A game management system provides a content generator configured for automated generation of custom game content based on a plurality of parametric values that model gameplay behavior of one or more players for whom the game content is to be customized. The customized configuration is generated in a predefined sequence of progressive configuration stages. In each stage, a respective configurable feature is assigned a custom value that is determined (e.g., in a biased or constrained randomized operation) based on a respectively linked parameter value from the data model.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A game management system is configured for automated analysis of player behavior regarding traversal of different screens and options in a game application (as opposed to exclusively gameplay behavior) and to generate an automated estimation or inference about one or more psychological aspects of player behavior, such as motivation for game engagement and/or emotional states at different stages of interaction. The results of such analysis are automatically parametrized and included in a multidimensional parametric player model that informs player clustering and/or automated customization of game content.
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
G06N 3/04 - Architecture, e.g. interconnection topology
A swipe input mechanism for a computer-implemented game presented on a touchscreen allows for user-selection of different menu options by swipe gestures in different directions via a swipe menu dedicated to receiving such swipe input. In a third person shooter game or a first-person shooter game user-selection of different character abilities are enabled via the swipe menu. The swipe menu is a floating user interface element that auto-adjusts its on-screen position to register with the position of user touch.
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
G06F 3/04883 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
G09G 5/377 - Details of the operation on graphic patterns for mixing or overlaying two or more graphic patterns
G06F 3/04847 - Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
A game server receives data associated with gameplay of one or more user accounts, the one or more user accounts being used for playing a designated game. The game server computes, for the one or more user accounts, a player model representing previous in-game behavior of the one or more user accounts. The game server identifies, based on the player model, configuration values for the designated game. The configuration values represent data to specify operation of the designated game. The configuration values represent at least one of a game mechanics configuration and a game parameter configuration. The game server causes transmission of the configuration values to a client device. The configuration values cause the client device to adjust a game engine at the client device based on the previous in-game behavior of the one or more user accounts.
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/45 - Controlling the progress of the video game
6.
Operator interface for automated game content generation
A game management system provides a generator interface that enables an operator to trigger automated generation by a content generator of a game event based on operator input values. These values include a particular predefined group or cluster of players for whom the game event is to be tailored or customized based on multidimensional parametric player model data. Additional parameters for which operator input mechanisms are provided by the generator interface include respective target values for a target metric (e.g., a difficulty level) for each of a plurality of game levels that are together to form a game event.
A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
09 - Scientific and electric apparatus and instruments
35 - Advertising and business services
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer software for providing access to computer games through online social networking websites; Downloadable computer game software for use on mobile devices; Downloadable computer software and mobile application software providing a virtual marketplace; Downloadable computer software and mobile application software for engaging in social networking and creating and interacting with online and virtual communities; Downloadable virtual goods, namely, avatars, characters, clothing, pets, environments, structures, props, furniture, vehicles, weapons, tools, toys, emotes, gestures, art, photos, images, videos, and animation for use in video games and online virtual worlds; Downloadable virtual goods, digital assets, digital items, and digital collectibles, namely, avatars, characters, clothing, pets, environments, structures, props, furniture, vehicles, weapons, tools, toys, emotes, gestures, art, photos, images, videos, and animation, for use in video games and online virtual worlds; Downloadable computer software for the creation of computer-generated imagery, graphics and content for use in game worlds, online universes, and metaverse environments; Downloadable computer software for creating, authoring, distributing, downloading, transmitting, receiving, playing, editing, extracting, encoding, decoding, displaying, storing and organizing text, data, graphics, images, audio, video, and multimedia content and electronic publications, and electronic games; Downloadable computer software for processing electronic payments; Downloadable computer software for use with digital and virtual currency; Downloadable virtual reality software for providing metaverse experiences; Downloadable virtual reality software for creating multimedia content; Digital materials, namely, downloadable audio, video, text, image, and multimedia files, in the field of video