Zynga, Inc. Patent applications |
Patent application number | Title | Published |
20150325087 | SIDE BETTING IN BLACKJACK GAME - Methods, systems, and computer programs are provided for providing players with additional side betting options. One method includes operations for receiving user account information of a first player for playing a blackjack game, and for providing data for a sideboard interface to be presented before a round of the blackjack game. The sideboard interface provides options for side bets, which are wagers on cards dealt during the round. Additionally, the method includes an operation for providing data for a blackjack interface for playing the blackjack game after side bets have been entered. A check is made to determine if the one or more cards dealt during the round of the blackjack game produce one or more winning side bets, and a currency counter of the user account is increased of the first player for the one or more winning side bets during the round of the blackjack game. | 11-12-2015 |
20150302682 | Methods to Determine Luck Profile of a User - Methods and computer programs for determining outcome of an online slot game includes receiving a spin action from a player, during game play of the online slot game. A profile graph is identified for the player. The profile graph is defined by a template with a plurality of peaks and valleys defined therein. The peaks represent a higher probability of generating a winning result and the valleys represent a higher probability of generating a losing result. Each spin action of the player corresponds to a distinct point in the profile graph. A number of virtual spins defined for the point corresponding to the spin action is determined based on location of the point in the profile graph. The defined number of virtual spins is performed and a highest or a lowest result is selected from the virtual spins for presenting to the player, in response to the spin action. | 10-22-2015 |
20150297987 | Methods for Using Touch-Screens to Simulate Balancing and Manipulation of Curved Object During Gameplay - Methods and computer programs include associating a three-dimensional collider component and a rigid body component to a two-dimensional game object used in the game play. The three-dimensional collider component and the rigid body component define a plurality of physics attributes to enable control of physical behavior of the game object. A second three-dimensional collider component is associated with a game cursor that is used for providing user input to the gameplay. The game cursor is defined as a two-dimensional object with at least a portion of the game cursor having a spherical contour. User input is detected at a touch screen interface of a computing device that is rendering the gameplay. The user input causes the spherical contour of the game cursor to control movement of the game object within the game scene of the gameplay, the movement being adjusted in accordance to physics attributes of the game object. | 10-22-2015 |
20150209667 | APPLICATION FAILURE MANAGEMENT IN COMPUTER- IMPLEMENTED ONLINE GAMES - Disclose methods and systems provide for management of game failure in distributed gaming by automated indication of a failure acknowledgment to a client device on which an associated player plays the game, for example by automatically presenting a failure apology message on the client device. An automated interactive acknowledgment process can include providing in-game compensation to the player, thereby to lessen player frustration resulting from game failures. The automated acknowledgment interaction can include gathering failure information from the client device. | 07-30-2015 |
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 |
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 |
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 |
20150065241 | GAMING SYSTEMS AND METHODS FOR FACILITATING ITEM GROUPING AND GROUP ACTIONS - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing game object grouping are discussed herein. For example, a virtual gaming environment is generated on a client system. The virtual gaming environment may include a first game object and a second game object. Responsive to detecting a user selection of the first game object, a game object grouping is generated. The game object grouping may include the first game object and the second game object based on matching criteria that compares a property of the first game object with a property of the second game object. The virtual environment is then updated to provide a visual indication of the game object group. | 03-05-2015 |
20150046247 | Methods and Systems for Computer Application Incentivization Based on Reduced Advertisement - A notification of requirements to earn a reduced-ad reward is provided to a user of an ad-associated computer application (app). Actions of the user are monitored to determine whether or not requirements to earn the reduced-ad reward are satisfied by the user. Upon determining that requirements to earn the reduced-ad reward are satisfied by the user, the reduced-ad reward is provided to the user of the ad-associated app. The reduced-ad reward is a specified amount of time in which the user can execute a reduced-ad version of the ad-associated app without monetary cost to the user. | 02-12-2015 |
20150045105 | SLOTS GAME WITH IMPROVING BONUS-WINNING ODDS - Methods, systems, and computer programs are presented for adjusting bonus winning odds while playing an online slots game. One method includes an operation for receiving user input during a session of an online slots game, where the user input is defined to spin wheels of the online slots game. In addition, the method includes an operation for defining an initial tier and one or more additional tiers for play of the online slots game during the session, each tier being assigned an odds value that changes with each assigned tier, and each tier being defined to have a set of spins. Further, the method includes operations for assigning tiers with changed odds when an option to play a bonus game is not presented during the predefined set of spins for each tier, and for assigning the initial tier upon determining that the bonus game was played during the session. | 02-12-2015 |
20150045104 | CHALLENGING PLAYERS IN ONLINE GAME TO COMPETE IN MODULAR GAME - Methods, systems, and computer programs are presented for allowing players to challenge other players in an online game to compete by playing a modular game within the online game. One method includes an operation for providing an interface to a first player for challenging a second player to compete in the modular game after detecting completion of the modular game by the first player. The modular game is played within an online game. Further, the method includes operations for sending a challenge to the second player, and for detecting that the second player completed the modular game in response to the challenge. The first player is rewarded a challenge award if the first player obtained a higher score than the second player in the modular game. | 02-12-2015 |
20140364236 | SYSTEM AND METHOD FOR TRAPPING ENEMY UNITS IN A GAME - Methods and systems are directed to the trapping of enemy units in a game. A game may give each player control of a certain territory or area. Each player may build or place buildings within their territory. Each player may build units capable of attacking the territory of one or more other players. One or more players may place traps within their territory. An attacking enemy unit may be captured by the trap. A captured unit may be put to work for the capturing player (e.g., to generate resources for the capturing player). In some example embodiments, a captured unit may be freed in a later attack, and resume fighting for its former controller or its liberator. | 12-11-2014 |
20140358260 | DYNAMICALLY VARIABLE ADVERTISING INCENTIVE REWARDS IN ONLINE GAMES - A system and method for managing a computer-implemented online game provides dynamically variable rewards to incentivize player interaction with sponsored content presented within the game. The particular reward offered to incentivize player interaction with particular sponsored content (e.g., a particular advertisement) can be dynamically variable based on the attributes of the player, thus providing user-specific custom rewards for interaction with sponsored content. Properties of incentive rewards that may be dynamically variable can include a custom type of in-game asset or resource, and/or a custom amount of a particular in-game asset or resource. | 12-04-2014 |
20140357345 | INTERACTING WITH SPONSORED CONTENT TO EARN REWARDS - Methods, systems, and computer program products for providing players with rewards are described. Data indicating that a player has selected an unavailable reward may be processed. Sponsored content based on the processed data may be obtained and presented to the player. Data indicating that the player has completed an interaction with the sponsored content may be obtained and the reward may be provided in response to processing the data that indicates that the player has completed the interaction with the sponsored content. | 12-04-2014 |
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 |
