Patent application number | Description | Published |
20110145137 | APPARATUSES,METHODS AND SYSTEMS FOR A TRACKABLE VIRTUAL CURRENCIES PLATFORM - The APPARATUSES, METHODS AND SYSTEMS FOR A TRACKABLE VIRTUAL CURRENCIES PLATFORM (“TVC”) transform user transaction request input via various TVC components into transaction result output. In one embodiment, information regarding a virtual currency transaction including a user identifier of a user associated with the virtual currency transaction may be received. A potential fraud event threshold score for the user may be calculated by analyzing past fraud data associated with the user, and a virtual currency transaction fraud score may be calculated by analyzing the user's social graph and the user's prior game play patterns. If the virtual currency transaction fraud score exceeds the potential fraud event threshold score for the user, the virtual currency transaction may be identified as potentially fraudulent. | 06-16-2011 |
20110212762 | APPARATUSES, METHODS AND SYSTEMS FOR A MULTI-LEVEL IN-GAME CURRENCY PLATFORM - The APPARATUSES, METHODS AND SYSTEMS FOR A MULTI-LEVEL IN-GAME CURRENCY PLATFORM (“MIC”) transform user transaction request input via various MIC components into transaction result output. In one embodiment, a request to calculate a dynamic conversion rate between a payment currency type and a requested virtual currency type for a user may be received. The base conversion rate between the payment currency type and the requested virtual currency type may be retrieved. A user characteristic indicative of the user's progress through a game that affects the base conversion rate may be determined, and a game progression adjustment to the base conversion rate due to the determined user characteristic may be calculated. The dynamic conversion rate may be calculated by adjusting the base conversion rate with the game progression adjustment and returned. | 09-01-2011 |
20110212769 | Apparatuses, Methods and Systems for 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 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. | 09-01-2011 |
20110212770 | Apparatuses, Methods and Systems for a Virtual Security Camera - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, to process a virtual security clearance request, the OBM may obtain user online gaming pattern data including gaming actions and their associated timestamps, user online social activities and their associated timestamps; and virtual security clearance evaluation rules. The OBM may generate a social-gaming activity timeline using the gaming actions, social activities and timestamps. By applying the virtual security clearance evaluation rules to the social-gaming activity timeline, the OBM may calculate evaluation scores. The OBM may compare the evaluation scores to the evaluation score thresholds to generate virtual security clearance flags, and may determine whether any virtual security clearance flags were generated based on the comparison. The OBM may, upon determining that no virtual security clearance flags were generated, obtain user online gaming action input and user gaming environment data, and generate updated user gaming environment data using the user online gaming action input. | 09-01-2011 |
20110212784 | Apparatuses, Methods and Systems for a Live Online Game Tester - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, the OBM may provide, in response to a gaming app request from a user, a gaming app including a test game feature for the user. The OBM may obtain user social graph data identifying co-users of the user. The OBM may also obtain: online gaming pattern data for the users and the co-users, including gaming action identifiers and their associated gaming action timestamps; user online social activity data, for the users and the co-users, including social networking action identifiers and their associated social networking action timestamps; and game feature adoption evaluation instructions. The OBM may generate social-gaming activity timelines for the users and the co-users using the gaming action identifiers and the associated gaming action timestamps, as well as the social networking action identifiers and the associated social networking action timestamps. The OBM may also calculate and provide game feature adoption scores by applying the game feature adoption evaluation instructions to the generated social-gaming activity timelines. | 09-01-2011 |
20110213716 | Apparatuses, Methods and Systems for a Customer Service Request Evaluator - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, upon receiving a customer service request from a user, the OBM may obtain, for processing the customer service request, user social graph data identifying co-users, social networking action identifiers and associated social networking action timestamps; user online gaming action identifiers and associated gaming action timestamps; and customer service request evaluation rules and associated request evaluation score thresholds. The OBM may generate social-gaming activity timelines for the user and the co-users using the gaming action identifiers, social networking action identifiers and timestamps. The OBM may generate a social-gaming activity thread for the user using the social-gaming activity timelines. The OBM may calculate customer service request evaluation rule scores by applying the customer service request evaluation rules to the social-gaming activity thread, and compare each customer service request evaluation rule score to its associated request evaluation score threshold to generate request evaluation flags. The OBM may determine whether to process the customer service request based on whether any request evaluation flags were generated. | 09-01-2011 |
