information management unit, a play history storage unit, and a group information update unit. The game program storage unit stores a game program for executing a game to be provided to a plurality of terminal devices. The group information management unit stores player identification information identifying each of a plurality of players of the game and group identification information identifying a group which includes the player, in association with each other. The play history storage unit stores a play history of each of the plurality of players for the game. The group information update unit changes an association stored in the group information management unit between player identification information identifying a first player among the plurality of players and group identification information, at least partially in accordance with the play history of the first player. | 05-30-2013 |
20130143666 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM AND GAME CONTROLLING METHOD - An example of a game system includes a plurality of game apparatuses, and a matching server decides game apparatuses as players (A, B), and game apparatuses as game masters (C-E) in response to a request from the game apparatus. During the game play, operation data in response to an operation input to each of the game apparatuses (A, B) is transmitted to the game apparatuses (C-E), and in the game apparatuses (C-E), game processing is executed. Result data of the game processing is transmitted to the game apparatuses (A, B). When the data is saved, the encoded game data is transmitted from each of the game apparatuses (C-E) to the game apparatuses (A, B), and saved there. | 06-06-2013 |
20130143667 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM AND GAME CONTROLLING METHOD - An example of a game system includes a plurality of game apparatuses, and a matching server decides game apparatuses as players (A, B), and game apparatuses as game masters (C-E) in response to a request from the game apparatus. During the game play, operation data in response to an operation input to each of the game apparatuses (A, B) is transmitted to the game apparatuses (C-E), and in the game apparatuses (C-E), game processing is executed. Result data of the game processing is transmitted to the game apparatuses (A, B). When the data is saved, the encoded game data is transmitted from each of the game apparatuses (C-E) to the game apparatuses (A, B), and saved there. | 06-06-2013 |
20130143668 | Apparatus and Methods of Physical Game Components - Systems, apparatus, and methods relating to a physical object that are associated with a virtual game world are described. Some embodiments of the physical object have an in-game value within the virtual game world. Software operating the virtual game world ascribes purchasing power or attributes having offensive, defensive, opportunity, or set values as their in-game values. Methods associated with the subject matter relate to relocating an asset of the game component from one asset storage area to another asset storage area. When relocated, an asset's authenticity is validated, retrieved from a first storage area, exchanged over a communications interface, or stored in a second asset storage area. | 06-06-2013 |
20130143669 | COLLABORATIVE ELECTRONIC GAME PLAY EMPLOYING PLAYER CLASSIFICATION AND AGGREGATION - A method and system tracks, analyzes or sorts behaviors of user or players across a network to draw correlations from, or characterizations of, those user or players and identifies similarly characterized or mutually complementary user or players. For example, the method automatically obtains player data regarding interactions by each of multiple players with a multiplayer electronic game via each player's corresponding data processing device connected via the network. The method can then sort, classify or suggest additional activities, games, groups, or other different activities or actions for the players. | 06-06-2013 |
20130143670 | REGULATED GAME ASSET DRIVEN ECONOMY - A game asset driven economy and managing thereof are disclosed. The economic value of a game asset that has a utility in a game is estimated. The game asset can be traded in the game asset driven economy at a market price determined based on the estimated economic value of the game asset. | 06-06-2013 |
20130143671 | SYSTEM AND METHOD FOR FANTASY MIXED MARTIAL ARTS GAME - Embodiments for a system and method for establishing a plurality of MMA fantasy leagues to a plurality of participants utilizing an automated web-based platform are disclosed. In each embodiment, participants register into the web-based platform in order to create or join a fantasy league organized to play an MMA fantasy fighter game in accordance with game rules, including scoring metrics based on the outcomes of real-world MMA fight events; holding period, transactional (add/drop), or fight quantity restrictions; a predefined course of time; and a predefined method of victory. Participants can draft fighters from real-world MMA fighters to create fantasy teams. Depending on embodiment, league winners may be determined by total points scored throughout the season or just during a final playoff period. | 06-06-2013 |
20130143672 | GAME SYSTEM AND METHOD FOR CONTROLLING BROWSE OF GAME-PLAY CONTENT THEREOF - There is provided a game system where a game apparatus and a user terminal can use a storage area in the server apparatus in a rational manner. A game-machine storage area and a browse storage area are provided in a server. By a user of game machine, a game-play data is stored into the area. The game-play data stored in the area are presented to a user of user terminal, who is requested to select game-play data, and the selected game-play data is stored into the area. The game-play data stored in the area are presented to the user of user terminal, who is requested to select game-play data, and the selected game-play data is provided to the user terminal. Then, the user of user terminal is allowed to browse the selected game-play data. | 06-06-2013 |
20130143673 | GAME SYSTEM, AND CONTROL METHOD AND A STORAGE MEDIUM STORING A COMPUTER PROGRAM USED THEREIN - A game system ( | 06-06-2013 |
20130157765 | Component for Reducing Instability in an Interactive and Participatory System - A support system for the prediction of occurrence zones of random phenomena, based on a new model named “instable sets” is disclosed. The calculation or construction of subsets of weak instabilities allows delimiting a small zone, in which random events appear with a high probability. The system implements a process of characterizing instable sets or subsets of lottery combinations so as to enable an approach of efficient and at the same time participatory gaming. In particular, the system supports configuring options of the game by means of a novel process that make the emission of reusable prognosis for multiple users in an interactive mode possible. | 06-20-2013 |
20130165230 | GAMING SYSTEMS AND METHODS FOR USE IN CREATING RANDOM REWARDS - Servers and method for use in creating a random reward are disclosed. One exemplary method includes receiving a request for a random reward from an organizer, establishing a random reward in response to the request, transmitting a credential associated with the random reward to a player, and crediting gaming activity associated with the credential to the random reward. Access to the random reward is limited to players presenting the credential. | 06-27-2013 |
20130165231 | DIRECTIONAL WIRELESS COMMUNICATION - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system is configured to detect the presence of portable electronic devices and to determine whether to initiate a wireless communication session with the portable electronic device based on the strength of the signal received from the portable electronic device. If the signal strength exceeds a minimal threshold level, thereby indicating the portable electronic device is near a gaming device, a wireless communication session can be initiated. The signal strength transmitted from the portable electronic device can be monitored during a game play session to determine whether the wireless communication session should remain active or be terminated. | 06-27-2013 |
20130165232 | USE OF WIRELESS SIGNAL STRENGTH TO DETERMINE CONNECTION - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system is configured to detect the presence of portable electronic devices and to determine whether to initiate a wireless communication session with the portable electronic device based on the strength of the signal received from the portable electronic device. If the signal strength exceeds a minimal threshold level, thereby indicating the portable electronic device is near a gaming device, a wireless communication session can be initiated. The signal strength transmitted from the portable electronic device can be monitored during a game play session to determine whether the wireless communication session should remain active or be terminated. | 06-27-2013 |
20130165233 | GAME SYSTEM - An object of the present invention is to provide a high-preference game system that can reduce a game development burden of a game system operator, can increase the desire of a player to iteratively play a game, and enables a player to play a game without aversion. | 06-27-2013 |
20130165234 | METHOD AND SYSTEM FOR MATCHMAKING CONNECTIONS WITHIN A GAMING SOCIAL NETWORK - Techniques for recommending and establishing connections between users within a gaming social network, designed for connecting users having common gaming interests or characteristics. Embodiments include methods for recommending connections from members of an out-of-game social network, the gaming social network, and gaming activity participants; evaluating user profile information and user characteristics in a gaming social network and gaming activity in a game networking system to determine an appropriate set of connections for a selected user; and presenting graphical user interface content and configurations to enable the suggestion, review, and accepting of recommended connections in the gaming social network. | 06-27-2013 |
20130165235 | GAMING CENTER ALLOWING SWITCHING BETWEEN GAMES BASED UPON HISTORICAL RESULTS - A gaming system comprising a main cabinet and a computer server, comprising: a mechanism in a main cabinet for selecting and playing, by a player, one or more live casino game(s) from a plurality of live casino games being played at a plurality of tables spaced away from said main cabinet; a mechanism for selecting and playing one or more casino slot machine game(s) by the player, at least one first portion of a first screen in the main cabinet for displaying the live-casino game(s), wherein a results history for each table is displayed to provide a results history display, a second additional portion of a screen in main cabinet for displaying at least one casino slot game(s), the mechanism playing the casino slot machine game(s) is adapted to allow the player to switch between the live casino games and at least one casino slot machine games according to at least the results history display for each table. | 06-27-2013 |
20130165236 | GAME SYSTEM AND PLAYER MATCHING METHOD - In a gaming system, preferential matching is achieved while suppressing increase of load on a server device. In order to determine whether a matching between specific players should be prioritized over other matchings a discrimination is made between whether or not a player satisfies a predetermined priority condition associated with information at a respective gaming console, and if the priority condition is satisfied, priority information indicating that the priority condition has been satisfied is added to a request for matching and transmitted to a server, whereupon at the server, if the request for matching to which the priority information has been added is received, the player of the gaming console that has transmitted the request for matching is prioritized in being matched between the specific players over players who do not satisfy the priority condition. | 06-27-2013 |
20130165237 | SYSTEM, METHOD AND COMPUTER READABLE RECORDING MEDIUM FOR SEARCHING GAME CHALLENGE OPPONENTS BASED ON ACTION OF USER - A method and a system are disclosed. The method that is executed by a game service platform server managing a plurality of games for searching game challenge opponents includes: receiving a game challenge opponent request, on the game service platform server, generated according to a motion of a first terminal from the first terminal; receiving a position of the first terminal and a distance from the first terminal; searching for a second terminal based on the position and the distance; and setting the searched second terminal to be a game challenge opponent candidate and providing user information for the searched second terminal to the first terminal, wherein the game service platform server executes a game service platform managing the plurality of games and provides the game challenge opponent candidate request through the game service platform. | 06-27-2013 |
20130165238 | SYSTEMS AND METHODS FOR AN INTERNET COMPETITION NETWORK - A service that allows users to collect, process and share data about competition and recreational activities. Human, Organization or Robot users using any internet connected device are provided with a single profile where they can view their data, challenge other users and be judged by other users. The service also allows users to add all means they use to compete as Dependent members such as Animals, Plants, Vehicles, Humans, Teams and Tools. The service also provides means for users to create activities with custom data types, formulas and ranking systems as a representation of an existing live or virtual activity or a variation of an existing one. Relationships between users and user roles are automatically assigned based on operations they do. Users can compare two or more elements of the network or just follow any element of the network receiving constant updates about topics of their interest. | 06-27-2013 |
20130172084 | DYNAMIC PEER-TO-PEER MAP RECONCILIATION IN A MULTIPLAYER GAMING ENVIRONMENT - A multiplayer game data processing system includes a computer coupled to a host server over a network and a game client executing in the computer and providing a user interface to a map of a virtual world provided by a game server hosted by the host server. The system additionally includes a map generator generating a portion of the map according to a corresponding contemporaneous position of a game player in the virtual world. Finally, the system includes a peer-to-peer map reconciliation module. The module includes program code enabled to detect movement of the game player to a new position in the virtual world in proximity to a bordering map generated by a different game player and to generate a new portion of the map for the new position of the game player that is consistent with a portion of the bordering map in respect to both structure and terrain. | 07-04-2013 |
20130172085 | System And Method For Facilitating Access To An Online Game Through A Plurality Of Social Networking Platforms - Participation in an online game through a plurality of different social network platforms may be facilitated. This may include enabling an individual user to log in to the online game, which may take place in a virtual space, through a plurality of different social network platforms, thereby extending the accessibility of the online game with respect to the individual user. The online game may be provided to users through different social network platforms such that a first user accessing the online game through a first social network platform may access a common instance of the online game (and/or the virtual space) with a second user accessing the online game through a second social network platform. | 07-04-2013 |
20130178295 | SYSTEMS, METHODS AND TECHNIQUES FOR SAFELY AND EFFECTIVELY COORDINATING VIDEO GAME PLAY CONTESTS BOTH ON AND OFF LINE - A game involves establishing a Wi-Fi connection for retrieving a template used to create a level for the game. A play test is conducted to determine if the created level of the game can be played. The created game level can be shared with other players and/or submitted as a contest for play and competition judging by other players. | 07-11-2013 |
20130184079 | NETWORK GAMING ARCHITECTURE, GAMING SYSTEMS, AND RELATED METHODS - A gaming system, a network gaming architecture, and related methods are disclosed that provides game content to server-based gaming platforms. Players access game content and place wagers on through a client server. The client server may act as a thin client to the gaming platform such that the client server establishes the communication link to a remote gaming engine that performs game play processing. The gaming system includes the remote gaming engine, which may comprise a game rules server configured to administer a set of game rules for the wagering game, and a deck server that randomly selects game pieces according to the set of game rules. A network gaming architecture includes separating functions that require regulation on one set of regulated servers, and functions that do not require regulation on at least one unregulated server. | 07-18-2013 |
20130184080 | METHOD OF CONTROLLING AN UPDATE OF GAME CODE IN A GAMING SYSTEM - Methods of controlling migration to new version game code during an active game session are disclosed. In an embodiment, new version game code is received at a game server. In response to receipt of a game request from a gaming client at a gaming server, the current version code an active game session is employing is determined. The active gaming session is migrated to the new version code if the new version code is compatible. The migration to be performed is controlled by a reconnect if the new version code contains a new sub-component related to the client. Also, related gaming servers, gaming systems, methods of controlling game code updates in gaming systems, and game version distribution controllers are disclosed. | 07-18-2013 |
20130184081 | GAMING SERVER AND SYSTEM - Described herein are a gaming system, method, computer server, and computer program product that utilise a first gaming table and a predefined number of tokens. The gaming table includes a number of cells that correspond to the number of tokens and each token has an associated value. The tokens are stored in the cells of the gaming table, with one token in each cell, until all of the cells are populated. The gaming system, method, and computer program product of the present disclosure compute a score for a player by utilising the values associated with the tokens. | 07-18-2013 |
20130184082 | Multi-Level Competition / Game, Talent, and Award Show Production Systems, Methods, and Apparatus - A multi-level competition includes a competition between on-stage competition content, a competition between off-stage judges, and a competition between at-home players. The competition content (e.g., multiple television advertisements, singing contestants, etc.) is provided to at-home players, who provide a rating for each content offering and rank the content offerings. At a later time, a group of off-stage judges view the competition content, provide a rating for each content offering, and rank the content offerings. One or more accurate responses are identified by a control which may be, for example, a target demographic. A winning content offering is identified based on the one or more accurate responses. The off-stage judges and at-home players are ranked based on whether their ratings/rankings are in sync with the control. Winners may be selected from each of the group of off-stage judges and the group of at-home players. | 07-18-2013 |
20130184083 | Method for interactive logic fault tolerance in online game, and system and client for fault tolerance in online game - The disclosure relates to the field of computer, and provides a method for interactive logic fault tolerance in an online game and a system for fault tolerance in an online game. The method includes the following steps: a client determines whether there is fault in the game data; the client sends a game data synchronization request to a game sever when it is determined that there is fault in the game data; the game server returns a game data synchronization response to the client, and the game data synchronization response comprises correct game data corresponding to the false game data; and the client updates game data of a game player according to the game data synchronization response. In embodiments of the disclosure, the client sends the game data synchronization request to the game sever when it is determined that there is fault in the game data, the game server returns the game data synchronization response to the client, and the client updates the game data of the game player according to the game data synchronization response returned by the game server, so that the client can also play a game by synchronizing the game data with the game server when there is fault in the game data. | 07-18-2013 |
20130190094 | Asynchronous Team-Based Game - An asynchronous, multiplayer gaming platform is disclosed which provides for a collaborative team effort on a shared canvas. Shared elements (e.g., a shared canvas, shared object or a shared inventory) of a game are stored on a computer readable storage medium that is accessible to the players of the team over the network. Data is received from a first player of the team which is indicative of gaming activities modifying the shared elements. The shared elements are updated with the data received from the first player to generate an updated game state. Update data representing the updated game state is transmitted to at least one other player on the team. | 07-25-2013 |
20130190095 | Faults and Performance Issue Prediction - Systems and methods for an online predictive diagnostic and prognostic maintenance system are disclosed. The systems and methods may be configured for use with networked gaming machines. The systems and methods may operate in real time and may detect and analyze data representing various indicators of machine performance or a current or future decrease in machine performance. The data may represent or be used to predict machine performance and risk of failure and to identify necessary or recommended repair, maintenance or other performance issues. In another embodiment systems and methods are disclosed for automated analysis of data regarding machine operation and generation of rules related to predicting the future performance, repair and maintenance needs of machines. | 07-25-2013 |
20130196772 | MATCHING PHYSICAL LOCATIONS FOR SHARED VIRTUAL EXPERIENCE - Embodiments for matching participants in a virtual multiplayer entertainment experience are provided. For example, one embodiment provides a method including receiving from each user of a plurality of users a request to join the virtual multiplayer entertainment experience, receiving from each user of the plurality of users information regarding characteristics of a physical space in which each user is located, and matching two or more users of the plurality of users for participation in the virtual multiplayer entertainment experience based on the characteristics of the physical space of each of the two or more users. | 08-01-2013 |
20130196773 | Location Services Game Engine - A location services game engine (LSGE) that is concerned with the geographic location of the wireless devices used to play in the game. The operations performed by players on wireless devices inside the location services game engine have location proximity requirements on the wireless devices being played in the game, and other wireless devices they interact with. A common game experience provides a virtual game instance including a plurality of geographically remote playing wireless devices virtually gathered together within the virtual game to physically interact with one another, and traveling relative to one another within the virtual game. A location update of each of the plurality of playing wireless devices active within the virtual game is obtained, with any movement from a last reported position applied against a virtual origin point within the virtual reality game. | 08-01-2013 |
20130196774 | METHODS AND APPARATUS FOR DISTRIBUTED GAMING OVER A MOBILE DEVICE - A system and method are provided for updating game participants. In some embodiments, participants receive game control information via a one-way broadcast. The method selects a set of sampling participants. In some embodiments, selection occurs prior to start of the game. The method of some embodiments establishes a two-way connection between a server and each sampling participant. During each discrete game period, the method receives data for the sampling participant's game period performance. Based on the received data, the method determines performance for the game period and broadcasts this information to a non-sampling participant. In some embodiments, the non-sampling participant determines a standing relative to other participants. Some embodiments provide a method and system for detecting unusual performance. An average performance level is calculated. Based on the average performance level, a participant improvement factor is tracked, stored and compared to a threshold value. | 08-01-2013 |
20130196775 | GAMING MACHINE CONDUCTING INDICATION EFFECT - A gaming machine stores an effect combination table in which each of predetermined combination conditions of symbols has probabilities associated with respective effect combinations each constituted by one or more indication effect. The gaming machine executes a process of randomly determining the symbols to be rearranged on the reel unit. The gaming machine executes a process of determining to which one of the combination conditions the combination of the determined symbols corresponds. The gaming machine executes a process of selecting an effect combination table based on the corresponding combination condition and randomly selecting one effect combination from a plurality of effect combinations based on the probabilities in the selected effect combination table. The gaming machine executes a process of executing an indication effect indicated by the selected effect combination, by means of the notification device. | 08-01-2013 |
20130196776 | SOCIAL GAMING - In one embodiment, a system, apparatus, and method for social gaming may include a gaming machine configured to play a game of chance and produce game information. A social gaming server can be configured to communicate with the gaming machine, may establish a remote gaming session between the gaming machine and a user device, and may distribute the portion of the game information to the user device. | 08-01-2013 |
20130196777 | Online Gaming with Real-World Data - Online gaming integrating sensory data and/or gameplay data from a real-world environment is provided within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment delayed or in real-time. Data from a live card game in a real-world environment can be recorded for delayed playback or streamed live and a remote player can participate on-line in the game as if the remote player had been present at the original, live card game. The remote player may play in the online game at the position/seat occupied by areal-world player. In games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat and may make strategic decisions during gameplay that differ from those of the original, real-world player. | 08-01-2013 |
20130196778 | WIRELESS COMMUNICATION GAME SYSTEM - A wireless communication game system includes a plurality of mobile game apparatuses, which function as a parent device or a child device and are capable of making a communication with each other, and broadcasts from the parent device a parent device packet including a parent device PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot, and a payload. All the parent device packets are received from the parent device existing within a communicationable range of a user's own apparatus, and the user's own apparatus creates a parent device list, and displays the parent device list on an LCD. Therefore, a user or a player of his own apparatus looks at the game name of the parent device list, for example, and operates a cross key included in an operation key so as to select one desired parent device. Then, transmitting a child device number CID of the user's own apparatus at the E slot designated by the parent device packet, the user's own apparatus transmits a connection request to the parent device. | 08-01-2013 |
20130203496 | ONLINE GAMING - Technologies and implementations for providing and online gaming experience are generally disclosed. | 08-08-2013 |
20130203497 | MONETARY SOCIAL GAMING ENGINE/PLATFORM PROVIDING FREE GAMES AND REAL MONEY GAMBLING - A system allows people to socially connect with and play games with their friends online for free and for real money. The system allows them to schedule group events where group gaming occurs, and play in tournaments, play in various types of games such as person versus software, person versus another person, or person versus many people games, as well as many people versus many people games. Various individual and group chats and live group discussions can take place. Social connections, subscriptions, and other key data points, such as notifications of important events between friends can be analyzed and organized using a social data organization model (SDOM) to deliver a personalized data feed (PDF), recommendations, real time notifications (RTN) and real time invitations (RTI) which drives social gaming/gambling and solves the social gaming need of play free games and real money gambling games remotely over the internet together in one environment. | 08-08-2013 |
20130203498 | WAGER GAMING NETWORK WITH WIRELESS HOTSPOTS - Embodiments of a wager gaming network that includes handheld wager gaming units and hotspots are described herein. In one embodiment, a method includes receiving, in a handheld wager gaming unit, a wager associated with a wagering game. The method can also include wirelessly connecting the handheld wager gaming unit to a wireless access point in a wager gaming network. The method can also include transmitting, via the wireless access point, information from the handheld wager gaming unit to a device on the wager gaming network. | 08-08-2013 |
20130203499 | LOCATION-BASED ONLINE GAMES FOR MOBILE DEVICES AND IN-GAME ADVERTISING - Providing a location-based online game for a plurality of mobile devices, including: assigning a force field around a player corresponding to each mobile device of the plurality of mobile devices, wherein a radius of the force field is proportional to a score or experience point of the player in the online game; determining a location of said each mobile device; calculating colliding forces among the plurality of mobile devices and virtual environment created in the online game; and providing a forum to enable a battle among the plurality of mobile devices and the virtual environment which are calculated as being in the colliding forces. | 08-08-2013 |
20130203500 | AMUSEMENT SYSTEM HAVING COMMUNICATION FUNCTION - A game machine ( | 08-08-2013 |
20130203501 | Bandwidth Management During Simultaneous Server-to-Client Transfer of Game Video and Game Code - A determination is made, using a computer, of an amount of game code data to be included in a data packet containing streaming game video data. A data packet is generated to contain the streaming game video data and to include the amount of game code data. The generated data packet is transmitted from a server computer system to a client computer system. | 08-08-2013 |
20130203502 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM STORING GAME PROGRAM AND GAME DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 08-08-2013 |
20130203503 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM STORING GAME PROGRAM AND GAME DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 08-08-2013 |
20130203504 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM STORING GAME PROGRAM AND GAME DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 08-08-2013 |
20130203505 | WIRELESS COMMUNICATION GAME SYSTEM - A wireless communication game system includes a plurality of mobile game apparatuses, which function as a parent device or a child device and are capable of making a communication with each other, and broadcasts from the parent device a parent device packet including a parent device PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot, and a payload. All the parent device packets are received from the parent device existing within a communicationable range of a user's own apparatus, and the user's own apparatus creates a parent device list, and displays the parent device list on an LCD. Therefore, a user or a player of his own apparatus looks at the game name of the parent device list, for example, and operates a cross key included in an operation key so as to select one desired parent device. Then, transmitting a child device number CID of the user's own apparatus at the E slot designated by the parent device packet, the user's own apparatus transmits a connection request to the parent device. | 08-08-2013 |
20130203506 | SOCIAL NETWORKS GAMES CONFIGURED TO ELICIT MARKET RESEARCH DATA AS PART OF GAME PLAY - Techniques are described for conducting market research via interactive game play mechanics. A game platform may allow a market research sponsor to create and publish online games which can identify latent consumer sentiment (and other market research data), while simultaneously providing an entertaining and engaging experience for the game participants. The games may be tailored such that elements of game play elicit responses from participants that reveal the desired market research data, e.g., consumer product awareness, consumer sentiment, brand preferences, loyalty, trends in awareness and sentiment, etc. Providing an engaging online experience provides an element of situational distraction, leading to more authentic responses from the participants as well as greater participation rates. | 08-08-2013 |
20130203507 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM STORING GAME PROGRAM AND GAME DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 08-08-2013 |
20130203508 | Game Execution Environments - Systems and methods for executing multiple video games, or other sources of video, include a game execution environment in which each game application is executed on the same operating system but within a virtual I/O shell. The virtual I/O shell includes virtual video, audio and input channels that allow each game application to operate as if it had dedicated drivers. In some embodiments, the systems and methods of the invention are used to provide video streams to a plurality of clients over the internet. | 08-08-2013 |
20130210526 | LOAD BALANCING IN CLOUD-BASED GAME SYSTEM - Technologies are generally described for a load balancing scheme for a cloud-based game system. In some examples, a load balancing system may include a resource usage measurement unit configured to measure resource usage of a game server, a determination unit configured to determine one or more client devices to stream non-interactive media files among a plurality of client devices connected to the game server based at least in part on the resource usage measured by the resource usage measurement unit, and a transmission unit to stream the non-interactive media files to one or more of the client devices upon occurrence of a predetermined game event. | 08-15-2013 |
20130210527 | PLAYER MATCHING IN A GAME SYSTEM - Technologies are generally described for a player matching scheme for a game system. In some examples, a player matching system may include an access pattern analysis unit configured to analyze access patterns of a plurality of players of a game provided by a game server, and a player recommendation unit configured to recommend to one player of the plurality of players at least some others of the plurality of players with whom the one player can compatibly play the game, based at least in part on the analyzed access patterns. | 08-15-2013 |
20130210528 | Code Execution Probability Based Server-to-Client Transfer of Game Code - A computer is operated to receive a current game state of a game being executed on a client computer system from a subset of game code. A determination is made of respective probabilities for advancement from the current game state to a set of possible later game states. Game code required for the set of possible later game states is prioritized in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states. Game code required for the set of possible later game states is transmitted from a sever computer system to the client computer system in order of the prioritized game code. | 08-15-2013 |
20130210529 | WIRELESS COMMUNICATION GAME SYSTEM - A wireless communication game system includes a plurality of mobile game apparatuses, which function as a parent device or a child device and are capable of making a communication with each other, and broadcasts from the parent device a parent device packet including a parent device PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot, and a payload. All the parent device packets are received from the parent device existing within a communicationable range of a user's own apparatus, and the user's own apparatus creates a parent device list, and displays the parent device list on an LCD. Therefore, a user or a player of his own apparatus looks at the game name of the parent device list, for example, and operates a cross key included in an operation key so as to select one desired parent device. Then, transmitting a child device number CID of the user's own apparatus at the E slot designated by the parent device packet, the user's own apparatus transmits a connection request to the parent device. | 08-15-2013 |
20130210530 | TEMPORARY GRANT OF REAL-TIME BONUS FEATURE - In one embodiment, a system, apparatus, and method for distributing a portion of game information may include a gaming machine configured to play a game of chance and produce game information. A social gaming server can be configured to communicate with the gaming machine, may establish a remote gaming session between the gaming machine and a user device, and may distribute the portion of the game information to the user device. A social gaming server may also establish a temporal bonus game feature between the gaming machine user and at least one available remote user. | 08-15-2013 |
20130217501 | PRESENTING APPLICATION CHALLENGES OUTSIDE AN APPLICATION EXECUTION CONTEXT - Embodiments present engagement opportunities outside an execution context of applications encouraging the engagement. A computing device accesses challenge offers each identifying a challenge for completion by a user within the execution context of an application. Without causing the application to be executed, the challenge offers are presented to the user. After receiving a request from the user to participate in one of the challenges, the computing device directs execution of the corresponding application to present the challenge. In some embodiments, challenge participation statistics from a plurality of users are aggregated and provided to potential challenge sponsors. | 08-22-2013 |
20130217502 | GAME SYSTEM, GAME CONTROL METHOD, PORTABLE GAME DEVICE, AND COMPUTER-READABLE STORAGE MEDIUM - An example game device automatically receives character data from another game device positioned nearby through wireless communication, and generates an other-player character based on the character data. Further, a game is executed with the other-player character which is automatically controlled and a player character. Acquisition information is generated which enables the other game device to acquire points according to a result of the game. After the acquisition information is generated, the wireless communication is automatically conducted with the other game device to transmit the acquisition information to the other portable game device. | 08-22-2013 |
20130217503 | INFORMATION PROCESSING SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSOR - Each information processor executes a mission which allows participation of users of a plurality of information processors using wireless communication. While the mission is being executed, a mission beacon including personal score information is repeatedly transmitted to an unspecified apparatus from each of the information processors. Each information processor calculates a total score based on the personal score information included in the mission beacon of each of other information processors and determines whether the mission has been successful or not based on the total score. | 08-22-2013 |
20130217504 | INFORMATION PROCESSING SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSOR - A first information processor executes a program or a routine which uses wireless communication and transmits, while the program or the routine is being executed, identification information for identifying the program or the routine to an unspecified apparatus. A second information processor receives the identification information transmitted from the first information processor to the unspecified apparatus and selects, from among a plurality of programs or a plurality of routines stored in the second information processor, a program or a routine corresponding to the identification information as a program or a routine to be executed. | 08-22-2013 |
20130217505 | COMMUNITY GAME HAVING ONLINE AND LAND-BASED GAME PLAY - A method includes presenting a community game that includes land-based game play and online game play. The method includes selecting either the land-based or online game play as an affected game play, wherein the affected game play is to have at least one result in the community game that is affected by the other game play that was not selected. In response to a determination that a generation of the at least one result is needed for the affected game play for the community game, the method includes receiving, from the other game play, a result from a game. Also in response to the determination, the method includes affecting of the at least one result of the community game for the affected game play based on the result of the game at the other game play. | 08-22-2013 |
20130217506 | Game Execution Environments - Systems and methods for executing multiple video games, or other sources of video, include a game execution environment in which each game application is executed on the same operating system but within a virtual I/O shell. The virtual I/O shell includes virtual video, audio and input channels that allow each game application to operate as if it had dedicated drivers. In some embodiments, the systems and methods of the invention are used to provide video streams to a plurality of clients over the internet. | 08-22-2013 |
20130217507 | Gaming System and a Method of Gaming - A method of triggering a multi-player game, comprising: determining a current number of eligible gaming machines; communicating current hit rate data based on the current number of eligible gaming machines to at least each eligible gaming machine; determining at each eligible gaming machine whether to trigger the multi-player game at a hit rate based on the current hit rate data. | 08-22-2013 |
20130225297 | CONTEST TO REACH A TARGET - A contest implemented by downloading to a player device a location of a target. The player device displays the location of the target on a map. A count is kept of a number of times the target is reached by any player. A grand prize is awarded to a player using the player device when the player reaches the target and the number counted is at a predetermined winning value. | 08-29-2013 |
20130225298 | ONLINE PRESENCE FOR A WAGERING GAME MACHINE - A computer-implemented method includes creating, by at least one processor, an online presence for a wagering game machine. The method also includes publishing wagering game activity that has occurred at the wagering game machine to the online presence for the wagering game machine. | 08-29-2013 |
20130225299 | METHOD OF AND SYSTEM FOR CONDUCTING MULTIPLE CONTESTS OF SKILL WITH A SINGLE PERFORMANCE - A method of and system for conducting multiple competitions of skill for a single performance are described herein. User generated competition groups and system generated competition groups allow users to participate in multiple competitions at once based on answering the same questions or making the same selections related to a single event. The users are informed of each competition either via email, text message or when logging into the network via a website. The users select which competitions groups to join. After joining the desired groups, the users then make their selections related to the event which are transmitted to the network where results are tabulated and transmitted back to the users. The results are separated based on each competition group, so that users can continually know where they stand in each separate competition. With multiple competition groups, users are able to have varying success from the same performance in multiple competitions. | 08-29-2013 |
20130231189 | Method for Guiding Gameplay of Players Participating in a Computer-Implemented Virtual Game - A method for guiding gameplay of players participating in a computer-implemented virtual game is disclosed. The method comprises the steps of determining a population contingency, identifying a reference distribution parameter in connection with the population contingency, and using at least one processor to construct a linking function based on a comparison between a player action and the reference distribution parameter. The method further includes the steps of storing game data in a data storage system, wherein the game data includes at least one or more of the population contingency, the reference distribution parameter, and the linking function, and facilitating the exchange of game data between an individual player and the data storage system. | 09-05-2013 |
20130231190 | INTEGRATION GATEWAY - A message oriented middleware server application executable by at least one processor implements a message oriented middleware message provider that mediates messaging operations with a plurality of heterogeneous applications including a number of casino gaming applications, where instances of the heterogeneous applications which execute on the plurality of networked processor-based client devices including the networked processor-based casino gaming devices. | 09-05-2013 |
20130231191 | METHOD FOR INTRODUCING A PHYSICAL OBJECT IN A VIRTUAL WORLD - A method for introducing an object with a unique identifier in a video game. A request to a server to introduce the object is made. An identity of a user of the video game is sent to the server. The server generates a token paired with the identity, embeds the token in a multimedia file, and sends the multimedia file to the video console. The video console reproduces the multimedia file and shows a message to the user so that the user executes an application in a smartphone. The application activates a reader to obtain the unique identifier of the object and activates a sensor element to be able to extract said token associated with the multimedia file. The smartphone sends the unique identifier of the object and the token to the server. The server pairs the unique identifier of the object with the identity of the user by means of the token and sends the unique identifier of the object to the video console to introduce it in the video game. | 09-05-2013 |
20130231192 | APPARATUS, SYSTEMS AND METHODS FOR HANDHELD GAMING, INCLUDING INTERACTIVE MAPS - A method comprises receiving a request for a location of at least one player of at least one gaming device from a handheld device, determining the location of the at least one player based upon gaming information derived from the at least one gaming device of the at least one player, and transmitting location information comprising the determined location of the at least one player to the handheld device. | 09-05-2013 |