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 |
20140323214 | SYSTEMS AND METHODS PRESENT A GAME VARIANT - A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to present a game variant is provided. A user interface may be presented on a client device. The user interface may be receptive to user input to trigger execution of a computer-implemented multiplayer game playable via the client device by an associated player. A respective game variant may be presented, via the user interface, to the player. The respective game variant may have variant-specific game mechanics that provide for gameplay according to a respective variant set of game rules. Lastly, the respective variant set of game rules may be a variant-specific modified version of a default set of game rules. | 10-30-2014 |
20140315639 | PROVIDING SOCIAL NETWORK CONTENT IN GAMES - An apparatus and method for providing social network content in an online game is disclosed herein. Content is obtained from a social network site and is displayed within the game. The game also provides a mechanism for the user of the game to generate content to the posted within the social network from within the game. Such generated content is automatically posted in the social network for a recipient specified by the user. | 10-23-2014 |
20140295925 | LEVEL-BALANCING AN ONLINE PROGRESSION GAME - Systems and methods for level-balancing an online progression game, such as by determining a placement order for puzzle games (or, other game challenges) within the progression game, are described. In some example embodiments, the systems and methods access difficulty metrics assigned to puzzle games presented by an online progression game, select a cadence, pattern and/or sequence associated with placing the puzzle games within the online progression game, and place the puzzle games within the online progression game based on matching the accessed difficulty metrics to the selected cadence, pattern, and/or sequence. For example, the systems and methods may determine and/or assign difficulty metrics to puzzle games eligible to be placed within the online progression game by playing each of the puzzle games with an artificial intelligence game play simulator configured to play multiple instances of each of the eligible puzzle games, among other things. | 10-02-2014 |
20140278844 | SYSTEMS AND METHODS RELATING TO OFFLINE GAMEPLAY - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for allowing offline gameplay is provided. A client device may receive a request to access a game through a game user interface. If the client device is offline, the client device may generate an advertisement using one or more cached objects stored on the client device and provide the advertisement in the game user interface. Additionally, when a request to purchase a game asset of the game is received while the client device is offline, a reliability score indicating a likelihood of receiving payment for the game asset may be used to determine whether to provide the game asset in the game user interface while the client device is offline. | 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 |
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 |
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 |
20140274376 | SYSTEMS AND METHODS OF PROVIDING PARENTAL CONTROLS FOR GAME CONTENT - A system, machine-readable storage medium storing at least one program, and a computer-implemented method of providing parental controls for game content is provided. A game server receives a request to access game content associated with a computer-implemented game, including receiving the game request from a game user interface on a client device. In response to the game request, the game server identifies that a safe mode is enabled, where the safe mode prevents restricted game content from being displayed on the game user interface. Safe mode game content in accordance with the safe mode is accessed and provided to the game user interface on the client device, where the safe mode game content includes the requested game content without the restricted game content. | 09-18-2014 |
20140274375 | SYSTEMS AND METHODS OF FOLLOWING GAME-RELATED CONTENT BASED ON KEYWORDS - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for following game-related content based on keywords is provided. A game server receives a web feed request for a web feed to be displayed on a client device, where the web feed request includes a keyword identifying a type of content to be displayed in the web feed. The game server identifies web feed content to be displayed in the web feed, including identifying content relevant to the keyword. The web feed content may include game content associated with one or more computer-implemented games. The client device is provided with the web feed content to be displayed in the web feed. | 09-18-2014 |
20140274341 | Real Money Gambling Payouts That Depend on Online Social Activity - Software on a server and/or client device causes a view in a graphical user interface (GUI) for a game to be displayed to a user. The game is an online gambling game for real money. The software receives input from the user. The input includes a wager and play according to game mechanics for the game. The software calculates a payout from the play. The payout includes a promotional payout that depends at least in part on a measure of social activity associated with the user or a measure of social influence associated with the user. And the software broadcasts the payout to at least one other person who is a social relation of the user. | 09-18-2014 |
20140256434 | ASSET TRANSFERS BETWEEN INTERACTIVE SOCIAL GAMES - A method and system to transfer assets between interactive social games is described. In some embodiments, the method generates a visual expression of a transfer mechanism in a first computer-implemented game. The method further generates the visual expression of the transfer mechanism in a second computer-implemented game. The transfer mechanism is capable of transferring an in-game asset from the first computer-implemented game to the second computer-implemented game. The method transfers the in-game asset from the first computer-implemented game to the second computer-implemented game using the transfer mechanism. | 09-11-2014 |
20140253568 | Methods and Apparatus for A Distributed Object Renderer - A method performed by software generates a render request record for a render request submitted by a user of an app and stores the render request record in a queue database. The render request includes a visualization to be rendered. The software selects the render request record from the queue database. Selection of the render request record is determined at least in part by a priority value that depends on an amount of time the user has spent using the app. The software generates a rendered image for the selected render request record, using render data. Then the software publishes a publishing element including the rendered image to a newsfeed stream displayed by a social networking site. | 09-11-2014 |
20140248948 | SEQUENTIAL SELECTION OF MULTIPLE OBJECTS - A device may be configured to provide a user interface that supports sequential selection of objects displayed on a screen. As configured, the device may display a presentation of multiple objects, and the device may receive a user input that defines a path within the presentation of displayed objects. The device may then determine the sequential order of a selected subset of the displayed objects. Based on this sequential order, the device may select, initiate, and perform an action that is targeted at the selected subset of the objects. In the context of an action game, the user may trace the path through various enemies, and the device may select and perform the action based on the number of enemies, the type of enemies, or the order in which the enemies were selected. Selection and initiation of the action may begin while the user input is still being received. | 09-04-2014 |
20140247982 | GENERATION OF INTERMEDIATE IMAGES FOR TEXTURE COMPRESSION - A machine may be configured to process an uncompressed image to obtain a set of intermediate images, which may be alternatively known as working images or temporary images. Such a set of intermediate images may be used as input for an image compression algorithm that, when executed by the machine or other compression engine, outputs a compressed version of the uncompressed image. For example, a compression format called “PVRTC,” which may be used on certain portable devices, accepts a set of three intermediate images as input, specifically, one full resolution, low precision version of the original uncompressed image, plus two low resolution, low frequency color versions of the original uncompressed image. A set of intermediate images for such a compression format may be generated by the machine from the original uncompressed image. | 09-04-2014 |