games, computer games, and mobile games, authenticated by non-fungible tokens (NFTs); Downloadable virtual goods, digital assets, digital items, and digital collectibles, namely, computer software and electronic programs authenticated by blockchain-based non-fungible tokens (NFTs) for use in video games and online virtual worlds; Downloadable virtual goods, namely, computer software programs featuring in-game resources, tokens and virtual currency authenticated by non-fungible tokens (NFTs), for use in video games and other virtual worlds; digital media, namely, artwork, text, audio, video authenticated by non-fungible tokens. Online retail store services featuring game software, video games, computer games, and game programs; Online retail store services in relation to virtual goods, namely, avatars, characters, clothing, pets, environments, structures, props, furniture, vehicles, weapons, tools, toys, emotes, gestures, art, photos, images, videos, and animation for use in online virtual worlds; Operating an on-line marketplace featuring blockchain-based non-fungible assets; Operating an on-line marketplace featuring digital collectibles; Provision of an on-line marketplace for buyers and sellers of blockchain-based non-fungible assets; Provision of an online marketplace for buyers and sellers of downloadable digital multimedia files featuring artwork, text, audio, and video relating to video games authenticated by non-fungible tokens. Entertainment services, namely, providing online computer, electronic, and virtual reality games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices; Entertainment services, namely, providing a website featuring information about computer games, games, puzzles and information about mobile games; Multimedia publishing of games; Entertainment services, namely, multimedia production services; Entertainment services, namely, providing an online virtual environment; Entertainment services, namely, providing online, non-downloadable virtual avatars, characters, clothing, pets, environments, structures, props, furniture, vehicles, weapons, tools, toys, emotes, gestures, art, photos, images, videos, and animation for use in online worlds and virtual environments created for entertainment purposes; Entertainment services, namely, providing on-line, non-downloadable digital collectibles, namely, avatars, characters, clothing, pets, environments, structures, props, furniture, vehicles, weapons, tools, toys, emotes, gestures, art, photos, images, videos, and animation authenticated by non-fungible tokens (NFTs); Virtual reality video production for entertainment purposes; Arranging, organizing, conducting, and hosting events, exhibitions, and conferences in the field of computer games, electronic games, and virtual reality games for entertainment purposes. Providing temporary use of online non-downloadable computer game software; Providing temporary use of online non-downloadable game programs; Providing temporary use of online non-downloadable electronic game programs; Providing temporary use of online non-downloadable interactive video game programs; Providing temporary use of online non-downloadable software for providing access to computer games through online social networking websites; Providing temporary use of online non-downloadable software for use on mobile devices; Providing temporary use of online non-downloadable software providing a virtual marketplace; Providing temporary use of online non-downloadable software for engaging in social networking and creating and interacting with online and virtual communities; Providing temporary use of online non-downloadable software relating to virtual goods, namely, avatars, characters, clothing, pets, environments, structures, props, furniture, vehicles, weapons, tools, toys, emotes, gestures, art, photos, images, videos, and animation for use in video games and online virtual worlds; Providing temporary use of online non-downloadable software for virtual goods, digital assets, digital items, and digital collectibles, namely, avatars, characters, clothing, pets, environments, structures, props, furniture, vehicles, weapons, tools, toys, emotes, gestures, art, photos, images, videos, and animation, for use in video games and online virtual worlds; Providing temporary use of online non-downloadable software for the creation of computer-generated imagery, graphics and content for use in game worlds, online universes, and metaverse environments; Providing temporary use of online non-downloadable software for creating, authoring, distributing, downloading, transmitting, receiving, playing, editing, extracting, encoding, decoding, displaying, storing and organizing text, data, graphics, images, audio, video, and multimedia content and electronic publications, and electronic games; Providing temporary use of online non-downloadable software for processing electronic payments; Providing temporary use of online non-downloadable software for use with digital and virtual currency; Providing temporary use of online non-downloadable software for providing metaverse experiences; Providing temporary use of online non-downloadable software for creating multimedia content; Providing temporary use of online non-downloadable software for virtual goods, digital assets, digital items, and digital collectibles authenticated by non-fungible tokens (NFTs) for use in video games and online virtual worlds; Computer services, namely, hosting an online community website featuring game and non-game worlds, online universes, and metaverse environments; Hosting of digital content on the internet; Providing temporary use of online non-downloadable software using blockchain technology for authenticating and processing non-fungible tokens; Providing temporary use of online non-downloadable software for trading non-fungible tokens.