20130231193 | System and Method for Playsets Using Tracked Objects and Corresponding Virtual Worlds - There is provided a system and method for playsets using tracked objects and corresponding virtual worlds. There is provided an object for use with a physical environment and connectable to a virtual world corresponding to the physical environment, the object including a processor and a plurality of sensors including a position sensor. The processor is configured to establish a first connection with the virtual world, wherein the virtual world contains a virtual object corresponding to the object, determine a position of the object using the position sensor, and send the position of the object using the first connection. There is also provided a physical environment having similar capabilities as the object. | 09-05-2013 |
20130237323 | Online skill competition system with competitive consumer judging and method - An online computer network utilization system for supporting an online skill competition such as guitar playing prowess among personal entrants and an online competitive contest associated with the skill competition where online consumer contestants can view, judge and contest with one another over the successes and failures of the skill competitors. The system handles the solicitation for entrants in the skill competition and online consumers for the viewing and judging of the competition as well as a fantasy sports-styled contest among viewers/judges, tracks performances, tabulate votes, declares winners, awards prizes and facilitates online advertising. | 09-12-2013 |
20130237324 | Wagering Game With Community Event In Which Individual Enhancements Are Awarded - A computer-implemented method is conducted in a gaming system including a plurality of gaming terminals that participate in a community event. The method includes providing, by at least one of one or more processors, individual enhancements at one or more of the plurality of gaming terminals. Each of the individual enhancements has an initial value prior to the community event being triggered. If the initial value exceeds a predetermined value upon the community event being triggered, the initial value is modified to a modified value based on the initial value. The modified value is awarded upon the community event being triggered. | 09-12-2013 |
20130237325 | SOCIAL NETWORK SYSTEM AND METHOD FOR USE WITH AND INTEGRATION INTO A VIDEO GAME - A centralized social network tool is configured to interface with and integrates into one or more videogames and/or videogame series. The social network tool may be integral to the theme of the games and be pervasive within game play. The social network may drive progression of the story and interaction between characters. According to another aspect of the invention, the members of the social network may include actual members (corresponding to real people) and virtual members (e.g., artificial intelligence controlled bot members). The virtual members may be part of the social network and may interact with real members within and outside of the game as part of the theme of the game. | 09-12-2013 |
20130237326 | Systems and Methods for Flexible Gaming Environments - Systems and methods for a flexible, dynamically configurable, process of connecting together modules or elements of a hybrid game having an entertainment game component and a gambling game component over a wide area network or the Internet. The systems and methods enable the modules or elements of the hybrid game to dynamically connect, and then perform their functions, without having to be pre-compiled or integrated. Such systems and methods dynamically bring together modules or elements to create a gaming environment in conjunction with a game of skill in the context of a networked gaming environment, such as a communication network within a casino, or a wide area network, such as the Internet. | 09-12-2013 |
20130244785 | SYSTEM AND METHOD FOR CAPTURING AND SHARING CONSOLE GAMING DATA - A system and method for capturing and sharing console gaming data is described. Embodiments capture gameplay data directly at the gaming console, without the need for external hardware. This allows users to easily capture rich console gaming experiences and share them across a variety of outlets. In one embodiment, the methods described herein can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the game. | 09-19-2013 |
20130244786 | Networked Gaming System and Method - A system for providing live-play, network-based gaming to players is described, the system comprising a first electronic gaming device located inside an authorized gaming establishment for allowing a first player to play a game of chance and/or skill against a second player or with the second player against a house entity, a second electronic gaming device located within the authorized gaming establishment for allowing the second player to play the game against the first player or with the first player against the house entity, a server for providing the game to the first player and the second player via the first electronic gaming device and the second electronic gaming device, respectively, and a communication medium for electronically coupling the server to the first electronic gaming device, the second electronic gaming device, and to other user terminals that are located within the gaming establishment, only. | 09-19-2013 |
20130244787 | Networked Gaming System and Method - A system for providing live-play, network-based gaming to players is described, the system comprising providing a server that provides a game to a first player operating a first electronic gaming device located at a first authorized gaming establishment and a second player operating a second electronic gaming device located at a second authorized gaming establishment, the game comprising a live game of chance and/or skill played between the first and second players or between the players and a house entity, and connecting the server to a communication medium for electronically coupling the server to the first electronic gaming device, the second electronic gaming device, and to other electronic gaming devices that are located within the first and second authorized gaming establishments. | 09-19-2013 |
20130244788 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM STORING GAME PROGRAM AND GAME DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 09-19-2013 |
20130252737 | SYSTEMS AND METHODS FOR USER-BASED ARBITRATION AND PEER REVIEW FOR ONLINE MULTIUSER SYSTEMS - The field of the invention relates to systems and methods for managing user behavior in online multiuser systems, and more particularly to systems and methods that provide user-based arbitration for online multiuser systems. In one embodiment, a multi-user online system enables a first user to report a second user's behavior while online. The system receives the report and merges the report with the second user's recorded interactions with the online system related to the report to create an arbitration file. The arbitration file is then made available to a third user to review the arbitration file and determine whether action is warranted. | 09-26-2013 |
20130252738 | GAME ACHIEVEMENTS SYSTEM - Systems and method for providing a game achievements system where players are rewarded with game achievements based on mastering certain in-game facets of the games they play. Each game achievement may be conveyed in a profile as a badge or trophy, title, description, date, etc. Players may also accumulate points based on game achievements. A display interface may be made available such that a player may see his achievements and total points, as well as those of others. | 09-26-2013 |
20130252739 | SYSTEMS AND METHODS FOR CONFIGURING A GAMING MACHINE - Systems and methods for configuring a gaming machine are disclosed herein. In one embodiment, the systems and methods reduce operator activity at a gaming machine in order to configure a default set of game packages. By selecting a pre-defined set of games in conjunction with a set of game denominations, the operator will be able to configure a complete game suite at one time on a gaming machine, thereby eliminating the need for the operator to configure each game profile individually. | 09-26-2013 |
20130252740 | COMMUNICATION GAME SYSTEM, GAME APPARATUS, SERVER, STORAGE MEDIUM STORING A PROGRAM, AND GAME CONTROL METHOD - A communication game system includes a plurality of game apparatuses which are able to wirelessly communicate with each other. Each of the game apparatus registers identifying information of an opponent obtained by a short-distance wireless communication or by user's manual input in a friend list. Thereafter, the game apparatus connects to the Internet, and inquires whether it is possible to communicate with an opponent in the friend list over the network. If it is possible to communicate, the game apparatus obtains an address of the opponent to make a network communication. Even if a user makes a short distance wireless communication with a friend to exchange and register the identifying information or registers the friend by hand and then is parted from the friend, the user can safely communicate with the opponent is to be added to the multiplayer game session, one of the participants transmits identifying information to introduce the communication opponents to each other. The game apparatuses introduced to each other make a communication over a network, and add the identifying information of the opponents to the friend list, if necessary. | 09-26-2013 |
20130252741 | INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, INFORMATION PROCESSING PROGRAM, AND COMPUTER-READABLE STORAGE MEDIUM STORING THE INFORMATION PROCESSING PROGRAM - An information processing system includes a controller port having a plurality of ports to which a plurality of operation signals are input from a plurality of operation devices via a network. The information processing system also includes an execution unit configured to execute a game program in response to each of the plurality of operation signals input from each of the plurality of operation devices to each of the plurality of the ports, and an assignment unit configured to assign each of the plurality of operation devices to each of the plurality of respective ports. The assignment unit changes assignment of each of the plurality of operation devices to each of the plurality of ports in a predetermined case. | 09-26-2013 |
20130260887 | RULE SET FOR CREATING WORD-PUZZLES - A game interface having multiple game-object locations is constructed by removing a remaining game-object from a pool of game-objects and loading that removed game-object into an empty game-object location for each of the game-object locations. A candidate game interface that is fully loaded with game-objects is compared to a rule set. A candidate game interface is rejected if it violates the rule set. If a candidate game interface does not violate the rule set, the candidate game interface is deployed to a gaming environment as an approved game interface. | 10-03-2013 |
20130260888 | PHASED GAME PLAY FOR SYNCHRONIZED GAMING SCHEDULE - A game interface is presented at a plurality of client devices during an early phase of a synchronized gaming schedule shared among the client devices. An application program residing at each of the client devices generates and presents, during an intermediate phase of the synchronized gaming schedule following the early phase, an individual results summary. Individual results information is received from each client device over the communications network indicating a comparison of one or more puzzle-submissions by a player of that client device to the one or more puzzle-answers of the answer key. The individual results information received from each of the client devices is aggregated to obtain aggregated results information during the intermediate phase. The aggregated results information is transmitted to each of the client devices over the communications network for presentation at the client devices during a late phase of the synchronized gaming schedule. | 10-03-2013 |
20130260889 | EMAILING OR TEXTING AS COMMUNICATION BETWEEN MOBILE DEVICE AND EGM - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. Via E-mailing or texting, a server can mediate communications between a user-controlled device, such as a mobile device, and an EGM. In one embodiment, for a transaction involving interactions with a user-controlled device and an EGM, the server can be configured to create a temporary e-mail or text message address. In particular embodiments, a transaction can involve transferring credits to or from the EGM or transferring game play related information from the EGM to a user specified location. | 10-03-2013 |
20130260890 | DONATION INCENTIVATION SYSTEM - A method for incentivizing donations using virtual currencies includes determining that a user associated with a game and determining a location of the user. A charity provider is then identified that is both associated with the game and within a predetermined distance of the location. A donation incentivization message is then sent to the user that includes an identification of the charity provider. A plurality of redemption codes are also sent to the charity provider. A first redemption code of the plurality of redemption codes that is associated with the user and a donation from the user to the charity provider is received. The first redemption code is then used to credit a user account that is associated with the user with a virtual currency amount that is determined using the donation. | 10-03-2013 |
20130260891 | RESOURCE MANAGEMENT FOR DATA CENTER BASED GAMING - Technologies are presented for managing a resource demand on a data center providing game services by adjusting a probability of various kinds of game events. Data center load data may be received and used to adjust occurrence tables associated with both one-off and lengthy game events that may direct game clients toward events that may involve lesser resource demand. Contrary to conventional load balancing for non-gaming applications, the methods described herein may take advantage of the pseudorandom event nature that may be a part of a game experience in gaming applications. The resource demand may be altered without changing the number of customers served or the quality of service provided. Thus, resource management may be enhanced while serving the same number of customers. | 10-03-2013 |
20130260892 | GAME SYSTEM FOR ENCOURAGING COMMUNICATION BETWEEN USERS - One object is to provide a game that encourages the interaction between users forming a group and enhances the bond between the users. In accordance with one aspect, a server device of the present disclosure which is connected to terminal devices operated by the users via a communication network to provide a game to the terminal devices. The server device includes: an assignment unit for assigning, to each of the users belonging to the group, a certain event as a specific event from a plurality of events; and a notification unit for notifying, on occurrence of the specific event to an object user belonging to the group, the fact that the specific event has occurred, to the terminal device of at least one of the users belonging to the group, regardless of the intention of the object user. | 10-03-2013 |
20130260893 | SYSTEM AND METHOD FOR PROVIDING AVATAR/GAME/ENTERTAINMENT FUNCTIONS ON MESSENGER PLATFORM - Provided is a system and method for providing avatar, gaming and entertainment functions on a messenger platform. A method for providing a messenger service using a real graph displaying social information of users using a messenger may include: providing a messenger function among users between whom a relationship is established; providing a first user interface for providing a virtual world service through the messenger function; providing the virtual world service using a virtual graph displaying social information of users using the virtual world service; converting the real world service, to the virtual world service in response to a request from the first user interface, and providing a second interface for converting the virtual world service to the real world service. The virtual world service may include at least one of an avatar service and a game service. | 10-03-2013 |
20130260894 | Systems and Methods for Socially Motivated Multiplayer Gaming - Various exemplary embodiments engage the community as a whole to complete game play tasks. In doing so, a large scale cooperative play may be achieved without having large groups of people directly connected to each other. These embodiments use the social graph to bring indirectly connected individuals together virtually to act as a greater force to solve a communal game play task. By solving the game play tasks globally, the player feels a connectedness to the community and their efforts that are not seen by players acting in isolation. The various exemplary embodiments also rewards players based upon group participation including granting larger rewards for larger participation. Furthermore, these embodiments may have a location based component to it, so that players come together a specific location in order to complete the communal task and claim the communal, and potentially location specific, reward. | 10-03-2013 |
20130260895 | Systems and Methods for Video Game Participation Via Social Network Interactions - Various exemplary embodiments use social networks and their social graph APIs to participate in a game without needing to own, install, or play the game. These embodiments have the game post data to social networks and then allow the social media users to interact with that data. The embodiments perform this interaction without ever having to download, install, or play the game. The games then read that interaction and score it for participation in the game. | 10-03-2013 |
20130260896 | SHARING RECORDED GAMEPLAY TO A SOCIAL GRAPH - A method for sharing recorded gameplay to a social graph is provided. Video of a user's gameplay is recorded during an active state of a gameplay session. A command is received to initiate a sharing operation during the active state of the gameplay session. In response to receiving the command, a paused state of the gameplay session is entered and a sharing interface is presented. Input received via the sharing interface is processed to determine a user-defined selection of the recorded video. The user-defined selection of the recorded video is shared to a social graph of the user, and the active state of the gameplay session is resumed. | 10-03-2013 |
20130260897 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM PRODUCT - A video game processing apparatus for managing progress of a fighting game in which participating characters of a predetermined participation number participate along with a player character by receiving information necessary for the fighting game from other apparatuses is provided. The participating characters are determined on the basis of the player character and newly participating characters by referring to newly participating character related information containing newly participating character data and identification data of other newly participating apparatuses. In a case where the number of participating characters obtained by combining the player character and the newly participating characters is less than the predetermined participation number, participating characters of a deficient number are selected among already participating characters indicated by already participating character related information containing already participating character data and identification data of other already participating apparatuses to determine the participating characters of the predetermined participation number. | 10-03-2013 |
20130260898 | FANTASY SPORTS GAME - A fantasy sports game is presented in which participants act as “managers” to build or draft teams that compete against each other based on the statistics generated by the actual individual players or teams of a sport, whether professional, college, Olympic, or amateur. Unlike traditional fantasy sports platforms, in which participants of the game freely draft players, in turn, according to their respective strategies and preferences, the present invention comprises a pre-determined, position based “lead pick-forced pick” feature in which draft selections or picks and counter-picks are “linked” based on on-field positions of the respective sport. All forced picks are therefore based on limited discretion—a forced pick must select a pre-determined position player from the actual sports team that is opposing the team of the player the subject of the immediately preceding lead or smash pick. Participants and their teams then amass points based on the performance of the athletes on their roster in their regularly scheduled league game and according to pre-determined rules of the particular league employing the invention game. | 10-03-2013 |
20130260899 | GAMING APPARATUS, MATCH-UP CONTROL METHOD, COMPUTER-READABLE NON-TRANSITORY INFORMATION RECORDING MEDIUM HAVING STORED THEREIN PROGRAM, AND PROGRAM - Prior to the start of a battle, a setter sets a monster character or the like in a time table in accordance with an operation instruction received by an operation receiver. An obtainer obtains the time table of a match-up competitor. A match-up controller controls the match-up of both monster characters based on both of the own and enemy time tables. More specifically, as illustrated in FIGS. | 10-03-2013 |
20130260900 | GAMING APPARATUS, MATCH-UP CONTROL METHOD, COMPUTER-READABLE NON-TRANSITORY INFORMATION RECORDING MEDIUM HAVING STORED THEREIN PROGRAM, AND PROGRAM - When a screen is closed with the power being turned on, a gaming apparatus having executed a role playing game transitions to a standby state. The gaming apparatus transmits a reply request containing a game ID and the like. When determining that there is a response, the gaming apparatus exchanges time tables. The gaming apparatus stores the received time table in a game information memory. Next, when the screen is opened and the standby state ends, the gaming apparatus transitions to a normal state. Subsequently, the gaming apparatus sequentially causes both characters to match up against each other slot by slot based on the set time table of the user and the received time table of the competitor. | 10-03-2013 |
20130260901 | GAMING APPARATUS, MATCH-UP CONTROL METHOD, COMPUTER-READABLE NON-TRANSITORY INFORMATION RECORDING MEDIUM HAVING STORED THEREIN PROGRAM, AND PROGRAM - When a screen is closed with the power being turned on, a gaming apparatus having executed a role playing game transitions to a standby state. The gaming apparatus transmits a reply request containing a game ID and the like. When determining that there is a response, the gaming apparatus exchanges time tables and higher-rank winner information. The gaming apparatus stores the received time table and higher-rank winner information in a game information memory. Next, when the screen is opened and the standby state ends, the gaming apparatus transitions to a normal state. Subsequently, the gaming apparatus sequentially causes both characters to match up against each other slot by slot based on the set time table of the user and the received time table of the competitor, and updates the higher-rank winner information. | 10-03-2013 |
20130267323 | UDP BROADCAST FOR A USER INTERFACE IN A DOWNLOAD AND CONFIGURATION GAMING METHOD - A method for sending a notification message using a modified form of User Datagram Protocol (UDP) multicast notification system in a client-server architecture that otherwise allows only client initiated messages. The method includes: identifying information at a server that has potential for inclusion in a notification message, wherein the server is a Download and Configuration Management (DCM) engine; querying a database for a list of clients that have registered for one or more types of notification by a UDP broadcast processor; receiving a reply with the list of clients that have registered for the one or more types of notification; and sending notification to the clients on the list. | 10-10-2013 |
20130267324 | REMOTE GAMING METHOD ALLOWING TEMPORARY INACTIVATION WITHOUT TERMINATING PLAYING SESSION DUE TO GAME INACTIVITY - A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi. The mobile device operates as a user interface. If the communications link is temporarily broken during a game, the mobile device will create the appearance that the game is continuous, such as by continuing to spin reels, until communications are reestablished. The reels will stop once the mobile device receives the final outcome from the gaming terminal. The player may pause the game to temporarily suspend the minimum game frequency rules. The mobile device may switch between gaming terminals. For 3D video, the original format is adjusted for the mobile device. The gaming terminal may be a gaming machine. | 10-10-2013 |
20130267325 | REMOTE GAMING USING GAME RECOMMENDER SYSTEM AND GENERIC MOBILE GAMING DEVICE - A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi. The mobile device operates as a user interface. While the player is playing one game on the mobile device, the venue's system recommends other games to the player via the player's tablet either based on the player's past gaming history, if the player used a player tracking card, or based on real time game play, if the player is anonymous. Upon the player selecting a different game, the system automatically transfers communications to a different gaming terminal and transfers the player's credits. The gaming terminals may be gaming machines, where each gaming machine carries out a different game. | 10-10-2013 |
20130267326 | REMOTE GAMING SYSTEM USING SEPARATE TERMINAL TO SET UP REMOTE PLAY WITH A GAMING TERMINAL - A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi. The mobile device operates as a user interface. Registration for the mobile device may be via a registration terminal connected in a network with a plurality of gaming terminals. The mobile device may communicate wirelessly with the registration terminal, and the registration terminal then communicates with the played gaming terminal via the network. The mobile device may select to play games offered by any available gaming terminal. The gaming terminals may be gaming machines. The registration terminal may also be a cashing out terminal and print a ticket. | 10-10-2013 |
20130267327 | REMOTE GAMING SYSTEM ALLOWING ADJUSTMENT OF ORIGINAL 3D IMAGES FOR A MOBILE GAMING DEVICE - A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi. The mobile device operates as a user interface. If the communications link is temporarily broken during a game, the mobile device will create the appearance that the game is continuous, such as by continuing to spin reels, until communications are reestablished. The reels will stop once the mobile device receives the final outcome from the gaming terminal. The player may pause the game to temporarily suspend the minimum game frequency rules. The mobile device may switch between gaming terminals. For 3D video, the original format is adjusted for the mobile device. The gaming terminal may be a gaming machine. | 10-10-2013 |
20130267328 | SYSTEM AND METHOD FOR PROVIDING MOBILE SPORTS RELATED GAMES - A method for providing a game comprises the steps of (i) communicating a first predicted outcome that is determined by a first user to a network via a first input device, the first predicted outcome relating to a future occurrence during a sporting event; and (ii) communicating an actual outcome of the occurrence from the network to the first input device substantially concurrently with the actual occurrence. Additionally, the method can further comprise evaluating the accuracy of the first predicted outcome with the network by comparing the first predicted outcome with the actual outcome; and communicating information regarding the accuracy of the first predicted outcome from the network to the first input device. Additionally, the method can further comprise the step of awarding benefits to the first user based on the accuracy of the first predicted outcome. | 10-10-2013 |
20130267329 | VIDEO GAME RELATIONSHIPS AMONG CHARACTERS - In a video game or other virtual environment, player characters in the video game can form different types of interactions and relationships. Some relationships provide benefits and/or obligations. The video game facilitates the monitoring, forming and terminating of various kinds of relationships. | 10-10-2013 |
20130274019 | GAMING APPARATUS AND SYSTEMS - Gaming apparatus, e.g. an Electronic Gaming Machine (EGM) ( | 10-17-2013 |
20130274020 | COMPUTING PLATFORM FOR SUPPORTING MASSIVELY MULTI-PLAYER ONLINE GAMES - A computing platform, system, and method for providing a massively multi-player online game (MMO, MMOG) is described. In some implementations, the platform provides an abstraction layer between client devices associated with players of a game and computing resources, such as cloud-based resources, that support and provide the game to the players. | 10-17-2013 |
20130274021 | COMPUTING PLATFORM FOR SUPPORTING MASSIVELY MULTI-PLAYER ONLINE GAMES - A computing platform, system, and method for providing a massively multi-player online game (MMO, MMOG) is described. In some implementations, the platform provides an abstraction layer between client devices associated with players of a game and computing resources, such as cloud-based resources, that support and provide the game to the players. | 10-17-2013 |
20130281215 | ONLINE GAME EXPERIENCE USING MULTIPLE DEVICES - Technologies and implementations for providing an online game experience using multiple devices are generally disclosed. | 10-24-2013 |
20130281216 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD - In a game in which a game character in a game world is trained, a passerby corresponding to another player is caused to appear in a shopping center in the game world, in response to that other player information is received from an information processing apparatus owned by the another player. Further, a facility such as a training facility that trains the game character on behalf of the player appears in the shopping center, in response to that a player character operated by the player persuades the passerby. | 10-24-2013 |
20130288799 | SYSTEMS AND METHODS THAT ENABLE A SPECTATOR'S EXPERIENCE FOR ONLINE ACTIVE GAMES - The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable a spectator's experience for online active games. In a preferred embodiment, an online multiuser game system includes an online game session server system communicatively coupled to a public network for access by a plurality of users to establish a plurality of real-time interactive games sessions. The online multiuser game system further includes a spectator server communicatively coupled to the online game session server system and configured to enable a user to view and time shift an active game session. | 10-31-2013 |
20130288800 | GAME PROCESSING SERVER APPARATUS - A game processing server apparatus connected to a terminal device via a network, includes a request accepting unit which accepts a request including player identification data and operation identification data related to the operation of the player from the terminal device; a screen transition information obtaining unit which obtains screen transition information in which display control content of a series of screens in accordance with a processed result of the accepted request is described for updating screen transition information accompanied by a game application program of the terminal device, wherein the obtained screen transition information includes an event string in which events corresponding to screens are aligned, and each of the events includes data to specify content of the screen, and a branch condition and an event string which is to occur after the branch condition is satisfied. | 10-31-2013 |
20130288801 | METHOD FOR CONDUCTING A VENUE-WIDE MULTIPLAYER GAME - In a method of operating an on-demand multiplayer game system, a controller advertises availability of one or more on-demand multiplayer games to a plurality of individuals at a first venue. The controller receives a request from a first individual at the first venue to initiate a multiplayer game and outputs a notification of the initiation of the multiplayer game to one or more display units at the first venue. One or more additional individuals are allowed to join the multiplayer game. The multiplayer game is initiated with the first individual and the one or more additional individuals who joined the multiplayer game as participants. | 10-31-2013 |
20130288802 | User Interfaces for Controlling and Manipulating Groupings in a Multi-Zone Media System - In general, user interfaces for controlling a plurality of multimedia players in groups are disclosed. According to one aspect of the present invention, a user interface is provided to allow a user to group some of the players according to a theme or scene, where each of the players is located in a zone. When the scene is activated, the players in the scene react in a synchronized manner. For example, the players in the scene are all caused to play a multimedia source or music in a playlist, wherein the multimedia source may be located anywhere on a network. The user interface is further configured to illustrate graphically a size of a group, the larger the group appears relatively, the more plays there are in the group. | 10-31-2013 |
20130288803 | MULTIPURPOSE EGM/PLAYER TRACKING DEVICE AND SYSTEM - A device for use in providing gaming related services to a plurality of gaming machines is described herein. The device includes a housing and a processor positioned within the housing. The processor is adapted to communicate with at least one of the plurality of gaming machines using a plurality of EGM communications protocols. The processor for determining an EGM communications protocol associated with the at least one gaming machine and transmitting signals indicative of gaming services to the at least one gaming machine using the determined EGM communications protocol. | 10-31-2013 |
20130288804 | PUBLISHER/SUBSCRIBER ARCHITECTURE ACROSS NETWORKS - A publisher-subscriber architecture with standardized and/or dynamic event/message look up can be implemented on wagering game establishment networks to establish a robust and flexible reporting and reacting mechanism. This publisher subscriber architecture is extendible to allow processes to publish and subscribe to other processes in different network through an intermediary publisher/subscriber or publisher/subscriber manager. | 10-31-2013 |
20130296058 | SERVER BASED INTERACTIVE VIDEO GAME WITH TOYS - A video game system comprising a console (such as a game console, computer, mobile device or web site), a peripheral for a gaming platform, and a toy. The gaming platform is capable of identifying the toy and a character corresponding to the toy is depicted in the video game. The video game character corresponding to the toy has certain characteristics and/or attributes. The data for these characteristics and attributes is stored on a server accessible to each compatible gaming platform. As the user uses the character to play the video game, thereby altering the character's characteristics and attributes, the updated attributes are stored by the game system to the server connected to the game system. Updated character data is thereafter available to the user for subsequent game play via any gaming platform connected to the server. | 11-07-2013 |
20130296059 | Providing Collective Play in an Online Game - A system for providing play in a game includes one or more processors and memory configured to represent two or more users as a single player in an online game. The processor(s) and memory are configured to receive input, via one or more networks, from each of the users, the input relating to how the single player is to play the game; and based on the inputs from the users, determine an action by the single player in the game. The system can make collective play possible in a game that is structured by the game provider for play by individuals. | 11-07-2013 |
20130296060 | SYSTEMS AND METHODS FOR REFERRAL BENEFITS - Systems, methods, and articles of manufacture provide for games that may be adjusted to provide bonuses to players playing together, such as when one player has referred the other to the system. Game win amounts may be adjusted to account for bonuses that may be provided to Refer-A-Friend (RAF) players. | 11-07-2013 |
20130303288 | METHOD AND APPARATUS FOR PROVIDING CONTENT TO A USER DEVICE - An apparatus and method for providing content to a user device. The method includes accessing at least one game application for providing game content to the user device. A management application is used to communicate with the game application to control operation of the game application. Execution of the management application provides game content assets to selected user device based on parameters of the management application. | 11-14-2013 |
20130303289 | METHOD FOR REALIZING MULTI-PARTY INTERACTIVE COMMUNICATION AND SYSTEM THEREOF - The present disclosure makes a method for realizing multi-party interactive communication public, the method includes: a wireless direct connection between a first mobile terminal and at least one second mobile terminal is established; a connection of multi-party interactive communication between the first mobile terminal and the at least one second mobile terminal is established, wherein the wireless direct connection is an underlying link, the first mobile terminal is a server of the multi-party interactive communication, and the at least one second mobile terminal is a client of the multi-party interactive communication; multi-party interactive communication between the first mobile terminal and the at least one second mobile terminal is performed via the connection of multi-party interactive communication. By the method mentioned above, the present disclosure can use wireless communication to realize the multi-party interactive communication among mobile terminals even the network is in a poor situation. | 11-14-2013 |
20130303290 | DEVICE FOR PROVIDING A GAME - One object is to provide a video game that attracts game players to a real sports game. A server device according to one aspect is connected to a terminal device of a game player via a communication network and configured to provide a video game to the terminal device. The server device includes: a setting unit configured to set, as a specific event, an event designated by the terminal device among events anticipated in a real game; and a sending unit configured to send a question message representing a question related to the specific event, to the terminal device via a communication network when the specific event occurs in the real sports game. | 11-14-2013 |
20130303291 | SYSTEMS AND METHODS FOR ROSTER MANAGEMENT IN FANTASY SPORTS CONTEST APPLICATIONS - The fantasy sports contest application of the present invention alerts the user of necessary roster changes before an upcoming fantasy sports competition. The fantasy sports contest application may evaluate the user's team roster before an upcoming fantasy sports competition to ensure that all roster spots on the team roster are filled with athletes available for real-life competitions. The fantasy sports contest application may also identify roster changes and roster transactions that may be beneficial to a user's fantasy sports contest team roster. | 11-14-2013 |
20130310181 | Multiplayer 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. | 11-21-2013 |
20130316831 | REAL-TIME, INTERACTIVE APPLICATION OVER HTML WEB SOCKETS - A real-time, interactive application for use with multiple clients utilizing web sockets is disclosed. | 11-28-2013 |
20130316832 | Method and Apparatus for Interactive Gameplay Across Multiple Computing Platforms - A method and apparatus is disclosed for enabling interactive gameplay across multiple platforms. | 11-28-2013 |
20130316833 | SYSTEMS AND METHODS OF GENERATING A USER GENERATED BETTING MARKET IN AN ONLINE BETTING EXCHANGE - A computer-implemented method of generating a user generated betting market in an online betting exchange, the online betting exchange comprising a plurality of exchange generated betting markets, the method being implemented in a computer comprising a processor and a memory in communication with the processor. The method comprises providing, by the processor, a user interface to a user of the betting exchange, the user interface allowing the user to input data associated with the user generated betting market to be generated, receiving, as input to the processor, user input by the user interface, and processing, by the processor, said user input to generate said user generated betting market | 11-28-2013 |
20130316834 | Artificial Intelligence Avatar to Engage Players During Game Play - A gaming system may include an event filter to identify a player as a target for engagement. The gaming system may engage the player in a dialogue with a non-player character to conduct a discussion with the player relating to the events that resulted in engaging the player. In some embodiments, the dialogue may include a pre-event game analysis. The dialogue may include recommendations or suggestions for improving the player's performance, and may include offering virtual game items to the player. | 11-28-2013 |
20130316835 | GAME SYSTEM - Various embodiments of the present invention provide a game system that enables a player to easily select an item to be used by a player character. The game system according to an embodiment of the present invention comprises a selection unit configured to select, from player game contents owned by a player, one or more game contents to be used by a player character of the player in a battle with an opponent character, based at least on an effective value calculated by the effective value calculating unit. | 11-28-2013 |
20130324255 | GAME PROCESSING SERVER APPARATUS AND GAME PROCESSING SERVER SYSTEM - A game processing server apparatus, to which plural terminal devices each being operated by a player are connected via a network, configured to provide a game service to the plural terminal devices, includes a player management unit which manages an association of a target player with other plural players; and an event management unit which controls a generation of a predetermined event, manages an event generation status for each of the target player and the players associated with the target player, determines whether a specific event is already generated for the target player and the players associated with the target player by referring to the event generation status for each of the target player and the players associated with the target player, determines, based on the determined result, an event to be generated for the target player. | 12-05-2013 |
20130324256 | GAME PROCESSING SERVER APPARATUS AND GAME PROCESSING SERVER SYSTEM - A game processing server apparatus, to which plural terminal devices each being operated by a player are connected via a network, configured to provide a game service to the plural terminal devices, includes a player management unit which manages an association of a target player with other of the plural players; and an event management unit which controls a generation of an event for the target player based on a winning probability parameter of the target player indicating a probability of the target player winning the game determined based on player information of the target player and the players associated with the target player. | 12-05-2013 |
20130324257 | POSTED INFORMATION SHARING SYSTEM, GAME APPLICATION EXECUTING SYSTEM, STORAGE MEDIUM, AND INFORMATION-PROCESSING METHOD - An exemplary posted information sharing system includes: a game processing unit configured to execute a multiplayer game application through a plurality of users each using a terminal; a group formation unit configured to form a playgroup for playing the game application, wherein the game processing unit includes: a group formation request unit configured to output, to the group formation unit, a playgroup formation request that specifies a group, according to input of the terminals, wherein the group formation unit is configured to form the users of terminals that specify the same group into a playgroup, based on the specified group. | 12-05-2013 |
20130324258 | GAME SYSTEM, CONTROL METHOD, STORAGE MEDIUM, AND TERMINAL DEVICE - An exemplary game system including a plurality of terminal devices and a predetermined server, the plurality of terminal devices being respectively used by a user, the game system includes: a display control unit configured to performs processing for drawing a virtual space image which is an image representing a virtual space, and processing for compositing at least the posted information input by another user that is stored in the posted information storage unit, in the virtual space image in association with the virtual game character that is indicated by the identification information associated with the posted information, and presenting the composite image to the user in each terminal device. | 12-05-2013 |
20130324259 | RULES-BASED ENGINE FOR CROSS-PROMOTION PLATFORM - A system and computer-implemented method for cross-promoting electronic games is provided. First and second electronic game databases are configured to store first and second game user attributes relating to first and second electronic game, respectively. An aggregator database is coupled to the first and second electronic game databases and is configured to store a first game user attribute, associated with the user and relating to a first electronic game, and user data of a user of the first electronic game. A processor is coupled to the aggregator database and configured to automatically associate a second game user attribute to the user according to a predetermined rule based on at least one of the first game user attribute stored in the aggregator database and the user data. The second game user attribute associated to the user by the processor is stored in the aggregator database. | 12-05-2013 |
20130324260 | CROSS-PROMOTION API - A system and computer-implemented method for promoting an electronic game of electronic games is provided. A user interface module is configured to receive an input from a user relating to playing a first and second electronic game. A processor-implemented association engine, operatively coupled to the user interface, is configured to associate user attributes of the first and second electronic games to the user based on the input. An application programming interface (API) is configured to associate a user attribute of a third electronic game different from the first and second electronic games, the API configured to associate based, at least in part, on rule engine implemented by the API and at least one of the user attributes of the first and second electronic games and game data of the third electronic game. | 12-05-2013 |
20130324261 | REAL-TIME DATA SERVICES API - A system and computer-implemented method for promoting an electronic game of a plurality of electronic games is provided. A storage module may store a user attribute relating to a first electronic game. An aggregator module is configured to aggregate a user attribute from each of a plurality of electronic games including the first electronic game. A transmitter module may transmit the user attribute relating to the first electronic game to the aggregator module upon the user attribute being stored in the storage module. An association module may associate, using an application programming interface, a user attribute of a second electronic game of the plurality of electronic games different from the first electronic game, the association module associating based on a rule engine implemented by the API and at least one of the user attribute of the first electronic game and game data of the second electronic game. | 12-05-2013 |