20140244761 | CROSS SOCIAL NETWORK DATA AGGREGATION - Disclosed in one example is a system for providing social networking data including a data store configured to store a user profile associated with a first user and may include a user identification, a first and second social networking user identifier for a first and second social networking service, a first and second connection between a second and third user on the first and second social networking services respectively. The system includes a response module to respond to a request for information from a social networking application with at least a portion of the profile associated with the first user if it is present in the data store. If the profile is not present in the data store, the response module may create a new profile associated with the first user and add it to the data store. The system also includes a synchronization module that may periodically request updated information from the first or second social networking services for the first user and to use the updated information to update the profile associated with the first user. | 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 |
20140243072 | PROVIDING OFFERS FOR SALES OF COMBINATIONS OF VIRTUAL ITEMS AT DISCOUNTED PRICES - A method of providing offers for sales of combinations of virtual items at discounted prices is disclosed. An offer is generated for a sale of a combination of virtual items at a discounted price. The offer for the sale of the combination of virtual items at the discounted price is presented to a user. The presenting suggests to the user that the combination of virtual items is randomly selected from a set of virtual items and the discounted price is randomly selected from a set of discounted prices, the presenting of the offer being performed by a processor. However, in actuality, the combination of virtual items or the discounted price may not be selected randomly. | 08-28-2014 |
20140235312 | SLOTS-FUELED ADVENTURE - Methods, systems, and computer programs are presented for executing an adventure game. One method includes operations for sending an interface for a betting game, and for starting an online game that is displayed simultaneously with the interface for the betting game. The method further includes operations for detecting a bet placed in the betting game, and for determining an outcome of the bet in the betting game. An avatar is advanced along a path of the online game, where the amount of advancement of the avatar is based on the outcome of the bet. | 08-21-2014 |
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 |
20140221092 | METHOD AND SYSTEM FOR RENDERING VIRTUAL IN-GAME ENVIRONMENTS - Disclosed in some examples is a method of providing a computer-implemented game, the method includes rendering a display of a virtual in-game environment comprising an unlocked area and a locked area, an in-game player character controlled by a player of the game having access to the unlocked areas but being restricted from accessing the locked area; and using one or more processors, applying a visual effect to the locked area to distinguish the locked area from the unlocked area, the visual effect revealing one or more aspects of the unlocked area. | 08-07-2014 |
20140213372 | SYSTEMS AND METHODS FOR PROVIDING GAME GESTURES - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing replay data is provided. User input can be received from a first client device of a first user. The user input can include a plurality of data samples representative of a gesture made by a first user making a game move. A compressed version of the user input can be generated. The compressed version includes coded data representative of the plurality of data samples. The coded data has a smaller data size than the plurality of data samples. Replay data can be provided to a second client device of a second user. The replay data can be based on the compressed version of the user input. The replay data can be configured to representationally simulate, at the second device, the gesture made by the first user. | 07-31-2014 |
20140213358 | GAMING PLATFORM PROVIDING A MULTI-MOVE GAME OPERATION - A system, computer-readable storage medium, and a method for providing a multi-move game operation are presented. A virtual game environment that includes a first game object and a second game object is generated where the first game object includes a location associated with a first location and the second game object includes a location associated with a second location within the virtual game environment. Responsive to detecting a user selection of the first game object, the system may enable a move state for the first game object. Then, responsive to detecting a placement selection, the system may update the location of the first game object from the first location to the destination location and disable the move state for the first game object. Responsive to determining that the destination location is proximate to the second location, the system may enable a move state for the second game object. | 07-31-2014 |
20140194207 | GAME SYSTEM PROVIDING CUSTOM GAME STORIES - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for surfacing game stories are presented. Embodiments may, responsive to detecting a first game action initiated by a first user, surface a first game story to a second user through a social feed. Responsive to detecting that the first game story is activated by the second user, a second game story is surfaced on the social feed that tags the first user. The second game story represents a second game action is performed in a game involving the second user based on the first game story being activated. | 07-10-2014 |
20140189676 | Dynamic Update of Applications As Code is Checked-In - Software accesses a code database and determines that a specified percentage of the code in the code database for an application has been updated. The software then accesses an application database and obtains the application as currently deployed. The software obtains one or more application specifications from the application database, based at least in part on a scan of the application. And the software obtains one or more code-module specifications from the code database, based at least in part on the one or more application specifications. The software then determines that an update can be made to the application as currently deployed, based at least in part on code-module dependencies identified in the one or more application specifications and updated code modules for the application in the code database. And the software creates a new version of the application using the updated code modules and deploys the new version. | 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 |
20140187328 | ASYNCHRONOUS INTERACTIVE GAME PLAY - Systems and methods of asynchronous interactive game play are described. In some embodiments, a method permits a first player to access a first game instance of a multiplayer online game and access a second game instance of the multiplayer online game. The second game instance is accessed at a first time. The first game instance is associated with the first player and the second game instance is associated with a second player. The method receives an identification of an in-game action performed by the first player in the second game instance while the first player accesses the second game instance. The second player is permitted to access the second game instance at a second time, which is later than the first time. The method causes display to the second player an identification of the in-game action performed by the first player in the second game instance. | 07-03-2014 |
20140179438 | APPARATUS AND METHOD WITH PHYSICAL LOCATION CHECK-IN THAT TRIGGERS A STATUS CHANGE IN A VIRTUAL GAME - A computer readable storage medium includes executable instructions to receive a check-in indication from a physical location with a corresponding virtual location in a virtual game. An attribute in the virtual game is altered based upon the check-in indication. The attribute may be earned points for a user, a virtual object earned by a user or an enhanced popularity measure for the virtual location. | 06-26-2014 |
20140177838 | Method and Apparatus for the Secure Storage of Audio Signals - In one embodiment, a method, system and apparatus for recording audio is provided so that the recording can be authenticated. The system may be implemented as a central server that is accessed via one or more lines for audio communication, or as a stand-alone unit. The system operates by encrypting communicated data (e.g., audio signals), storing the encrypted information, and providing at least one user with a key that can be used to decrypt the stored information. | 06-26-2014 |
20140157246 | BUILDING CROSS-PLATFORM ASYNCHRONOUS GAMES - A system, computer-readable storage medium storing at least one program, and a computer-implemented method are discussed herein. For example, an embodiment may access a game engine that defines game play logic specifying an execution of a turn in an asynchronous game. The game play logic may be independent of a client device platform. The embodiment may then select a native platform library that includes functions to coordinate game activities within the asynchronous game. The functions may be dependent on the client device platform. The embodiment may then generate an executable game based on compiling the selected native platform library with the game engine. | 06-05-2014 |