20120028713 | Apparatuses, Methods and Systems for an Engagement-Tracking Game Modifier - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, the OBM may generate individual social-gaming activity timelines for a group of users within a geographical region using user online gaming pattern and social activity data. The OBM may calculate individual time-varying activity level graphs for the users, as well as an aggregate activity level graph. The OBM may identify an activity trough in the aggregate activity level graph, and an event in the geographical region corresponding to the activity level trough. Based on keywords corresponding to the event, the OBM may obtain product results from a product database. The OBM may identify a subset of the users whose individual time-varying activity level graphs include an activity level trough during the activity level trough in the aggregate activity level graph, and may provide an advertisement for a product from the product results for the identified subset of the users. | 02-02-2012 |
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 |
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 |
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 |
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 |
20130046684 | Apparatuses, Methods and Systems for a Trackable Virtual Currencies Platform - Method for detecting fraud includes receiving a fraud alert. The fraud alert is investigated by analyzing social graph information and other available information of one or more users associated with the fraud alert to determine likelihood of the users being involved in fraud. When it is determined that a fraud was committed based on the analysis, chain of fraudulent transactions related to the fraud are reversed and fraud events data related to the fraud are updated into a fraud event database for subsequent analysis. | 02-21-2013 |
20130084927 | APPARATUSES, METHODS AND SYSTEMS FOR A LIVE ONLINE GAME TESTER - A method for testing a set of new game features for an online gaming application is provided. The method initiates with selecting a new game feature for testing from the set of new game features. Users are assigned to a test group or control group. Each of the test group users is provided a gaming application including the selected new game feature enabled. Each of the control group users is provided the gaming application without the selected new game feature enabled. Evaluation scores are generated based on gaming activity and social network activity. A score comparison report is generated comparing the evaluations scores of the test group and the control group. Based on the score comparison report, it is determined whether to continue testing one or more additional new game features from the set of new game features. | 04-04-2013 |
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 |
Patent application number | Description | Published |
20100227675 | Virtual Playing Chips in a Multiuser Online Game Network - In various embodiments, virtual currency is used within a multiplayer online game in a restricted manner. | 09-09-2010 |
20120015724 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 01-19-2012 |
20120015725 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 01-19-2012 |
20120015736 | SOCIAL REQUIREMENT FOR ONLINE GAME ASSET ACQUISITION - Example systems and methods related to a social requirement for acquiring an asset, such as a reward, in an online game are presented herein. In one example, an online game for a plurality of players is hosted. Information describing a social network of friends of a player of the game is accessed. An asset is provided to the player based satisfaction of an acquisition requirement to acquire the asset. The acquisition requirement includes a social requirement that is satisfied by a new association of a predetermined number of friends of the social network of the player with the online game. | 01-19-2012 |
20120015737 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
20120015738 | PLAYER RECRUITMENT FOR ONLINE GAME REWARDS - Example systems and methods related to player recruitment for acquiring rewards in an online game network is presented. In an example, an online game for a plurality of players is hosted. A player of the game is provided an asset based satisfaction of an acquisition requirement that includes a social requirement satisfied by a new association of a predetermined number of people with the online game. | 01-19-2012 |
20120015739 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
20120015740 | ENHANCED REWARD ACQUISITION FOR ONLINE GAME BASED ON SOCIAL REQUIREMENT - Example systems and methods related to the acquisition of awards in a multiplayer online game based on a social requirement are presented. In an example, a player is provided with a first-level reward based on satisfaction of first acquisition requirement including at least one of an in-game asset requirement and a game state requirement. Also provided to the player is a second-level reward based on satisfaction of a second acquisition requirement including a social requirement that is satisfied by anew association between another person and the online game. | 01-19-2012 |
20120015741 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