20130324262 | INFORMATION PROCESSING SYSTEM, GAME SYSTEM, INFORMATION PROCESSING APPARATUS, RECORDING MEDIUM AND INFORMATION PROCESSING METHOD - An example system includes: a communication device having a first wireless communication unit for sending and receiving data to and from an information processing apparatus through short-distance wireless communication; and an information processing apparatus having a second wireless communication unit for sending and receiving data to and from the communication device through short-distance wireless communication, a detector for detecting existence of the communication device in an effective communication area of the second wireless communication unit, an acceptance unit for accepting detection or non-detection by the detector as an input operation by a user, and an information processor for performing information processing in accordance with the input operation accepted by the acceptance unit. | 12-05-2013 |
20130324263 | ADAPTIVE APPLICATION SELECTION IN CLOUD GAMING - Methods and systems for remotely provisioning immediately executable games with license control in secure environments. Immediately initially executable portions of games are pushed onto user desktops, and when games are selected for play, additional components of selected games are streamed to said desktops. | 12-05-2013 |
20130331189 | Unified Game Scripting Language with Multi-Platform Interpreter - A method is provided for a unified game scripting language with a multi-platform interpreter. By providing a script editor that creates a unified game logic script, and by processing the unified game logic script through platform conversion modules, game designers can easily specify game logic without coding for a specific platform or making a distinction between server and client. As only a single unified game logic script needs to be maintained, consistency errors from manually maintaining parallel and mirrored code bases is completely eliminated. Moreover, game designers are freed from having to manually weigh the considerations of client side versus server side, low end hardware versus high end hardware, bandwidth limited networks versus bandwidth unlimited networks, specific hardware architectures, specific programming languages, and other technical details. Since platforms are defined by sets of rules, support for additional platforms is readily implemented by creating an associated platform conversion module. | 12-12-2013 |
20130331190 | GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, AND GAME SYSTEM - There is provided a game control device that allows a user, while executing or intending to execute a certain game, to know information about himself or herself in relation to another game. The game control device includes an execution means for executing a first game, a first determining means for determining whether a state of the first game satisfies a first condition when the user is executing the first game, an information obtaining means for obtaining user information of the user for a second game associated with the first game when the first condition is determined to be satisfied by the first determining means, and a notifying means for notifying the user about the user information for the second game obtained by the information obtaining means. | 12-12-2013 |
20130331191 | BOUNDED COMPETITIONS IN A VIDEO GAME FRAMEWORK - Competitions involving video game players may include competitions subsidiary to a purpose of video game play, and may be bounded in time, either across play of multiple video games or within play of a particular video game. | 12-12-2013 |
20130331192 | METHOD AND SYSTEM TO PROVIDE LOCATION-BASED COMPETITIVE GAMES, TOURNAMENTS, PRIZES AND HIGH SCORE REPORTS VIA MOBILE DEVICES - A system is provided for implementing a location specific gaming event having a server and databases for maintaining a plurality of user accounts and for maintaining location information. The server and databases maintain at least one affiliate account with at least one geographic location. The system is configured to receive at least one request from the at least one affiliate account to arrange for a location specific gaming event at the geographic location associated with the affiliate account. The system is further configured to receive at least one communication from mobile devices of at least two users when the mobile devices are located at the geographic location, the server of the system configured to administer the location specific gaming event to the users. | 12-12-2013 |
20130337918 | DEVICE FOR PROVIDING A GAME - One object is to provide a video game that implements a team battle where players can share a sense of unity. In accordance with one aspect, a server device according to an embodiment includes: an identification unit configured to identify specific players constituting a specific team and identify game contents owned by the specific players from game contents; a generation unit configured to generate a specific game content group for the specific team by using specific game contents selected from game contents owned by the specific players; and a battle processing unit configured to process a battle between an opponent and the specific team, wherein the battle processing unit compares an opponent evaluation value calculated using a characteristic value assigned to a game content owned by the opponent, with a self-evaluation value calculated using a characteristic value assigned to a specific game content included in the specific game content group. | 12-19-2013 |
20130337919 | DEVICE FOR PROVIDING A GAME - One object is to provide a game that continuously attracts players. In accordance with one aspect, a server device according to an embodiment provides a game wherein a first entity and a second entity battle with each other, and includes: an identification unit configured to identify first game contents on standby and second game contents on standby; a battle processing unit configured to compare, in an individual battle between first game contents selected from the first game contents on standby and second game contents selected from the second game contents on standby, a first estimation value regarding the selected first game contents with a second estimation value regarding the selected second game contents, thereby to determine an outcome of the individual battle; a point providing unit configured to provide the entities with points; and an exclusion unit configured to exclude a defeated game contents from the game contents on standby. | 12-19-2013 |
20130337920 | METHOD AND SYSTEM FOR AN ONLINE PERFORMANCE SERVICE WITH RECOMMENDATION MODULE - A method and system to recommend performances based on the performances' excitement-level as determined from events and characteristics associated with the performance and a subscriber's preference is described herein. A subscriber's preference influences the performance type and performance characteristics that are exciting to the subscriber. Recommendations for performances can be sent to the subscriber as a link or direct connection to a location of the online performance. Recommendations of a performance preserve the excitement of the performance by not revealing the score, outcome, or any statistics or commentary that would spoil the natural buildup of excitement from watching the live performance. Performance recommendations may include a start-time and end-time for watching only the exciting portions of the performance. Recommended portions of performances can be ranked to fit within a subscriber's customizable viewing-time, so that a subscriber can view only the most exciting portions of performances that fit within a limited time-frame. | 12-19-2013 |
20130344964 | METHOD AND DEVICE FOR FANTASY SPORTS ROSTER RECOMMENDATIONS - A method and device generates probability-based recommendations for a fantasy sports game. The method includes receiving first and second rosters for a first and second user, respectively; receiving parameter values for each sport player on the rosters; determining a score value for the sport players based on the parameter values; determining first and second lineups for the first and second users, respectively, the first lineup having a first projected probability distribution and the second lineup having a second projected probability distribution, the first and second projected probability distributions determined as a function of the score values; and determining a win probability value based on the first and second projected probability distributions, the win probability value indicative of a prediction of a comparison between a first actual total score value and a second actual total score value. | 12-26-2013 |
20130344965 | Apparatuses, Methods and Systems for an Online Game Manager - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE GAME MANAGER (“OGM”) transform user social graph and online behavioral pattern data inputs via OGM components into optimized server computational load reports. In one embodiment, the OGM may process a user server migration request for a user by obtaining user social graph data identifying co-users, and social activity pattern data associated with the user and the co-users. The OGM may also obtain server load indices of servers associated with the co-users, and server load analysis rules. By analyzing the server load indices using the server load analysis rules, the OGM may identify a subset of the servers as non-overloaded transfer candidate servers. The OGM may calculate transfer candidate server scores for the non-overloaded transfer candidate servers using the user social graph data and the social activity pattern data. | 12-26-2013 |
20130344966 | METHOD AND SYSTEM FOR PROVIDING VIDEO GAME CONTENT - Methods of and apparatus for providing video game content to a user of a client device ( | 12-26-2013 |
20130344967 | Game Control Program, Game Device, Game Server, And Game Control Method - Methods and apparatus provide for managing multiplayer play among a first player and at least one second player, where a first mode of multiplayer play is defined such that a game server selects the second player by: (i) selecting candidates by consulting a player database of information concerning a plurality of other players, (ii) sending invitations to the selected candidates to be the selected second player, (iii) receiving acceptances of the invitations from the candidates; and (iv) selecting the second player from among the candidates from whom acceptances were received; and where a second mode of multiplayer play is defined such that the game server selects the second player by consulting a player database of information concerning the plurality of other players, without consideration of an invitation to, or an acceptance from, the selected second player. | 12-26-2013 |
20140004950 | ADAPTIVE LEARNING SYSTEM FOR VIDEO GAME ENHANCEMENT | 01-02-2014 |
20140004951 | INTERACTIVE SPECTATOR FEATURES FOR GAMING ENVIRONMENTS | 01-02-2014 |
20140004952 | EXCHANGING VIRTUAL REWARDS FOR COMPUTING RESOURCES | 01-02-2014 |
20140004953 | Social Network Data Analysis to Generate Suggestion Metrics for Online Gaming | 01-02-2014 |
20140004954 | Social Network Data Analysis to Provide News for Online Gaming | 01-02-2014 |
20140004955 | CUSTOM REWARD FOR VIRAL HELP IN GAME | 01-02-2014 |
20140004956 | ADDING TRIGGERS TO CLOUD-BASED EMULATED GAMES | 01-02-2014 |
20140004957 | SUSPENDING STATE OF CLOUD-BASED LEGACY APPLICATIONS | 01-02-2014 |
20140004958 | SERVER DEVICE, NON-TRANSITORY SERVER DEVICE-READABLE STORAGE MEDIUM, AND GAME SYSTEM | 01-02-2014 |
20140004959 | SHARING PHOTOS OF A GAME BOARD WITHIN AN ONLINE GAME | 01-02-2014 |
20140004960 | DYNAMIC PLAYER MATCH-MAKING FOR SOCIAL GAMES | 01-02-2014 |
20140004961 | METHODS AND REGULATED GAMING MACHINES INCLUDING SERVICE ORIENTED BLADES ENABLING PLAYER INTERACTION VIA A TOUCH-SCREEN DISPLAY | 01-02-2014 |
20140011593 | GAME PROCESSING SERVER APPARATUS AND RECORDING MEDIUM - A game processing server apparatus includes a unit that delivers game information to a player terminal; a unit that delivers information regarding a single base game content and information regarding one or more material game contents selected from the plurality of game contents to the player terminal, the information including information indicating that the one or more material game contents are selected as the material game contents as an initial value; and a unit that accepts information regarding whether the one or more material game contents are selected as the actual material game contents by the player from the player terminal, treats the material game contents selected by the player to be not possessed by the player anymore, and updates the parameter of the base game content. | 01-09-2014 |
20140011594 | Electronic Social Trivia Game and Computer Application and Related Methods - An electronic social trivia network system that allows multiple parties to engage in matches of trivia contests from remote locations. The social network further permits electronic trivia access without the need for specific hardware. The network also provides means for participants to author questions and host trivia games. A related software program or “app,” designed for at personal computing or communications devices is downloadable to be installable on multiple hardware platforms therefore eliminating the need for dedicated trivia hardware. Participants in the social trivia network can chat, play trivia, create games, join games, and maintain game records. | 01-09-2014 |
20140011595 | COLLABORATIVE ELECTRONIC GAME PLAY EMPLOYING PLAYER CLASSIFICATION AND AGGREGATION - A method and system tracks, analyzes or sorts behaviors of user or players across a network to draw correlations from, or characterizations of, those user or players and identifies similarly characterized or mutually complementary user or players. For example, the method automatically obtains player data regarding interactions by each of multiple players with a multiplayer electronic game via each player's corresponding data processing device connected via the network. The method can then sort, classify or suggest additional activities, games, groups, or other different activities or actions for the players. | 01-09-2014 |
20140018175 | WIRELESS GAMING NETWORK - The disclosed embodiments provide a gaming system that provides an opportunity to win a prize, in response to game play. The gaming system includes a game server and a plurality of game units connected to the game server over a network. In one aspect, the gaming system enables real-time game play on the game units via the network connection to the game server. The gaming system enables one or more games to be downloaded over the network from the game server to one or more gaming units. Notably, a game that is downloaded to a gaming unit is stored and executed locally by a processor of the gaming unit without requiring further interaction with the server to operate the game. | 01-16-2014 |
20140018176 | GAMING SYSTEM AND METHOD FOR PROVIDING AND REDEEMING PARTIAL WAGERING GAME OUTCOMES - Methods, computer readable media and systems related to wagering games, and in particular those that concern providing and redeeming partial game outcomes. One example method includes receiving a completion request from a player who is operating a gaming device to complete at least one partial game outcome. The partial game outcome was previously provided to the player, who used a first device that is different than the gaming device. This example method includes determining that the player is entitled to a complete game outcome, displaying the partial game outcome on the gaming device, determining the complete game outcome, and then displaying the complete game outcome. | 01-16-2014 |
20140024457 | GAME BROWSING - Embodiments of the present invention allow players to instantly access and begin playing games through an online service. To make the games instantly available, an online service keeps instances of games running in active memory waiting for a player to be added. The game instances running in active memory are not attached to a player profile or an I/O channel from a game client. Once the player requests a game, the player's player profile is loaded into the running game instance and an I/O channel is mapped from the game client to the game instance. From the player's perspective, the preloaded game instances allow the player to browse directly from game to game with very little delay. To optimize the usage of server-side resources, historical usage data may be analyzed to anticipate demand for different games. | 01-23-2014 |
20140024458 | Multi-player Interactive Electronic Dream-matching Game - A computer based method for playing an online game via an electronic device includes inputting by a player a summary of a dream. The dream summary is forwarded from the electronic device to a processor, stored in a data storage medium, and then compared to dream summaries of other players as well as to dream features and characteristics stored permanently on the database, based on a dream coding scale. A list of matching data based on comparing the dream summaries of the players is then generated which indicates features of each player's dreams that are common to the participating players and/or the data stored in the database. A player is provided awards in the game based on matches between features of his dreams to those of other players or data, such as actual events that occur after input of the dream summary, stored in the database. | 01-23-2014 |
20140024459 | PROVIDING A REAL-TIME MULTIPLAYER GAMING PLATFORM OVER A WIDE AREA NETWORK USING CLOCK-BASED TIMING METHODOLOGY - A method of providing a real-time multiplayer gaming platform over a wide area network using clock-based timing methodology is provided herein. The method includes the following steps: receiving over a network, from a plurality of client computers, a plurality of respective proposed actions in a multiplayer computer game; associating each one of the proposed actions with a timestamp over a common timeline; applying a synchronization and conflict resolution function to the plurality of time stamped proposed actions, based on predefined rules of the multiplayer computer game and priority of time stamped proposed actions over the timeline, to yield a set of synchronization cues, action approvals and action rejections associated with the proposed actions; sending the approvals and/or rejections to the client computers, respectively; and generating, at each one of the client computers, an animation that corresponds with the sent synchronization cues, action approvals, or actions rejections, where applicable. | 01-23-2014 |
20140024460 | Regular Visitor to Friend Board in Viral Game - Methods, systems, and computer programs are presented for presenting Graphical User Interfaces (GUIs) in an online game. In one method, a player becomes a “regular” visitor of a friend when the player visits the friend a predetermined amount of times within a certain period (e.g., three times within the last seven days). When a player becomes a regular visitor, the player may obtain items (e.g., pepper) that are not obtainable in any other way. As long as a player is a regular visitor, the player may continue visiting the friend to continue obtaining the special items. However, if the player falls below the threshold of visits required within the period, the status of regular visitor is lost by the player, and the player may regain the regular status by meeting the requirement again. | 01-23-2014 |
20140024461 | Replacing Players on a Collaborative Game Task in an Online Game - Software at an MMO game website creates a team to perform a collaborative game task in an MMO game. The collaborative game task is composed of a plurality of individual game tasks. Each player on the team is assigned an individual game task by the software. The software removes an existing player from the team, if the existing player is not participating, and the software assigns a new player to a team. The software determines that the team has satisfactorily completed the collaborative game task associated with the team, according to game mechanics associated with the collaborative game task. Then the software terminates provides a game reward to each player on the team. | 01-23-2014 |
20140024462 | Rewarding Participating Players on a Collaborative Game Task in an Online Game - Software at a MMO game website creates a team to perform a collaborative game task in the MMO game. Each player on the team is assigned from a queue of players who share one or more attributes. The collaborative game task is composed of a plurality of individual game tasks. Each player on a team is assigned an individual game task by the software. The software provides a game reward to a player after the player has satisfactorily completed less than all of the individual game task assigned to the player. The software determines that a team has satisfactorily completed the collaborative game task, according to game mechanics associated with the collaborative game task. Then the software provides a game reward to each player on the team. | 01-23-2014 |
20140031126 | OPTIMIZED POWER CONSUMPTION IN A GAMING DEVICE - In one embodiment, a gaming system, method, and device may have a memory having a plurality of power management rules and a processor configured to receive a power status information from at least one secondary gaming device, retrieve at least one power management rule from the memory, and configure a power state of the gaming device based on the power status information received from the at least one secondary gaming device and the at least one power management rule. | 01-30-2014 |
20140031127 | SYSTEM AND METHOD FOR TRANSFERRING GAMING ELEMENTS BETWEEN PEER DEVICES - A portable communication device is equipped to transfer gaming elements stored on the portable communication device to a target electronic device. The portable communication device transfers user-defined gaming element transfer query to an electronic device via a near-field communications (NFC) module. The target electronic device receives one or more gaming elements from the portable communication device via the NFC module or a data object via the NFC module that enables the target electronic device to acquire the one or more gaming elements from a remote storage (e.g., a gaming server). | 01-30-2014 |
20140031128 | Gaming method with award provided based on determination of player presence at defined location - A gaming method includes the steps of: providing a gaming application to a player, the application enabling the player to engage in a game in which a winner is determined based on the winner's location; defining the physical coordinates of a game-winning space; determining the position of the player by determining the position of a telecommunication device in the physical possession of the player; and providing an award to the player when the position of the player is determined to be within the game-winning space. | 01-30-2014 |
20140031129 | Adaptive Task Assignment for Online Games That Uses Player Profiles - Software at an online game website assigns to a player game tasks in a conditional series of game tasks based at least in part on a measure of difficulty associated with the each game task. The measure of difficulty of each game task depends on a profile associated with the player. At least one of the game tasks in the conditional series of game tasks is a social game task. Then the software provides a reward to the player upon termination of the conditional series of game tasks. The reward depends at least in part on the game tasks in the conditional series of game tasks that are completed by the player. | 01-30-2014 |
20140031130 | Adaptive Task Assignment for Online Games - Software at an online game website assigns to a player of an MMO game a first game task in a conditional series of game tasks. Each game task includes a specified duration. At least one of the game tasks in the conditional series of game tasks is a social game task. The software determines whether the player completed the first game task within the specified duration. If the player did not complete the first game task within the specified duration, the software assigns the player a second game task in the conditional series of game tasks that is less difficult to complete than the first game task. Then the software provides a reward to the player upon termination of the conditional series of game tasks. The reward depends on the game tasks in the conditional series of game tasks that are completed by the player. | 01-30-2014 |
20140031131 | LOCATION BASED GAMING SYSTEM - The subject matter disclosed herein relates to systems for providing an interactive experience to game participants. | 01-30-2014 |
20140031132 | CONTEXTUAL IN-GAME MESSAGING SYSTEM - A method of enabling in-game contextual chatting is disclosed. A chat transcript is generated that pertains to an online game that is playable by a first and second player. The chat transcript may span from the online game currently being played by the first player and the second player to a previous online game that was previously played by the first player and the second player. | 01-30-2014 |
20140031133 | Systems and Methods for Flexible Gaming Environments - Systems and methods for a flexible, dynamically configurable, process of connecting together modules or elements of a hybrid game having an entertainment game component and a gambling game component over a network. The systems and methods enable the modules or elements of the hybrid game to dynamically connect, and then perform their functions, without having to be pre-compiled or integrated. Such systems and methods dynamically bring together modules or elements to create a gaming environment in conjunction with a game of skill in the context of a networked gaming environment, such as a communication network within a casino, or a wide area network, such as the Internet. | 01-30-2014 |
20140031134 | METHOD OF AND SYSTEM FOR CONDUCTING MULTIPLE CONTESTS OF SKILL WITH A SINGLE PERFORMANCE - A method of and system for conducting multiple competitions of skill for a single performance are described herein. User generated competition groups and system generated competition groups allow users to participate in multiple competitions at once based on answering the same questions or making the same selections related to a single event. The users are informed of each competition either via email, text message or when logging into the network via a website. The users select which competitions groups to join. After joining the desired groups, the users then make their selections related to the event which are transmitted to the network where results are tabulated and transmitted back to the users. The results are separated based on each competition group, so that users can continually know where they stand in each separate competition. With multiple competition groups, users are able to have varying success from the same performance in multiple competitions. | 01-30-2014 |
20140038721 | METHOD AND SYSTEM FOR FACILITATING ONLINE SOCIAL INTERACTIONS VIA COOPERATIVE GAMEPLAY - A method for facilitating interactions between a first user and a second user connected to a network is disclosed. The method includes engaging the first user in a first activity over the network; receiving a request for cooperation from the first user with regard to the first activity; alerting the second user about the request from the first user; receiving over the network feedback from the second user indicating progress in a second activity; and providing cooperation to the first user with the first activity in response to the feedback received from the second user. | 02-06-2014 |
20140038722 | UNIVERSAL VIRTUAL ENTITY TRANSFORMATION - A virtual entity from a first game is transformed to new virtual entity useable in a second game applying set of correlations between characteristics defining the virtual entity in the first game and the characteristics available for defining a virtual entity in the second game to create a correlated set of characteristics. A new virtual entity is created from the correlated characteristics for use in the second game. | 02-06-2014 |
20140038723 | INTERACTIVE ROLE-PLAY AND SOCIAL GAMING SYSTEM - A role-play module that monitors a social networking platform receives an indication of a game event from a first player located in a physical environment where a role-play game is conducted. The first player has a first role in the role-play game. Further, the role-play module provides the indication to the social networking platform such that the social networking platform provides the indication to a second player remotely situated from the physical environment. The second player has a second role in the role-play game. In addition, the role-play module asynchronously receives, from the second player, an instruction for an action to be performed by the first player in the role-play game. The role-play module also provides the instruction to the social networking platform such that the social networking platform provides the instruction to the first player. | 02-06-2014 |
20140038724 | ELECTRONIC GAME TOURNAMENT IN AN AMUSEMENT DEVICE NETWORK - A method of operating a tournament in an amusement device network is described. A tournament is initiated with a plurality of electronic games playable by tournament participants using amusement devices participating in the tournament. Score information is received from amusement devices in the amusement device network. The score information is associated with tournament participants playing any of the plurality of electronic games. The received score information is normalized across the plurality of electronic games. A normalized tournament score is determined for each of the tournament participants and output to the amusement device network. | 02-06-2014 |
20140038725 | LARGE GROUP INTERACTIONS - A method of managing an on-going interactive event. The method includes transferring statements between participants over a computer network, during a live interactive event, analyzing, by a computer, at least some of the transferred statements, so as to generate feedback on said event and controlling the event responsive to the generated feedback. | 02-06-2014 |
20140038726 | Integration of Multiple Games - Methods, systems, and computer programs are presented for providing online games that are non-monolithic programs. One method includes an operation for providing access to a plurality of online games and to a wrapper game. Each of the online games and the wrapper game is directly accessible to be loaded utilizing a corresponding internet address, which is different for each online game. The wrapper game includes options to load any of the plurality of online games. In addition, the method includes another operation for providing a chat interface in the plurality of online games and in the wrapper game. The chat interface allows users accessing any of the online games to exchange messages with other users accessing any of the online games, and the chat interface is unavailable to users currently absent from the online games and absent from the wrapper game. | 02-06-2014 |
20140038727 | GAME REMOVAL WITH GAME HISTORY - Systems and methods for replaying a prior game play cycle of a game on a gaming terminal, wherein the game has been deactivated from the gaming terminal, are disclosed. The method includes deactivating the game from the gaming terminal, wherein the game includes a game logic component and an accumulative data component, the accumulative data component including minimal state information required to recreate a prior game play cycle of the game on the gaming terminal. Deactivating the game includes removing the game logic component from the gaming terminal and preserving the accumulative data component of the game. The method further includes receiving an indication that the prior game play cycle is to be recreated, downloading the game logic component to the gaming terminal, and recreating the prior game play cycle on the gaming terminal with the game logic component and the accumulative data component. | 02-06-2014 |
20140038728 | METHOD OF PROVIDING AN INTERACTIVE ENTERTAINMENT SYSTEM - This invention relates generally to an interactive entertainment system that provides at least two discrete, independent stories that are interactively intertwined through a variety of online or other interactive media whereby the user of the interactive entertainment system can participate by commenting, by contributing materials (in visual, photographic, video, audio, tactile or other sensory and cognitive formats), by responding to quizzes and polls, and by otherwise interacting with other users of the interactive entertainment system, or with characters in any story, as if the latter were real persons. | 02-06-2014 |
20140038729 | A Method for Creating and Running A Tournament by the Means of Time, A Tournament Time-Schedule and the Interactions of the Tournament Entrants Over A Network With A Server - A computer implemented method for managing a tournament using a server and an arena database, wherein the method comprises operating a first process of registering community data and assigning at least one role to a user identified in said community data, operating a second process of creating the tournament by registering tournament data on basis of registered community data and the assigned at least one role and retrieving arena data from the arena database, and operating a third process of running the tournament using registered tournament data, registered community data and the assigned at least one role. | 02-06-2014 |
20140045596 | METHODS AND SYSTEMS FOR DETERMINING THE LOCATION OF ONLINE GAMING CLIENTS - Methods, systems, and apparatus for determining the location of online gaming clients are provided. The method includes receiving an initial connection request, identifying at least one client characteristic, wherein the at least one client characteristic includes an internet protocol (IP) address and a client-provided location, analyzing, using the computer device, the at least one client characteristic to determine the location of the client, and allowing the client to use the computer device if the location is within a pre-determined area. | 02-13-2014 |
20140045597 | APPLICATION DEVELOPMENT CENTER TESTING SYSTEM - An application development center system is described. A method may comprise receiving an application at a server computing device; accessing test data from one or more data sources; testing the application within a development environment resident on the server computing device utilizing the test data; and presenting test results on a user interface accessible by a client computing device. Other embodiments are described and claimed. | 02-13-2014 |
20140045598 | Game Session Management - A computerized gaming system operates a plurality of gaming machine terminals coupled to a gaming server. A game session is initiated by a player for one gaming machine terminal. The game player thereafter identifies a second gaming machine terminal to be coupled to the same game session. | 02-13-2014 |
20140051520 | CONTINUAL LIMIT HOLD'EM QUASI-TOURNAMENT WITH ADAPTIVE GAMING MACHINE - A gaming system and method relate to game tournaments and in particular, to a quasi-tournament wherein a tournament between multiple human players playing casino type games against each other is simulated with a plurality of electronic game machines whereby winners of the quasi-tournament are determined based on the outcome of games played by individual players against the game machines. | 02-20-2014 |
20140051521 | SECURE, PARALLEL, AND INDEPENDENT SCRIPT EXECUTION - A game server and a client device may perform parallel execution of scripts for a computer-implemented virtual game. When the client device determines that a user of the computer-implemented game has performed an in-game action, the client device may send an update notification to the game server that indicates the in-game action and client-side game state information. Then, the client device may determine an event script to execute based on the user's in-game action, and may execute the event script to present an in-game effect to the user in near real-time. Similarly, the game server may determine a corresponding event script to execute based on the in-game action, and may maintain a secure game state by executing the corresponding script independent of the client device's script execution. | 02-20-2014 |
20140051522 | DEVICE IDENTIFICATION - The system provides the capability of identifying the presence and location of network devices. During start-up, a device sends its MAC address out on the network. A local switch collects MAC and IP addresses for the devices connected to it. Periodically, the switch transmits raw Ethernet frames, USB packets, or TCP packets containing tables of devices and associated MAC/IP addresses. When a device receives information about another device, the device may attempt communication with that device. First, a verification procedure is used to validate the devices. Subsequently, communication is possible between the devices. | 02-20-2014 |
20140051523 | SYSTEM AND METHOD FOR CONFIGURING GAME DATA ABOUT PLAYERS - Information is shared among users in a system by the use of a service. The service receives information from at least two different game applications that each have a configuration file (defined with a common schema) that defines information from the game application to share with a service. An intermediary program executing on a computer that is also executing one of said game applications receives information from the application as defined by said configuration files and stores at least a portion of the information received from the application. At least a portion of the information is sent to the service when the intermediary is in communication with the service over a network wherein the service provides information about a user of said at least two game applications based on information received by said service. | 02-20-2014 |
20140057722 | GAME MIGRATION - Embodiments of the present invention allow game play to migrate back and forth between a server-run video game and a client-run video game. For example, a user could start playing a video game running on a server and then migrate play to a client device, such as a game console. When a game is running on the server, the server executes the game code, renders a video image, and communicates the image to the client. The client may communicate game control commands to the server. The game play may also start on the client and transition to a server. For example, a user may reach a point in the game where the user does not have the game files stored on the client. | 02-27-2014 |
20140057723 | DYNAMIC QUALITY OF SERVICE MANAGEMENT IN MULTIPLAYER GAMING - Embodiments of the present invention provide a method, system and computer program product for dynamic quality of service (QoS) management for multi-player gaming. In an embodiment of the invention, a method for dynamic QoS management for multi-player gaming is provided. The method includes monitoring a multi-player game and detecting a game moment for a game player in the multi-player game. The method also includes determining a degree of sensitivity for the game moment and enhancing access to a computing resource of the game player in response to determining the game moment to be highly sensitive. In one aspect of the embodiment, the method additionally includes detecting a subsequent game moment for the game player in the multi-player game, determining a degree of sensitivity for the subsequent game moment, and reducing access to the computing resource of the game player in response to determining the game moment to be less sensitive. | 02-27-2014 |
20140057724 | SYSTEMS AND METHODS FOR PROVIDING ACCESS TO WIRELESS GAMING DEVICES - Systems and methods for controlling access to wireless gaming devices and networks are provided. For example, access is controlled through one or more levels of security check, such as a hard security check instead of or in addition to a soft security check. In a hard security check, the user employs an apparatus such as a card or other physical token that can be used to access the wireless gaming device. Such an apparatus may communicate information that identifies the user to the device or may simply be used to produce a signal without which the device is locked to users. | 02-27-2014 |
20140057725 | UPDATING VIRTUAL WORLDS BASED ON INTERACTIONS BETWEEN REAL-WORLD ITEMS - A method of updating virtual worlds based on interactions between real-world items is disclosed. An interaction between a first real-world item and a second real-world item is detected. The first real-world item is a real-world item that is associated with a first player of a computer-implemented game and the second real-world item is a real-world item that is associated with a second player of the computer-implemented game. A virtual world of the computer-implemented game is updated based on the detection of the interaction. | 02-27-2014 |
20140066208 | Random Selection Method, Server, Client and Distributed System - The embodiments of the present invention provide a random selection method, server, client and distributed system. The random selection method includes: generating, by a server, a plurality of objects for an online game, and ordering randomly the plurality of objects; transmitting display information to a plurality of clients, so as to make the ordered plurality of objects displayed on a display screen of each client in a manner of content being unknown, so that each user randomly select from the ordered plurality of objects; and designating, by the server, a user-selected object for the user according to feedback from the client. In this invention, the user may participate in the process of random selection, and random ordering by the system and the random selection by the user are combined, thereby the fairness of the random dealing is ensured. | 03-06-2014 |
20140066209 | SYSTEMS AND METHODS FOR DYNAMICALLY ALTERING BEHAVIORS AND ATTRIBUTES OF GAME OBJECTS IN ELECTRONIC GAMES - Exemplary embodiments are directed towards a system and method for dynamically altering behaviors and attributes of game elements in electronic games. The method includes associating one or more products data with one or more relevant category of activities chosen from a list of categories corresponding to the electronic game and one or more relevant preferences chosen from a list of preferences related to the categories of activities corresponding to the electronic game. The method further includes processing the associated data with relevant category of activities and relevant preferences through a processing unit and to be stored in a centralized database. The method further includes disseminating the processed data to a local database of the gaming device operated in a communication network, recognizing an object placed before an image capturing device to dynamically correlate the object and retrieve a relevant category of activities and relevant preferences on recognizing the object, dynamically morph the object placed before the image capturing device into another object on the display of the gaming device and modify a behavior of one or more appropriate virtual game elements of the chosen electronic game. | 03-06-2014 |
20140066210 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - A server device includes a storage unit; an acceptance processing unit that accepts requests from a player through a player terminal to use a predetermined item and to capture an enemy character; a parameter change processing unit that changes the parameter of the enemy character stored in the storage unit, when the request to use the predetermined item is accepted; a capture determining unit that determines, when the request to capture the enemy character is accepted, whether capture of the enemy character has succeeded, according to the parameter of the enemy character changed by the parameter change processing unit; and a capture processing unit that allows the storage unit to store information when it is determined that the capture of the enemy character has succeeded, the information indicating that the enemy character has been captured by the player. | 03-06-2014 |
20140066211 | SYSTEM, APPARATUS, STORAGE MEDIUM STORING PROGRAM AND DATA BROADCASTING METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 03-06-2014 |
20140073434 | GAME PROVIDING DEVICE - One object of the present invention is to enhance the playability of a game in which a plurality of players try to fulfill a common game target such that more players actively participate the game. In accordance with one aspect, the value of a reinforcement parameter is increased when an elapsed time after the previous action was performed does not exceed a predetermined time period, and the player performing the current action is different from the player performing the previous action. That is, when a player performs an action within a predetermined time period after the previous action was performed by a different player, the team is provided with an increased reinforcement parameter value. A reinforcement parameter is increased with an increase range, calculated by multiplying the points committed by the player for the current action performance request by an adjustment factor corresponding to the progress of the game. | 03-13-2014 |
20140073435 | NETWORK GAME SYSTEM WITHOUT DYNAMIC OBSTRUCTIONS AND PROCESSING METHOD THEREOF - Processing methods are provided for network game systems without dynamic obstructions. In an exemplary method, when a non-player-controlled character (NPC) role selects a user role as a target of a short-range interaction on a game map, a rotation angle C=N×a can be determined, N being a total number of all NPC roles having the short-range interaction with the user role before the selecting, and “a” being a reference angle. Next, a destination point of the NPC role can be calculated by rotating the NPC role by C from a current point and around the user role. When there is a static obstruction at the destination point, the destination point can be re-calculated by adding a specified angle to the current C. When there is no static obstruction, the NPC role can be moved to the destination point. | 03-13-2014 |
20140073436 | GAME PROCESSING SERVER APPARATUS AND GAME PROCESSING SERVER SYSTEM - A game processing server apparatus, to which plural terminal devices each being operated by a player are connected via a network, configured to provide a game service to the plural terminal devices, includes a player management unit which manages an association of a target player with other plural players; and an event management unit which controls a generation of a predetermined event, manages an event generation status for each of the target player and the players associated with the target player, determines whether a specific event is already generated for the target player and the players associated with the target player by referring to the event generation status for each of the target player and the players associated with the target player, determines, based on the determined result, an event to be generated for the target player. | 03-13-2014 |
20140073437 | SYSTEM, APPARATUS, STORAGE MEDIUM STORING PROGRAM AND DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 03-13-2014 |
20140080608 | VIDEO GAMES WITH VALUATION OF A GAME ENVIRONMENT - According to an embodiment, a video game permits valuation of a game environment and/or sharing value in the game. For example, players can buy and sell whole or fractional portions of the revenue sources derived from a particular game environment. The ownership may be represented as debt, stock or as some other allocations mechanism. | 03-20-2014 |