20140155160 | GAMING SYSTEM PROVIDING A DESTRUCTIBLE GAME OBJECT MECHANIC - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing a destructible game object mechanic are presented. For example, an embodiment may generate a destructible game object within a game board assigned to a user. The destructible game object may be represented by an initial state, one or more destructed states, and a reward state. Responsive to detecting a game action that satisfies a part requirement precondition associated with the one or more destructed states, the embodiment may advance the destructible game object from the initial state to the one or more destructed states. Further, responsive to detecting fulfillment of a part requirement precondition associated with the reward state, the embodiment may replace the destructible game object with a reward object. | 06-05-2014 |
20140155141 | SYSTEMS AND METHODS TO DETERMINE A GAME PAYMENT - A method of selecting players to make payments associated with a session of a game is disclosed. A player is selected to make a payment. The selecting of the player is based on a session counter of the player having a higher value than a session counter of an additional player seeking to participate in the session of the game. Based on a receiving of the payment from the selected player, the session counter of the selected player is decremented by an amount corresponding to the payment, the value of the session counter of the additional player is incremented by an amount corresponding to the payment, and the selected player and the unselected player are allowed to participate in the session of the instance of the game. | 06-05-2014 |
20140148233 | Methods and Apparatus for Managing Network Linked Gambling Video Games - Methods and apparatus for playing video games in a network environment are provided. One method includes receiving a request to initiate a game for a player of a first network connected device and enabling a second player from a second networked connected device to play the game. The method also enables transfer of currency between the first and second players using the network for playing the game. The method debits an account of a player that transferred the currency and credits an account of a player that that received the currency. The method then enables purchases in the game using the credited currency and displays an avatar of the first player on a display of the second networked connected device, and displays an avatar of the second player on a display of the first networked connected device. | 05-29-2014 |
20140128153 | Apparatuses, Methods and Systems for a Trackable Virtual Currencies Platform - Method for tracking virtual currency includes receiving a request to track virtual currency used in game play of a video game. A batch is created for the virtual currency that is to be tracked. The virtual currency in the batch is associated with a unique identifier for tracking. An expiration period is assigned for tracking the virtual currency in the created batch. A determination is made on whether the virtual currency in the batch being tracked is not involved in the transaction that is predefined to be potentially fraudulent, during a period leading up to the expiration period. The virtual currency in the created batch is un-tagged upon expiration of the expiration period assigned to the batch based on the determination. | 05-08-2014 |
20140126814 | IMAGE COMPRESSION WITH ALPHA CHANNEL DATA - Techniques for a compressed image with alpha channel data are described. Encoded alpha channel data from a compressed image representation may be extracted. A common type pixel run characteristic may be determined for at least one common type pixel run represented in the encoded alpha channel data. A common alpha channel value is applied, based on the common type pixel run characteristic, to pixels in a decompressed image representation correlated to the at least one common type pixel run. Pixels in the decompressed image representation correlating to at least one lookup type pixel run represented in the encoded alpha channel data may be processed. The processing may include a determination of an alpha channel value based on pixel data, specific to a pixel correlated to the lookup type pixel run, in the encoded alpha channel data and an application of the alpha channel value to the pixel. | 05-08-2014 |
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 |
20140121007 | PLAYING A SOCIAL GAME WITH AUTOMATIC PLAYERS - A method and system are described for providing a branded automatic player within a social, online game. In some example embodiments, the automatic player may receive an indication that a triggering event has occurred and perform an action within the online game in response to the triggering event. | 05-01-2014 |
20140106858 | Winning In A Game An Asset For Another Game - Methods, systems, and computer programs are presented for executing a computer game. One method includes an operation for detecting that a player playing in a first game also has played a second game, where the first game is different from the second game. Further, the method includes another operation for determining an asset for the second game that may be awarded for a required amount of progress made by the player in the first game. The player is notified in the first game that the player is eligible to obtain the asset while playing the first game. The asset is awarded to the player for use in the second game when the required amount of progress is made in the first game. | 04-17-2014 |
20140100020 | METHODS, APPARATUS, AND SYSTEMS FOR REWARDING PLAYERS OF AN ONLINE GAME - Computer-implemented methods, apparatus, and systems are described to provide rewards, awards, and other incentives to players currently playing an online game. In some examples, the method and system identifies multiple players within a common social or game network, determines at least two players within the common network that are currently playing or otherwise online within a game or social network, and provides an incentive, such as a reward, award, discount, and so on, to the online players. | 04-10-2014 |
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 |
20140066176 | METHODS AND SYSTEMS FOR GENERATING TAILORED GAME CHALLENGES - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for generating game features are presented. For example, a first user may be segmented to a user segment based on a property of a game profile of the first user. The property of the game profile may match a threshold of the user segment. The user segment may then be assigned a difficulty level. The difficulty level may be usable to set a configuration value for the feature of the game. The feature of the game is then surfaced to the first user and the configuration value for the feature of the game may be updated with the difficulty level assigned to the user segment. | 03-06-2014 |
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 |
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 |
20140051511 | GAMING SYSTEM FOR UPDATING A PRESENTATION OF A VIRTUAL GAME ENVIRONMENT - A system, a computer readable storage medium storing at least one program, and a computer-implemented method for updating a performance of a presentation of a virtual game environment. A presentation of a virtual game environment is generated based on a visual attribute. The visual attribute may identify a visual quality of the presentation of the virtual game environment. A visual performance metric associated with the presentation of the virtual game environment is then monitored. The visual attribute then updated based on the visual performance metric. After the visual attribute is updated, an updated presentation of the virtual game environment is generated based on the updated visual attribute. | 02-20-2014 |
20140045592 | DELIVERY OF PROJECTIONS FOR RENDERING - A workflow for 3D content authoring, delivery, and rendering is facilitated based on pre-authored image projections to obtain improvements in authoring efficiency. Additionally, a content delivery platform centered on such pre-authored image projections provides a mechanism for significantly improving streaming efficiency for 3D worlds. Multiple images encode primary surface detail of 3D worlds in real-time applications. Examples of such projections include images that can be as rich as film frames, feature animation frames, high end digital renders, concept paintings, or any suitable combination thereof. An algorithm for improved image projection camera path trajectories, sampling selection, and blending may be implemented by various systems and methods to facilitate smooth transitions during movements of a player within a game set in the 3D space. In addition, a back-projection technique may be implemented by various systems and methods to propagate revisions of one or more projections. | 02-13-2014 |
20140040987 | Network Application Security Utilizing Network-Provided Identities - A network security system that correlates security-related events to individual users, as identified by a user identifier and an identity provider. The user identifier may be associated in one or more implicit or explicit social networks. | 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 |
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 |
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 |