20120015742 | DYNAMIC REQUIREMENT VARIATION FOR ONLINE GAME NETWORK ASSET ACQUISITION - Example systems and methods relating to dynamic requirement variation for asset acquisition in an online game are presented. In an example online game for multiple players, a plurality of parameters employed to identify players who qualify for a reward provided by the online game are accessed continually. A current acquisition requirement for the reward based on the plurality of parameters is updated continually. The reward is provided to at least one of the players responsive to satisfaction of the current acquisition requirement by the at least one of the players. | 01-19-2012 |
20120015744 | APPLYING PROXY ATTRIBUTES IN MULTIPLE GAMES - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a first game and a second game. The player controls a first player character in the first game and controls a second player character in the second game. The method accesses profile information of a friend of the player controlling a third player character in the first game. The method creates a proxy based on the third player character having multiple attributes based on the profile information of the friend of the player. A event outcome is determined based on an attribute of the first player character and at least one proxy attribute. Another game event outcome is determined based on an attribute of the second player character and at least one proxy attribute. | 01-19-2012 |
20120015745 | DISTRIBUTION OF BENEFITS IN A MULTIUSER GAME - Systems and methods to distribute benefits and detriments in a multiuser game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method accesses profile information associated with a friend of the player, who controls a second player character. A proxy based on the second player is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute. The game event outcome includes an in-game benefit or detriment that is distributed to the first and second player characters based on the proxy. | 01-19-2012 |
20120015746 | PROXY GENERATION FOR PLAYERS IN A GAME - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method further accesses profile information associated with a friend of the player. The friend of the player controls a second player character in the game. A proxy based on the second player character is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. The proxy is associated with the first player character. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute. | 01-19-2012 |
20120015747 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 01-19-2012 |
20120083330 | System and Method for Generating Achievement Objects Encapsulating Captured Event Playback - A method is provided for automatic generation of achievement objects corresponding to the achievement of a user in a computer implemented game which encapsulates renderable event sequence data defining a sequence of events graphically illustrating the achievement of the user. The generation of renderable event sequence data and the creation of achievement objects may be in automatic response to the detection of an achievement by a user within the context of the computer implemented game. Achievement objects, once generated, may be posted to a news feed or an electronic leaderboard for viewing by users of an online gaming community. In some embodiments, achievement objects may be customized such as through an editor interface that facilitates insertion of text, video, or audio comments. Achievement objects may also be commented on in the form of other achievement objects, having their own renderable event sequence. | 04-05-2012 |
20120083335 | GENERATION OF ANIMATION PLAYBACK SEQUENCES FOR ONLINE GAME ACHIEVEMENTS - Example systems and methods related to the generation of animation playback sequences of events constituting a player achievement in an online game are presented. In an example, events resulting from actions of a player in an online game are captured. Event records are generated for the captured events. An achievement of the player in the online game is detected. The achievement results from at least some of the captured events. At least some of the event records are aggregated to generate an achievement playback sequence for playback of at least some of the captured events resulting in the achievement. | 04-05-2012 |
20120083336 | GENERATION OF ANIMATION PLAYBACK SEQUENCES FOR ONLINE GAME ACHIEVEMENTS - Example systems and methods related to the generation of animation playback sequences of events constituting a player achievement in an online game are presented. In an example, events resulting from actions of a player in an online game are captured. Event records are generated for the captured events. Each of the event records are tagged with at least one achievement identifier. An achievement identifier indicates at least one achievement for which the event of the tagged record is a contributory event. An achievement of the player is detected in the online game, with the achievement corresponding to a first achievement identifier. At least some of the event records that are tagged with the first achievement identifier are aggregated to generate an achievement playback sequence for playback of at least some of the captured events that resulted in the achievement. | 04-05-2012 |
20120252579 | SYSTEM FOR USER INTERACTION AROUND A COMMON COMPUTER GAME OBJECTIVE - A computer-implemented method comprises identifying a user of a computer-implemented game to interact with a further user in pursuit of a common game objective. The identifying is performed based at least partially on the user not being directly related, as reflected within relationship data, with the further user. Interactions, within the computer implemented-game, between the further user and the user in the pursuit of the common game objective of the computer-implemented game are enabled responsive to the identifying of the user. | 10-04-2012 |