20140087880 | GAMING REWARD AND PROMOTION SYSTEM AND GAMING MACHINES UTILIZING CASH TICKETS HAVING A FEATURE TRIGGER - A casino gaming system includes gaming machines which are configured to accept and read tickets. The ticket may comprise cash-value tickets or non-cash value tickets. The tickets may also include secondary feature triggering indicia. A player may obtain a ticket from a system kiosk. The player may then present that ticket to a gaming machine, such as by inserting it into a media reader such as a bill acceptor. Associated monetary value or non-monetary credits may be credited to the machine. In addition, if the ticket includes a feature triggering indicia, when such an indicia is detected, the gaming machine preferably triggers or initiates the feature. | 03-27-2014 |
20140087881 | SYSTEMS AND METHODS FOR PROVIDING SOCIAL GAMES FOR COMPUTING DEVICES - Computer-implemented systems and methods are disclosed for providing social games. In accordance with one implementation, a computer-implemented method comprises receiving a selection from a user to activate the social game. The method also includes receiving, with at least one processor, the previously recorded content for the social game. In accordance with the present disclosure, the method also includes playing back, in response to the selection, the previously recorded content to the user and recording the user's interaction with the previously recorded content while playing back the previously recorded content. | 03-27-2014 |
20140087882 | GAME PROCESSING SERVER APPARATUS AND RECORDING MEDIUM - A game processing server apparatus providing a game service to a plurality of terminal devices connected with each other via a network, includes a game data generation unit that generates game data in the game service; a player information storing unit that stores player information including registration date data indicating a date when the player operating the terminal device is registered in the game service; and a group allocation unit that determines a player group to which the player belongs based on the registration date data of the player, wherein the game data generation unit generates game data for training, which is different from normal game data, to the player who belongs to the player group. | 03-27-2014 |
20140087883 | INTERACTIVE EXPERIENCE FULLY CONTAINED WITHIN AN EXPANDABLE EMBEDDED UNIT - Computer-implemented systems, computer-readable storage media encoded with software, and methods utilizing a first processing device configured to generate and deliver an ad for an online property, the ad delivered to an application executing on a second processing device, the ad providing an immersive interactive experience and tour of the online property in response to a user interaction, provided that the immersive interactive experience and tour of the online property are provided within the application executing on the second processing device. | 03-27-2014 |
20140087884 | Method and System to Facilitate Interaction Between and Content Delivery To Users of a Wireless Communications Network - A system and method of creating affinity groups of portable communication device users, and distributing targeted content to said users is disclosed. The user affinity groups may be formed by comparing user profiles with each other or with a predefined affinity group profile definition. | 03-27-2014 |
20140087886 | Automated Apparent Responses - Software at a massively multiplayer online (MMO) game website receives a request for assistance with a game task from a first player of a MMO game. The software transmits the request to a second player of the MMO game who is associated with the first player through a relationship recognized by the MMO game. The software determines whether the second player responds to the request within a time period. The time period depends on one or more factors related to game mechanics and to user data for the first player. Then if the second player does not respond within the time period and the game task is a game task whose completion can be assigned without the assistance of another player, the software assigns completion of the game task to the first player and transmits an automated apparent response to the first player. | 03-27-2014 |
20140094312 | SYSTEM FOR DEVELOPING, MANAGING, ACQUIRING AND PLAYING ELECTRONIC BOARD GAMES - A device, method, and system for developing, managing, acquiring and playing electronic board games. Game developers may illustratively access one or more electronic game board, game piece templates and/or other game development application software from a game server to design and develop electronic board games. Such electronic board games may then be acquired by game players in the form of full, limited and/or modifiable versions. A game service module of the game server makes a number of electronic board game related services available to game players for managing, playing and acquiring electronic board game collections and/or for enhancing or facilitating electronic board game playing. | 04-03-2014 |
20140094313 | REPLAY AND RESUMPTION OF SUSPENDED GAME - A client device platform may provide an emulator with game inputs to advance an emulated game from a first state to a second state. The emulator may record the game inputs. Once the emulation of the game is suspended, the client device platform may deliver a replay request to the emulator. Upon receiving the replay request, the emulator may re-emulate the game inputs that have been stored in the emulator's memory. The re-emulation will produce the replay which may be delivered back to the client device platform. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 04-03-2014 |
20140094314 | METHOD FOR CREATING A MINI-GAME - A starting location for the mini-game is chosen in the legacy game state. A snapshot is generated of that location. Once the snapshot is taken, trigger events are identified. Triggers corresponding to the trigger events are identified. A mini-game script is generated using the snapshot and triggers. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 04-03-2014 |
20140094315 | PRE-LOADING TRANSLATED CODE IN CLOUD BASED EMULATED APPLICATIONS - A method and apparatus for pre-loading a translated cloud based application is described in the present disclosure. An application may be chosen for pre-loading by an emulator before a client device platform has requested the application. Once the application is selected, the emulator may begin to translate the application data into a format that is compatible with the client device platform. After translation, the data is stored in a memory so that it may be accessed upon the request of the client device platform. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 04-03-2014 |
20140094316 | VIRAL BENEFIT DISTRIBUTION USING MOBILE DEVICES - Gaming machines and systems are configured to distribute of viral events, such as viral gaming events, amongst devices. The devices can present the viral events. The devices can, for example, be gaming machines and/or mobile devices. According to one embodiment, once a viral event is triggered, it is presented at one or more first devices at a first time. The viral event spreads to other devices, such as one or more second devices where it can be presented at a later time. The viral event may continue to spread to numerous other devices. Feedback or metrics may be used to control the devices to which the viral event spreads and/or the rate of spread. | 04-03-2014 |
20140094317 | INFORMATION PROCESSING DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM - An information processing device configured to control a game in which a plurality of teams competes in a game field including a plurality of unit areas for occupation of the unit area, the information processing device includes: an occupant team determination unit configured to determine a team to occupy the unit area; a point providing unit configured to provide a point set to the unit area to a team to occupy the unit area; a storage unit configured to store an acquired point of each of the teams; a comparison unit configured to compare the acquired points of the teams; and a special area setting unit configured to set a special area that provides a special point in the unit area at a position where a team having a few acquired points more easily occupies the special area than a team having many acquired points from among the plurality of unit areas in accordance with the compared acquired points of the teams. | 04-03-2014 |
20140094318 | DISTRIBUTED GAME SERVICES - A local gaming machine is in communication with a remote gaming machine over a data network. The local gaming machine may include a storage medium. The local gaming machine may further include an interface for communicating with the remote gaming machine over a network. The local gaming machine may include a controller. The controller is configured to establish communications between the gaming machine and the remote gaming machine through the interface. The controller is further configured to initiate a game streaming session with the remote gaming machine in which output data from an instance of a game application is initiated from the remote gaming machine to the gaming machine. The controller is configured to detect an interrupt in the game streaming session. The controller is further configured to, after the interrupt is detected, determine whether the outcome of the instance of the game application has been received. | 04-03-2014 |
20140100038 | GAME SYSTEM FOR VARIOUS TYPE APPARATUS - The game system has at least one shared database which may be shared by various games. The database stores accumulated data for the first online game and the accumulated data may reflect game scenarios of the second online game. For example, the user of the first online game, which is an online game for personal computers, can play the second online game by means of mobile apparatus during commuting times. The result of the second online game may reflect the situations or conditions of the first online game. The players can feel playing their favourite game even when they cannot use their personal computers. | 04-10-2014 |
20140100039 | Legacy Game Download and Configuration - A system includes a download configuration host server coupled to an electronic gaming machine which, in turn, comprises an operating system. A method for configuring a legacy game application on the electronic gaming machine comprises the following steps. A downloadable package comprising a game image of the legacy game and a game descriptor file is generated. The downloadable package is communicated from the download configuration host server to the electronic gaming machine. The legacy game image is installed on the electronic gaming machine. The installed legacy game is configured by the operating system. The operating system simulates configuration of the installed legacy game by an operator in response to data in the game descriptor file. The installed legacy game is then enabled for game play. | 04-10-2014 |
20140100040 | SYSTEMS AND METHODS FOR GENERATING VIDEO HINTS FOR SEGMENTS WITHIN AN INTERACTIVE VIDEO GAMING ENVIRONMENT - Systems and methods for generating hints for a player with an interactive video gaming environment are provided. A plurality of videos from users is received at a remote server. Each of the plurality of videos includes a hint that corresponds to a different one of a plurality of segments within the interactive video gaming environment. An action relating to game play in the interactive video gaming environment is received at the remote server from player equipment. A determination is made as to whether the action is associated with one of the plurality of segments. In response to determining the action is associated with one of the plurality of segments, one of the plurality of videos that includes the hint that corresponds to the one of the plurality of segments associated with the action is selected. The selected one of the plurality of videos is transmitted to the player equipment. | 04-10-2014 |
20140100041 | VIDEO GAME TITLE PROFILE AWARDS - Techniques for recognizing the accomplishments of a game player are disclosed herein. In particular, a user identification profile is provided so that digital items awarded to the user for meeting specified performance criteria in a video game or some other event may be associated with such user identification profile. The digital item may be something that is usable within the current video game title, in a later version or the next generation of a particular video game title, or even in a different video game by the same developer. One technique involves receiving an identification representative of the digital item awarded to the user, associating the digital item with the user identification profile corresponding to the user, and storing an indication that the digital item is associated with the user identification profile. In this way, the indication may be utilized to display the digital item in the user identification profile. | 04-10-2014 |
20140100042 | GAME CONTROL DEVICE AND STORAGE MEDIUM - An event starting unit starts an event which associates characters of first and second players. An event managing unit repeatedly executes alternately a first interaction including transmission of first question information to a communication terminal and reception of first answer information from the communication terminal, and a second interaction including transmission of second question information to the communication terminal and reception of second answer information from the communication terminal. A character creating unit creates a new character based on parameters of the characters of the first and second players when the number of times of the first and second interactions reaches a predetermined value. The new character created by the character creating unit is arranged in the first and second virtual spaces. | 04-10-2014 |
20140106888 | TURN-BASED EXCHANGES - System of structuring match data updates in multiplayer games includes a plurality of portable electronic devices and a server. Each device may execute a match and store match data. A current device, which is one of the devices, controls the current turn in the match. The current device may establish exchanges that occur during the current turn which includes at least one of: (i) sending a request to at least one of the devices, (ii) receiving a request from at least one of the devices, (iii) receiving a reply to a request from at least one of the devices, and (iv) sending a reply to a request to at least one of the devices. The server is communicatively coupled with the devices to synchronize the match data stored on each of the devices when the current device updates the match data stored on the current device. Other embodiments are described. | 04-17-2014 |
20140113726 | ONLINE GAME SYSTEMS, METHODS, AND COMPUTER-READABLE MEDIUM - Certain embodiments herein are directed to an online game system, computer-readable medium, and a method comprising: providing a network system comprising a central device and a plurality of remote devices, each said remote device being connected to the central device; providing a plurality of data objects in the network system; and, for running an online game session in the network system, implementing a mode of operation, comprising: assigning each of said data objects to at least one of the remote devices, thereby, giving the at least one remote device control over the assigned data object, and excluding the central device from control over each of said data objects; and, for the plurality of remote devices, limiting data object related game data exchange to a direct data exchange with the central device only. | 04-24-2014 |
20140113727 | ONLINE GAME SYSTEM, METHOD, AND COMPUTER-READABLE MEDIUM - Certain embodiments herein are directed to an online game system, computer-readable medium, and a method comprising: providing a network system comprising a central device and a plurality of remote devices, each said remote device being connected to the central device; providing a plurality of data objects in the network system; and, for running an online game session in the network system, implementing a mode of operation, comprising: assigning each of said data objects to at least one of the remote devices, thereby, giving the at least one remote device control over the assigned data object, and excluding the central device from control over each of said data objects; and, for the plurality of remote devices, limiting data object related game data exchange to a direct data exchange with the central device only. | 04-24-2014 |
20140113728 | SERVER, TERMINAL, NETWORK SYSTEM, PROGRAM AND INFORMATION STORAGE MEDIUM - A server is connected to a terminal via a network, and manages registration of game information, the terminal performing a first game process that utilizes stored game information, and a second game process that utilizes registered game information. The server stores terminal identification information of the terminal and an allowable registration count of the terminal in a linked manner, updates the allowable registration count while being linked to the terminal identification information corresponding to a received update allowable registration count, transmits a registration permission notification to the terminal upon reception of a game information registration request from the terminal when the allowable registration count is equal to or larger than a given number, transmits a registration non-permission notification to the terminal when the allowable registration count is less than the given number, and decrements the allowable registration count when the server has transmitted the registration permission notification to the terminal. | 04-24-2014 |
20140113729 | DIRECTIONAL WIRELESS COMMUNICATION - A method for establishing communication between a portable electronic device and an electronic gaming machine within a gaming environment includes receiving wireless signal data transmitted from the portable electronic device, determining a wireless signal strength relative to the electronic gaming machine based on the wireless signal data, and based on a determination that the wireless signal strength relative to the electronic gaming machine has increased, exceeded a predetermined threshold level, and leveled off for an amount of time exceeding a time threshold after becoming stronger, initiating a wireless communication link between the electronic gaming machine and the portable electronic device. | 04-24-2014 |
20140121024 | COLLABORATION SYSTEM AND METHOD THEREFOR - A system and method for facilitating user collaboration in real time are disclosed. The system comprises a network and a message queue service in the network that creates one or more message queues shared by multiple user computing devices for transmitting collaboration data between users. | 05-01-2014 |
20140121025 | METHOD AND APPARATUS FOR ASYNCHRONOUS MOBILE MULTI-PLAYER GAMING - An asynchronous, multiplayer game provides a user interface (UI) to a mobile device for asynchronous multiplayer gaming. By way of the UI, a team opens a game by selecting an opponent and provides notice to its team members of the newly-opened game. After team members join the game, opponents trade strategic and tactical moves asynchronously. In an embodiment, opposing guilds fight wars against each other to occupy fortresses held by an opponent and capture the opponent's rations. | 05-01-2014 |
20140121026 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - A server device connected with a player terminal used by a player when performing a game operation over a network includes: a rental unit; a providing unit; a storage unit configured to store player information in which the rental game content rented from the rental unit is set as game content temporarily possessed by the player, and the game content provided by the providing unit is set as game content possessed by the player; a parameter varying unit; a game content determination unit; a parameter setting unit configured to set a parameter of the game content based on a parameter of the rental game content varied by the parameter varying unit; a condition determination unit configured to determine whether a return condition of the rental game content is satisfied; and an update unit configured to update the player information stored in the storage unit. | 05-01-2014 |
20140121027 | INTEGRATION OF MULTIPLE GAMES - Methods, systems, and computer programs are presented for providing online games that are non-monolithic programs. One method includes an operation for providing a shared navigation interface in a plurality of game applications to be rendered on a mobile device. The shared navigation interface includes options for loading and executing each of the game applications from the plurality of game applications, and progress made in each game application is independent from progress made in other game applications from the plurality of game applications. Further, the method includes operations for loading and executing a first game application from the plurality of game applications on the mobile device, and for detecting a selection, made by a user playing the first game, of a second game application in the shared navigation interface. The second game application is loaded and executed in response to the detecting. | 05-01-2014 |
20140128161 | CROSS-PLATFORM AUGMENTED REALITY EXPERIENCE - A plurality of game sessions are hosted at a server system. A first computing device of a first user is joined to a first multiplayer gaming session, the first computing device including a see-through display. Augmentation information is sent to the first computing device for the first multiplayer gaming session to provide an augmented reality experience to the first user. A second computing device of a second user is joined to the first multiplayer gaming session. Experience information is sent to the second computing device for the first multiplayer gaming session to provide a cross-platform representation of the augmented reality experience to the second user. | 05-08-2014 |
20140128162 | Method, System and Program Product for a Social Website - A method, system and program product for a social website comprises communicating with a server over a network connection for exchanging social media information in which the server processes the social media information for at least storage in a database. A contest is received, from the server, for a user to engage in. The user's inputs to the contest are transferred to the server in which the server processes the user's inputs and determines a result for the contest. The result of the contest is received from the server. | 05-08-2014 |
20140128163 | METHOD AND SYSTEM FOR A-SYNCHRONOUS MULTI-PLAYER NETWORK-BASED GAMING - A system for a-synchronous multi-player network-based and turn-based gaming, the system comprising: a client associated with a processing unit and being configured to communicate over a network with a gaming server and receive a tournament invitation and at least one game move notification therefrom; the client is further configured to receive participation authorization indication from a player and instruct the processing unit to perform at least the following: send the participation authorization to the gaming server; receive at least one game move instruction from a player within a time interval parameter defining a time-window during which said player has to make a game move in his turn; and send the game move instruction to the gaming server if the time interval is met. | 05-08-2014 |
20140128164 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - A server device connected with a player terminal in a manner capable of information communication includes: a storage unit configured to store deck information in which a plurality of game contents held in a deck is set, and group information in which a plurality of groups configured from game contents that serve as selection candidates among the plurality of game contents held in the deck; a providing unit configured to sequentially select the groups according to a selection order set in advance based on the group information, and to provide the player with a game content selected from the game contents that serve as the selection candidates for each sequentially selected group, in response to a request from the player terminal; and an update unit configured to update the deck information so that the game content provided by the providing unit becomes a game content not held in the deck. | 05-08-2014 |
20140128165 | TRANSFER OF ITEMS BETWEEN SOCIAL NETWORKING WEBSITES - A first website earns rewards, e.g. points and items, for carrying out activities. Those rewards can be transferred to a second website. For example, a parent's website allows the parent to carry more adult tasks and also earn points. The points can be transferred to the child's website. A center of the universe website allows obtaining rewards for any of these websites. A social networking component operates across multiple websites. | 05-08-2014 |
20140128166 | GAME ENHANCEMENT SYSTEM FOR GAMING ENVIRONMENT - A data analytics system for a video game where a player interacts with the video game through an avatar representing his own persona within a virtual environment. A data gathering module associated with the game for gathers data about the behavior of the avatar under the control of the player in response to virtual situations presented to the player within the game. An analytics module for analyzes the data collected by the data gathering module data to identify a player profile based on the gathered data relating to the behavior of the avatar under the control of the player. A game modifying module modifies the virtual environment based on the identified profile of the player or a group of players. | 05-08-2014 |
20140141888 | Methods and Systems for Using Mini-Games to Form a Hierarchical Social Network - The present specification describes a method of online gaming among members of a social network, that provides a database of content, in a plurality of formats, for a game allowing an initiating user who has downloaded the gaming application to access and select at least one format from a plurality of formats, from the database, receive a first piece of content corresponding to at least one format, and provide a response to the first piece of content, by planting a seed and growing a tree. Further, when the response is received from the first user, the trunk of a tree is formed. Subsequent users interact with content and form branches and leaves on the tree, thereby creating a viral tree community based on a game. | 05-22-2014 |
20140141889 | Systems and Methods for Capture and Use of Local Elements in Gameplay - A computer-implemented method is provided for enabling virtual gameplay. Access is provided to at least one video game in which a player is able to interact with the video game according to a storyline. A player location is detected and stored. A local element is retrieved from a database based on the player location and the local element is correlated to a local element script actuatable in the video game. This local element script is retrieved and actuated in the video game to supplement or replace the video game's storyline. | 05-22-2014 |
20140141890 | AMUSEMENT SYSTEM - This amusement system is provided with: a server storage unit ( | 05-22-2014 |
20140148255 | OPTIMIZATION OF GAMING APPLICATION EXECUTION USING PROXY CONNECTION - Technology is disclosed herein for executing multiple gaming applications on a computing device. According to at least one embodiment, a computing device receives requests for network connections with remote servers from multiple gaming applications running on the computing device. The computing device further establishes a network connection with a proxy server. The proxy server initiates and maintains proxy network connections with the remote servers. The proxy server batches network messages received from the remote servers, where the network messages includes gaming content. The proxy server aggregates network messages received in a time period into a single batch, where a time length of the time period is determined based on one or more game events of the games being played on the computing device. Further, the proxy server batches network messages such that the computing device stays at a high power consumption state for a shorter time period than an overall time period required without batching. | 05-29-2014 |
20140155171 | SYSTEM AND METHOD FOR SHARING GAMEPLAY EXPERIENCES - Users are arranged to employ gameplay terminals which including computing hardware for executing one or more software products. The users share gameplay experiences by
| 06-05-2014 |
20140155172 | METHOD AND SYSTEM OF MULTIMEDIA GAME PLAY - A multimedia game play is provided. A multimedia game may be created based on a media file. A multimedia game may be a private game, a public game, or a contest game. An entity may create a contest game. A media file may be shared by way of the multimedia game. In one embodiment, a multimedia game is in a live chat session where all the game submissions are synchronized among all the game participants and displayed accordingly. An entity may award winners of a contest game and to promote its business by way of a contest game. | 06-05-2014 |
20140155173 | USING A MESSAGE-ORIENTED PROTOCOL IN A GAMING MACHINE - A gaming machine, such as a video slot or video poker machine, may be configured to use a message-oriented protocol. An application on the gaming machine may request subscription to a topic managed by a message broker. The application may receive a message published to the topic by another application and alter its execution in response. | 06-05-2014 |
20140155174 | SYSTEM AND METHOD FOR SHARING SCORE EXPERIENCES - A system for sharing score experiences includes one or more devices on which one or more games are played, a gameplay experience service arrangement, and a communication arrangement for communicatively coupling the devices to the gameplay experience service arrangement. The devices include computing hardware for executing one or more games software products for implementing the one or more games when executed upon the computing hardware. The devices are operable to record a gameplay experience (GEV) played thereupon including an associated score, wherein the devices are operable to upload their recorded gameplay experiences (GEV) and associated score to the gameplay experience service arrangement which maintains a score list corresponding to the uploaded gameplay experiences. The score list is accessible to the devices for identifying relative gameplay performances of users of the devices, for example via replaying of the recorded gameplay experiences (GEV). | 06-05-2014 |
20140155175 | Social Information Game System - A method to share challenges between users of a social game system is described. The method may include accessing relationship data reflecting a relationship between a first user and a second user, and accessing challenge data in a challenge database. Based on (1) the challenge data and (2) the relationship between the first user and the second user reflected by the relationship data, the challenge data is selectively communicated as part of a challenge about the first user to the second user, with the challenge forming part of a challenge game. | 06-05-2014 |
20140155176 | GAME SYSTEM UTILIZING NETWORK - This game system ( | 06-05-2014 |
20140162786 | ONLINE COMMODITY COMPETITION - An online competition may track performance of real life commodities. The competition may organize groups of franchises into leagues. The competition may also group the franchises into teams of franchises where performance of each franchise may contribute toward a team performance total. The team performance total may be used to determine a winner amongst a group of teams assembled into a competition. | 06-12-2014 |
20140162787 | Tournament Gaming System and Method with a Bulk Reader - A tournament gaming system includes a control center and user interface connected to operate a tournament program with menu-driven selectable parameters enabling a user to program, initiate, and operate one or more tournaments in a gaming system. The user interface further includes a bulk data reader for populating a tournament player database and/or enrolling players in one or more tournaments. | 06-12-2014 |
20140162788 | INTERACTIVE BROADCAST SPORTS GAMING - A method of interactive gaming includes identifying a broadcast event, generating interactive questions for the broadcast event based upon a subject of the broadcast event, organizing the generated questions based on a structure of the broadcast event, and providing the organized questions to a user during a broadcast of the broadcast event through an interactive gaming interface based on the structure of the broadcast event. | 06-12-2014 |
20140162789 | Competitive Gaming Method and System - Disclosed is gaming apparatus, which may be a gaming system and a method of gaming implemented on gaming apparatus. A plurality of linked gaming machines are monitored for the occurrence of a first event. The number of occurrences of the first event for each gaming machine is recorded. On the occurrence of a second event, a bonus is awarded on each said gaming machine on which at least one monitored occurrence of the first event has occurred, the bonus award being dependent on the number of occurrences of the first event. | 06-12-2014 |
20140162790 | METHOD AND SYSTEM FOR FANTASY RECRUITING GAME - A recruiting game having a unique point system that awards and deducts points based on a user or participant's selection of recruits who may play or even be awarded a scholarship at the user or participant's selected college or university. | 06-12-2014 |
20140162791 | SYSTEM AND METHOD FOR CREATING AND/OR SERVING ONLINE GAMES EMBEDDED IN WEBSITES - Online games embedded in webpages of websites may be created and/or served through a system and/or method. The games may be embedded in websites that are hosted separately from the games. The games may be designed by the website operators and/or other entities associated with the websites, and may include content from the websites to drive engagement with the websites and their content. An interface may be provided to the website operators to facilitate efficient and intuitive configuration of games that use website content. Such games may be served separately from the websites. As such, the games may provide a convenient, efficient, and/or effective mechanism for enhancing engagement of users with the website and/or its content. | 06-12-2014 |
20140162792 | METHOD AND SYSTEM FOR INSTANT-ON GAME DOWNLOAD - Disclosed are methods, apparatus, and systems, including computer program products, implementing and using techniques for a method for providing a game on demand over a data network, in a gaming machine. The gaming machine sends a request message for a game application over the data network. In a network mode, the gaming machine receives outputted results from an executed game application over a streaming channel of the data network for network-based game play. During the network-based game play, the game application is downloaded over a download channel of the data network. In a local mode, the gaming machine executes the downloaded game application independent of the network-based game play. The gaming machine switches instantaneously from the network mode to the local mode for machine-based game play, including maintaining a status of the network-based game play. | 06-12-2014 |
20140171204 | ASYNCHRONOUS CLOUD RENDERED VIDEO DELIVERY - Asynchronous cloud rendered video delivery systems and methods are provided. According to one aspect, the method may include at a turn-based game program executed by a game server, receiving a turn input from a client device via a wide area network; determining that a turn advance occurs within the turn-based game program, and determining at least one rendering event associated with the turn advance. The method may further include sending a rendering request to generate a rendered video to a rendering server, receiving from the rendering server a message indicating that the rendering request has been completed, sending a turn available message to the client device, the turn available message including a network address of a storage server at which the rendered video is stored, to cause the client device to download and display the rendered video from the network address at the storage server. | 06-19-2014 |
20140171205 | PRESENTING DIGITAL CONTENT ITEM WITH TIERED FUNCTIONALITY - Acquiring an interactive digital content item including a plurality of content portions includes receiving a first set of the content portions that is less than an entirety of the content portions. A partial functionality version of the interactive digital content item is presented using the first set of content portions. A second set of the content portions is received while the partial functionality version of the interactive digital content item is presented. Functionality is added to the partial functionality version of the interactive digital content item using the second set of content portions without interrupting presentation of the partial functionality version of the interactive digital content item. | 06-19-2014 |
20140171206 | OPT-IN PROXIMITY ALERT - A method for alerting a player about a wagering game machine is described herein. In some embodiments, the method can include determining that a wagering game machine is in proximity to the handheld computing device. The method can further include indicating that the wagering game machine is in proximity to the handheld computing device. | 06-19-2014 |
20140179439 | AUTOMATIC GENERATION OF SUGGESTED MINI-GAMES FOR CLOUD-GAMING BASED ON RECORDED GAMEPLAY - A method for generating a playable limited version of a video game is provided. A user's gameplay of a full version of the video game is recorded. The user's recorded gameplay is analyzed to determine a region of interest. Boundaries are defined within a gameplay context of the video game based on the determined region of interest. The limited version of the video game is generated based on the defined boundaries. | 06-26-2014 |
20140179440 | Systems and Methods for Managing Video Game Titles and User Play Metrics for Video Game Titles Executing on a Game Cloud System - Methods for managing video game title and user play metrics for video game titles executed on a game cloud system includes determining that the video game title has been obtained from an online retailer, by a user. The method further includes enabling execution of game play of the video game title on the game cloud system. Game play metrics for the video game title during execution of game play, is monitored. Selected game play metrics for the video game title are identified. The selected game play metrics are communicated to the online retailer to enable classification of the user that obtained the video game title from the online retailer. | 06-26-2014 |
20140187331 | LATENCY REDUCTION BY SUB-FRAME ENCODING AND TRANSMISSION - A cloud gaming system includes a cloud gaming server that provides rendering for a video frame employed in cloud gaming. The cloud gaming system also includes a video frame latency reduction pipeline coupled to the cloud gaming server, having a slice generator that provides a set of separately-rendered video frame slices required for a video frame, a slice encoder that encodes each of the set of separately-rendered video frame slices into corresponding separately-encoded video frame slices of the video frame and a slice packetizer that packages each separately-encoded video frame slice into slice transmission packets. The cloud gaming system further includes a cloud network that transmits the slice transmission packets and a cloud gaming client that processes the slice transmission packets to construct the video frame. A video frame latency reduction method is also provided. | 07-03-2014 |
20140187332 | VIDEO PROCESSING USING CONCURRENT OUTCOME SIMULATION THREADS - A method of processing video information is presented here. The method may begin by executing, with at least one processor, a plurality of concurrent simulation threads for an interactive video application, wherein each of the concurrent simulation threads corresponds to a predicted outcome of the video application. The method may continue by receiving user input intended to control the interactive video application, processing at least one of the concurrent simulation threads in response to the received user input to obtain an intended outcome of the video application, and providing the intended outcome of the video application for presentation to a user. | 07-03-2014 |
20140187333 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 07-03-2014 |
20140194208 | SYSTEMS AND METHODS TO IDENTIFY CANDIDATES FOR TARGETED ADVERTISING IN AN ONLINE SOCIAL GAMING ENVIRONMENT - Systems and methods to identify candidates for targeted advertising in an online social gaming environment are disclosed. Example methods include generating a network graph representative of relationships between users associated with an online social gaming environment, the relationships based on connections between the users. Example methods also include collecting first social gaming data corresponding to participation by a first user and a second user in the online social gaming environment during a first period of time. The example methods further include calculating a first degree of influence of the first user of the online social gaming environment on the second user of the online social gaming environment, the first degree of influence based on the first social gaming data. | 07-10-2014 |
20140194209 | PLATFORMS FOR COMMUNITY GAME DEVELOPMENT AND COMMUNITY MANAGEMENT OF GAME LIFECYCLE - In some embodiments, the instant invention provides for a method for community game development and community management of game lifecycle that includes at least the following steps: offering, by a specifically programmed virtual gaming platform, a personalized computer interface to each of at least 1,000 users of an virtual game community managed by the specifically programmed virtual gaming platform; where the at least one first computer interface is configured to allow each of the at least 1,000 users to create a game idea; receiving, a plurality of game ideas; receiving game idea votes on each game idea of the plurality of game ideas; automatically ranking the plurality of game ideas based, at least in part, on the game idea votes; and automatically selecting at least one winning game idea to be developed by the virtual game community based, at least in part, on the ranking the plurality of game ideas. | 07-10-2014 |
20140194210 | GAME PROVIDING DEVICE - After a game has been started, game content drawing processing, game content placing processing, and point granting and character removing processing are repeatedly executed. Thus, the obtaining of a character by each player, the placement of the obtained character in an area, and the obtaining of points and the removal of the character from the area according to an elapsed time from the placement of the character in the area are repeatedly executed. When conditions to terminate the game hold, a result of the game is decided according to the number of points obtained by each player. Accordingly, more competitive game elements are realized in a game that uses multiple areas. | 07-10-2014 |
20140200083 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a multiplayer participatory video game is provided. A player plays the multiplayer participatory video game using a game medium in which parameters are set up. The video game processing apparatus includes a virtual mission information memory for storing virtual mission information. The virtual mission information is information on virtual missions. The player works on one of the virtual missions using the game medium. The video game processing apparatus provides the virtual mission to the player on the basis of the virtual mission information. The video game processing apparatus gives other player a game medium associated with the player using the game medium. The other player is associated with the game medium used in the virtual mission. | 07-17-2014 |
20140206453 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - A server device connected with a player terminal used by a player when performing a game operation over a network includes: a rental unit; a providing unit; a storage unit configured to store player information in which the rental game content rented from the rental unit is set as game content temporarily possessed by the player, and the game content provided by the providing unit is set as game content possessed by the player; a parameter varying unit; a game content determination unit ; a parameter setting unit configured to set a parameter of the game content based on a parameter of the rental game content varied by the parameter varying unit; a condition determination unit configured to determine whether a return condition of the rental game content is satisfied; and an update unit configured to update the player information stored in the storage unit. | 07-24-2014 |
20140206454 | Local Game-Area Network System - A local game-area network includes a plurality of gaming devices and local game-area servers. Each local game-area server is associated with a corresponding gaming device. Each local game-area server in the local game-area network is operatively associated with every other local game-area server in the local game-area network. Additionally, one of the local game-area servers is a host local game-area server while the remaining gaming devices and associated local game-area servers are clients. Furthermore, the host status of the host local game-area server moves dynamically to an available local game-area server in the local game-area network in response to the host local game-area server becoming non-operational. | 07-24-2014 |
20140206455 | FANTASY LEAGUE MANAGEMENT - One or more techniques and/or systems for managing a fantasy league are disclosed to incorporate one or more reality factors, equity lines, luxury tax, and/or revenue sharing policies into administration of the fantasy league. A reality factor may influence real life scenarios between at least one of a real player, a real team, and/or a real league, for example. Accordingly, the reality factor may be applied to at least one of a corresponding fantasy player, fantasy team, and/or fantasy league to create a fantasy rule configured to enable a fantasy environment (e.g., the fantasy player, fantasy team, fantasy league, and/or relationships thereof) to more closely emulate the real player, real team, real league, and/or corresponding relationships. | 07-24-2014 |
20140206456 | METHODS AND SYSTEMS FOR PROCESSING GAMING DATA - Methods and systems for content processing are described. In one embodiment, gaming data is received from a gaming source server. The gaming data associated with a game. A content signal is received from a signal source during presentation of programming content. The programming content is associated with the content signal and the game. A determination of whether the content signal includes the trigger is made. The device content is presented using the gaming data. The device content is in synchronization with the presentation of the programming content based on a determination that the content signal includes a trigger. Additional methods and systems are disclosed. | 07-24-2014 |
20140213367 | METHODS AND APPARATUS FOR HIDING LATENCY IN NETWORK MULTIPLAYER GAMES - Aspects of the present disclosure describe methods and apparatuses that hide latency during an interaction between an attacking client device platform and a defending client device platform in a multiplayer game played over a network. The attacking client device platform predicts a successful attack will be made and delivers a hit event to the defending client device platform. In order to provide additional time to wait for a hit reply from the defending client device platform the attacking client device platform initiates an altered animation mode that lengthens the run-time of the animation. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 07-31-2014 |