9.
Providing virtual items based on location-based actions
A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. 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 may be usable within the computer-implemented game.
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/27 - Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/85 - Providing additional services to players
A client device receives compiled software for a game engine. The game engine is for playing a designated game. The client device receives a game definition file for the designated game. The game definition file stores rules for the designated game. The game definition file defines the rules using non-compiled machine-readable code. The client device executes the game engine at the client device to enable playing of the designated game via the client device. Executing the game engine includes: accessing the game definition file; and providing, via a user interface generated on the client device, interactive gameplay of the designated game according to the rules for the designated game defined by the game definition file.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/45 - Controlling the progress of the video game
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
11.
Parametric player modeling for computer-implemented games
A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/45 - Controlling the progress of the video game
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
12.
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.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A game server generates a set of game content items for a designated game. The set of game content items is customized for one or more user accounts based on numerical values from a player model representing the one or more user accounts. The player model is generated based on previous in-game behavior of the one or more user accounts while playing the designated game. The game server forecasts, using the player model, a sequence of user actions of the one or more user accounts during gameplay of the designated game with the generated set of game content items. The sequence of user actions represents a prediction of in-game user interaction with the set of game content items. The game server computes a set of metrics associated with gameplay of the one or more user accounts represented by the player model in the designated game.
09 - Scientific and electric apparatus and instruments
Goods & Services
(1) Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer game software for use on mobile devices
A game server is configured to implement a multiplayer online computer-implemented game that provides an inflationary economy system which allows for growth in a player's in-game virtual currency with an increase in game level or experience, while attenuating the in-game purchasing power by concomitantly inflating virtual currency value of predefined inflationary features. The inflationary features include rewards or winnings available by the player pursuant to gameplay success. Players at different inflationary levels can compete in-game for a common reward or jackpot, but a virtual currency value of the reward is denominated differently at different inflation levels.
A game management system provides a generator interface that enables an operator to trigger automated generation by a content generator of a game event based on operator input values. These values include a particular predefined group or cluster of players for whom the game event is to be tailored or customized based on multidimensional parametric player model data. Additional parameters for which operator input mechanisms are provided by the generator interface include respective target values for a target metric (e.g., a difficulty level) for each of a plurality of game levels that are together to form a game event.
A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
09 - Scientific and electric apparatus and instruments
28 - Games; toys; sports equipment
Goods & Services
(1) Accessories for toy vehicles; action figure toys; arcade games; battery operated action toys; board games; building games; card games; cases for gaming devices; children's multiple activity toys; collectible toy figures; construction toys; controllers for game consoles; electric action toys; electronic action toys; electronic hand-held game units; fitted covers specially adapted for game consoles; gamepads for video games; gaming headsets adapted for use in playing video games; hand-held electronic games; hand-held video game apparatus; lever action toys; mechanical toys; model toys; motion controllers for computer and video games; musical toys; party favours in the nature of small toys; plastic screen protectors adapted for portable gaming devices; plastic toys; plush toys; positionable toy figures; pull toys; push toys; radio-controlled toy vehicles; radio-controlled toys; remote controls for toys; ride-on toys; rubber toys; scale model cars; scale model pit crews; scale model racing cars; scale model racing drivers; scale model racing vehicles; scale model vehicles; small toys; soft toys; stacking toys; toy building blocks; toy building bricks; toy cars; toy model kits; toy racing cars; toy racing sets; toy vehicles; toys and games, namely puzzles and jigsaw puzzles; video game controllers; wind-up toys; wooden toys
18.
Operator interface for automated game content generation
A game management system provides a generator interface that enables an operator to trigger automated generation by a content generator of a game event based on operator input values. These values include respective target values for a target metric (e.g., a difficulty level) for each of a plurality of game levels that are together to form the game event. In addition, the generator interface in some examples enables the operator to selectively vary the particular number of game levels that are together to form the game event, via an event sizing mechanism provided by the generator interface. A particular predefined group or cluster of players for whom the game event is to be tailored or customized based on multidimensional parametric player model data can also be selected in the interface.