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 |
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 |
20140024450 | SYSTEM AND METHODS TO DISPLAY ICONS BASED ON MESSAGING ACTIVITY - A system, computer-readable storage medium storing at least one program, and a computer-implemented method to display icons based on messaging activity is provided. A request to access a game user interface of the first player is received from a client device of a first player, the game user interface being associated with a computer-implemented game. First player messaging activity information associated with messaging activity of the first player is accessed, the messaging activity of the first player including receipt of a message from one or more players associated with the computer-implemented game. A first manner of displaying one or more icons each identifying the one or more players is determined including determining the first manner based on the first player messaging information. Display data to display the one or more icons in the first manner within the game user interface is provided to the client device. | 01-23-2014 |
20140024449 | Graphic User Interface for Cooking Game - Methods, systems, and computer programs are presented for presenting Graphical User Interfaces (GUIs) in an online game. In one method, a “throw in the ingredients” animation is performed to place ingredients into a cooking appliance (e.g., a grill). Each time the player clicks on an ingredient, the ingredient goes into the cooking appliance. In one example, the last item has a special flair or a colorful animation indicating that the dish is ready to be cooked. In another interface, the user is given an option by the game to “show me” which teaches the player how to get that ingredient. The interface may also show which friends have the desired ingredient, and if the player clicks one of the friends, a game request is sent to the friend for the needed ingredient. | 01-23-2014 |
20140019528 | VALIDATION OF DEVICE ACTIVITY VIA LOGIC SHARING - Methods for validating device activity by way of logic sharing are presented. In an example of the method, a text file comprising a script defining programming logic to be executed is received at a first device. The text file is accessed at a second device. Input data for an application executing at the first device is received at the first device. The input data is transmitted from the first device to the second device. The script is executed at the first device from the application using the input data to produce a first result. The script is also executed at the second device from an application using the input data to produce a second result equal to the first result. | 01-16-2014 |
20140006505 | Social Network Data Analysis to Generate Incentives for Online Gaming | 01-02-2014 |
20140004959 | SHARING PHOTOS OF A GAME BOARD WITHIN AN ONLINE GAME | 01-02-2014 |
20140004955 | CUSTOM REWARD FOR VIRAL HELP IN GAME | 01-02-2014 |
20140004954 | Social Network Data Analysis to Provide News for Online Gaming | 01-02-2014 |
20140004953 | Social Network Data Analysis to Generate Suggestion Metrics for Online Gaming | 01-02-2014 |
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 |
20130339473 | REAL TIME ANALYTICS VIA STREAM PROCESSING - Real time analytics via stream processing is described. A stream reader receives a stream of messages and batches the messages in a message queue. A stream writer accesses the messages from the message queue, aggregates the messages from a time window based on a hierarchy of an attribute to generate a set of event data for the time window, stores the set of event data in a memory cache cluster, and stores a key corresponding to the set of event data in a key buffer queue. A stream aggregator accesses the key from the key buffer queue, retrieves the set of data in the time window corresponding to the key from the memory cache cluster, and performs a process on the retrieved set of data. | 12-19-2013 |
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 |
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 |
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 |
20130324240 | SYSTEMS AND METHODS OF ICON OPTIMIZATION IN GAME USER INTERFACE - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for icon optimization in a game user interface is provided. A request from a client device to access a game user interface of a player may be received, where the game user interface is associated with one or more computer-implemented games hosted by a game networking system. A first manner of displaying one or more icons each representing a computer-implemented game of the one or more computer-implemented games is determined. The first manner of displaying the one or more icons within the game user interface is determined based on one or more game-related factors specific to the player. Display data to display the one or more icons in the first manner may be generated and provided to the client device. | 12-05-2013 |
20130324233 | VIRAL PROGRESSIVE JACKPOT - Methods, systems, and computer programs are presented for executing a computer game. One method includes an operation for setting an initial value to the jackpot of a first player. The jackpot of the first player is increased based on each bet by the first player in the computer game. Additionally, the jackpot of the first player is increased based on each bet made by friends of the first player in the computer game. The friends of the first player have a social connection with the first player, and the jackpot of the first player is independent from bets in the computer game of players that are not friends of the first player. The method further includes an operation for resetting the jackpot of the first player to the initial value when the first player or when any friend of the first player wins the jackpot. | 12-05-2013 |
20130324225 | Low-Friction Synchronous Interaction in Multiplayer Online Game - Methods, systems, and computer programs are presented for executing an online game. One method includes an operation for executing a first game board for a first user and a second game board for a second user. The first game board is created when the first user plays the game for the first time and the second game board is created when the second user plays the game for the first time. The method further includes operations for detecting a visit by the second user to the first game board, and for detecting a request by the second user to place a game asset in the first game board. The game asset is installed in the first game board when the first user approves the request, and the second user obtains one or more game rewards when the first user interacts with the game asset while playing the online game. | 12-05-2013 |
20130324224 | Methods and Apparatus for Managing Network Linked Gambling Video Games - Methods and apparatus for team play in video games is provided. One method includes receiving a request to initiate a gambling game for a player of a first network connected device, and joining a second player from a second networked connected device to a team. The method enables transfer of currency between the first and second players of the team using the networked during play of the gambling game. The method enables debiting an account of a player that transferred the currency and crediting an account of a player that that received the currency, and enabling wagers in the gambling game using the credited currency. The method enables displaying an avatar of the first player on a display of the second networked connected device; and displaying an avatar of the second player on a display of the first networked connected device, the method being executed by at least one processor. | 12-05-2013 |
20130296039 | GAMING PLATFORM UTILIZING A FRAUD DETECTION PLATFORM - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for detecting fraud in a social gaming environment is disclosed herein. For example, game events generated responsive to a player playing a game executing on a client device are received. The game events may then be used to build a player profile for the player. The player profile may characterize the game actions performed by the player. The player profile is then compared with a golden profile. The golden profile may specify an expected gaming behavior. Based on the comparison between the player profile and the expected gaming behavior specified by the golden profile, a player account associated with the player may be marked as suspicious. | 11-07-2013 |
20130288757 | DYNAMIC QUESTS IN GAME - Methods, systems, and computer programs are presented for executing a game and for creating computer-generated game quests, which are referred to as dynamic quests. One method includes an operation for identifying a template for creating a dynamic quest. The dynamic quest includes quest tasks and quest rewards, which are provided to a player upon completion of the quest tasks in the game. The template includes template tasks and template rewards. Further, the method includes an operation for selecting one or more template tasks for the quest tasks, and an operation for selecting one or more template rewards for the quest rewards. The dynamic quest is created in the game with the selected one or more template tasks and the selected one or more template rewards. | 10-31-2013 |