20140213368 | EMULATOR FOR PRODUCTION SOFTWARE OUTCOME VALIDATION - A test tool provides a flexible resource for control an of electronic gaming machine (EGM) via a data network. The test tool provides both interactive and automated access to the EGM when the EGM is operated using a special diagnostic BIOS that supports both communication with the test tool over the data network and the ability to set operational variables including random numbers. The test tool can use structured data test scripts, such as XML files, to automate repetitive testing of one or more gaming machines by automating breakpoint setting, variable settings, and comparison of expected results based on game type, paytables, currency, etc. | 07-31-2014 |
20140213369 | Player-Side Cache - A method includes steps of opening a link between a player's appliance and a network-connected server providing games, selecting a game to play by the player through an interface provided to the player's appliance by the server, transmitting virtual world data by the server to the player's appliance, along with a version identification, storing the virtual world data and associated version identification in a cache at the player's appliance, playing the game by the player using the player's appliance, and suspending play of the game by the player. | 07-31-2014 |
20140213370 | GAME SYSTEM, GAME DEVICE, GAME SYSTEM CONTROL METHOD, AND GAME SYSTEM CONTROL PROGRAM - A game device may include, but is not limited to, a first distribution unit, a first control unit, and a first reduction unit. The first distribution unit may be configured to increase an individual amount of a first virtual value that is individually-owned and in-game-usable by an individual user of a first in-game group of users, with reference to the amount of a second virtual value that is commonly-associated to the first in-game group of users. The first control unit may be configured to decrease the individual amount of the first virtual value, in accordance with an in-game-use-request by the individual user. The first reduction unit may be configured to reduce at least a part of the individual amount of the first virtual value to increase the amount of the second virtual value. | 07-31-2014 |
20140213371 | Method and System for Hosting Transient Virtual Worlds that can be Created, Hosted and Terminated Remotely and Automatically - Embodiments of the invention relate to providing a method and system for presenting users with the ability to host a virtual world especially one that is capable of being used in a game based environment for teaching and learning, and more specifically to improving ease of customization, enabling on-demand-usage and facilitating content sharing for hosting private virtual locations on virtualized servers specifically so that multiple discreet virtual worlds can be hosted (automatically and remotely), started or removed on one or more servers simultaneously and independently of each other without affecting the other hosts. | 07-31-2014 |
20140221099 | METHOD AND APPARATUS FOR PROVIDING SECONDARY GAMING MACHINE FUNCTIONALITY - A modified gaming machine includes a plurality of gaming machine peripheral devices for use in implementing one or more games to a player, and a master gaming controller configured to implement primary gaming machine functionality, including generating and transmitting information to the plurality of gaming machine peripherals. The modified gaming machine further comprises a secondary controller interposed between one or more of the plurality of gaming machine peripheral devices and the master gaming controller, whereby the secondary controller may forward information generated by the master gaming controller to the gaming machine peripheral devices and transmit secondary information to the peripheral devices. | 08-07-2014 |
20140221100 | GAME MACHINE SYSTEM AND METHOD FOR PLAYING GAME - A game machine system for a game to be played by n players in which each player is assigned to a position of a different preferability, n being an integer of at least 2, wherein the system has a processor configured to:
| 08-07-2014 |
20140221101 | Consolidating Businesses in a Gamespace for an Online Game - Software receives a command from a player selecting one or more businesses from a game menu in an online game that is a builder-type game. The software then receives a command from the player identifying an empty location in a game space for the game. The software causes the one or more businesses to be displayed in the game space at the location and receives a command from the player selecting a plurality of displayed businesses. The software then receives a command from the player to consolidate the displayed businesses that were selected into a consolidated business and displays the consolidated business in the game space. | 08-07-2014 |
20140221102 | METHOD AND SYSTEM FOR RANDOMLY ALTERING INFORMATION AND CONTENT WITHIN WEB PAGES TO CREATE A NEW AND UNIQUE WEBSITE AND ONLINE GAME - A system and method for providing an objective to a user comprises a user registration unit, a build unit, a user interface unit, and an objective determination unit. The user registration unit is configured to receive a user request to operate the system. The build unit is configured to select a plurality of variable components for the system. The user interface unit is configured to receive user requests to interact with the variable components and to provide information to the user in response to the user requests. The objective determination unit is configured to determine whether the user has achieved the objective based at least in part on the user interactions. | 08-07-2014 |
20140221103 | METHOD, SERVER, TERMINAL, AND RECORDING MEDIUM FOR PROVIDING GAME - The present invention relates to a game. More particularly, the present invention relates to a method, a server, a terminal, and a recording medium for proving a game having a function of enabling a user to easily recognize an item value of an item when the item usable within a game is displayed on a game screen. | 08-07-2014 |
20140235351 | DATA PROCESSING SYSTEM, INFORMATION TERMINAL, DATA PROCESSING METHOD, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING DATA PROCESSING PROGRAM - The amount of communication between a server | 08-21-2014 |
20140235352 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM - A server device that controls a battle game, including: a player information storage unit configured to store game contents possessed by the player, battle game contents including game contents used when the player performs a battle against another player, and a battle parameter of the battle game contents; a sacrifice contents information storage unit configured to store sacrifice contents serving as a sacrifice when the player loses the battle, and an impact given by the sacrifice contents on the battle; a battle processing unit configured to perform the battle based on the battle parameter and the impact; and an information change unit configured to cause, as a result of the battle, sacrifice contents of a player who lost the battle to be not possessed by the player and possessed by a player who won the battle, and to change and store information in the player information storage unit. | 08-21-2014 |
20140235353 | Apparatus And Methods Of Physical Game Components - Systems, apparatus, and methods relating to a physical object that are associated with a virtual game world are described. Some embodiments of the physical object have an in-game value within the virtual game world. Software operating the virtual game world ascribes purchasing power or attributes having offensive, defensive, opportunity, or set values as their in-game values. Methods associated with the subject matter relate to relocating an asset of the game component from one asset storage area to another asset storage area. When relocated, an asset's authenticity is validated, retrieved from a first storage area, exchanged over a communications interface, or stored in a second asset storage area. | 08-21-2014 |
20140235354 | METHOD FOR CONTROLLING SERVER DEVICE, RECORDING MEDIUM, SERVER DEVICE, TERMINAL DEVICE, AND SYSTEM - Provided is a method for controlling a server device for providing a service which enables users to be associated with each other and includes a storage unit for storing, for each user provided with the service, information on different users associated with the user, information on each event provided in the service and information on each user participating in the event. The server device transmits an event list including the information on each event to each user device, lets the user participate in an event selected from the event list when receiving a request to participate in the event from each user device, makes the event proceed when receiving a request to proceed with the event from each user device, and associates and stores, when the event is over, the information on the users participated in the event in the storage unit, thus associating the users with each other. | 08-21-2014 |
20140235355 | METHOD AND COMMUNICATION SYSTEM FOR UNLOCKING USER DATA - A method at a server system includes: receiving a user request to enter a first information exchange hall; detecting a lock status of information of an information exchange operation associated with the user and with a second information exchange hall, where the information exchange operation is associated with a second information exchange hall; when the lock status is an unlocked state, processing entry of the user into the first information exchange hall; when the lock status is a locked state, determining an operation state of the information of the information exchange operation; when the operation state is an inactive operation state, changing the lock status of the information from the locked state to the unlocked state, and processing entry of the user into the first information exchange hall; and when the operation state is an active operation state, restoring entry of the user into the second information exchange hall. | 08-21-2014 |
20140235356 | GAME SYSTEM, GAME SERVER THEREFOR, CONTROL METHOD FOR GAME SERVER, AND COMPUTER READABLE RECORDING MEDIUM - A first game system includes plural terminal devices at which a game can be played by a player; and a game server configured to communicate with the terminal devices. The first game server stores game data corresponding to the game in a database, and updates game data stored in the database in accordance with the progress of a game that is played at one of the terminal devices, followed by again updating the game data in accordance with the progress of the game that is played at another of the terminal devices. | 08-21-2014 |
20140235357 | METHOD AND TERMINAL FOR GAME DATA COMMUNICATION - A method for controlling game data communication between portable electronic devices includes receiving one or more performance parameters from multiple portable electronic devices as slave devices. The method also includes determining whether the portable electronic device satisfies performance criteria with respect to the multiple portable electronic devices. The method further includes, in accordance with a determination that the portable electronic device does not satisfy the performance criteria with respect to the multiple portable electronic devices: selecting one of the multiple portable electronic devices as a new master device; and transferring a master device status to the selected portable electronic device. The method includes, subsequent to transferring a master device status to the selected portable electronic device, communicating, as a slave device, with the selected portable electronic device. | 08-21-2014 |
20140243093 | METHOD AND APPARATUS FOR MONITORING AND CALIBRATING PERFORMANCES OF GAMERS - A gaming system employs bioinformatics to improve gamer performance and enhance the gaming experience. The gaming system monitors biometrics of gamers using gaming accessories having sensors coupled to the gaming accessories (e.g., a mouse with pulse sensor). Biometrics can be used to assess a crisis or panic reaction of the gamer. The system can also assess the state of the game in real time via API feedback, and coach the player on how best to regain control. The system can also predict a gamer's loss of control by monitoring hardware statistics associated with the game, combined with gaming feedback and biometric data, and can determine how best to coach the player to correct problems. Predictive models can be used to predict a gamer's panic attack or loss of control before it occurs. When a crisis occurs, the system can automatically contact the gamer's teammates to assist the gamer. | 08-28-2014 |
20140243094 | Systems, methods and software applications for merging a virtual world, live events and an entertainment channel - Systems, methods and software merge a Virtual World, Live Event and Entertainment Channel, thus creating “The Perfect Storm” of gaming and entertainment whereby the characters of a social network game (e.g., an online fantasy sports league) are represented by human beings who register to be avatars of characters supported by a “Character Service Center,” while players compete to bring avatars to life in a Real World event (e.g., a Real World sports league), where the human beings behind the avatars compete for prizes while staying in character, as these competitors and players are incentivized by a “Collaboration Incentive Platform.” | 08-28-2014 |
20140243095 | SERVER DEVICE - There is provided a new function of effectively using game media without making a player feel monotonous in a battle game using game media. A server device is connected to an information processing terminal through a network, and controls a game in which a player battles with another player by operating game media in game space. The server device includes a storage unit that stores player information including information on the plurality of game media possessed by the player and a game item possessed by the player; a conversion unit that converts a predetermined game content from among the plurality of game media possessed by the player into a game item different than the game content; and an information changing unit that changes the player information such that the converted game content is managed as a game item. | 08-28-2014 |
20140243096 | SERVER, RECORDING MEDIUM AND SYSTEM - A server includes a storage unit storing characteristic data objects of each user, each characteristic data object having a first parameter value representing an ability of the characteristic data object to exert power, a second parameter value representing an ability to reduce the first parameter value of each characteristic data object of another user different from the user having the characteristic data object, and one of attributes having a superiority-inferiority relationship relative to each other. The server further includes a receiving unit receiving a game proceeding instruction from a device of each user, and a parameter adjusting unit adjusting the second parameter value of each characteristic data object of the user of the device, based on a first number of characteristic data objects of the user that have an attribute superior to a first attribute assigned among characteristic data objects of a second user different from the user. | 08-28-2014 |
20140243097 | TRENDING STORIES IN GAME ACTIVITY FEEDS - Activity feeds let users know about what is happening, and stay connected, with their friends and games. Users are able to discover new and exciting stories, games and friends. The information presented for a particular user is the most relevant information for that user. Relevancy is used to determine the priority of how items/feed stories are presented for a user. Feed stories are shown for a particular user's friends. The most popular trending stories are shown to all users based on relevancy rules. Most popular trending stories are determined based on the ones that have the most comments and likes. The activity feeds relating to a particular type are able to be condensed and presented to the users. Custom actions for the particular type of condensed activity feeds are identical. Condensed activity feeds are displayed using a predefined format “condensed title.” | 08-28-2014 |
20140243098 | GAME ACTIVITY FEED - Activity feeds let users know about what is happening, and stay connected, with their friends and games. Users are able to discover new and exciting stories, games and friends. The information presented for a particular user is the most relevant information for that user. Relevancy is used to determine the priority of how items/feed stories are presented for a user. Feed stories are shown for a particular user's friends. The most popular trending stories are shown to all users based on relevancy rules. Most popular trending stories are determined based on the ones that have the most comments and likes. The activity feeds relating to a particular type are able to be condensed and presented to the users. Custom actions for the particular type of condensed activity feeds are identical. Condensed activity feeds are displayed using a predefined format “condensed title.” | 08-28-2014 |
20140243099 | SYSTEMS, METHODS AND DEVICES FOR CONFIGURING WAGERING GAME DEVICES BASED ON SHARED DATA - Gaming devices, gaming systems, methods of configuring gaming devices, and computer programs for configuring gaming devices are featured. A gaming machine is disclosed for communicatively coupling to peer gaming machines via a peer-to-peer network. The gaming machine includes a display device(s), a processor(s), and a memory device(s) storing instructions that cause the gaming machine to: store a first set of data indicative of the gaming machine's configuration parameters and a second set of data indicative of the gaming machine's performance; receive from one or more peer gaming machines a third set of data indicative of the peer gaming machine's(s′) configuration parameters and a fourth set of data indicative of the peer gaming machine's(s′) performance; analyze the third and fourth data sets to determine modifications to the gaming machine's configuration parameters to improve machine performance; and, automatically modify at least one configuration parameter of the gaming machine based upon the analysis. | 08-28-2014 |
20140243100 | OPTIMIZATION OF GAMING APPLICATION EXECUTION USING PROXY CONNECTION - Technology is disclosed herein for executing multiple gaming applications on a computing device. According to at least one embodiment, a computing device receives requests for network connections with remote servers from multiple gaming applications running on the computing device. The computing device further establishes a network connection with a proxy server. The proxy server initiates and maintains proxy network connections with the remote servers. The proxy server batches network messages received from the remote servers, where the network messages includes gaming content. The proxy server aggregates network messages received in a time period into a single batch, where a time length of the time period is determined based on one or more game events of the games being played on the computing device. Further, the proxy server batches network messages such that the computing device stays at a high power consumption state for a shorter time period than an overall time period required without batching. | 08-28-2014 |
20140243101 | GAME SUPPLY DELIVERY SYSTEMS AND METHODS - Systems and methods that deliver game supplies are described. In some embodiments, a method receives a request for in-game supplies from a first player in an interactive social game. The method presents multiple supply options where each supply option has an associated processing time. A supply option selection is received from the first player that indicates selection of one of the multiple supply options. A supply fulfillment invitation is distributed to a second player of the interactive social game. An in-game benefit is provided to the second player in response to acceptance of the supply fulfillment invitation. The first player is notified upon completion of the processing time for the selected supply option, which indicates availability of the requested in-game supplies to the first player. | 08-28-2014 |
20140248959 | SYSTEM AND METHOD FOR GAMING USING WIRELESS COMMUNICATION DEVICES - A short-range wireless network is established by direct communication between wireless devices and wireless access points to permit gambling within a casino. The short communication range of the access points assures that the wireless device is in the casino. A gaming communication link is used to exchange game play data (e.g., betting, card dealing, etc.) between a gaming controller and one or more wireless devices. Game play may be conducted between a player and the house or between a plurality of payers. In one embodiment, all communication is routed between players using the gaming controller so that the house controls the transmission of all game play data. | 09-04-2014 |
20140248960 | GAME PLAY SKILL TRAINING - 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. | 09-04-2014 |
20140248961 | DEAD RECKONING IN A GAMING ENVIRONMENT - Client position in a multi-client game is determined using dead reckoning. Clients send information to a server over a network. The server distributes this information to other clients. A client uses this information and dead reckoning to determine a character's position. The server may calculate the client's position using dead reckoning and send updates to clients when errors between actual and calculated positions exceed a threshold. Clients may calculate their position according to dead reckoning, and when an error between actual and calculated position exceeds a threshold, send updated information to other clients. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims. | 09-04-2014 |
20140248962 | UDP BROADCAST FOR A USER INTERFACE IN A DOWNLOAD AND CONFIGURATION GAMING METHOD - A method for sending a notification message using a modified form of User Datagram Protocol (UDP) multicast notification system in a client-server architecture. The method includes: determining that the server wants to send a notification message, wherein the server is a Download and Configuration Management (DCM) engine; querying, via a UDP broadcast processor, a database for a list of clients that have registered for one or more types of notification; receiving a reply with the list of clients that have registered for the one or more types of notification; and sending a notification to the clients on the list. | 09-04-2014 |
20140248963 | METHOD, SYSTEM, SERVER AND COMPUTER SOFTWARE FOR PREDICTION GAME - In a prediction game method, system en server, data are transmitted and received through a network between a server and a user terminal. Computer software is provided to store a plurality of event data items and corresponding status data items, indicating whether the corresponding event has taken place or not, each data item associated with an event. A plurality of event data items for future events are transmitted to a user identified by a user identification. At least one choice data item transmitted by the user is received, each choice data item relating to a corresponding event data item, and indicating whether the user predicts the future event indicated by the corresponding event data item to take place or not. Received choice data item are stored in association with the corresponding event data item and the user identification. When an event becomes a past event, the corresponding status data item is updated. Then, for each user, the stored choice data items are compared with the corresponding status data items of past events. If the stored choice data item corresponds to the status data item, a count associated with the user identification is incremented. The count is stored in association with the user identification, and the count is transmitted to the user. | 09-04-2014 |
20140256447 | Time-Shifted Multiplayer Game - In one embodiment, a method provides a game for a first player. The method receives timing information for a second player that competed in a first instance of the game participated in by the second player and determines a set of parameters for an opponent in a second instance of the game based on the timing information. The second player started competing in the first instance of the game before the second instance of the game is started. Then, the opponent is created based on the set of parameters for the second instance of the game. After which, the method provides the second instance of the game in which the first player competes with the opponent. The opponent is automatically controlled in the second instance of the game by a game controller to perform according to the set of parameters. | 09-11-2014 |
20140256448 | FORTUNETELLING-RELATED INFORMATION PROCESSING SYSTEM, METHOD AND COMPUTER PROGRAM PRODUCT THEREOF, AND CLOUD SERVER - A fortunetelling-related information processing system, method and computer program product thereof, and cloud server are introduced to connect a client to a fortuneteller's electronic communication device, effectuate fortunetelling office initialization, pattern selection, fortunetelling object initialization, fortunetelling object mixing, fortunetelling object positioning and processing, and fortunetelling result information processing, provide digital online fortunetelling service, enhance the interaction and genuineness of data processing during the fortunetelling process, and render online real-time fortunetelling service interactive and visually appealing by communication and frame verification, thereby meeting clients' and fortunetellers' needs. | 09-11-2014 |
20140256449 | MANAGING PARTICIPANTS IN AN ONLINE SESSION - The present invention relates to an application that is configured to be operated in a multi-participant environment on a computer network. The application manages participants in an online session of a multi-user application so that if one of the participants exits the session, the session can continue without interruption. The application initiates an online session of the multi-user application, wherein the online session includes two or more participants comprised of network computers that are communicatively linked to a computer network. If the application detects that a first participant has disconnected from the online session, wherein the first participant is responsible for managing certain managerial functionality associated with the running of the multi-user application, then the application broadcasts a notification to existing participants of the online session over the communication network, thereby notifying the existing participants that the first participant has disconnected from the online session. The initiating application then re-assigns the functionality associated with the first participant to an existing participant of the online session. The participants can be communicating in a peer-to-peer arrangement or can be performing server duties in a client-server arrangement. | 09-11-2014 |
20140274402 | MATCHMAKING IN MULTIPLAYER GAMING - Embodiments that relate to systems and methods for grouping players into a multiplayer game session are provided. In one embodiment, a first match request for a multiplayer game session is received and includes one or more requested player attributes. A plurality of other match requests are received, with one being a second match request including one or more requested player attributes. The first and second match requests are matched based on the requested player attributes. A notification of the match is sent to a client device of the first requesting player, with the notification configured to be received while the client device runs a user session different from the multiplayer game session. The notification includes a selectable element configured to instantiate the multiplayer game session on the client device in place of a user session when the selectable element is selected. | 09-18-2014 |
20140274403 | Systems and Methods for Identifying Virtual Entities in a Virtual Environment - Disclosed herein are systems and related methods for providing a gaming environment where users of a network system can be connected with each other, and by using predefined player virtual entities, or by creating new ones, they can play against each other, or against an artificial intelligence (AI) opponent alone or in a cooperative mode. The disclosed principles provide various options to users, and depending on a user's choice and/or the specifications of his virtual gaming entity, a system or process in accordance with the disclosed principles provides a very fast and efficient matchmaking process for identifying other virtual entities and/or users for gameplay with the searching user. This corresponds to a pleasing gaming experience for all the users participating in a virtual gaming environment, and provides a fair chance to all users to complete given goals within the gaming environment. | 09-18-2014 |
20140274404 | SUGGESTING MATCHES FOR PLAYERS OF AN ONLINE MULTIPLAYER GAME BASED ON SKILLS AND/OR SOCIAL PROXIMITY - Exemplary methods, apparatuses, and systems provide a user of a social network system access to a game over a network from a user device. The social network system matches the user with players of the game based on respective skill levels of the players and/or social proximity between the user and the players. The social network system sends a list of matched players to the user device for selection by the user, and sends an invitation to one or more of the players selected by the user to enable the user to play the game over the network with the one or more players. | 09-18-2014 |
20140274405 | MANAGING VIRTUAL CONTENT BASED ON INFORMATION ASSOCIATED WITH TOY OBJECTS - The system described in this disclosure may be configured to read information stored on toy objects that indicates whether the toy objects have been used and/or are being used with other toy objects, gaming systems, and/or other devices. The system described in this disclosure may be configured to facilitate an association of the information stored on the toy objects with virtual entities in a virtual space, update virtual content associated with the virtual entities, determine relationships between users, and/or other perform other functions based on the information stored on the toy objects. The information stored on the toy objects may be updated responsive to the toy objects being used by users with other toy objects, gaming systems, and/or other devices. The use of the toy objects by users may include two or more users playing together with toy objects and/or playing with gaming systems associated with the toy objects. | 09-18-2014 |
20140274407 | MECHANISM FOR IMPLEMENTING CLOUD LOCAL AREA NETWORK PARTY SERVICE FOR MULTI-PLAYER CONTENT/GAME ENVIRONMENT - Disclosed is a method for implementing a cloud local area network (C-LAN) for providing a multi-player environment for servicing content to a plurality of client devices including determining a location of a blade for each client device of the plurality of client devices, configuring a service access point for each client device of the plurality of client devices, and initializing the C-LAN using the service access points for each client device of the plurality of client devices, wherein at least two client devices of the plurality of client devices cannot be associated with a same local area network based on their respective internet service providers. | 09-18-2014 |
20140274408 | METHODS AND SYSTEMS FOR PROVISIONING A GAME CONTAINER WITHIN A CLOUD COMPUTING SYSTEM - A system, a computer readable storage medium storing at least one program, and a computer-implemented method for provisioning a game container within a cloud computing system is described. To begin, a game manifest may be accessed. The game manifest may include attributes corresponding to a game infrastructure role used by a game within a cloud computing system. A workflow definition is then generated based on the attributes of the game manifest. The workflow definition may specify an instance count for the game infrastructure role and a workflow activity. A group of infrastructural service nodes are then created in the cloud computing system, where the size of the group is based on based on the instance count. The infrastructural service nodes are then configured by executing the deployment action on each of the infrastructural service nodes. | 09-18-2014 |
20140274409 | GUILD-DEPENDENT VARIATION OF PLAYER CAPABILITIES IN A COMPUTER-IMPLEMENTED GAME - A system and method provide automated guild-dependent variation of in-game capabilities available to player in an computer-implemented game. An in-game capability is made available to the player in inter-guild competitive gameplay, for example comprising an object-specific ability associated with the game object, such as a collectible card. A value for a variable attribute of the in-game capability is dynamically adjusted based at least in part on one or more guild metrics for an associated guild of which the player is a member. The one or more guild metrics may include guild size and activity levels of guild members. | 09-18-2014 |
20140274410 | SMART PING SYSTEM - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing a smart ping mechanism are presented. For example, an example embodiment may generate a game board on a first client device and a second client device. Then, the embodiment may detect, from the first client device, user activation of a smart ping mechanic. Responsive to detecting the user activation, the embodiment may generate, on the first client device, one or more user selectable communication artifacts based at least in part on contextual data derived from the game board. Then, responsive to detecting a user selection of one of the user selectable communication artifacts, the embodiment may surface the selected communication artifact to the second client device. | 09-18-2014 |
20140274411 | Systems And Methods For Making Real-Time Adjustments to Fantasy Sports Leagues - Systems and methods for making adjustments and substitutions to a fantasy sports team roster in real-time with the real games played by the real league modeled by the fantasy sports league. The systems and methods include, among other things, computer hardware and software which identifies corresponding points in time during different games as endpoints for calculating and awarding fantasy points for part of a player's performance. | 09-18-2014 |
20140274412 | System and Method for Using Interconnecting Blocks as Input and Output for Electronic Devices - A minimum of one Master Block and one or more Activity Blocks connected (via “wireless or wired transmission”) to a System (the “electronic device”) for a digital and non-digital game, experience, or other engaging activity. Master Blocks can communicate with a System, and can connect to many Activity Blocks. Activity Blocks can communicate with Master Blocks. Furthermore, when multiple Activity Blocks are connected to a single Master Block, they create physical relationships between each other that the Master Block can detect and process and/or relay to the System as a form of input for whatever process the System is running. A user can interact with the System by manipulating the relationships between Activity Blocks and the Master Block. | 09-18-2014 |
20140274413 | SYSTEMS AND METHODS IN SUPPORT OF PROVIDING CUSTOMIZED GAMIFICATION FOR ACCOMPLISHING GOALS - A method in support of providing customized gamification for accomplishing goals receives a request to generate a game framework, the request specifying a goal to be accomplished by one or more participants of a plurality of participants, at least in part through interaction with the game framework. A first set of one or more game parameters to be applied to the game framework is determined for at least a first participant of the plurality of participants, and the game framework comprising the first set of one or more game parameters is generated. The game framework comprising the first set of one or more game parameters is applied to a first profile relating to the first participant of the plurality of participants. The game framework can then be provided to an electronic computing device of the first participant over the network. Systems can be constructed to implement the methods described herein. | 09-18-2014 |
20140274414 | ATTRIBUTE-DRIVEN GAMEPLAY - Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute. | 09-18-2014 |
20140274415 | SYSTEM AND METHOD FOR INTERACTIVE MULTIPLAYER BROADCAST GAME - There is provided a system and method for interactive multi-player broadcast game, the system comprising a plurality of controllers; each controller capable of providing a set of game inputs to a game server in response to the broadcast; wherein the game server is operable to control game play and scoring; the game server further operable to either calculate or receive the latency data associated with each game controller depending on the type of controller and offset the latency during a time-sensitive game play. The above system allows different controllers to be used without biasing against relatively ‘dumb’ controllers such as the Plain Old Telephone (POT). Further, the above system allows massively multiplayer game to be played in the context of an interactive TV broadcast game with POT as controllers. | 09-18-2014 |
20140287837 | METHOD AND SERVER FOR PROVIDING ITEM OVERLAP EFFECT - An item overlap effect provision method includes, by an item effect provision server, analyzing information on items possessed by the user upon receiving information indicating that game play of a user is completed from a game server, and analyzing whether or not the user possesses an overlap item, which is equal to an item registered in a preset slot so as to be used by the user during game play and is not registered in the preset slot, subtracting the usage number of the registered item and the usage number of the overlap item, which are preset on a per item basis and correspond to the number of times game play capable of using the items is performed, and applying weighted-grade points, which are preset according to the overlap item, to at least one game environment factor related to game play during implementation of next game play. | 09-25-2014 |
20140287838 | GAME INFORMATION CONSOLIDATION SYSTEM - A game playing information integration system is provided which is capable of objectively performing selection and/or settings according to preference of a player, and is capable of effectively making entry into market, based on a result of logical analysis of a gaming machine invoking demands of a player and a manger in gaming facility in a well-balanced manner. The system includes a plurality of gaming machine units and a server connected to enable communication with each of the gaming machine units. Each of the gaming machine units includes player identification information reading means, number-of-consumptions data output means, and number-of-payouts data output means. Gaming machine unit identification information is individually assigned to each of the gaming machine units. The server stores data storage means for storing each of number-of-consumptions data and number-of-payouts data in association with reception time data, player identification information, and gaming machine unit identification information. | 09-25-2014 |
20140287839 | METHOD AND APPARATUS FOR INTERACTIVE GAMEPLAY ACROSS MULTIPLE COMPUTING PLATFORMS - A method and apparatus is disclosed for enabling interactive gameplay. | 09-25-2014 |
20140295972 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - To increase the player's expectation in a fight game using game media, the present invention provides a server device that controls a game in which a player does a fight using game media in a game space through a network. The server device includes a storage unit configured to store player information including information about the game media that the player owns in the game space and about a status of the game media; a determining portion configured to determine whether a specific game medium among the game media that the player owns has satisfied a predetermined temporal requirement; and an updating portion configured to update the player information so as to change the specific game medium from a first status to a second status when the determining portion determines that the specific game medium has satisfied the predetermined temporal requirement. | 10-02-2014 |
20140295973 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - In a combat type game using a network, an interchange between players is promoted. A server device that controls a game played by a player using game media in a game space through a network includes a storage unit that stores information about the game media owned by the player in the game space and about states of the game media; a medium transferring unit that transfers the game media from the player owning the game media such that the game media are owned by another player; a determining unit that determines whether a specific game medium among the game media has satisfied a predetermined transfer requirement; and a changing unit that changes, when it is determined that the specific game medium has satisfied the predetermined transfer requirement, the specific game medium from a first state to a second state and stores the changed state in the storage unit. | 10-02-2014 |
20140295974 | METHOD, APPARATUS, AND SYSTEM FOR WEBGAME INTERACTION - Methods, apparatus, and systems for webgame interactions are provided. A first terminal sends a request for establishing a P2P channel to a second browser, when the first browser logs in to a webgame application on the first terminal. The P2P channel is established between the first browser and the second browser, after the first browser receives an accepting response to the request for establishing the P2P channel from the second browser. The first browser uses the P2P channel to transmit webgame application data between the first browser and the second browser. An exemplary browser can include a requesting module, an establishing module, and a processing module. Another exemplary browser can include a receiving module, an obtaining module, a responding module, an establishing module, and a processing module. | 10-02-2014 |
20140295975 | APPARATUS PERMITTING FUNDED ACTIONS IN A VIDEO GAME - Processes and products according to embodiments of the invention include video games with the possibility to obtain funding, such as through venture capital or the issuance of private shares among player characters. | 10-02-2014 |
20140302934 | INTERACTIVE GAMING UTILIZING A DISPERSED STORAGE NETWORK - Game data is received at a dispersed storage processing unit, the game data associated with at least one of a plurality of user devices. The game data is stored in a cache memory associated with the dispersed storage processing unit. Dispersed storage metadata associated with the cached game data is generated. A data block is generated based on the cached game data and further based on the dispersed storage metadata. The data block is stored in a dispersed storage network. | 10-09-2014 |
20140302935 | TURN TIMER SYSTEM APPLIED TO A PUZZLE BATTLE GAME - One or more techniques are employed alone or in combination, in order to improve a video game experience. According to one technique, the time period of a user's turn can be dynamically altered during game play. In another technique, the period of user play can be prolonged, for example by improving a player's odds of success within the game. Still another technique may relate to reducing the amount of time it takes for a user to return to game play after a game application is selected. One or more of these techniques may be used in a video game combining puzzle and battle aspects in a turn-based battle environment that requires the solution of puzzles prior to a battle sequence. | 10-09-2014 |
20140302936 | KEY SUBSCRIPTION FOR DISTRIBUTED SYSTEMS - A system and method for a distributed data system is described. A distributed data system client communicates with a distributed data storage server. The distributed data system client subscribes to a data key stored in a storage device of the distributed data storage server, and receives changes to the data key. The name of the data key is translated to retrieve a corresponding storage location. Changes to the data key are stored in the corresponding storage location. | 10-09-2014 |
20140309037 | GUIDED REMOTE STORAGE SYSTEM - A networked multiplayer gaming system is described having an intelligent game controller that permits a game player to disconnect from the system without impacting the game play for the multitude of other players on the system. The system described includes at least one player connected to the a gaming platform over a network with interruptible connection, wherein the system comprises a player tracking system for tracking the performance of a player relative to other players on the gaming platform. The system further includes a detection system for detecting when one of the players becomes disconnected to the system, in which case a game play simulation engine for automatically replacing a players actions activates an automated player mode that simulates the actions of the player that has been disconnected from the network with an automated simulated player that has response times, interactive coordinated movements and aggression behavior that is similar to the disconnected player's recorded history. | 10-16-2014 |
20140309038 | MOBILE PHONE GAME INTERFACE - Systems, apparatus and methods for enabling a mobile station to control a virtual world being executed on a console system are described. The method can include establishing a communication link between the mobile station and a console system, identifying user interface characteristics of the mobile station, and providing a controller application to the mobile station, the controller application being based on the identified user interface characteristics and configured to transform user interface inputs into controller commands. The method can further include receiving signals containing data representing the controller commands from the mobile station over the communication link and determining a sequence of events of the virtual world based on the received controller commands In one aspect, the controller application can execute in the context of an application on the mobile station. | 10-16-2014 |
20140309039 | INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM - A front end server receives a request to start executing a game on at least one game server, the at least one game server being capable of executing at least one game, having an upper limit set to a total of amounts of resources that can be secured in executing at least one game, and executing a game as an object of execution when an amount of resources associated with the game as the object of execution can be secured. A management server starts a new game server when an amount of resources associated with the game according to the execution start request exceeds an amount of remaining resources that can be secured in each game server already started or being started at a time of receiving the execution start request. The management server makes one of the game servers execute the game according to the execution start request. | 10-16-2014 |
20140315643 | SYSTEM AND METHOD FOR PLAYING FANTASY BASEBALL - A method of playing a fantasy baseball game via a network server, comprising: establishing a fantasy baseball roster by a fantasy owner of professional baseball players; establishing a batting order for the fantasy baseball roster by the fantasy owner; and determining points generated by the batting order based on statistics generated by the professional baseball players in a professional baseball game. | 10-23-2014 |