A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
Mechanical toys; Scale model kits; Toy models; Toy cars; Toy racing cars; Toy vehicle racing sets; Toy vehicles; Toy model kit cars; Radio-controlled toy vehicles; Model toy vehicles; Electronic toy vehicles; Non-electronic toy vehicles; Toy model vehicles and related accessories sold as units; Toy building block construction sets; Toy building construction sets comprised of toy vehicles, toy vehicle tracks, toy building structures, and parts thereof; Construction toys; Musical toys; Electronic action toys; Push toys; Lever action toys; Plush toys; Stacking toys; Action figure toys; Ride-on toys; Transforming robotic toys; Toy figures; Modeled plastic toy figurines; Board games; Puzzle board games; Card games; Party games; Arcade games; Building games; Role playing games; Controllers for game consoles; Game controllers for computer games; Video game interactive remote control units; Bags specially adapted for video game consoles; Protective covers specially adapted for electronic game playing apparatus, namely, video game consoles and hand-held video game units; Stands for electronic game playing apparatus, namely, video game consoles and hand-held video game units; Fitted covers specially adapted to protect video game consoles for use with an external display screen or monitor; Face plates for video game consoles for use with external monitors; Protective carrying cases specially adapted for video game consoles for use with an external display screen or monitor
A game server is configured to implement a multiplayer online computer-implemented game that provides an inflationary economy system which allows for growth in a player's in-game virtual currency with an increase in game level or experience, while attenuating the in-game purchasing power by concomitantly inflating virtual currency value of predefined inflationary features. The inflationary features include rewards or winnings available by the player pursuant to gameplay success. Players at different inflationary levels can compete in-game for a common reward or jackpot, but a virtual currency value of the reward is denominated differently at different inflation levels.
A system, machine-readable storage medium storing at least one program, and a computer-implemented method for automatic game creation are presented. An access module can access player information for a receiver and an originator. Additionally, a matching module can determine that the receiver and the originator have a connection based on the player information. Furthermore, a game invitation module can detect that a recipient game is installed on an originator device of the originator and that the recipient game is not installed on a receiver device of the receiver. Subsequently, the game invitation module can send, to the receiver device, a game invitation to play the recipient game based on the determination and the detection, with the game invitation including information associated with the originator.
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
22.
Automated prediction of user response states based on traversal behavior
A game management system is configured for automated analysis of player behavior regarding traversal of different screens and options in a game application (as opposed to exclusively gameplay behavior) and to generate an automated estimation or inference about one or more psychological aspects of player behavior, such as motivation for game engagement and/or emotional states at different stages of interaction. The results of such analysis are automatically parametrized and included in a multidimensional parametric player model that informs player clustering and/or automated customization of game content.
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
G06N 3/04 - Architecture, e.g. interconnection topology
A game server generates a set of game content items for a designated game. The set of game content items is customized for one or more user accounts based on numerical values from a player model representing the one or more user accounts. The player model is generated based on previous in-game behavior of the one or more user accounts while playing the designated game. The game server forecasts, using the player model, a sequence of user actions of the one or more user accounts during gameplay of the designated game with the generated set of game content items. The sequence of user actions represents a prediction of in-game user interaction with the set of game content items. The game server computes a set of metrics associated with gameplay of the one or more user accounts represented by the player model in the designated game.
A game management system provides a generator interface that enables an operator to trigger automated generation by a content generator of a game event based on operator input values. These values include respective target values for a target metric (e.g., a difficulty level) for each of a plurality of game levels that are together to form the game event. In addition, the generator interface in some examples enables the operator to selectively vary the particular number of game levels that are together to form the game event, via an event sizing mechanism provided by the generator interface. A particular predefined group or cluster of players for whom the game event is to be tailored or customized based on multidimensional parametric player model data can also be selected in the interface.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
25.