20130260867 | TRANSITIONING BETWEEN GAME AND NON-GAME FEATURES - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for transitioning between game and non-game features is provided. Game display data is provided to a client device to display a computer-implemented game of a player. A request to transition from the computer-implemented game to a non-game feature is received from the client device. The request is received while the computer-implemented game is being displayed. Game state information associated with the player is stored in response to the request. The game state information includes information associated with a state of the computer-implemented game during receipt of the request. Non-game display data is provided to the client device to display the non-game feature. | 10-03-2013 |
20130252727 | Apparatuses, Methods and Systems for Providing Access to a Game Area of an Online Game Using a Multi-Level In-Game Currency Platform - The APPARATUSES and METHODS FOR providing access to a game area of an online game includes receiving a request to access the game area, from a user, wherein the request includes information related to game attributes of the user. The game attributes of the user are analyzed to determine if the user should be provided access to the game area defined in the request. When it is determined that the user does not have one or more of the game attributes to gain access to the game area based on the analysis, determining if a specific one of the game attributes is eligible for purchase to gain access to the game area. If the specific game attribute is eligible for purchase, then facilitating purchase of the specific one of the game attributes by the user in order to gain access to the game area. | 09-26-2013 |
20130244792 | GAME ENVIRONMENT UTILIZING A LOCK FREE MEMORY SYSTEM - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing a game environment utilizing a lock free memory system are presented. For example, the computer-implemented method may include assigning a game instance to a first user, the game instance maintaining a state of a game instance record stored by a lock free memory system. An indication that a second user has performed a game action involving the game instance owned by the first user is then received. Responsive to receiving the indication, the method then stores a game delta in a game delta catalog. The game delta represents a change to the game instance associated with the first user. | 09-19-2013 |
20130232199 | SHARING AN APPLICATION CONFIGURATION AMONG SOCIAL NETWORKS - A machine may generate and store a correlation among multiple identifiers of the user that enable access to an application through multiple systems. For example, the user may have a first identifier for using a first social network system, and a second identifier for using a second social network system, and the machine may generate and store a correlation between the first identifier and the second identifier. The machine may identify the user based on the first identifier and access a database that stores the correlation. The machine may then access a configuration of the application based on the correlation and configure the application in accordance with the configuration. The machine may generate a visual representation of the configured application, provide the visual representation to a device of a further user, receive an indication of an opinion of the further user on the visual representation, and present the indication. | 09-05-2013 |
20130231182 | SYSTEMS AND METHODS OF RECIPROCATION OF GAME ASSET GIFTING - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for providing reciprocation of game asset gifts from a player is provided. A notification of a game asset of a first player that is available to a plurality of players is sent from a game server to the plurality of players. The notification is sent through a web feed in a game user interface of each player of the plurality of players. A first response requesting the game asset of the first player is received from a second web feed in a second game user interface of a second player in response to the notification. The game asset is provided to a second account of the second player in response to the first response. | 09-05-2013 |
20130231181 | 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. | 09-05-2013 |
20130231179 | LEVERAGING SOCIAL GRAPHS WITH GAME PLAY AUTO-NEIGHBORING - Techniques for automatically establishing connections between users within a gaming social network, designed for connecting users having common gaming interests, social connections, or characteristics. Embodiments include methods for automatically establishing 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. Embodiments include systems configured to automatically establish and maintain connections between players in a gaming social network based on gaming activity in a gaming networking system and social relationship information retrieved from one or more social networks where the players have a social relationship. | 09-05-2013 |
20130225287 | SYNCHRONOUS AND ASYNCHRONOUS GAME MODES - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for switching between synchronous and asynchronous game modes is provided. A first game instance of a computer-implemented game of a first player and a second player is generated. The first game instance is generated in a first mode associated with the availability of the second player to play the game. First display data is provided to a client device of the first player to display the first game instance of the game in the first mode. A change in the availability of the second player is identified. A second game instance of the game is generated in a second mode associated with the change in the availability of the second player. Second display data is provided to the client device to display the second game instance of the game in the second mode. | 08-29-2013 |
20130217489 | SYSTEM AND METHOD TO REPRESENT A RESOURCE OBJECT IN A VIRTUAL ENVIRONMENT - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for representing a resource object in a virtual environment are presented. To begin, a graphical user interface may be provided to a player. The graphical user interface may display a virtual environment that includes the resource object and a game object. A resource production event may be detected. The resource production event may be generated based on a resource production attribute that specifies that a quantity of resource units have been generated. Based on the detected resource production event, at least some portion of the quantity of generated resource units is allocated to the resource pool. Then, responsive to detecting a user initiated game action being applied to the game object, a determinable amount of resource units is removed from the resource pool. | 08-22-2013 |
20130212396 | Methods and Systems for State Synchronization Over a Non-Reliable Network Using Signature Processing - Systems and methods for facilitating confirmation of completion of a transaction(s) for state synchronization over a non reliable network using signature processing are described. One of the methods includes receiving a read request from a first client, sending a last known signature with a context object to the first client in response to receiving the read request, and receiving an appended signature from the first client with a context object for a transaction at the first client. The appended signature includes the last known signature and an increment by the first client. The operation of receiving the appended signature occurs upon execution of the transaction at the first client. The method further includes updating the last known signature to the appended signature and sending the updated last known signature to the first client to facilitate marking of the transaction as complete resulting in a definitive state synchronization. | 08-15-2013 |
20130190087 | THREE DIMENSIONAL OPERATIONS IN AN ISOMETRIC PROJECTION - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing three-dimensional operations in an isometric projection are presented. A graphical user interface may be presented to a user that presents an isometric projection of a virtual environment. A placement event corresponding to a user initiating a placement of a game object within the virtual environment may then be detected. The game object may be modeled with a two-dimensional model. Selection coordinates associated with the placement event are then obtained. Using the selection coordinates, it may be determined that the user selected one of a plurality of surface areas of an existing game object. Then, the game object is then inserted within the virtual environment relative to the one of the plurality of surface areas of the existing game object. | 07-25-2013 |