20140315644 | SERVER DEVICE, METHOD FOR CONTROLLING THE SAME, COMPUTER READABLE RECORDING MEDIUM, AND GAME SYSTEM - A server device and the like providing a game and capable of enhancing the unpredictability and amusement of the game and increasing the fun and thrill of the game as a whole are realized. A server device according to the present invention is connected to a terminal device via a network and provides a game, and includes: an information storage unit for storing information related to the game; and a control unit for accessing the information, executing various operations, and displaying images of the game on the terminal device. In the game, a plurality of item boxes of a plurality of types, each of which is assigned a predetermined reward item, are displayed on the terminal device. | 10-23-2014 |
20140315645 | METHOD AND SYSTEM IMPLEMENTING A GAME SERVER - A server device is configured to display a game screen on a user terminal used by a user. The server device includes an item manager configured to manage points of an item obtained by the user for use in the game, and a game processor configured to calculate a first total value of points of an item selected by the user via the user terminal, to calculate a second total value of points of an item for increasing the first total value, and to increase the first total value according to the second total value. | 10-23-2014 |
20140315646 | GAME SERVER, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, GAME CONTROL METHOD, AND GAME SYSTEM - An object of the present invention is to provide a game server that employs a notification system associated with purchase of an item in a game and is capable of promoting the purchase of the item. Specifically, a game server includes: a notification means, when receiving a request for provision of a first item from a communication terminal, for sending a notification that the first item is provided to the communication terminal to a communication terminal; and an item providing means, when sending the notification from the notification means to the communication terminal that the first item is provided, for providing a second item, in addition to the first item, to at least one of the communication terminal and the communication terminal that sends the request for provision of the first item. | 10-23-2014 |
20140323224 | VIDEO GAME WITH EXPEDITED COMBAT - A server device executes one battle by spending the spending parameter in response to a player's operational input, and recovers the spending parameter by using a recovery item owned by the player. The server device calculates the total number of recovery items used to recover the spending parameter when one battle is fought for a plurality of times while repeating spending and recovering the spending parameter in response to operational inputs from the player until a hit point parameter of the enemy character is brought to less than or equal to a value. In response to one special operational input from the player, the server device determines whether the number of recovery items owned by the player is greater than or equal to the total number of recovery items calculated. When the determination is affirmative, the total number of recovery items calculated is automatically used from among the recovery items. | 10-30-2014 |
20140323225 | SYSTEMS AND METHODS FOR SEGMENT-BASED CUSTOMIZATION FOR NOTIFICATIONS FOR USERS - A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method are described herein to create and send invitations to join an online game. An Notification Generator (NG) customizes message content based on detected online game account activities and relationships between various accounts associated with an online game. When the NG detects that an account is a new account or a lapsed account, the NG identifies an additional account(s) most likely to play the particular online game with the new/lapsed account. Some additional accounts may be social network system accounts while others may be online gaming system accounts. The NG groups the additional accounts according to account-type segments, and customizes online game invitation message with message content for a respective additional account based on the account-type segment and whether it has detected a new account or lapsed account. | 10-30-2014 |
20140323226 | SYSTEMS AND METHODS TO SEND GAME INVITATIONS - A system, a non-transitory machine-readable storage medium storing instructions, and a method to send a telephonic message is provided. A request may be received from a first mobile device operated by a first player of a computer-implemented multiplayer game. The request may include a reference to each of a plurality of second mobile devices. The plurality of second mobile devices may be identified based on the reference. A telephonic message may be generated that includes a trigger executable by each of the plurality of second mobile devices to begin an instance of the computer-implemented multiplayer game with the first mobile device. The generated telephonic message may be sent to each of the plurality of second mobile devices via an out-of-game telephonic channel. | 10-30-2014 |
20140323227 | SERVER DEVICE, USER DEVICE, METHOD FOR CONTROLLING SERVER DEVICE, RECORDING MEDIUM, AND SYSTEM - Provided is a server device, etc., capable of enhancing flexibility of a reward winning game and maintaining a user's interest in the game. The server device manages rewards to be given to a user, and includes a storage unit for storing a package as a set of data concerning rewards to be given to the user and a modified package as a set of data concerning rewards used to update the package, a communication unit for communicating with a user device of the user, and a package updating unit for updating the package by modifying the data concerning the rewards included in the package by using the data concerning the rewards included in the modified package when a package update request is received from the user device. | 10-30-2014 |
20140323228 | VIDEO GAME SYSTEM FOR FLEXIBLY GROUPING COOPERATIVE PLAYERS - In the present invention, a game system includes a game program storage unit, a group information management unit, a play history storage unit, and a group information update unit. The game program storage unit stores a game program for executing a game to be provided to a plurality of terminal devices. The group information management unit stores player identification information identifying each of a plurality of players of the game and group identification information identifying a group which includes the player, in association with each other. The play history storage unit stores a play history of each of the plurality of players for the game. The group information update unit changes an association stored in the group information management unit between player identification information identifying a first player among the plurality of players and group identification information, at least partially in accordance with the play history of the first player. | 10-30-2014 |
20140323229 | Semi-Synchronous Multi-Participant Application Updates - Individual participants in a multi-participant collaborative computing application may be sent intermittent updates of actions taken by other participants. These updates need not be sent to a participant's device until the participant has interacted with a specified object in the application. The participant's device may then be sent an update including object interactions of the other participants occurring since the participant's previous object interaction. The update may be used to periodically inform the participant of the actions taken by the other participants during the period between the participant's interactions. | 10-30-2014 |
20140329602 | Server Device, Method for Controlling the Same, Computer Readable Recording Medium, and Game System - There is realized a server for providing a game capable of improving the interest in and taste of a battle event and increasing the interest in and real enjoyment of the entire game. The server according to the present invention includes an information storage unit for storing information related to the game, and a control unit for accessing the information, performing various computations, and displaying game images on a terminal device. In a battle event of this game, multiple character cards are aligned and displayed in a first field, and a player selects therefrom a character card to be used for a battle with an enemy character. The first field is replenished with another character card alternative to the selected character card as needed so that the player can further select an additional character card therefrom. | 11-06-2014 |
20140329603 | IDENTIFICATION APPARATUS AND METHOD - A method of multiplayer login for a single videogame console is provided. The method comprises, at a first videogame console associated with a first user account, reading a machine-readable unique ID code of a physical ID object comprising the unique ID code, and associating in a network the unique ID code with at least a first password of the first user account. The method further comprises, at a second videogame console associated with a second user account, logging the second user account onto the network using a second username and second password and reading the machine-readable unique ID code of the physical ID object. The method further comprises additionally logging the first user account onto the network, and submitting the unique ID code in place of at least the first password. | 11-06-2014 |
20140329604 | TRANSPORT AGNOSTIC IPC MECHANISM - A distributed computer system includes at least two processors. Each processor includes at least one process including at least one thread and a network server. A host module is in a thread in a first processor and a client module is in a thread in a second processor. A network couples the respective network servers in the processors. The host module registers with the system via the network server in the first processor. The client module on the second processor establishes a connection with the host module on the first processor. The host module and the client module communicate through the established connection. | 11-06-2014 |
20140329605 | VIDEO GAMES WITH VALUATION OF A GAME ENVIRONMENT - According to an embodiment, a video game permits valuation of a game environment and/or sharing value in the game. For example, players can buy and sell whole or fractional portions of the revenue sources derived from a particular game environment. The ownership may be represented as debt, stock or as some other allocations mechanism. | 11-06-2014 |
20140329606 | FEED SURFACING - A system, computer-readable storage medium storing at least one program, and a computer-implemented method are provided for displaying feed-based information in an online game. Player feeds are received in a game networking system. A specification for displaying information from the player feeds in the game networking system is accessed. A first player profile is accessed for a first player in an online game, the first player profile identifying one or more characteristics of the first player. The first-player profile is used with the specification to determine a first display profile for displaying information from the player feeds to the first player. The feed-based information is generated for the first player by using the first display profile to access the player feeds, and the feed-based information is then displayed to the first player through a user interface of the online game. | 11-06-2014 |
20140335959 | SYSTEMS AND/OR METHODS FOR STOCK PORTFOLIO BASED COMPETITIVE SIMULATIONS - The exemplary embodiments described herein relate to systems and/or methods for competitive simulations and, more particularly, to systems and/or methods in which users build stock portfolios that compete against each other, with the performance of each user's stock portfolio being based on one or more stock market related metrics (e.g., price per share, market capitalization, volume of trade, etc.). A user's portfolio may be formed and/or reformed so as to comply with certain predefined criteria (e.g., company traded on a particular exchange, company belonging to a particular market sector, etc.). The performance of each team/portfolio may be depicted using sports-related imagery (e.g., as teams on a football field, a basketball court, around a baseball diamond, etc.). | 11-13-2014 |
20140335960 | COLLABORATIVE DIPLOMACY MECHANICS - A collaborative diplomacy mechanics system for an online game is described. A player selects an ally to be engaged in a combat mode of an online social game against an enemy. The profile of the selected ally is retrieved. An ally power up weapon is generated based on the profile of the selected ally. The ally power up weapon is applied against a combat unit of an enemy of a player in the combat mode. The ally power up weapon can also be applied on a combat unit of the player in the combat mode. | 11-13-2014 |
20140335961 | METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING - A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment. | 11-13-2014 |
20140335962 | METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING - A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment. | 11-13-2014 |
20140335963 | METHOD TO DETECT AND SCORE CHURN IN ONLINE SOCIAL GAMES - A method and a system for predicting churn of a player of an online game is described. Online engagements of a group of players of the online game are monitored during a churn prediction model training period. Online engagement scores for the group of players are computed within a periodic number of days within the churn model training period. A weighted exponential moving average of the online engagement scores of the group of players of the online game is computed during the churn model training period. The weighted exponential moving average is used to determine an online engagement threshold value of a churn prediction model for the online game. The online engagement threshold value is applied to a weighted exponential moving average of a player during an observation period to determine a churn probability of the player within a prediction period. | 11-13-2014 |
20140342832 | LOCATION-BASED ONLINE GAMES FOR MOBILE DEVICES AND IN-GAME ADVERTISING - Providing a location-based online game for a plurality of mobile devices, including: assigning a force field around a player corresponding to each mobile device of the plurality of mobile devices, wherein a radius of the force field is proportional to a score or experience point of the player in the online game; determining a location of said each mobile device; calculating colliding forces among the plurality of mobile devices and virtual environment created in the online game; and providing a forum to enable a battle among the plurality of mobile devices and the virtual environment which are calculated as being in the colliding forces. | 11-20-2014 |
20140342833 | SOCIAL GAMING WEBSITE AND RELATED IN-ADVERTISEMENT GAMING - A method for persistent casino-style gameplay is described herein. In some embodiments, the operations can include presenting, a gaming session to a user, wherein the gaming session includes casino-style games and is associated with a user profile. The operations can also include recording information about the casino-style games during the gaming session. The operations can also include detecting a request for an in-advertisement casino-style game, wherein the in-advertisement casino-style game will appear on a webpage. The operations can also include transmitting for presentation on the webpage as part of the in-advertisement casino-style game, first content configured to receive information identifying the user. The operations can also include receiving the information identifying the user profile. The operations can also include transmitting for presentation on the webpage as part of the in-advertisement casino-style game, second content including data to resume play of the gaming session via the in-advertisement casino-style game. | 11-20-2014 |
20140342834 | MOBILE AGENTS FOR MANIPULATING, MOVING, AND/OR REORIENTING COMPONENTS - Mobile agents automatically manipulate components such as blocks on a working surface, to perform operations such as construction of generalized structures. The working surface and/or the components can have machine-readable codes to assist the agents in maintaining current knowledge of their respective locations. Agents identify components by type and location, and can move components according to directions; such directions can be provided by a user, or can be based on a pre-programmed directive, or can be determined dynamically based on current conditions or in response to actions of other agents. Agents may cooperate with one another. Agents can also respond to changes in the environment, alterations in works in progress, and/or other conditions, and may be configured to exhibit responses simulating emotional reactions. Different mobile agents can be associated with different character traits, which may be configured to change based on environmental conditions and/or the behavior of other mobile agents. | 11-20-2014 |
20140342835 | LOCATION-BASED MULTIPLAYER GAMING PLATFORM - The methods and systems disclosed herein include a gaming platform that may support massively-multiplayer online computer games, with elements of social networking, in which players may use mobile devices in order to verify their location and claim a measure of control over the location. Players may function like game pieces in association with other members on a team and participate in competitions to capture and defend real-world territory as part of the gaming experience. The gaming platform and associated entities may share revenue and other incentives with entities associated with the locations controlled by the players on the game platform. | 11-20-2014 |
20140342836 | SYSTEM AND METHOD FOR IDENTIFYING COMPATIBLE USERS - Systems and methods are provided for an automatic user or friend recommendation system that matches players that have compatible play styles, play schedules, or the like. Behavioral data is collected or entered from players, and a profile of each player is created and compared to calculate a compatibility score. If the compatibility score exceeds a predetermined threshold, then the players are marked as compatible, or a degree of compatibility may be calculated and displayed as well. Users can edit their profile, e.g., on a web application or in-game. Users may also interact with optional and incremental demographic survey questions as they log in. A notification of compatible players may be provided via the web application or via an in-game indication. For example, a glow may appear around a compatible player, or compatible players may be displayed in a list, such as an instant messaging client. | 11-20-2014 |
20140342837 | RULES-BASED ENGINE FOR CROSS-PROMOTION PLATFORM - A system and computer-implemented method for cross-promoting electronic games is provided. First and second electronic game databases are configured to store first and second game user attributes relating to first and second electronic game, respectively. An aggregator database is coupled to the first and second electronic game databases and is configured to store a first game user attribute, associated with the user and relating to a first electronic game, and user data of a user of the first electronic game. A processor is coupled to the aggregator database and configured to automatically associate a second game user attribute to the user according to a predetermined rule based on at least one of the first game user attribute stored in the aggregator database and the user data. The second game user attribute associated to the user by the processor is stored in the aggregator database. | 11-20-2014 |
20140342838 | REAL-TIME DATA SERVICES API - A system and computer-implemented method for promoting an electronic game of a plurality of electronic games is provided. A storage module may store a user attribute relating to a first electronic game. An aggregator module is configured to aggregate a user attribute from each of a plurality of electronic games including the first electronic game. A transmitter module may transmit the user attribute relating to the first electronic game to the aggregator module upon the user attribute being stored in the storage module. An association module may associate, using an application programming interface, a user attribute of a second electronic game of the plurality of electronic games different from the first electronic game, the association module associating based on a rule engine implemented by the API and at least one of the user attribute of the first electronic game and game data of the second electronic game. | 11-20-2014 |
20140349763 | System and Method for Providing Performance in a Personal Gaming Cloud - A personal gaming system includes a home network router and a gaming host operable to request a bandwidth allocation from the home network router, the bandwidth allocation being associated with a multimedia stream between the gaming host and a client system, and provide the multimedia stream to the home network router for routing to the client system, where the multimedia stream is within the bandwidth allocation. The home network router is operable to receive the request for the bandwidth allocation from the gaming host, determine whether an available bandwidth for data traffic between the gaming host and the client system is greater than the bandwidth allocation, and if so to allocate the bandwidth allocation for data traffic between the gaming host and the client system, and provide an indication to the gaming host that the bandwidth allocation is allocated for data traffic between the gaming host and the client system. | 11-27-2014 |
20140349765 | SERVER, METHOD, TERMINAL, AND RECORDING MEDIUM FOR PROVIDING GAME - The present invention relates to a game technology. More particularly, the present invention relates to a game server, a game method, a terminal, and a recording medium which provide a function of transferring attribute information of one character to another character in the game. | 11-27-2014 |
20140349766 | METHOD AND SERVER FOR PROVIDING SIMULATION GAME - Disclosed is a technique for providing a mini-game and correcting a capability point of a simulation game character before a simulation game, and a game for artificial intelligence of a computer to display a playing result in place of a user. The technique includes: receiving an input for beginning a simulation game that is a game for artificial intelligence of a computer to display a playing result in place of a user from among game types existing in a multi-play mode that is a game mode in which users play a game by themselves from a simulation game providing user terminal; providing a mini-game that is a predetermined game for correcting a capability point of a character in the game when receiving the input of the simulation game; correcting the capability point of the character according to a result of the mini-game; and playing the simulation game based on the corrected capability point of the character. | 11-27-2014 |
20140349767 | CONDUCTING CHALLENGE EVENTS - A method and system for conducting a challenge event. The challenge event is communicated to at least two participants in a form of an event specification. A proposal for a solution that meets the specification is received from each participant. Only one participant is chosen from the at least two participants, based on the proposal previously received from each participant. The solution is received in a form of a document or computer code from the chosen only one participant. | 11-27-2014 |
20140349768 | MANAGING CHALLENGE EVENTS - A method and system for managing a challenge event. At least two participants are selected to participate in the challenge event based on determining that the participants are expected to perform well in the challenge event. Selection of the participants utilizes data elements provided for managing the challenge event. Assets of computer code are provided to the participants for assisting the participants to deliver respective submissions as outcomes of participation by the participants in the challenge event. The challenge event is conducted with the participants. | 11-27-2014 |
20140349769 | ASYNCHRONOUS SOCIAL EVENTS IN COMPUTER-IMPLEMENTED GAMES - This disclosure generally relates to systems and methods to provide an asynchronous social event in a computer-implemented game. The social event may for example be a virtual party that is staged in a game instance of a host player and may comprise automated attendance of player characters associated with one or more guest players. An event invitation may be sent to the guest players, with the player characters of guest players who accept the invitation being displayed as automatically attending the social event. The social event may be played back to the guest players asynchronously upon request. | 11-27-2014 |
20140357374 | METHOD AND SERVER FOR PVP TEAM MATCHING IN COMPUTER GAMES - A computer-implemented method for team battle matching in a computer game is provided. The method includes obtaining registration information and player number information for teams to participate in a team battle having two battle camps and creating a plurality of matching queues. The method also includes allocating teams having equal number of players to a same matching queue based on the player number information and selecting one team from a matching queue allocated with one or more teams having the maximum number of players. Further, the method includes determining whether a total number of players in the selected team is equal to a preset number and allocating the team to a battle camp when the total number of players of the selected team is equal to the preset number. | 12-04-2014 |
20140357375 | MODIFYING ONLINE GAME FUNCTIONALITY BASED ON MOBILE USER ACQUISITION - A method is disclosed for modifying a dynamic of an online game for a user based on characteristics of an advertising campaign that led to an acquiring of the user into the online game of a game networking system. An acquisition of a user into the online game is identified. A characteristic of an advertising campaign that led to the acquisition of the user into the online game is identified. A dynamic of the online game is modified based on the characteristic of the advertising campaign. In various embodiments, the modifying of the dynamic includes modifying initial characteristics of the online game. | 12-04-2014 |
20140357376 | MOBILE PLAYER ACQUISITION FOR COMPUTER-IMPLEMENTED GAMES - A method is disclosed for acquiring users to play one or more online games of a game networking system. An acquiring of a user into an online game of the game networking system is identified. Information pertaining to the acquiring of the user is determined. This information includes a game identifier, a campaign identifier, and a user identifier. A map of the information is generated. The map represents relationships between the user identifier, the campaign identifier, and the game identifier. An action based on the map of the information is performed. | 12-04-2014 |
20140357377 | METHOD AND SYSTEM FOR PROVIDING ONLINE SPORTS GAME FOR RECOMMENDING SQUAD - Disclosed is a game providing technique which is executed by an online sports game providing system for providing an online sports game to at least one game client through a network. The online sports game providing method includes (a) generating at least one of first recommended squad information, (b) generating at least one of second recommended squad information based on statistics on a squad used by at least one second user relating to the first user, and (c) providing the at least one of first or second recommended squad information to a game client of the first user. | 12-04-2014 |
20140357378 | METHOD FOR PROVIDING ITEM COLLECTION EVENT AND SERVER - A technique provides new fun through an item gain and obtains a new benefit according to the item gain. An item collection event providing method according to an exemplary embodiment of the present invention includes: transmitting an item collection screen including at least one slot for collection in which each collection of at least one item to be collected is displayed to a user terminal according to an item collection event as an event providing a reward according to a collection of the item when collecting at least one predetermined item; receiving a selection input for any one slot among at least one slot for the collection from the user terminal; transmitting a slot item usage menu as a menu to receive a usage input of a slot item as an item to be used in an arbitrary slot to the user terminal when receiving the selection input; and determining the item corresponding to any one slot selectively input by using the slot item to be collected when receiving the selection input for the slot item usage menu. | 12-04-2014 |
20140364238 | DYNAMICALLY GENERATED IN-GAME OBJECTIVES - This disclosure relates to a system and methodology for dynamically generating and implementing game objectives for in-game implementation such that users may attempt to meet these objectives to obtain one or more rewards. In some embodiments, game objectives are determined stochastically or pseudo-stochastically using a variety of components that are combined to create an overall game objective. | 12-11-2014 |
20140364239 | METHOD AND SYSTEM FOR CREATING A VIRTUAL SOCIAL AND GAMING EXPERIENCE - A system, method and computer program product for multi-player video gaming or chatting, including a virtual representation of a user, wherein the virtual representation of the user is configured for being displayed and used on a computer device in place of the user during online and/or offline video gaming, chatting, and/or virtual social interactions. | 12-11-2014 |
20140370990 | METHOD AND SYSTEM FOR INVOKING PLUG-IN FUNCTION - A method and a device for invoking a plug-in function are disclosed, which relate to the technical field of wed games. The method includes: detecting whether there exists a need to execute a function of a preset plug-in in an online game, and if there exists the need to execute the function of the preset plug-in in the online game, acquiring a type of a browser on which the online game is played; when the browser on which the online game is played is a non-IE browser, acquiring the preset plug-in and instantiating a refresh-free plug-in instance according to the preset plug-in; and invoking the refresh-free plug-in instance in the online game, and executing a function of the preset plug-in. Through the present invention, it is not required to refresh a webpage in an IE browser, and the function of the preset plug-in can be executed by instantiating the refresh-free plug-in instance, thereby improving the execution efficiency of the webpage. | 12-18-2014 |
20140370991 | METHOD FOR MANAGING LEAGUE POINT OF POINT LAPSING LEAGUE MODE AND SERVER FOR PROVIDING POINT LAPSING LEAGUE MODE - A method for managing league points of a point lapsing league mode includes: by a point lapsing league mode providing server, providing a point lapsing league mode that is a mode in which predetermined league points are allocated for a predetermined period and progress of a game is restricted when all the league points are consumed to the user terminal; outputting a game character information selecting interface that is an interface for accessing the user terminal to select a game character for progressing a game of the point lapsing league mode from among at least one game character to the user terminal; consuming predetermined league points of the user when the user terminal finishes playing the game of the point lapsing league mode through the game character selected by the user; determining whether all league points of the user having participated in the point lapsing league mode are consumed; and outputting information for notifying that the game cannot be progressed in the point lapsing league mode to the user terminal when all the league points of the user having participated in the point lapsing league mode are consumed. | 12-18-2014 |
20140378229 | Method for providing a game, recording medium and server - A method for providing a game in which a plurality of missions is presented to a user device each time a certain period has elapsed from a server having a storage unit for storing user information relating to a plurality of users, includes the steps of generating a plurality of different missions for each of the plurality of users based on the user information stored in the storage unit, presenting a list of the generated missions for each of the users on the user device, and presenting an operational element for updating a mission included in the presented list to another mission regardless of the elapse of the period in accordance with the progress of presented missions. | 12-25-2014 |
20140378230 | Game Control Method, Server Device, Game System, and Computer-Readable Recording Medium - A social game and the like that can increase the fun and amusement of a team battle and enhance players' motivation to participate in or continue a game by suppressing an occurrence of any non-participation team not participating in the battle are provided. A guild status determination unit determines, for each guild, whether the guild is in an inactive state or an active state, based on a result of detecting a login state of each player. A guild integrated control unit forcibly disbands a guild (i.e. an inactive guild) determined to be in the inactive state, based on guild activity information notified from the status determination unit. A disbandment notification unit notifies each player belonging to the inactive guild, of the disbandment of the guild. | 12-25-2014 |
20140378231 | 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. | 12-25-2014 |
20140378232 | Social Network Data Analysis to Generate Incentives for Online Gaming - Systems and methods for processing recommendations of online games to friends of social network are described. A method for processing recommendations includes identifying a gaming session of a user on an online game provider network, accessing a use profile of the user for the online games of the online game provider network, and accessing a social graph of the user to identify friends of the user and respective friend profiles from the social network. The method further includes producing a recommendation of an online game. The recommendation includes an identification of a target friend of the user and is being provided by examination of the use profile of the user and friend profiles in the social graph. The method includes providing the recommendation to the user. The recommendation also includes an offer incentive to the user to share the recommendation with the target friend. | 12-25-2014 |
20140378233 | INTERACTIVE ENTERTAINMENT SYSTEMS - Methods are described for selling, loaning, renting, or otherwise providing a retail product, such as an interactive product, that allows a consumer to participate in one or more venues. The retail product is capable of interfacing with interactive devices in the venues that are capable of producing sensory effects based on communication from and/or to the retail product. Furthermore, the retail product preferably has an independent or intrinsic value apart from the use of the product in the venues, and may include, for example, a toy wand or like toy device, apparel, and/or jewelry. In certain examples, the retail methods include tracking the consumer's use of the retail product in the venue(s). Such tracking information may be used to customize the experience of the user during a subsequent visit to the same venue or another venue. | 12-25-2014 |
20150011319 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - A server device determines: win/loss of a battle game in response to a battle request from a player terminal; a provisional game content when it is determined that a player wins the battle game; win/loss of a successive battle game succeeding the battle game in response to a successive battle request from the player terminal after determining the provisional game content; and a game content, to which rarity higher than or identical to the provisional game content is set, to be provisional game content after change when determined that the player wins the successive battle game; and allows the player to own the provisional game content when accepting an acquisition request from the player terminal after determining the provisional game content, and allows the player to own the provisional game content after change when accepting an acquisition request from the player terminal after determining the provisional game content after change. | 01-08-2015 |
20150011320 | APPARATUSES, METHODS AND SYSTEMS FOR A LIVE ONLINE GAME TESTER - A method for testing a new feature of an online gaming application is provided, including: receiving a gaming application request from a user; determining whether to add the user to a live test for a new game feature; if the user is added to the live test, then determining whether to assign the user to a test group or a control group; if the user is assigned to the test group, then, providing a gaming application including the new game feature enabled, evaluating gaming activity and social network activity of the user; if the user is assigned to the control group, then, providing the gaming application without the new game feature enabled, evaluating gaming activity and social network activity of the user. | 01-08-2015 |
20150011321 | TRAVELING VIRTUAL PET GAME SYSTEM - A traveling virtual pet game simulates a pet traveling between various geographic locations. As the pet travels, users interact with the virtual pet to aid the pet in acquiring traits associated with the geographic regions in which it travels and to observe traits that the pet has previously acquired. | 01-08-2015 |
20150024848 | Method for Controlling Server Device, Server Device, Computer-Readable Recording Medium and Game System - To enhance motivation of a player to invite another player to a social game, thus activating the social game and a platform that provides the social game, a server device includes incentive giving means that gives an incentive to a player who operates a first terminal device when a player of a second terminal device that receives, from the first terminal device, invitation information including solicitation information to at least suggest participating in the game and specific information to at least specify a landing screen associated with a home screen of the game operates the second terminal device to access the landing screen on a basis of the specific information. | 01-22-2015 |
20150024849 | METHOD AND SYSTEM FOR OPERATING INSTANCES OF A GAME - Disclosed is a computer-implemented method of (and system for) operating instances of a game having a plurality of game positions that can be occupied by players, such as a poker-type game. The method comprises assigning a player a plurality of weights relating to game positions, where each weight indicates a bias towards placement of the player at a game position. When a player has played in a first game at a given position, the weights are updated to indicate an altered bias towards placement at each position. The player is then assigned to a second game based on the updated weights. | 01-22-2015 |
20150024850 | GAME CONTROL DEVICE, CONTROL METHOD FOR GAME CONTROL DEVICE, PROGRAM, AND INFORMATION STORAGE MEDIUM - A game control device capable of giving at least one of a plurality of game data sets that are members of an opponent game data group to a user. A match request receiving unit receives a match request sent from a user terminal. An opponent game data group determination unit determines a plurality of game data sets as members of the opponent game data group. In a case where the match request is received, a match executing unit executes a match based on one of the game data group and the game data of the user, and the opponent game data group. In a case where the match is executed, a game data giving unit gives at least one of the plurality of game data sets that are members of the opponent game data group to the user. | 01-22-2015 |
20150024851 | METHOD AND SYSTEM PROVIDING SPECTATOR INFORMATION FOR A MULTIMEDIA APPLICATION - A method and system for allowing spectators to experience multimedia information over a network generated by an online video game running on a participant's device comprises a participant system and a universal spectator client system. A participant may utilize a device to experience game play. Each spectator may also have an associated device, which may allow the spectator to receive multimedia information generated by the participant system over a network. A spectator may experience multimedia information generated by a participant regardless of whether the spectator has the same title installed on an associated device and regardless of whether the associated spectator device provides the same capabilities and functionality as the participant device. | 01-22-2015 |
20150031460 | GAMES HAVING BIOTECHNOLOGICAL CONTENT - Systems and methods for use in playing biotic games having a biologically active material as a component. Various games that provide for one or more human players to interact with biologically active materials are disclosed. The game apparatus includes a replaceable cartridge having a chamber in which a biologically active component such as a single-celled organism or a biologically active compound is contained. A stimulus controller accepts instructions from a human user and provides a stimulus to the biologically active component. A response receiver accepts a signal indicative of a response of the biologically active component. A display is provided to display to the user information indicative of the response of the biologically active component, and a game score. A computer-based game controller includes a set of pre-defined rules of play that define a game and that comprise pre-defined rules of scoring for the game. | 01-29-2015 |
20150031461 | INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, AND RECORDING MEDIUM - An example system includes: a contactless communication part that performs contactless communication with a data storage medium having a contactless communication function; a data writing part that writes data to the data storage medium by the contactless communication part; a storage part that stores the data written by the data writing part; and a corruption determination part that determines whether the data stored in the data storage medium is corrupted or not. When the corruption determination part determines that the data is corrupted, the data writing part writes the data stored in the storage part, to the data storage medium. | 01-29-2015 |
20150038232 | Real time synchronization for real time fantasy sports player selection or change - This invention relates to fantasy leagues or contests to enable the ability to select or change players in real time during the contest. The ability to select or change players is accomplished by synchronization of real event game clocks to a master time clock. Synchronizing the master time clock to the real event game clock provides a chronologically correct method to enable prospective selections or changes. The synchronizing of clocks allows for specific amounts of actual player time to be selected by the fantasy operator during the actual event or prior to its start. The ability to play players in specific amounts of time results in the operator being able to select or change players in an endless number of combinations for teams in leagues or contests. | 02-05-2015 |
20150038233 | SYSTEMS AND METHODS FOR ASSOCIATING PLAYERS OF ELECTRONIC GAMES - A system, processor or computer readable device that incorporates teachings of the present disclosure may include, for example, receiving a user attribute of a first user based on a record of stimulation of an electronic gaming accessory of the first user. The record of stimulation is determined responsive to game-related activity in an electronic game application. A first user record is updated responsive to the receiving of the user attribute of the first user, resulting in an updated first user record. The updated first user record is forwarded to a matching service, wherein the matching service matches the first user and a second user based on the updated first user record. Such matching can be used to associate players of electronic games, for example, as members of a team. Additional embodiments are disclosed. | 02-05-2015 |
20150038234 | INTERNET DISTANCE-BASED MATCHMAKING - The present invention provides a method for online multiplayer matchmaking in which the interne distance between a user and potential game hosts is determined. | 02-05-2015 |
20150038235 | PROGRAM, METHOD, AND SYSTEM OF TRANSMITTING OR RECEIVING MESSAGE - A controller receives a message from a first user terminal of user terminals belonging to a chat group. In a case where the type of the message is of a normal message, the controller transmits the message to each of the user terminals. In a case where the type of the message is selection of the game icon, the controller generates a game message according to logic corresponding to the game icon and transmits the game message to each of the user terminals. | 02-05-2015 |
20150038236 | INTELLIGENT WAGERING GAME CONTENT DISTRIBUTION - A method for selecting content for delivery to devices is described herein. In some embodiments, the method can include registering a plurality of devices of one or more device types. The method can further include receiving usage information indicating usage of the devices and affinity information indicating user affinities associated with the devices. The method can further include detecting that a device of the plurality of devices is in-use. The method can further include determining, based on the usage information and the affinity information, game content for the device currently used. The method can further include transmitting, to the device, the game content. | 02-05-2015 |
20150038237 | VIRAL BENEFIT DISTRIBUTION USING ELECTRONIC DEVICES - Gaming machines and systems are configured to distribute of viral events, such as viral gaming events, amongst devices. The devices can present the viral events. The devices can, for example, be gaming machines and/or mobile devices. According to one embodiment, once a viral event is triggered, it is presented at one or more first devices at a first time. The viral event spreads to other devices, such as one or more second devices where it can be presented at a later time. The viral event may continue to spread to numerous other devices. Feedback or metrics may be used to control the devices to which the viral event spreads and/or the rate of spread. | 02-05-2015 |
20150045121 | SERVER AND METHOD FOR PROVIDING A VIDEO GAME - One object of the present invention is to reduce the load on a server and reduce the communication traffic produced in providing online games. In accordance with one aspect, the server can execute a game program including: a game progress module for progressing a game; a generation module for generating, at first time intervals, frame information containing a plurality of drawing commands to be executed on a terminal device to render one frame of a game screen; a determination module for determining whether to send the generated frame information to the terminal device; a compression module for compressing the generated frame information; a sending module for sending to the terminal device the compressed frame information to be sent; and a request module for requesting drawing execution time information from the terminal device at second time intervals. | 02-12-2015 |
20150045122 | METHOD FOR CREATING AN ELECTRONIC LOG FOR DOCUMENTING ENTRIES INTO GAMING MACHINES - Embodiments of the present invention are directed to a method for creating an electronic log for documenting entries into electronic gaming machines on a network. The network is monitored by a network computing device. People who enter the machines carry mobile computing devices that communicate over a normally operating wireless network. Cooperating among the network computing device and the wireless network results in creating an entry that includes the identify of a person entering one of the gaming machines, the identity of the gaming machine entered, and the reason for entry. The entry is stored in an electronic log. | 02-12-2015 |