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 |
20130004932 | VOTING WITH YOUR FEET - A method of voting with your feet is disclosed. A notification regarding a survey question is communicated to a player of a computer implemented game. The notification includes an indication of a particular location-based action that is to be performed by the player to answer the survey question. The answer of the player to the survey question is determined based on detection of performance of the particular location-based action by the player. | 01-03-2013 |
20130005437 | DYNAMICALLY SIZING INCENTIVE REWARDS FOR LOCATION-BASED ACTIONS BY GROUPS - A method of dynamically sizing incentive rewards for location-based actions by groups is disclosed. A first incentive reward that is to be provided based on a first number of times members of a group of users complete a location-based action is determined. A second incentive reward that is to be provided based on a second number of times members of the group of users complete the location-based action is determined. A magnitude of the second incentive reward is greater than a magnitude of the first incentive reward based on the second number of times being greater than the first number of times. The group of users is notified of the incentive reward and the additional incentive reward. | 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 |
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 |
20130005474 | INTEGRATING CLIENT DEVICES INTO A GAME NETWORKING SYSTEM - A method of integrating client devices into a game networking system is disclosed. A location of a client device of a user of a group of users is enabled to be detected by a game networking system. A notification is received from the game networking system of an incentive reward to be provided to the user based on the group of users performing a set of tasks at the location within a time period. The notification is displayed in a user interface of the client device. | 01-03-2013 |
20130005475 | ENABLING USERS TO TRANSFER VIRTUAL ITEMS BASED ON THEIR LOCATIONS - A method of enabling users to transfer virtual items based on their locations is disclosed. A presence of a player of a computer-implemented game at a location is detected. A presence of an additional player of the computer-implemented game at the location is detected. The player is enabled to transfer a virtual item to the additional player based on the detection of the presence of the player at the location and the detection of the presence of the additional player at the location. | 01-03-2013 |
20130006734 | AUTOMATED BIDDING PLATFORM FOR DIGITAL INCENTIVES - An automated bidding system accepts offers for an advertising opportunity within a computer-implemented game. The advertising opportunity may indicate an opportunity to place a branded virtual object in a virtual environment of the computer-implemented game. This bidding system may receive advertising offers for the advertising opportunity from multiple entities, where an advertising offer may include offer attributes that indicate at least a virtual object for the advertising opportunity. The bidding system may also determine opportunity constraints of the advertising opportunity, which are used to select an advertising offer that is appropriate for the advertising opportunity. The bidding system may then selectively accept an advertising offer from an advertising entity based on the offer attributes and the opportunity constraints. | 01-03-2013 |
20130006736 | PROVIDING REWARDS TO USERS BASED ON THEIR LEVELS OF INFLUENCE OVER OTHER USERS - A method of providing rewards to users based on their levels of influence over other users is disclosed. A level of influence of a user of a system over other users of the system is determined. An incentive reward that is to be provided to the user based on a success of the user at influencing the other users to perform a location-based action within a time period is determined. The determining of the incentive reward is based on the level of influence of the user. A success of the user at influencing the other users to perform the location-based action is determined. A reward is provided to the user based on the determining of the success of the user at influencing the other users to perform the location-based action. | 01-03-2013 |
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 |
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 |
20140335953 | 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. | 11-13-2014 |
20150018079 | 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. | 01-15-2015 |
20150072780 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 03-12-2015 |
20150246287 | CHANGING A VIRTUAL WORLD BASED ON REAL-WORLD LOCATIONS OF PLAYERS - A method of changing a virtual world of a computer-implemented game based on real-world locations of players of the computer-implemented game is disclosed. A presence of a player of the computer-implemented game is detected at a physical location. A presence of an additional player of the computer-implemented game is detected at the physical location based on a communication received from the player of the computer-implemented game. An aspect of the virtual world of the computer-implemented game is changed based on the detecting of the presence of the player at the physical location and the detecting of the presence of the additional player of the computer-implemented game at the physical location. | 09-03-2015 |