20130178281 | LOW-FRICTION SYNCHRONOUS INTERACTION IN MULTIPLAYER ONLINE GAME - Methods for low-friction synchronous interaction in multiplayer online games are presented. In one method, a social grid with relationship information is accessed, and a first and a second game boards are executed for a first and a second user, respectively. The first and second boards are managed by the first and the second users, respectively, the social grid including a social link between the first and second users. An assistance request, generated in the second game board, is presented in the first game board. Upon detection of an acceptance of the request by the first user, an animation is generated in the second game board presenting an image sequence appearing as a first-user action in the second game board that completes at least one task associated with the request for assistance, where the action occurs without the first user accessing the second game board. | 07-11-2013 |
20130172083 | APPARATUS, METHOD AND COMPUTER READABLE STORAGE MEDIUM FOR COLLECTING DOOBERS IN AN ELECTRONIC GAME - An apparatus, method and computer-readable storage medium for efficiently collecting doobers. A game window may be presented in a graphical user interface on a display device. The game window may include a game character associated with a first player, regions and objects within the regions. The character may move within the regions and interact with the objects. One or more doobers may be presented in the game window, and the doober(s) may be marked as collected by the first player in response to one or more inputs to the graphical user interface by the first player. The doober(s) may be marked as collected if an input moves a cursor within a particular distance from the doober(s). | 07-04-2013 |
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 |
20130165217 | SYSTEM AND METHOD FOR USING A GAME TO INTERACT WITH TELEVISION PROGRAMS - A system, computer-readable storage medium including instructions, and a computer-implemented method for obtaining votes for participants in a television program are described, in which code for a game is transmitted to a computer system, where the game includes an in-game voting module that allows a player of the game to cast votes for participants in a television program. At least one vote for at least one participant in the television program is received from the in-game voting module. A database including vote counts for the participants in the television program is updated based on the at least one vote for the at least one participant. | 06-27-2013 |
20130152043 | METHODS AND SYSTEMS FOR GENERATING TEST INFORMATION FROM A SOURCE CODE - Systems and methods for generating test information from a source code are described. One of the methods includes accessing the source code. The method further includes receiving a modification of the source code to generate a modified source code. The modification includes one or more instructions that do not affect functions performed by executing the source code. The modification further includes one or more instructions for generating test information regarding each executable line of the source code. | 06-13-2013 |
20130144596 | LOCALIZATION FRAMEWORK FOR DYNAMIC TEXT - An apparatus and method providing a localization framework capable of localizing dynamic text is disclosed herein. The localization framework is configured to automatically identify and prioritize certain text contained within an application code base to be translated. Such text is pre-processed prior to translation to facilitate accurate and complete translation in a target language. | 06-06-2013 |
20130130762 | SPECIALTY WITHIN ONLINE GAME - Embodiments are presented for executing an online game. One method includes an operation for creating an animation on a game board that is associated with a player. The animation includes a non-player character that delivers an invitation to start a master mission having quests. If the player accepts, an application from the player is received to start the master mission, the application including the selection of a specialty from a plurality of specialties available for the master mission. The method further includes an operation for delivering a quest reward after completing at least one of the quests from the plurality of quests, where the quest reward includes a wearable status item for an avatar of the player in the game board. In addition, a master reward is delivered after the completion of the master mission. The master reward includes the ability to perform game operations associated with the specialty. | 05-23-2013 |
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 |
20130116046 | METHOD AND SYSTEM FOR RENDERING VIRTUAL IN-GAME ENVIRONMENTS - Disclosed in some examples is a method of providing a computer-implemented game, the method includes rendering a display of a virtual in-game environment comprising an unlocked area and a locked area, an in-game player character controlled by a player of the game having access to the unlocked areas but being restricted from accessing the locked area; and using one or more processors, applying a visual effect to the locked area to distinguish the locked area from the unlocked area, the visual effect revealing one or more aspects of the unlocked area. | 05-09-2013 |
20130091577 | METHODS AND SYSTEMS FOR AUTOMATED NETWORK SCANNING IN DYNAMIC VIRTUALIZED ENVIRONMENTS - Systems and methods for managing jobs to be scanned based on existence of processing nodes are described. One of the methods includes obtaining identification information regarding operation of a first set of the processing nodes from an inventory and creating a job for scanning the processing nodes of the first set for security vulnerability. The job includes the identification information. The method further includes verifying the inventory to determine the first identifying information of the first set of processing nodes for removal from the job and loading the job having second identifying information for a second set of processing nodes that remain after the verifying operation. | 04-11-2013 |
20130088491 | 2D ANIMATION FROM A 3D MESH - Two-dimensional (2D) animation may be generated from a three-dimensional (3D) mesh by a machine or device that flattens, textures, and modifies the 3D mesh, which results in distorting the texture of the 3D mesh. The machine or device is configured to access and flatten a 3D mesh of 3D vertices. At least some of the 3D vertices of the flattened 3D mesh are texture mapped with a 2D image. The machine or device generates a first 2D frame of animation by rendering the 3D mesh (e.g., with graphics acceleration hardware), modifies the 3D mesh by repositioning one or more of the 3D vertices, and generates a second 2D frame of animation by rendering the modified 3D mesh (e.g., with graphics acceleration hardware). Accordingly, 2D animation may be generated by distorting the 2D image that is mapped onto at least part of the 3D mesh. | 04-11-2013 |
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 |
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 |
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 |
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 |
20130059634 | APPARATUS, METHOD AND COMPUTER READABLE STORAGE MEDIUM FOR GUIDING GAME PLAY VIA A SHOW ME BUTTON - An apparatus, method and computer-readable storage medium for guiding a player to the completion of a task during game play. The player selects a control device in a graphical user interface device generated by a processor. In response to the selection, a hint is provided to the user in the graphical user interface that presents a game board to a player. The player may use the hint to accomplish the task. | 03-07-2013 |
20130036064 | Detached Economy in Online Game - Methods, systems, and computer programs for generating revenue in an online game are presented. One method includes an operation for creating, in the online game, a first virtual currency and a game score, where the amount of the first virtual currency can be increased in exchange for real currency. The first virtual currency can be traded for advancement in the online game. Further, a game module, that is an autonomous game within the online game, is started, and a second virtual currency and a module score are created in the game module. The amount of the second virtual currency can be increased in exchange for real currency, where the second virtual currency can be traded for advancement in the game module and cannot be traded for advancement in the online game outside of the game module. Advancement in the game module increases the module score and does not increase the game score. In addition, at least one form of advancement in the game module can be obtained with the second virtual currency and cannot be obtained with the first virtual currency. | 02-07-2013 |
20130035158 | Low-Friction Response in a Social Game - A method for performing a social project in a video game is provided. A session of the video game for a primary user is initiated, and a social project is initiated within the session of the video game. One or more secondary users are determined from a social graph of the primary user. A message requesting help to complete the social project is sent to the one or more secondary users, the message including a low-friction response mechanism. Upon activation of the low-friction response mechanism of the request, a response is received indicating an intent to help complete the social project from a responsive secondary user. Upon receiving the response, automated retrieval and animation of an avatar of the responsive secondary user is triggered within the primary user's session of the video game so as to collaborate on the social project. | 02-07-2013 |