20150045123 | SYSTEM AND METHOD FOR INTERACTIVE ROLE-PLAY GAME SUPPORT - A system and method for interactive game support may be provided. A player may have a mobile device configured to run a game support application. The game support application may maintain game and player attributes and monitor interactions with game devices. In some embodiments, a command-control center server may be communicatively coupled with the at least one mobile device or game device so as to facilitate game management. | 02-12-2015 |
20150051000 | PERCEPTION SYSTEM - System and methods to guide interaction of characters with objects in a virtual space include determining how objects near a particular character are perceived by that character. Based on proximity, position, the manner of possible interaction, and/or other considerations, objects are ranked for interaction with the character. | 02-19-2015 |
20150051001 | SYSTEM AND METHOD FOR CROSS-PLATFORM MULTIPLAYER VIDEOGAMES - Videogame players may play a first person genre videogame on a game console or on a mobile device, with play on the mobile device utilizing a real time strategy game pattern presentation instead of a first person genre game pattern. In some embodiments of a multiplayer game, a first player plays a first person shooter game using a game console, with presentation of game play utilizing a first person genre game pattern, while a second player on a mobile device playing the game is provided a strategy game pattern presentation. In some embodiments computer control of the second player controllable entities is provided, absent other commands from the second player, or in accordance with commands from the second player. | 02-19-2015 |
20150057084 | SYSTEMS AND METHODS THAT ENABLE CUSTOMIZABLE TEAMS FOR MULTI-PLAYER ONLINE GAMES - The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable customizable teams for online active games. In an embodiment, the system includes an online game session server system communicatively coupled to a network for access by a plurality of users to establish a plurality of real-time interactive games sessions, wherein each game session includes at least one team and wherein the at least one team may be established in accordance with a preferred composition defined by a user. | 02-26-2015 |
20150057085 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, AND INFORMATION PROCESSING DEVICE - A character provided to a player is actively used in a battle with an enemy character. A game program according to the present invention causes a computer to perform character provision processing of providing a character to a player, the character being selected, based on character information in which a plurality of characters are set, from among the plurality of characters; battle processing of automatically starting a battle with an enemy character, triggered by the provision of the character, and determining win or loss of the battle, the enemy character being an opponent of the provided character; and parameter change processing of changing a predetermined parameter set for the enemy character, using a predetermined parameter set for the provided character, during progress of the battle. | 02-26-2015 |
20150057086 | SYSTEMS AND METHODS FOR SIMULATING A PARTICULAR USER IN AN INTERACTIVE COMPUTER SYSTEM - The field of the invention relates to interactive computer systems and more particularly to systems and methods for simulating a particular user's behavior in an interactive computer system. In one embodiment, a computer program product includes a simulator configured to simulate a user interacting with a computer program. The simulator includes a learning mode of operation and a simulation mode of operation. During the learning mode, the simulator is configured to monitor the user's interaction with the computer program for one or more events and analyze one or more current circumstances during the occurrence of the one or more events. The simulator is further configured to record one or more user inputs in response to the occurrence of the one or more events, store the one or more user inputs in one or more data fields, and associate the one or more data fields with the one or more events and the one or more current circumstances. During the simulation mode of operation, the simulator is configured to monitor the computer program for the one or more particular events, retrieve the one or more data fields associated with the one or more particular events, analyze one or more current circumstances upon the occurrence of the one or more particular events, and invoke one or more simulated inputs based on the value of the one or more data fields in response to the occurrence of the one or more events and the one or more current circumstances. | 02-26-2015 |
20150057087 | NETWORKED GAMING SYSTEM AND METHOD - A system for providing live-play, network-based gaming to players is described, the system comprising first and second gaming devices in communication with a gaming server, the gaming server for determining whether to allow the second player to play the game of chance and/or skill against the first player or with the first player against a house entity based on a location of the first electronic gaming device and the location of the second electronic gaming device, wherein the location of the first electronic gaming device and the second electronic gaming device are determined using a first network address pre-assigned to the first electronic gaming device and a second network address pre-assigned to the second electronic gaming device, respectively. | 02-26-2015 |
20150065251 | PLAYER GENERATED CONTENT MANAGEMENT - Embodiments of the present invention provide a method, system and computer program product for managing player generated content. In an embodiment of the invention, a method for managing player generated content includes recording player generated content for a game playing session into memory of a computer and collecting game metrics for the game playing session during the game playing session. The method also can include comparing the game metrics to one or more pre-stored threshold values. Finally, the method includes determining whether or not to discard the player generated content based upon the comparison and storing in fixed storage of the computer only player generated content determined based upon the comparison not to be discarded. | 03-05-2015 |
20150065252 | SERVER AND GAME APPLICATION PROGRAM FOR PROVIDING ONLINE GAMES - A server device according to an embodiment of the present invention provides game services to a client terminal communicatively connected to the server device. The server device includes one or more processors configured to execute a particular program. In an embodiment, the particular program includes: a progress management module configured to manage the progress of the first game based on the first game progress data related to the progress of the first game provided by the client terminal executing the first game application program; and a data providing module configured to provide the client terminal with the first object generation data for generating the first object in accordance with the progress of the first game. The server device can grant a reward to a player when receiving from the client terminal a first game switch notification indicating that the switch process to the second game application program has been started. | 03-05-2015 |
20150065253 | SYSTEM, METHOD, AND COMPUTER READABLE RECORDING MEDIUM OF REGISTERING FRIEND IN GAME - A method, a system and a computer readable recording medium for registering a friend in a game. The method of registering a friend in a game, performed by a game service platform server includes: registering at least a member as a game friend among members who have joined the game managed by the game service platform server, based on friend registration request information received from a user terminal; providing the user terminal with information on the game currently accessed by the member registered as a friend; and providing the user terminal with information needed to execute the game, in response to a receipt of game selection information indicating that the game friend has selected the currently accessed game from the user terminal. | 03-05-2015 |
20150065254 | SYSTEM, METHOD, AND COMPUTER READABLE RECORDING MEDIUM OF REGISTERING FRIEND IN GAME - A method, a system and a computer readable recording medium for registering a friend in a game. The method of registering a friend in a game, performed by a game service platform server includes: registering at least a member as a game friend among members who have joined the game managed by the game service platform server, based on friend registration request information received from a user terminal; providing the user terminal with information on the game currently accessed by the member registered as a friend; and providing the user terminal with information needed to execute the game, in response to a receipt of game selection information indicating that the game friend has selected the currently accessed game from the user terminal. | 03-05-2015 |
20150072791 | SYSTEMS AND METHODS FOR AN INTERNET COMPETITION NETWORK - A service that allows collecting, process and sharing data about any activity in which one or more beings compete. Human, Organization or Robot users using any connected device are provided with a centralized profile where they can view their data, challenge other users and judge or be judged by other users. The service also allows users to add all means they use to compete as Dependent members such as Animals, Plants, Vehicles, Humans, Teams or Tools. The service also provides means to create activities with custom Data types, Formulas, Ranking systems and Top competitor selection criteria as a representation of an existing live or virtual activity; or modify preexisting templates to adapt them to his needs. Relationships between members are automatically assigned based on operations members do. Users can also compare two or more elements of the network or just follow other members by receiving constant updates about them. | 03-12-2015 |
20150072792 | GAME LOAD MANAGEMENT - Technologies are generally described for a load balancing scheme. In some examples, a method performed under control of a load balancing system may include associating a candidate client device with a lower-resolution client device; measuring resource usage of a game server; determining that the measured resource usage has exceeded a predetermined threshold; and transmitting, to the candidate client device and/or the associated lower-resolution client device, a message that instructs a user of the candidate client device to perform a predetermined task using the associated lower-resolution client device. | 03-12-2015 |
20150072793 | SERVER SYSTEM AND METHOD FOR CONTROLLING COMPUTER SYSTEM - A server system and the like allow the users who play asynchronous games to perceive each other's presence to prompt the users to communicate with each other and feel a sense of solidarity. When the progress of a first game played by one player has changed to be advantageous to the player due to the use of an AP recovery item or the like, a parameter in the first game is incremented (e.g., action points AP are recovered). A parameter in a second game played by a friend user of the player is also incremented (e.g., the action points AP are recovered) through an extension control process. An activation notification W12 that notifies to that effect is displayed on a user terminal of the player who plays the first game. | 03-12-2015 |
20150080131 | SYSTEMS AND METHODS TO PRESENT LOCATION-BASED LEADERBOARDS - A system, computer-readable storage medium storing at least one program, and a computer-implemented method to present a location-based leaderboard is provided. A request to play a game against a second player is received, the request being received from a first client device of a first player and including a location of the first client device. A pre-defined location associated with the location of the first client device is determined. A game instance of the game is generated in response to the request. An outcome associated with the game is determined. The outcome of the game instance is published including publishing the outcome based on the pre-defined location. | 03-19-2015 |
20150080132 | GAME PROCESSING SERVER APPARATUS - A game control server apparatus connected to terminal devices of a plurality of players via a network, includes a developing stage management unit that determines, in a developing stage in which a common character commonly owned by a plurality of players in a same team is developed, a capability parameter of the common character based on an action of each of the plurality of players; and a team battle stage management unit that provides, in a team battle stage in which one team battles against another team, a common character in a team battle while setting a capability parameter of the common character to the capability parameter of the common character determined by the developing stage management unit, upon accepting a calling instruction from a player in the one team. | 03-19-2015 |
20150087422 | GAME SYSTEM, CONTROL METHOD USED THEREFOR, AND A NON-TRANSITORY COMPUTER READABLE STORAGE MEDIUM STORING A COMPUTER PROGRAM - Provided is a game system that makes it possible for different user groups mutually to participate in the progression of a game. In a game system ( | 03-26-2015 |
20150087423 | AMUSEMENT SYSTEM - There is provided an amusement system which expands an opportunity that a user obtains a prize relating to a game. In an amusement system where: the game can be played on a user terminal using a game server portion of a server apparatus; a prize relating to the game is selected by the game server portion in association with an operation by a user to the user terminal; and the user can use the selected prize in the game, a vendor apparatus being constructed as a physical apparatus different from the user terminal is connected to the server apparatus, a prize is selected by the game server portion based on an operation by a user to the vendor operation, and printing-output is performed by a printer of the vendor apparatus as one example of a physical prize corresponding to the selected prize. | 03-26-2015 |
20150087424 | BUNDLING ASSETS FOR MOBILE DEVICES - Bundled game assets are provided to game clients based on device characteristics of a client device. The game assets can include executable modules, audio data, video data, configuration files etc. A web site, for example, a game lobby, receives a request for a game from a client device. The game lobby receives device characteristics for the client device. The game lobby sends the device characteristics to a server. The server determines if an asset bundle has already been created for the client device based on the device characteristics. If an asset bundle has already been created, the asset bundle is provided to the client device. If an asset bundle does not exist for a client device having the indicated characteristics, the system creates an asset bundle, where at least some of the assets included in the bundle are determined, based at least in part, on the indicated device characteristics. | 03-26-2015 |
20150087425 | COMPUTER-READABLE STORAGE MEDIUM HAVING DISPLAY CONTROL PROGRAM STORED THEREIN, DISPLAY CONTROL DEVICE, AND DISPLAY CONTROL SYSTEM - A game apparatus | 03-26-2015 |
20150094150 | OPERATION OF A BROWSER-INCOMPATIBLE APPLICATION WITHIN A BROWSER - Disclosed in some examples are methods, machine readable mediums, and systems for allowing a user to utilize an application that is not normally browser-compatible in a browser. In some examples, this may be accomplished by utilizing a source-to-source compiler to compile the source code of the browser-incompatible application itself into browser-compatible code (such as JavaScript). In other examples, this may be accomplished by utilizing a source-to-source compiler to compile the source code of a virtual machine into browser-compatible code (such as JavaScript). Once the virtual machine is rendered browser-compatible, the virtual machine may execute within the browser, and applications that are natively executable on the execution environment simulated by the virtual machine may then be executed within the virtual machine (and by extension, within the browser). | 04-02-2015 |
20150094151 | METHOD FOR PROVIDING GAME SERVICE USING AUXILIARY ITEM, SERVER FOR SAME, AND RECORDING MEDIUM - An exemplary embodiment of the present invention provides a game service providing method using an auxiliary item, including: by a server, providing a user terminal with an auxiliary item for assisting a main item that is necessary for the user terminal; determining whether an activation condition for activating the provided auxiliary item is satisfied; when it is determined that the activation condition is satisfied, activating a predetermined effectiveness of the auxiliary item of the user terminal; and improving an ability of the main item through the effectiveness. | 04-02-2015 |
20150094152 | INFORMATION PROCESSING SYSTEM, SERVER DEVICE, AND RECORDING MEDIUM - An example system includes an imparting part imparting value information to a user of each information processing device; and a joint information processing part performing information processing in accordance with joint operation of a user of one of the information processing devices and a user of another information processing device through a network. When a given imparting condition has been satisfied in accordance with information processing having been performed by the joint information processing part, the imparting part imparts the value information. | 04-02-2015 |
20150099587 | NATIVE GAMEPLAY EXPERIENCE ACROSS PLATFORMS - An operating system (OS) platform-level gaming module that is integrated as part of an OS platform for a first wired and/or wireless communication device is operable to detect when a user installs a game written for the first wired and/or wireless communication device. The OS platform-level gaming module is operable to publish the game to a cloud when the installation of the game is detected and install the published game to at least a second wired and/or wireless communication device that is associated with said user. The OS platform-level gaming module may be operable to copy corresponding configurations and settings for the game installed on the first wired and/or wireless communication device to the cloud. | 04-09-2015 |
20150099588 | SYSTEMS AND METHODS OF DISTRIBUTING GAME NETWORK FEATURES - A device, machine-readable storage medium storing at least one program, and a computer-implemented method of distributing game network features is provided. A game request to access one or more features associated with a game networking system are received by a mobile game application operating on a client device and associated with a mobile game developed by a game developer. The one or more features are integrated into the mobile game application using a software development kit (SDK) provided from the game networking system to the game developer. Information relating to the one or more features are accessed by the mobile game application in response to the game request, where the information is accessed from the game networking system using at least a portion of the SDK. The mobile game application provides the one or more features with the information using the at least a portion of the SDK. | 04-09-2015 |
20150099589 | RECOMMENDATION ENGINE FOR ELECTRONIC GAME SHOPPING CHANNEL - A recommendation service is provided for recommending computer video game titles to players. The recommendation service offers suggestions for game titles to purchase or rent based on playing usage related parameters for each particular player. A profile is created based on several factors that represents the player's affinity to each factor. Communication and use of player usage data may be strictly conditioned on a player's knowledge and consent. | 04-09-2015 |
20150099590 | CLOUD SERVER AND METHOD FOR PROVIDING CLOUD GAME SERVICE - The present invention relates to a cloud server and method that automatically select a user interface script from among user interface scripts provided by a cloud game, generate a screen corresponding to the user interface script, and provide the screen to a client terminal user. The cloud server includes a user input unit for receiving a user input through a client terminal A script transmission unit transmits a list of user interface scripts of a game selected by a user corresponding to the user input to the client terminal A comparison unit compares an entire image of a screen of the game with previously stored image patterns. An ID transmission unit transmits an ID of a user interface script selected via results of a comparison to the client terminal, and allows the client terminal to generate a cloud screen using the ID of the user interface script. | 04-09-2015 |
20150105161 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - A server device according to the present invention, which is connected to a plurality of player terminals through a network, includes a storage unit configured to store an initial upper limit of number of groups and an initial threshold value smaller than an upper limit of a group affiliation rate, which is a ratio of number of affiliated persons with respect to a quota of a group, a group generating portion configured to generate a plurality of groups to which the group affiliation rate of the initial threshold value is set, at a start of a game, based on the initial upper limit of the number of groups, and a player distributing portion configured to distribute players to groups. | 04-16-2015 |
20150105162 | DOWNLOAD AND CONFIGURATION MANAGEMENT ENGINE FOR GAMING SYSTEM - A slot management system including a download and configuration server-based sub-system and method is disclosed for use with game devices, systems, and methods is provided to enable users to monitor, control, and modify game devices and other related activities. A download and configuration system controller and method is provided for managing the download and configuration server-based sub-system. | 04-16-2015 |
20150111647 | PLAYER SPECIFIC NETWORK - Embodiments of the invention allow a player to have a unique gaming experience, different than other players, even when playing on the same network. A game may span several gaming sessions. States of a game, for example a bonus game, may be stored when the player decides to stop playing the game. When the player initiates a next gaming session, at the same or another location, the previous state of the game is re-loaded onto the gaming machine and the player returns to the previous state. Further, additional bonuses can be implemented because the network knows the identity and other information about the player. The additional bonuses may be unique to that player. Messages particular to a player are exchanged between a gaming device and a gaming network. | 04-23-2015 |
20150111648 | GAME SERVER AND SCENARIO CONTROL PROGARM - In a game server wherein a player can play a game online by operating a game terminal, and game program has two or more partial scenarios and the partial scenario has an event to be played by forming a party through two or more players, a unifier that unifies and controls scenario proceeding of the player as a challenger, a controller that controls to prohibit the unified player from executing another events, a processor that does a procedure corresponding to clearing on the player as the challenger to whom clearing of the event was judged, and a releaser that releases unification of the player classified into the challenger are provided. | 04-23-2015 |
20150119147 | TIME LIMITED, APPLICATION SPANNING AND POST-APPLICATION RELEASE ACHIEVEMENTS - A cloud-based achievement and reward recognition portal exposes services that enable developers of games and other applications to author rules that govern the logging of player statistics that reflect a player's interactions and behaviors during gameplay. The logged player statistics are stored in a data repository and monitored by a service. The portal enables achievements to be authored that specify thresholds or other criteria for earning an achievement and obtaining an associated reward. When the monitoring of the player statistics indicates that a threshold has been crossed, a service will award the achievement to the player. A reward associated with the earned achievement can be provided to the player or unlocked within the game context. | 04-30-2015 |
20150119148 | IDENTIFY PLUG-IN OF EMU CLASS INTERNET GAME - An Emulator (EMU) configures a monitoring condition relevant with critical data of a game role, when the monitoring condition is met, the EMU transmits the critical data of the game role to a server; the server analyzes the critical data of the game role; when determining that the critical data of the game role is unusual, the server determines that the game role has used a plug-in. | 04-30-2015 |
20150126282 | ADAPTIVE APPLICATION STREAMING IN CLOUD GAMING - Methods and systems for remotely provisioning immediately executable applications with license control in secure environments. Immediately initially executable portions of applications are pushed onto user desktops, and when applications are selected for use, additional components of selected applications are streamed to said desktops. | 05-07-2015 |
20150126283 | INFORMATION PROCESSING DEVICE, DATA STRUCTURE OF GAME DATA, AND RECORDING MEDIUM - Disclosed herein is an information processing device for accessing a file included in game data, the game data having a correspondence file associating a hash value of full path information of the file with information for identifying a recording location of the file. The information processing device includes: a receiving section receiving a readout request including the full path information of the file from a game; a deriving section deriving the hash value of the full path information; an obtaining section referring to the correspondence file, and obtaining the information for identifying the recording location of the file using the hash value; and a file access section accessing the file on a basis of the obtained information. | 05-07-2015 |
20150126284 | INFORMATION PROCESSING DEVICE, DATA STRUCTURE OF GAME DATA, AND RECORDING MEDIUM - An information processing device processes game data including a startup file and a program file, the game data being formed by adding, to an image file of game data including a plurality of files that are each assigned one or a plurality of blocks and including metadata of each file, metadata including a signature attached to each of the plurality of blocks constituting the image file. The information processing device includes: a first mount processing section mounting the image file to which the metadata including the signature is added at a first mount point, and recognizing the image file; and a second mount processing section mounting the recognized image file at a second mount point, and recognizing the plurality of files included in the image file. | 05-07-2015 |
20150126285 | SERVER AND METHOD FOR PROVIDING GAME - One object is to display different game screens on different terminals. A server in an embodiment executes a program including: a game progress control module for controlling progress of a game; a generation module for generating first frame information corresponding to a first game screen to be displayed on a first terminal and second frame information corresponding to a second game screen to be displayed on a second terminal, each of the first and second frame information including a plurality of drawing commands; a determination module for determining whether to send the frame information, based on the throughput specified in response to sending of the drawing time information from the terminal, a compression module for compressing the frame information; a sending control module for sending, to the terminal, the frame information determined to be sent to the terminal; and a request module for requesting drawing time information from the terminal. | 05-07-2015 |
20150126286 | Method And System For Implementing Artificial Intelligence - A method of implementing artificial intelligence for a non-playing character in a game includes: collecting respective real-user response strategy data associated with each of a plurality of game interactions between two human users, including respective parameter values for a action performed by a respective first human user in a respective game scenario, a respective response performed by a respective second human user in response to the respective action, and a respective outcome of the game interaction; identifying recommended game response types for each of a plurality of possible game action types based on the respective outcomes for the plurality of game interactions; and providing the recommended game response types for each possible game action type for selection by a second device serving as the non-playing character in a game session of the game played between a human user and the non-playing character. | 05-07-2015 |
20150126287 | Methods And Devices For Maintaining Sessions Based On Presence Status Information - Sessions, such as on-line gaming sessions, are maintained by proxy agents on behalf of users even when the users are inactive. The agents, along with other components, form a novel “always-on” architecture that greatly reduces the time it takes to initiate and carry out sessions. | 05-07-2015 |
20150141149 | GAMIFICATION PROVIDER ABSTRACTION LAYER - A system that manages a gamification provider abstraction layer can select a gamification provider. The system receives a common gamification request message from a client and creates a provider-specific request message based on the received common gamification request message and the selected gamification provider. The system then transmits the provider-specific request message to the selected gamification provider. | 05-21-2015 |
20150141150 | TASK EXECUTION METHOD, APPARATUS AND SYSTEM - A method is performed at a server system comprising one or more processors and memory. The server system executes a task being performed on a first mobile client according to instructions from the first mobile client. The server system receives a handover request from the first mobile client, which indicates that the first mobile client has suspended performance of the task and includes information identifying one or more second mobile clients who are candidates to assume performance of the task. The server system sends, to at least a subset of the second mobile clients, a request to assume performance of the task and receives, from a respective second mobile client of the subset of the second mobile clients, an indication that the respective second mobile client intends to assume performance of the task. The server system executes the task according to instructions received from the respective second mobile client. | 05-21-2015 |
20150141151 | SYSTEM FOR GAME CREATION AND EXECUTION - The present invention discloses a game creation engine which includes a software module which allows users to develop, change or modify rules for an on-line game. According to one aspect of the present invention, the invention includes a game creation engine, a database for storing player data, a game scoring engine and a web-based or mobile interface through which players may input updated player data. | 05-21-2015 |
20150141152 | GAME BROWSING - Embodiments of the present invention allow players to instantly access and begin playing games through an online service. To make the games instantly available, an online service keeps instances of games running in active memory waiting for a player to be added. The game instances running in active memory are not attached to a player profile or an I/O channel from a game client. Once the player requests a game, the player's player profile is loaded into the running game instance and an I/O channel is mapped from the game client to the game instance. From the player's perspective, the preloaded game instances allow the player to browse directly from game to game with very little delay. To optimize the usage of server-side resources, historical usage data may be analyzed to anticipate demand for different games. | 05-21-2015 |
20150141153 | PUSH MESSAGING ARCHITECTURE FOR ONLINE GAMES - A system has a first web node, a first server node, a second server node, a push messaging server, and a second web node. The first web node receives a message from a first player at a first client node for a second player at a second client node within an online game. The first server node maintains a first persistent connection with the first client node. The second server node maintains a second persistent connection with the second client node. The push messaging server stores a game state of the first and second players of the online game, updates the game state based on the message, and notifies the first and second server node. The second web node receives the message from the push messaging server and forwards the message to the second client node via the second persistent connection. | 05-21-2015 |
20150148136 | METHOD AND SERVER FOR USE IN AN ONLINE ENVIRONMENT - A method comprises the steps of: selecting in a server, a subset of a plurality users of an online environment for a first user, wherein when in said online environment, said first user interacts with one or more users of said subset of the plurality users. | 05-28-2015 |
20150148137 | METHOD OF PROVIDING AN INTERACTIVE ENTERTAINMENT SYSTEM - This invention relates generally to an interactive entertainment system that provides at least two discrete, independent stories that are interactively intertwined through a variety of online or other interactive media whereby the user of the interactive entertainment system can participate by commenting, by contributing materials (in visual, photographic, video, audio, tactile or other sensory and cognitive formats), by responding to quizzes and polls, and by otherwise interacting with other users of the interactive entertainment system, or with characters in any story, as if the latter were real persons. | 05-28-2015 |
20150290537 | Real-Time and Near-Real-Time Fantasy Gaming - Player predictions may be received from one or more player devices. The player predictions may relate to an epoch of a contemporaneously-occurring, real-time gaming event, and may be received within a first time period. After receiving the player predictions, one or more referee reports may be received from referee devices. The referee reports may include assessed outcomes of the epoch of the contemporaneously-occurring, real-time gaming event, and may be received within a second time period. Based on the player predictions and the referee reports, player accuracies of the player predictions and player rankings of the player devices may be determined. Representations of the player accuracies and the player rankings may be transmitted to the player devices. | 10-15-2015 |
20150297998 | HYPERLINK INITIATION OF GAME SESSIONS - A hyperlinked resource identifier that is selectable to allow a player to engage in a game session having a particular game state. The resource identifier has appropriate game session information embedded therein, such that when the resource identifier is selected, a game participation request, and the associated session information, is dispatched to an assignment server associated with the resource identifier. The assignment server assigns a game server to fulfill the request. For instance, the game server might be a game server that is already executing the game if the session information identifies an already existing game, or may be any appropriate game server if the game has not yet begun. The session information might identify any information suitable for defining the gaming experience of the session. | 10-22-2015 |
20150297999 | GAME PROGRESSION USING RETRIEVED PARTIAL USER DATA - A system that contains multiple game servers that have a non-user specific unused state, and a user-specific game state. When the game server is providing a game service on the other hand, the game server first obtains the user data for the user and game that is to be initiated. Accordingly, the game servers may be thought of as a bank of game servers, any one of which being potentially utilizable for incoming game requests. Once the game session is completed, the user data for the gamer may be deleted, and the game server goes back into the pool of available generic game servers. The user data is downloaded from a user data store, and may be quite limited to perhaps just that portion of the user data that relates to the game to be played. | 10-22-2015 |
20150298000 | System, Method, and Apparatus for a Game of Skill - A gaming system includes a server having a basket containing a set of events, each event having an element of predictability and an element of randomness. User devices connected to the server accept user selections with respect to a pre-determined game and each user selection includes an ordered list of a subset of the basket. The gaming system has a way to determine results of the plurality of events and a way to determine if any of the user selections matches the results, and if so, declaring a winner | 10-22-2015 |
20150298004 | COMPUTER SYSTEM MANAGING MULTI-USER REWARDS - A computer implemented method is performed in a device. One or more first game objects is displayed. In response to user input one or more collectable game objects, are accumulated. It is determined if a number of accumulated collectable game objects has reached a predetermined value, and if not, a further set of first game objects is displayed only if a game level has been played. | 10-22-2015 |
20150298007 | SYSTEMS AND METHODS OF AUTOMATIC GAME CREATION - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for automatic game creation are presented. An access module can access player information for a receiver and an originator. Additionally, a matching module can determine that the receiver and the originator have a connection based on the player information. Furthermore, a game invitation module can detect that a recipient game is installed on an originator device of the originator and that the recipient game is not installed on a receiver device of the receiver. Subsequently, the game invitation module can send, to the receiver device, a game invitation to play the recipient game based on the determination and the detection, with the game invitation including information associated with the originator. | 10-22-2015 |
20150298010 | BROADCAST INITIATION WITHOUT INTERRUPTION TO ACTIVE GAMEPLAY - A video game application is executed on a computer gaming device. While the video game application is providing active gameplay, the computer gaming device receives a command to broadcast the active gameplay. Responsive to the command, the computer gaming device broadcasts the active gameplay without interrupting the active gameplay. | 10-22-2015 |
20150306497 | Systems and Methods of Electronic Equipment Regulation - Example embodiments of the systems and methods of electronic equipment regulation disclosed herein include a smart box. The smart box may be enabled through various combinations of hardware and software, including only hardware and only software. Example embodiments of the smart box may incorporate an adapter that connects to a gaming console or other electronic equipment. The smart box may stop the flow of the game to the television and begin the educational program, which may be set/determined by an administrator. Example embodiments may, as non-limiting examples, connect to the console in the back of the console via an HDMI/Audio Video cable and via the front of the console through the controller ports, which will allow the smart box to interrupt or pause the feed of the game. It may pause the game or only interrupt the video output, among other implementations. | 10-29-2015 |
20150306505 | PERSONAL ITEMS NETWORK, AND ASSOCIATED METHODS - A personal items network, comprising a plurality of items, each item having a wireless communications port for coupling in network with every other item, each item having a processor for determining if any other item in the network is no longer linked to the item, each item having an indicator for informing a user that an item has left the network, wherein a user may locate lost items. A method for locating lost personal items, comprising: linking at least two personal items together on a network; and depositing one or both of time and location information in an unlost item when one of the items is lost out of network. | 10-29-2015 |
20150314196 | DEPLOYMENT OF AN ELECTRONIC GAME USING DEVICE PROFILES - A database-driven collaborative game development environment and system automatically generates runtime versions of a game for deployment on a plurality of different platforms based on predefined device profiles. | 11-05-2015 |
20150314197 | IMPLEMENTING CHALLENGES IN SINGLE-PLAYER GAMES - A method of implementing challenges in single-player games starts with a server receiving a challenge from a first mobile device and transmitting the challenge to a second mobile device. The challenge may include a high score or an achievement of a single-player game obtained on the first mobile device, The server may determine that a new high score is obtained on the second mobile device that is equal or greater than the high score included in the challenge or that the achievement is completed on the second mobile device. The server may then transmit a notification to the first mobile device that the challenge has been completed. If the server determines that the new high score is obtained, the notification may include a new challenge from the second mobile device to the first mobile device and the new challenge may include the new high score. Other embodiments are also described. | 11-05-2015 |
20150314198 | ONLINE GAME CREATION USING DATA SETS - The disclosed embodiments provide a system that facilitates creation of an online game. During operation, the system obtains a data set and a game template for the online game. Next, the system enables a user to select one or more subsets of the data set for use with the game template. Finally, the system creates the online game from the game template and data from the one or more subsets without requiring manual input of the data into the game template by the user. | 11-05-2015 |
20150314199 | Analytics Enabled By A Database-Driven Game Development System - A database-driven collaborative game development system provides detailed tracking of changes made to an electronic game by multiple remote developers. The system aggregates the data on a server and then presents analytical data in a manner useful for tracking managing development of the electronic game. The data is tracked objectively and may be displayed in real time, allowing managers to see exactly how their game development team or individual employees are performing. This data may be also used to objectively report team or individual productivity or to subjectively analyze and optimize productivity. | 11-05-2015 |
20150321096 | NETWORK DELIVERY OF ENTERTAINMENT SOFTWARE - A system and method for preparing entertainment software for reduced network delivery time includes analyzing entertainment software to identify a first stage implementing a subset of the functionality of the entertainment software such that the first stage is deliverable to an entertainment platform across a network more quickly than the delivery of the entire entertainment software, and preparing the identified first stage for download, such that the identified first stage may be downloaded and used on the entertainment platform. | 11-12-2015 |
20150321105 | ROSTER MANAGEMENT SYSTEM, METHOD AND APPARATUS - A method comprises generating a user profile in a roster management system. The user profile is associated with at least one team of a plurality of teams that together form a league. A player draft associated with the league is monitored. At least some of the teams have an assigned draft position within at least one round of the player draft, the assigned draft position being used by a corresponding team to select a player from a list of available players. The list of available players is updated based on the selection of a player. A team-selected player chosen in the draft position assigned to the at least one team associated with the user profile is identified. A user-selected player chosen from the list of available players in the assigned draft position that corresponds to the at least one team associated with the user profile is stored in a database. | 11-12-2015 |
20150321110 | PLAY EQUIPMENT CONTROLLER - A play equipment controller for activating a plurality of functions in play equipment includes at least one control and analysis module configured for controlling activation and task allocation of individual devices having functions, the at least one control and analysis module including a primary power supply configured to relay power indirectly to the individual devices as needed; and at least one base module configured to be coupled with the at least one control analysis module directly or via another base module and to indirectly connect at least one individual device to the at least one control and analysis module. The at least one base module includes at least one connection module configured for at least indirectly connecting at least one individual device to the at least one base module. | 11-12-2015 |
20150328541 | MOBILE GAME BOARD - A battery-less mobile game board comprises a piecewise foldable or flexible substrate whereon a game board layout is printed. One or more passive NFC antenna, integrated in the substrate, for receiving/transmitting radio signals from/to a smart mobile device with NFC interface, and for receiving/transmitting radio signals from/to a game component with NFC tag. The one or more NFC antenna extends the radio signals received from the smart mobile device and/or the game component. | 11-19-2015 |
20150328543 | GAME SERVICE METHOD AND SYSTEM - Provided is a game service method and system. The game service method may include providing a game service to terminals of game users over a network; setting rankings of the game users based on progress results of the game service; storing and managing a game log of a previous game played by a first game user of a predetermined ranking or greater in association with the first game user; and providing a replay service to replay the previous game played by the first game user on a terminal of a second game user based on the game log stored in association with the first game user, in response to a request from the terminal of the second game user. | 11-19-2015 |
20150328545 | SYSTEMS AND METHODS FOR INTERFACING VIDEO GAMES AND USER COMMUNICATIONS - Systems and methods for interfacing video games and user communications are provided. Communications amongst users can affect a video game provided to the users. For example, communications can be monitored to determine when a video game event occurs and then a video game event can be generated. Moreover, one or more aspects of the video game can affect communications amongst the users. For example, the active user of a video game may be used to adjust the prominence of communications amongst the users. | 11-19-2015 |
20150328546 | GAMING METHOD IN RESOURCE AND ACTION BASED VIRTUAL COMMUNITIES - A method for providing an activity involving a plurality of users in a plurality of virtual communities is disclosed. The method includes the steps of (a) creating the plurality of virtual communities based on the resources accessed or actions taken by the plurality of users, (b) keeping track of each of the plurality of user's resources accessed or actions performed, and (c) enabling the activity based on the resources visited and actions performed by each of the plurality of users. | 11-19-2015 |