Automated prediction of user response states based on traversal behavior
A game management system is configured for automated analysis of player behavior regarding traversal of different screens and options in a game application (as opposed to exclusively gameplay behavior) and to generate an automated estimation or inference about one or more psychological aspects of player behavior, such as motivation for game engagement and/or emotional states at different stages of interaction. The results of such analysis are automatically parametrized and included in a multidimensional parametric player model that informs player clustering and/or automated customization of game content.
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
G06N 3/04 - Architecture, e.g. interconnection topology
26.
Parametric player modeling for computer-implemented games
A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/45 - Controlling the progress of the video game
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A client device receives compiled software for a game engine. The game engine is for playing a designated game. The client device receives a game definition file for the designated game. The game definition file stores rules for the designated game. The game definition file defines the rules using non-compiled machine-readable code. The client device executes the game engine at the client device to enable playing of the designated game via the client device. Executing the game engine includes: accessing the game definition file; and providing, via a user interface generated on the client device, interactive gameplay of the designated game according to the rules for the designated game defined by the game definition file.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/45 - Controlling the progress of the video game
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
28.
Automated generation of custom content for computer-implemented games
A game management system provides a content generator configured for automated generation of custom game content based on a plurality of parametric values that model gameplay behavior of one or more players for whom the game content is to be customized. The customized configuration is generated in a predefined sequence of progressive configuration stages. In each stage, a respective configurable feature is assigned a custom value that is determined (e.g., in a biased or constrained randomized operation) based on a respectively linked parameter value from the data model.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A game server receives data associated with gameplay of one or more user accounts, the one or more user accounts being used for playing a designated game. The game server computes, for the one or more user accounts, a player model representing previous in-game behavior of the one or more user accounts. The game server identifies, based on the player model, configuration values for the designated game. The configuration values represent data to specify operation of the designated game. The configuration values represent at least one of a game mechanics configuration and a game parameter configuration. The game server causes transmission of the configuration values to a client device. The configuration values cause the client device to adjust a game engine at the client device based on the previous in-game behavior of the one or more user accounts.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
A63F 13/45 - Controlling the progress of the video game
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A game server accesses player model representing subset of players. Player model is generated based on previous in-game behavior of the subset of players while playing a computer-implemented game. The game server accesses a set of interactive content items associated with the game. The game server forecasts, using the player model, a sequence of user actions of the subset of players during gameplay of the game. The sequence of user actions represents a prediction of user interaction with the set of interactive content items. The game server computes, based on the forecasted sequence of user actions and software-defined outcomes of the forecasted sequence of user actions in the game, configuration values for the set of interactive content items. The game server causes execution of gameplay at a client device associated with the player model. The gameplay is according to the computed configuration values for the set of interactive content items.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices. Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices; Providing entertainment information via a website.
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices. Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices; Providing entertainment information via a website.
33.
Socially-based dynamic rewards in 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 dynamically determine the type of in-game asset to award to a first player and the types of in-game obstacles to present to the first player by referencing the in-game assets available to other players in the first player's social network and by referencing other game state variables.
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
G06Q 20/36 - Payment architectures, schemes or protocols characterised by the use of specific devices using electronic wallets or electronic money safes
41 - Education, entertainment, sporting and cultural services
Goods & Services
(1) Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices; Providing entertainment news and information via a website in the fields of computer games and video games.
35.
Display screen or portion thereof with graphical user interface
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices. Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices; Providing entertainment information via a website.
37.
Actionable push notifications for computer-implemented games
A online gaming system provides for presentation on a user device of actionable game-related push notifications. The push notification is presented outside of a game interface and includes both contextual information about a particular game event and one or more action elements. Responsive to selection of a particular action element, a corresponding game-related action is performed with launching or switching to a game application for the game on the user device. Thus, the push notification mechanism provides for performance of a game-related action without receiving user input via a game-specific user interface provided by a corresponding game application executed by the user device.
A63F 13/25 - Output arrangements for video game devices
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
G06Q 50/00 - Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 3/04817 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
38.