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 |
20130029760 | COMBINING GAMES BASED ON LEVELS OF INTERACTIVITY OF THE GAMES - A method of combining games based on levels of interactivity of the games is disclosed. It is identified that a player is idle with respect to a primary game, the primary game having a first level of interactivity. A secondary game having a second level of interactivity is selected based on the second level of interactivity being compatible with the first level of interactivity. The player is provided with an option to participate in the secondary game while the player is idle with respect to the primary game. | 01-31-2013 |
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 |
20130005466 | 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. | 01-03-2013 |
20130005438 | SOCIALLY-MEDIATED FLASH SALES - A flash sale mechanic of a virtual game may perform a flash sale transaction based on transaction details for the flash sale transaction. These transaction details may indicate an item for sale, invitation requirements applicable to a player of the virtual game, and transaction requirements applicable to participants of the flash sale transaction. The flash sale mechanic may selectively provide an invitation request to a first player of the virtual game based on the invitation requirements of the flash sale transaction, and may receive acceptance responses from players that choose to participate in the flash sale transaction. The flash sale mechanic may complete the flash sale transaction if it determines that it has received an acceptance response from at least a minimum number of players that are needed to complete the flash sale transaction, and that these players have satisfied the transaction requirements. | 01-03-2013 |
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 |
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 |
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 |
20120226738 | SIMULTANEOUS DOWNLOAD OF APPLICATION FILE PORTIONS - A client device downloads a file of a computer-implemented game using multiple network connections. The client device may first receive configuration information for downloading the file, such that the configuration information indicates a partition quantity for a plurality of file portions into which the file is partitioned at one or more server computers, and indicates at least one hostname from which to request the file portions. The client device may download the plurality of file portions by using the configuration information to determine uniform resource locators (URLs) for the individual file portions, and using multiple network connections to download the file portions from the determined URLs. The client device may then combine the plurality of file portions to form the file. | 09-06-2012 |
20120078395 | APPARATUSES, METHODS AND SYSTEMS FOR A VIRTUAL SECURITY CAMERA - A method for detecting suspicious behavior in an online gaming application is provided. The method initiates with providing an online gaming application to a user. Current gaming activity and social network activity of the user is analyzed. Prior gaming activity and social network activity of the user is also analyzed. A suspicious activity is detected based on the analyzed current gaming activity and social network activity and the analyzed prior gaming activity and social network activity. A constraint of service order is generated which defines an action to be taken in response to the detected suspicious activity. | 03-29-2012 |
20120078394 | APPARATUSES, METHODS AND SYSTEMS FOR A VIRTUAL SECURITY CAMERA - A method for detecting suspicious behavior in an online gaming application is provided. The method initiates with providing an online gaming application to a user. Gaming activity and social network activity of the user is analyzed. In response to detecting a suspicious activity based on the analyzed gaming activity and social network activity, a constraint of service order is generated which defines an action to be taken in response to the detected suspicious activity. | 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 |
20120071236 | APPARATUSES, METHODS AND SYSTEMS FOR A LIVE ONLINE GAME TESTER - A method for testing a new feature of an online gaming application is provided. According to the method, a gaming application request is received from a user, and it is determined whether to add the user to a live test for a new game feature. If the user is added to the live test, then the user is assigned to a test group or a control group. If the user is assigned to the test group, then a gaming application is provided including the new game feature enabled. If the user is assigned to the control group, then the gaming application is provided without the new game feature enabled. User social graph data identifying co-users of the user is obtained, and gaming activity and social network activity of the user is evaluated. | 03-22-2012 |
20120040743 | GAME-BASED INCENTIVES FOR LOCATION-BASED ACTIONS - In a method and system of providing in-game assets for location-based actions, an indication of a performance of a location-based action by a player of a computer-implemented game is received. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game, the virtual item being usable within the computer-implemented game. | 02-16-2012 |
20120030123 | CUSTOMER SERVICE REQUEST EVALUATOR - Apparatuses, methods, and systems for processing a customer support request for a game are provided. One method includes an operation for receiving a customer support request associated with a user. The customer support request is evaluated utilizing one or more service requests rules, where the service requests rules include a social gaming activity of the user and a behavior of the user while playing the game. Additionally, the method includes an operation for processing or denying the customer support request based on the evaluation of the customer support request. | 02-02-2012 |
20120016796 | Apparatuses, Methods and Systems for a Trackable Virtual Currencies Platform - Methods for detecting fraud using virtual currency transaction include receiving information regarding a virtual currency transaction from a user. The information is analyzed to determine whether the transaction involves a user that is being tracked, wherein the user being tracked is associated with an elevated level of risk of fraud. When a user associated with the transaction is being tracked, the virtual currency transaction is monitored using tracked virtual currency. The virtual currency transaction is identified as potentially fraudulent based on the monitoring. | 01-19-2012 |
20120015733 | GAME MECHANICS FOR GIFTING - The Apparatuses, Methods, and Systems For Game Mechanics For Gifting (“GGM”) transform social graph, interactions, behavior and characteristics data inputs via various GGM components to create optimal gift-giving dynamics. In one embodiment, the GGM may receive a request to provide a gaming resource to a user. In response to the request, the GGM may aggregate and analyze interaction data to identify a provider with prior interactions with the user. The GGM may in turn request the provider for a gaming resource. The GGM may receive an indication to provide a gaming resource to the user in response to the request and may facilitate providing of a gaming resource to the user. The GGM may identify this indication as an instance of interaction and may update the user interaction data accordingly. | 01-19-2012 |
20120015715 | VIRTUAL PLAYING CHIPS IN A MULTIUSER ONLINE GAME NETWORK - Methods, systems, and computer programs are presented for executing game transactions in an online game to acquire virtual currency. One method includes an operation for detecting a request from a player to purchase virtual currency for use in the online game. Cash or credit is received, in an online transaction, to make the purchase of the virtual currency. The virtual currency of the online game is not redeemable for cash or credit so the virtual currency cannot be considered gambling proceeds. The method further includes an operation for crediting the player with an amount of virtual currency based on the amount of the received cash or credit. | 01-19-2012 |
20120015714 | Apparatuses, Methods and Systems for a Multi-Level In-Game Currency Platform - The APPARATUSES and METHODS FOR dynamic conversion of a transaction includes receiving a transaction request from a user, wherein the transaction request includes data related to a transaction and user characteristics of the user. The data associated with the transaction and the user is analyzed to determine if the user is eligible to request the transaction. When it is determined that the user is eligible for requesting the transaction, identifying a payment currency for the requested transaction, computing dynamic conversion rate for converting the payment currency to the requested virtual currency, and calculating a purchase price in terms of the payment currency for the requested virtual currency of the transaction request using the dynamic conversion rate, the purchase price is used in completing the transaction request. | 01-19-2012 |