20150328547 | MANAGEMENT SERVER OF GAME SERVICE AND METHOD OF PROVIDING GAME SERVICE - A method that for increasing the number of users making a registration to a game service by providing a motivation to a registered user, a game player of the game service, to invite more users to a game. When a user registered to the game service invites a friend to a game, a benefit assignment screen may be displayed on an invitation screen. Corresponding benefits may be determined based on information such as a preference and a skillfulness of the friend about a second game, or personal information of the friend, such as age or sex. In addition, the benefits may be assigned only during a predetermined period of time and accordingly, the registered user may be motivated to invite the friend. | 11-19-2015 |
20150328553 | GAMING METHOD IN RESOURCE AND ACTION BASED VIRTUAL COMMUNITIES - A method for providing an activity involving a plurality of users in a plurality of virtual communities is disclosed. The method includes the steps of (a) creating the plurality of virtual communities based on the resources accessed or actions taken by the plurality of users, (b) keeping track of each of the plurality of user's resources accessed or actions performed, and (c) enabling the activity based on the resources visited and actions performed by each of the plurality of users. | 11-19-2015 |
20150335999 | FACILITATING THE COLLABORATION OF PLAYERS IN AN ONLINE GAME - Systems and methods for facilitating the collaboration of players in an online game are described. In some embodiments, the systems and methods determine a first player of the online game has reached a zero lives status within a game instance of the online game, select a second player of the online game according to a predetermined selection criteria, and provide the second player with access to the game instance of the online game at a stage within the game instance that corresponds to a stage at which the first player reached the zero lives status. | 11-26-2015 |
20150336004 | AUTOMATICALLY PROVISIONING GAME OBJECTS TO CHARACTERS IN ONLINE GAMES - Systems and methods for automatically provisioning game objects, such as gear, to characters in online applications, such as games, are described. In some embodiments, the systems and methods receive an indication that a player of an online game has achieved a task provided by the online game, identify a character assigned to the player, the character being one of multiple characters available to players of the online game, select a game object that is directly associated with the identified character assigned to the player, and automatically provide the player of the online game with the selected game object. | 11-26-2015 |
20150336010 | SYSTEM AND METHOD FOR CONDUCTING AN INTERACTIVE SCAVENGER HUNT - A systems and methods for conducting an interactive scavenger hunt are disclosed employing a mobile device with a mobile device app download, providing an adventure kit, creating and installing one or more custom signs, posts and interactive devices in various locations remote of each other, sending an activation code and directions to a participant via the mobile device app, and providing one or more clues to the participant based on one of the mobile device app and the one or more custom signs, posts and interactive devices. | 11-26-2015 |
20150343307 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM STORING GAME PROGRAM AND GAME DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 12-03-2015 |
20150343314 | GAME AND METHOD FOR PLAYING THE GAME - A computer-implemented method for playing a game is disclosed. In the game, each of a plurality of participants defines one or more sets of entities, each of which is associated with the participant that defines it, by selecting entities from a predefined list, each entity in the predefined list corresponding to an actual entity. A score is awarded to each participant based on the performance of the actual entities corresponding to entities in a set of entities associated with and selected by each participant. The method comprises:
| 12-03-2015 |
20150352440 | Method and System for Improving the Efficiency of State Information Transfer Over a Wireless Communications Network - The present invention is directed to a system and method for managing state information related to an interactive application to accommodate one or more users participating in an interactive application session, wherein the state information comprises local state information specific to each of the one or more user's unique view of the interactive application and global state information. The system of the present invention may comprise a telecommunications network; an application server in communication with the telecommunications network for managing the global state information relative to all of the users participating in the interactive application session; and at least one mobile client device in communication with the application server over the telecommunications network for managing the local state information for each of the one or more users. The method of the present invention may comprise the steps of structuring the state information for optimized delivery over the telecommunications network; and transferring the state information over the telecommunications network. | 12-10-2015 |
20150352443 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM STORING GAME PROGRAM AND GAME DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 12-10-2015 |
20150352445 | LOCATION-BASED ONLINE GAMES FOR MOBILE DEVICES AND IN-GAME ADVERTISING - Providing a location-based online game for a plurality of mobile devices, including: assigning a force field around a player corresponding to each mobile device of the plurality of mobile devices, wherein a radius of the force field is proportional to a score or experience point of the player in the online game; determining a location of said each mobile device; calculating colliding forces among the plurality of mobile devices and virtual environment created in the online game; providing a forum to enable a battle among the plurality of mobile devices and the virtual environment which are calculated as being in the colliding forces and sampling metadata including water, highway, road, grass, forest, business area and residential area to generate the online game. | 12-10-2015 |
20150360129 | MANAGING A POPULATION OF PLAYERS OF ONLINE GAMES - A computer program product includes a computer readable storage medium having program instructions embodied therewith, wherein the program instructions are executable by a processor to cause the processor to perform a method. The method includes determining a first target population of players in a first online game, identifying a current population of players in the first online game, and providing either (a) an incentive for at least one player in the current population to switch from the first online game to a second online game in response to determining that the current population of players is greater than the target population of players, or (b) an incentive for at least one player outside the current population to play the first online game in response to determining that the current population of players is less than the target population of players. | 12-17-2015 |
20150360130 | MANAGING A POPULATION OF PLAYERS OF ONLINE GAMES - A method includes determining a first target population of players in a first online game, identifying a current population of players in the first online game, and providing either (a) an incentive for at least one player in the current population to switch from the first online game to a second online game in response to determining that the current population of players is greater than the target population of players, or (b) an incentive for at least one player outside the current population to play the first online game in response to determining that the current population of players is less than the target population of players. A target population of players may be determined, for example, by correlating a parameter of player satisfaction, such as player duration in-game, with the population of players in the game. | 12-17-2015 |
20150360133 | FANTASY SPORTS MANAGER FOR VARIOUS DEVICES - A fantasy sports management system includes a wireless transceiver and a processor. the wireless transceiver is configured to communicate sports-related information to a mobile device that includes a fantasy sports management application. The processor is in communication with the wireless transceiver. Real-time sports information is received from the fantasy sports management application on the mobile device. An input is received requesting the fantasy sports management application to suggest a starter for a roster of the mobile device user. Roster information is received relating to the user and other users' fantasy sports teams. A determination is made regarding whether the rosters of the user and the other users are substantially similar. If they are, a suggestion of changing the user's roster is made and sent so that the user has the ability to change his roster to more aligned with the roster of the other users. | 12-17-2015 |
20150360134 | VIRTUAL LEAGUE PLATFORM OF A SPORT ACTIVITY - The present disclosure describes a platform that allows individual users to compete against other users in a virtual league. The platform allows individual users to maintain personal performance statistics, which, collectively, are used to determine a projection result of the user's performance in a competition within the league. The platform employs projection result, in combination with, or as a substitute for, results associated with a real race completed by the user, in the scoring of the user against other competitors in the league. | 12-17-2015 |
20150375113 | Assigning A Player To A Machine - Systems and methods are provided for optimizing allocation of client devices, such as gaming devices, to different available data centers and servers, such as gaming servers, within a data center. The allocation maintains a satisfactory user experience while balancing costs and resource usage. Embodiments of the invention match a client to a data center and server based on a set of criteria related to the client device, user of the client device, game or application the user desires to play, available data centers for supporting the client device, and conditions of the network between the client device and data center. An allocation algorithm may be used to determine resource-efficient allocation. In one embodiment, a bidding process is employed wherein a client and data center are matched based on bids received from data centers. In one embodiment, allocation is periodically evaluated to determine if reassignment to another data center is needed. | 12-31-2015 |
20150379407 | Intelligent Delivery of Actionable Content - Technologies are described herein for providing intelligent delivery of actionable content. Metadata that describes user activities at a computer system is analyzed to determine a need for actionable content. Actionable content is dynamically delivered to one or more client consoles when need for actionable content is presented. The actionable content may be presented in a number of forms, including links to, or the delivery of, video, text and/or image content. Actionable content may also include links or deliverable environments for enabling automatic engagement of a specific application scenario. The discovery and delivery of the actionable content may be improved by the use of one or more feedback mechanisms. | 12-31-2015 |
20160001181 | MATCHMAKING SYSTEM AND METHOD FOR MULTIPLAYER VIDEO GAMES - A matchmaking system and method is provided that facilitates optimization of player matches for multiplayer video games. The system may provide a generalized framework for matchmaking using historical player data and analytics. The framework may facilitate automatic determinations of an optimal mix of players and styles to produce the most satisfying user experiences. The system may dynamically update analytical processes based on statistical or otherwise observed data related to gameplay at any given time. In this manner, the system may continually tune the matchmaking process based on observations of player behavior, gameplay quality, and/or other information. | 01-07-2016 |
20160001182 | SOFT RESERVATION SYSTEM AND METHOD FOR MULTIPLAYER VIDEO GAMES - A soft reservation system and method is provided facilitates an unrequested reservation of a gameplay session in multiplayer video games. A soft reservation may include a match between two or more players for one or more subsequent gameplay sessions that are reserved for the players. The system may, for instance, anticipate an interest by players in a gameplay session and make a soft reservation for the players, who may not have explicitly requested the reservation, to play in the gameplay session. A soft reservation may be made for a player based on a match score, a game profile, a player profile, and/or other information. | 01-07-2016 |
20160005255 | SYSTEM AND METHOD FOR AUTOMATICALLY CREATING AND UPDATING A FRIEND DATABASE ASSOCIATED WITH A PLAYER - Various embodiments of the present disclosure provide a system and method for automatically creating and updating a friend database associated with a player. Generally, in various embodiments, the system of the present disclosure is configured to access one or more player accounts (such as social media accounts) of the player, collect player friend data from the accessed player account(s), determine a list or one of more friends of the player based on the collected player data, and create or update a friend database associated with the player to include the determined friends. The system of the present disclosure thus dynamically and automatically creates and updates the friend database associated with the player without requiring the player to actively create and repeatedly and actively update (e.g., add friends to and remove friends from) the friend database. | 01-07-2016 |
20160005256 | INFLUENCE SYSTEM AND METHODS - Examples disclosed herein relate to a system, device, and/or method for voting on one or more projects including: one or more memory devices; one or more processors configured to receive at least a first project, the one or more processors configured to present the first project to a voting community, the one or more processors configured to receive one or more votes relating to the first project from one or more members of the voting community, the one or more processors configured to determine a status of the first project based on the received votes. | 01-07-2016 |
20160008715 | Tracking Apparatus | 01-14-2016 |
20160016077 | GAME SYSTEM, TERMINAL DEVICE, RECORDING MEDIUM AND INFORMATION DISPLAY METHOD - An example system includes a server and a plurality of terminal devices. Each terminal device includes: a game processing unit performing processing involved in a game; a post accepting unit accepting posting from a user during the game; and a post information transmitting unit transmitting post information on posting, which has been accepted by the post accepting unit, to the server. The server includes: a first post information receiving unit receiving post information transmitted from a terminal device; and a post information distributing unit distributing post information, which is received by the first post information receiving unit, to one or more terminal devices. Each terminal device further includes: a second post information receiving unit receiving post information distributed from the server; and a display processing unit performing processing to display post information, which is received by the second post information receiving unit, at the display unit during the game. Post information distributed from the server to the terminal device is displayed without including identification information for identifying a user who has inputted the post information or a terminal device used by the user. | 01-21-2016 |
20160016078 | INFORMATION SHARING SYSTEM, SERVER, RECORDING MEDIUM AND INFORMATION SHARING METHOD - An example system includes a server and a plurality of terminal devices. Each terminal device includes: a post accepting unit accepting posting from a user; a post information transmitting unit transmitting post information on posting, which has been accepted by the post accepting unit, to the server; a first post information receiving unit receiving post information distributed from the server; a display processing unit performing processing to display post information, which has been received by the first post information receiving unit, at a display unit; an operation accepting unit accepting predetermined operation related to post information displayed by the display processing unit; and an operation information transmitting unit transmitting information on operation, which has been accepted by the operation accepting unit, to the server. The server includes: a second post information receiving unit receiving post information transmitted from the terminal device; a post information distributing unit distributing post information, which has been received by the second post information receiving unit, to a terminal device used by a user included in a first group; an operation information receiving unit receiving operation information transmitted from the terminal device; and a post information determination unit determining whether post information on the operation information satisfies a predetermined condition or not on the basis of operation information received by the operation information receiving unit. The server enables sharing of post information, which has been determined by the post information determination unit as satisfying the predetermined condition, at a terminal device used by a user included in a second group, which is at least partially different from the first group. | 01-21-2016 |
20160016081 | LOCATION-BASED ACHIEVEMENTS FRAMEWORK - A method of encouraging actions by users with respect to a game networking system is disclosed. An indication of a presence of a user of a game networking system at a physical location is received. An opportunity for the user to perform an action within a game associated with the game networking system to obtain an achievement pertaining to the game is identified. The availability of the opportunity is triggered based on the presence of the user at the physical location. A notification to the user of information pertaining to the opportunity is communicated. | 01-21-2016 |
20160019750 | ENHANCED INTEGRATED GAMBLING PROCESS FOR GAMING SYSTEMS WITH EXPLICIT RANDOM EVENTS - A gambling hybrid game with a gambling integrated game is disclosed. The gambling hybrid game includes an entertainment system engine that provides an entertainment game to a user, a real world engine that provides gambling games to one or more users, and a game world engine that monitors the entertainment game and provides gambling games when appropriate. The entertainment system engine provides an entertainment game that includes random events. When a random event occurs in the entertainment game, the entertainment system engine resolves the random event and provides the results of the random event to the game world engine. The game world engine receives the results of the random event and determines gambling results based upon the results of the random event. | 01-21-2016 |
20160023106 | METHOD OF CONTROLLING A SERVER, SERVER, AND NON-TRANSITORY COMPUTER-READABLE RECORDING MEDIUM - An exemplary method of controlling a server that can provide a game can include associating a user with a group; determining, based on information related to activity of the user in at least one of the game and an event within the game, information related to activity of the group with which the user is associated; and providing a bonus to the group based on the information related to activity of the group. | 01-28-2016 |
20160023108 | NETWORK GAME SYSTEM - A network game system includes a game server in which a plurality of players respectively operating a plurality of portable communication terminals are registered in advance. When any one of the players logs in the game server through a communication network, a game is supplied to the portable communication terminal of the player. A game screen is shown on a display, and both characters in the course of logging-in and logging out are displayed on the game screen. If the player selects the logging-out character, a selection signal is transmitted to the game server. The game server transmits a log-in operation request to the portable communication terminal of the player operating the selected character. | 01-28-2016 |
20160023109 | Save Game Load Time Reduction for Cloud Gaming - A cloud gaming system is disclosed. One example includes a game console that is configured to execute video games. The game console provides an interface for a remote client device to interface with the game console and request that games be played. The game console being located in a first data center. The system further includes a storage server connected to the game console over a network connection in the first data center. A save data server is also provided and is located in a second data center. A data selection logic of the game console is provided. The data selection logic is configured to retrieve save data from the save data server and cache the save data to a save data disk of the game console. The data selection logic is configured to automatically retrieve the save data upon detecting a session initiation for a user account associated with the remote client device. The data selection logic is configured to retrieve the save data that has a likelihood of being used during the session. In one example, the likelihood of being used is determined based on historical game play as associated with the user account. | 01-28-2016 |
20160026251 | HAPTIC SPATIALIZATION SYSTEM - A system is provided that controls a haptic effect experienced at a peripheral device. The system receives a haptic effect definition including haptic data. The system further receives spatialization data including: a distance of the haptic effect; a direction of the haptic effect; or a flow of the haptic effect. The system further includes modifying the haptic effect definition based on the received spatialization data. The system further includes sending a haptic instruction and the modified haptic effect definition to the peripheral device. The system further includes causing one or more haptic output devices to produce one or more haptic effects based on the modified haptic effect definition at the peripheral device in response to the haptic instruction. | 01-28-2016 |
20160030840 | STACK ROSTER FANTASY SPORTS GAME AND PLATFORM - A method and system for playing a fantasy sport competition among a plurality of Users, includes instructions stored on a non-transitory computer readable medium for transmitting User selections to suitably order Players in the User roster. Any User requests to commence a draft. An order of the draft selection is generated. A user is granted an opportunity to request an assertion of an Enhancement. Enhancements are selected from a list comprising a blocking enhancement to move a User-selected User to the end of the generated order of selection and an immunity enhancement to move a User to the beginning of the generated order of selection. If a User generates such a request for assertion of an Enhancement, the order of selection of Players is changed to add, in turn, to each User's roster of Players. | 02-04-2016 |
20160042000 | RULES-BASED ENGINE FOR CROSS-PROMOTION PLATFORM - A system and computer-implemented method for cross-promoting electronic games is provided. First and second electronic game databases are configured to store first and second game user attributes relating to first and second electronic game, respectively. An aggregator database is coupled to the first and second electronic game databases and is configured to store a first game user attribute, associated with the user and relating to a first electronic game, and user data of a user of the first electronic game. A processor is coupled to the aggregator database and configured to automatically associate a second game user attribute to the user according to a predetermined rule based on at least one of the first game user attribute stored in the aggregator database and the user data. The second game user attribute associated to the user by the processor is stored in the aggregator database. | 02-11-2016 |
20160051896 | NON-TRANSITORY COMPUTER-READABLE RECORDING MEDIUM, INFORMATION PROCESSING DEVICE, AND METHOD OF CONTROLLING INFORMATION PROCESSING DEVICE - A system (information processing device) is caused to determine at least one game medium from among a plurality of game media to be provided to a communication terminal, cause the communication terminal to display the at least one game medium, provide the communication terminal with a game environment to test the at least one game medium; and store the at least one game medium in association with an identifier of the communication terminal upon receiving a notification from the communication terminal indicating that the at least one game medium has been selected for possession. | 02-25-2016 |
20160067603 | SYSTEM AND METHOD FOR PROVIDING A MARKETPLACE OF USER-INVOKABLE INSTRUCTIONS USED BY A GAME APPLICATION IN AN EXPRESSION OF A GAME - The disclosure relates to systems and methods for providing a marketplace of user-invokable instructions used by a game application in an expression of a game. The user-invokable instructions may include automation of tasks related to a game that would otherwise require manual intervention by users, intelligence that encode automatic reactions to game events such as surrounding conditions or attacks from others, and/or instructions for automatically performing one or more in-game tasks. A marketplace interface may facilitate offers to provide user-invokable instructions. Each offer may include consideration to obtain a corresponding set of user-invokable instructions. The consideration may include real world currency, one or more virtual items, an exchange for a task to be performed, an exchange for an alliance or other in-game cooperation, an exchange for another set of user-invokable instructions, and/or other consideration. | 03-10-2016 |
20160074755 | Resource Management for Distributed Games - Technologies are generally described for server resource allocation for distributed games. In one example, a method includes allocating a first set of resources for a first player instance on a first server, a second set of resources for a second player instance on the first server, and a third set of resources for a third player instance on a second server. The method also includes comparing a first relationship strength defined between the first player instance and the second player instance with a second relationship strength defined between the first player instance and the third player instance. Further, the method includes distributing at least one of the first set of resources, the second set of resources, or the third set of resources between the first server and the second server based on a result of the comparing. | 03-17-2016 |
20160074756 | METHOD FOR MOBILE GAMING SYSTEMS - A mobile gaming device may execute computer code and/or software from a non-transitory computer readable memory. A user may input commands via a plurality of user input controls. Control components may be substituted with one or more alternative control components to maximize a user's comfort when using said mobile gaming device. | 03-17-2016 |
20160082351 | SELF-BALANCING GAME ACHIEVEMENT VALUES - A combined metric for the significance of an achievement relative to other achievements, even those in different games, may be generated based on a first metric and a second metric. The first metric may indicate the difficulty of an achievement based on the number of individuals who have completed the achievement. The second metric may indicate an amount of in-game time for the achievement to be completed. A representation of the achievement may be provided to one or more client devices. | 03-24-2016 |
20160096109 | MONITORING AN APPLICATION ON A PROCESSING DEVICE - A processing device is described storing instructions defining a first application and a second application. Engagement of the second application by a user is effective to generate one or more rewards for use in the first application. The processing device further stores instructions separate from the second application defining a monitoring module and a reward generating module. The monitoring module is operable to determine a measure of an engagement of the second application by the user. The reward generating module is operable to calculate one or more rewards in dependence upon the determined measure of engagement and to make the calculated one or more rewards available for use in the first application. | 04-07-2016 |
20160101353 | SYSTEM FOR MANAGING DIRECT CHALLENGES BETWEEN USERS AND PLAYER SUBSTITUTIONS IN FANTASY SPORTS AND OTHER GAMES - Interactive systems and methods for creating game and game-like applications, including a direct challenge application for building a head-to-head challenge between users, are presented. A system for building and managing a plurality of direct challenges includes an application services interface, a plurality of user interfaces, a challenge application, and a plurality of external data services for tracking the progress and player performance during real-world events, such as sporting events. Also disclosed is a system and methods allowing a user to change or modify their fantasy player lineup during the progress of a live action sporting event. | 04-14-2016 |
20160101357 | CONFLICT RESOLUTION IN ASYNCHRONOUS MULTIPLAYER GAMES - A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchronized with authoritative game state information, during which the in-game actions may be validated. Actions that fail a prerequisite check based on the authoritative game state information are analyzed in automated fashion to determine whether they are redundant actions that fail the prerequisite check owing to their having been performed with respect to outdated client system game state information. One or more remedial actions are performed for respective redundant actions, e.g., by allowing the redundant action and modifying the game state, by restoring spent resources to affected players, or by disallowing both the redundant action and an associated preempting action. | 04-14-2016 |
20160101363 | MESSAGE PROCESSING METHOD AND TERMINAL DEVICE - The present disclosure discloses a message processing method and terminal device. The method includes: receiving a first message that carries displacement parameters and is sent by a client, the displacement parameters being generated by the client and used to indicate displacement of a virtual object in a virtual space; determining, according to the displacement parameters, whether the displacement conforms to a preset rule; and sending, if it is determined that the displacement does not conform to the preset rule, a second message used by the client to refuse the displacement. The present disclosure solves the technical problem in the existing technology that multiple terminal device resources need to be occupied to ensure appropriate movement of a virtual object. | 04-14-2016 |
20160107073 | CUSTOM GAME BOARDS - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing custom features in a game is provided. A themed game board associated with a first set of rules of a computer-implemented game is generated. The first set of rules relates to a theme of the themed game board and is different than a second set of rules associated with a game board without a theme. Game board display data is provided to a first client device of a first player to display the themed game board. A move on the themed game board is received from the first client device, and a score associated with the move is generated. The score is based on the first set of rules relating to the theme, where the score is different than a score associated with the move on the game board without a theme. | 04-21-2016 |
20160107084 | METHOD FOR SCAVENGER HUNT GAME - Snapwin is a mobile app game. The game is related to a method for managing a contest with a processing or mobile device. Players may be searched in the mobile device's address book, through Facebook's API, Random selection from the user's Data Base or searching by username. The game creator may erase a player to substitute him in case he invited him by mistake or the player does not answer the request. Once all the players accept the invitation to the game the server creates a new game and selects a plurality of words from the data base to form a new game. These words may refer to a noun, action, verb, emotion, advertised words or whatever that can be captured and will appear in the home screen as a new game in which all the involved players must then take a photo related to that word and submit it. The player that is first to take all the photos without getting any revoked wins the game. Users are rewarded with virtual coins that may be used later in the Snapwin Store to get more game cheats, or third party coupons and discounts. The photos submitted may be liked, commented, shared or reported as abusive. Players may earn virtual coins for receiving “likes” in their photos. Games may be sponsored, as well, and the winner may be rewarded with a special prize that accompanies a “premium” word. | 04-21-2016 |
20160107086 | Game Retention Value Optimization System - A system has a server coupled to a data repository and software executing from a non-transitory medium on the processor, the software providing a site serving games to players connected to the server, and providing discovering instances of interaction with the server by first-time players, serving links to a first percentage of the first-time players for games having known high retention value, defined as a characteristic that first-time players who play the game return to the site within a specified period of time, serving links to a remaining percentage of the first-time players for games having no well-developed retention value, marking selection by first-time players of games having no well-developed retention value, monitoring the site for return time of players having selected games having no well-developed retention value, providing a return time period, and using the return time period, assigning or amending a retention value for the game. | 04-21-2016 |
20160110960 | Peer-to-Peer Wagering Platform - Data characterizing historical skills-based gaming metrics for a first user and historical skills-based gaming metrics for at least one second user is accessed. Using the accessed data and a set of rules, a targeted advertisement to present to the first user is determined. The targeted advertisement specifies at least one skills-based game and a characterization of the at least one second user's historical skills-based gaming metrics. The targeted advertisement is generated. Data characterizing the targeted advertisement is provided. Related apparatus, systems, techniques, and articles are also described. | 04-21-2016 |
20160114244 | METHOD FOR PROVIDING A GAME, RECORDING MEDIUM AND SERVER - A method for providing a game in which a plurality of missions is presented to a user device each time a certain period has elapsed from a server having a storage unit for storing user information relating to a plurality of users, includes the steps of generating a plurality of different missions for each of the plurality of users based on the user information stored in the storage unit, presenting a list of the generated missions for each of the users on the user device, and presenting an operational element for updating a mission included in the presented list to another mission regardless of the elapse of the period in accordance with the progress of presented missions. | 04-28-2016 |
20160121210 | METHOD AND APPARATUS FOR CONFIGURING AN ACCESSORY DEVICE - The subject disclosure may include, for example, a method for determining a current performance of a gamer during a first gaming session of a gaming application, where the performance is determined from a first plurality of stimulus signals generated by a gaming accessory during the first gaming session according to a configuration setting assigned to the gaming accessory, identifying a prior performance of the gamer during a prior gaming session of the gaming application, where the prior performance is determined from a second plurality of stimulus signals generated by the gaming accessory according to the configuration setting, comparing the current performance to the prior performance to determine a change in performance of the gamer, and adjusting the configuration setting assigned to the gaming accessory according to the change in the performance of the gamer. Other embodiments are disclosed. | 05-05-2016 |
20160132973 | Gamification for Online Social Communities - A computer server system provides an online community for customers of a business entity. A first level feedback module provides visual feedback to each user in a user interface for the online community, which quantifies each user's interaction with the community. A notification module sends an electronic message to a user when the user's interaction is below a predefined threshold rate. A second level feedback module calculates second level metrics that quantify other users' evaluations of postings to the online community by a first user. Visual feedback of the second level metrics is provided. A third level feedback module awards a designated achievement badge to users whose interaction metrics exceed predefined threshold values, and displays the achievement badge in the user interface. The system promotes a high level of user participation in the online community and thereby contributes to a low cost of technical support provided by the business entity. | 05-12-2016 |
20160140804 | MOBILE APPLICATION FOR PEER-TO-PEER FANTASY SPORTS AND WAGERING - A computer-implemented method performed by a gaming server, comprising: receiving a join offer from a first user device of a first user of a user community, wherein the join offer identifies a first sports team to populate a first selection of players; providing the join offer to members of the user community including a second user of the user community having a second user device; receiving, from the second user device, an acceptance of the join offer identifying a second team to populate a second selection of players; scoring the first user based on the performance of each player of the first selection of players in a designated athletic event corresponding to each player; scoring the second user using the second selection of players; and awarding a prize to either the first user or the second user as determined by which received a higher score. | 05-19-2016 |
20160144274 | ACTIVE SOCIAL NETWORK - A communication analysis system for an online game is described. A communication history among players of the online game is retrieved. Communication tracking metrics are generated based on the communication history of the players of the online game. A retention analysis is performed with the communication tracking metrics to determine retention of players of the online game. A retention recommendation is generated based on the retention analysis. | 05-26-2016 |
20160158645 | SYSTEM AND METHOD FOR INPUTTING GAME NUMBERS - The subject matter discloses method, comprising accessing one or more social network website; accessing an online game; selecting one or more social connections from the social network website extracting social connection data of the one or more social connections from the social network website; generating participation data from the social connection data; wherein the participation data enables participating in the online game; and, inputting the one or more social connections into the online game. | 06-09-2016 |
20160166937 | SYSTEM AND METHOD FOR PROCESSING INFORMATION | 06-16-2016 |
20160171824 | TECHNIQUES OF SYNCHRONIZING GAMING DEVICES FOR SHARED GAMING ACTIVITIES | 06-16-2016 |
20160171825 | TECHNIQUES OF SYNCHRONIZING COMMUNICATIONS OF GAMING DEVICES FOR SHARED GAMING ACTIVITIES | 06-16-2016 |
20160175708 | GAME AVAILABILITY IN A REMOTE GAMING ENVIRONMENT | 06-23-2016 |
20160184701 | SYSTEM AND METHOD FOR PLAYING AN INTERACTIVE GAME - An interactive treasure hunt game is provided. Game participants receive a card, map and/or identification badge configured with an RFID tag, bar-code or a magnetic “swipe” strip or the like. The RFID tag or other identifying device is used to store certain information identifying each play participant and/or describing certain powers or abilities possessed by an imaginary character that the card may represent. Players advance in the game by finding clues and solving various puzzles presented by the game. Players may also gain (or lose) certain attributes, such as magic skills, magic strength, fighting ability, various spell-casting abilities, etc. All of this information is preferably stored on the RFID tag or card so that the character attributes may be easily and conveniently transported to other similarly-equipped play facilities, computer games, video games, home game consoles, hand-held game units, and the like. In this manner, the game can seamlessly transcend from one play environment and/or entertainment medium to the next. | 06-30-2016 |
20160184706 | COLLABORATIVE ELECTRONIC GAME PLAY EMPLOYING PLAYER CLASSIFICATION AND AGGREGATION - A method and system tracks, analyzes or sorts behaviors of user or players across a network to draw correlations from, or characterizations of, those user or players and identifies similarly characterized or mutually complementary user or players. For example, the method automatically obtains player data regarding interactions by each of multiple players with a multiplayer electronic game via each player's corresponding data processing device connected via the network. The method can then sort, classify or suggest additional activities, games, groups, or other different activities or actions for the players. | 06-30-2016 |
20160184707 | SEQUENTIALLY OPERATED MODULES - Method, modules and a system formed by connecting the modules for controlling payloads are disclosed. An activation signal is propagated in the system from a module to the modules connected to it. Upon receiving an activation signal, the module (after a pre-set or random delay) activates a payload associated with it, and transmits the activation signal (after another pre-set or random delay) to one or more modules connected to it. The system is initiated by a master module including a user activated switch producing the activation signal. The activation signal can be propagated in the system in one direction from the master to the last module, or carried bi-directionally allowing two way propagation, using a module which revert the direction of the activation signal propagation direction. A module may be individually powered by an internal power source such as a battery, or connected to external power source such as AC power. The system may use remote powering wherein few or all of the modules are powered from the same power source connected to the system in a single point. The power may be carried over dedicated wires or concurrently with the conductors carrying the activation signal. The payload may be a visual or an audible signaling device, and can be integrated within a module or external to it. The payload may be powered by a module or using a dedicated power source, and can involve randomness associated with its activation such as the delay, payload control or payload activation. | 06-30-2016 |
20160184711 | GAMING SYSTEM WITH FAILOVER AND TAKEOVER CAPABILITY - Managing failover and takeover of a game session in a computerized gaming system adapted for operating a plurality of client gaming machine terminals communicatively coupled to one of a plurality of game application servers, comprising: sending a request of a game session from a client gaming machine to a first game application server; determining in the client gaming machine non-responsiveness to the request; re-transmitting the request from the client gaming machine to a second game application server; constructing the game session state in the second game application server; processing the request in the second game application server; and sending a response dependent on the request from the game application server to the client gaming machine. | 06-30-2016 |
20160193532 | METHOD AND STSYEM FOR OPERATING AND PARTICIPATING IN FANTASY LEAGUES | 07-07-2016 |
20160199731 | Virtualization System and Method for Hosting Applications | 07-14-2016 |
20160199736 | PERFORMANCE BASED GOLF SCORING SYSTEM | 07-14-2016 |
20160199739 | INFORMATION PROCESSING APPARATUS | 07-14-2016 |
20160199747 | TOY INCORPORATING RFID TAG | 07-14-2016 |
20160250550 | INFORMATION PROCESSOR, MESSAGE DISPLAY METHOD, INFORMATION SYSTEM, AND PROGRAM | 09-01-2016 |
20170232340 | SYNCHRONIZED GAMING AND PROGRAMMING | 08-17-2017 |
20170232350 | Multi-Year General Manager Fantasy Sports Game | 08-17-2017 |
20180021671 | Scavenger Treasure Hunt Software Application | 01-25-2018 |
20180021678 | METHOD AND SYSTEM FOR CREATING AND RUNNING CONTESTS ON SOCIAL FEEDS AND OTHER COMMUNICATION PLATFORMS | 01-25-2018 |
20180021683 | FANTASY SPORTS GAME WHICH SCORES A MATRIX WHICH A PARTICIPANT POPULATES PERIODICALLY WITH PICKS | 01-25-2018 |
20180025586 | METHOD OF GENERATING SEPARATE CONTESTS OF SKILL OR CHANCE FROM TWO INDEPENDENT EVENTS | 01-25-2018 |
20190143217 | GAME SYSTEM, TERMINAL DEVICE AND PROGRAM | 05-16-2019 |
20190143224 | FANTASY SPORTS SYSTEM AND PROCESS | 05-16-2019 |
20190149833 | SYNCHRONIZING SESSION CONTENT TO EXTERNAL CONTENT | 05-16-2019 |
20220139160 | METHOD OF STORING WAGERING DATA LOCALLY - The present disclosure provides a method for storing wagering data locally on a user's device by allowing the user to request to download their data, the wagering network extracting the user's data from their database, sending the data to the user, and allowing the user to store the data locally on their device. Also, the method allows to view the data and analyze the data to allow the user to set limits that are locally stored on the user's device to prevent the user from wagering too much money on types of wagers that they historically perform poorly on. Lastly, this method provides the ability to allow 3rd parties to connect to the locally stored data through an API connection, thus allowing the user to use different systems or applications to analyze their data further. | 05-05-2022 |
20220139161 | GAMING DEVICES, SYSTEMS AND METHODS FOR GENERATING PLAYING CARD INFORMATION - A gaming systems and methods of gaming provide multi-player gaming events, such as head-to-head and multi-player pool events, where the players do not play face to face. In a multi-player pool event, players in the pool are presented rounds of games and play individual games for scores. Players with the highest aggregate score for the multi-round event are declared winners. A pool of entry wagers may be distributed to the winners. In other embodiments, players may play games head-to-head. Players may be rated and have to meet rating qualification criteria. In another embodiment, cards are assigned to decks and electronically shuffled to other decks represented by stored card information. | 05-05-2022 |
20220139162 | IN-PLAY WAGERING FOR POOLED PRIZES BY WINS - The present disclosure provides a method of in-play wagering for pooled or contest prizes by wins in which users are placed in various cohorts based on skill and then allowed to compete against one another in a contest for a prize that is won by the user with the highest total amount of wins during the contest. This method provides grouping the users of a wagering network into cohorts and allowing them to join a contest based on the cohort and compete for a prize which is won by the user with the most wins during the length of the contest. | 05-05-2022 |