Dynamic game difficulty modification via swipe input parater change
A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to adjust twitch response and collision determination to a player's skill level is provided. Gameplay information of a computer-implemented game is accessed. The gameplay information including input information indicating one or more attributes of gameplay input provided by the player. A gameplay skill level of the player of the player is estimated based on the one or more gameplay input attributes. Based on the estimated gameplay skill level of the player, respective values of one or more gameplay parameters that determine on-screen behavior of virtual in-game objects are modified, thereby a gameplay difficulty level is modified.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A swipe input mechanism for a computer-implemented game presented on a touchscreen allows for user-selection of different menu options by swipe gestures in different directions via a swipe menu dedicated to receiving such swipe input. In a third person shooter game or a first-person shooter game user-selection of different character abilities are enabled via the swipe menu. The swipe menu is a floating user interface element that auto-adjusts its on-screen position to register with the position of user touch.
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
G06F 3/04883 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
G09G 5/377 - Details of the operation on graphic patterns for mixing or overlaying two or more graphic patterns
G06F 3/04847 - Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner calculates a player skill level for a player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player and a reference rate of progression. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
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.
A game server is configured to implement a multiplayer online computer-implemented game that provides an inflationary economy system which allows for growth in a player's in-game virtual currency with an increase in game level or experience, while attenuating the in-game purchasing power by concomitantly inflating virtual currency value of predefined inflationary features. The inflationary features include rewards or winnings available by the player pursuant to gameplay success. Players at different inflationary levels can compete in-game for a common reward or jackpot, but a virtual currency value of the reward is denominated differently at different inflation levels.
A method of incentivizing location-based actions by groups is disclosed. A group of users of a game networking system is notified that an incentive reward is to be provided based on a number of members of the group performing a location-based action transgressing a threshold. The incentive reward is provided based on the number of members of the group performing the location-based action transgressing the threshold.
G06Q 30/02 - MarketingPrice estimation or determinationFundraising
A63F 13/85 - Providing additional services to players
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
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.
A63F 13/85 - Providing additional services to players
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
41 - Education, entertainment, sporting and cultural services
Goods & Services
Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices; Entertainment services, namely, providing a website featuring games, puzzles and information about mobile games
A method of encouraging actions by users with respect to a game networking system is disclosed. An indication of a presence of a user of a game networking system at a physical location is received. An opportunity for the user to perform an action within a game associated with the game networking system to obtain an achievement pertaining to the game is identified. The availability of the opportunity is triggered based on the presence of the user at the physical location. A notification to the user of information pertaining to the opportunity is communicated.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. 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 may be usable within the computer-implemented game.
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/27 - Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
A63F 13/85 - Providing additional services to players
A system, computer-readable storage medium storing at least one program, and a computer-implemented method for generating game configurations are presented. For example, a system may receive a game configuration request message from a client device being operated by a player playing a virtual game. The game configuration request message may be sent, for example, in response to the player initiating a new game of the virtual game. The system may then select a game configuration based at least in part on historical performance data associated with the selected game configuration. The historical performance data may accumulate performance data from a group of players that previously played the virtual game using the selected game configuration. The system then communicates the selected game configuration to the client device. The player may play the virtual game using the selected game configuration as the initial game configuration for the virtual game.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
49.
Determining hardness quotients for level definition files based on player skill level
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. A System Tuner selects a hardness quotient, based on a player skill level, from a hardness quotient range, the player skill level for a player is calculated by a client computing device based at least on a plurality of game moves in a first game level completed by the player. The System Tuner provides the hardness quotient to a level definition file for a second game level. The level definition file modifies at least one feature of the second game level according to the hardness quotient. The System Tuner modifies the hardness quotient range based at least on a performance of the plurality of player's in the second game level and the respective hardness quotients assigned to each of those players for their game play in the second game level.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
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.
G07F 17/34 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members, e.g. "fruit" machines
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
G06Q 50/00 - Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
G06Q 30/0207 - Discounts or incentives, e.g. coupons or rebates
52.
Social network data analysis to generate incentives for online gaming
Systems and methods for processing recommendations of online games to friends of social network are described. A method for processing recommendations includes identifying a gaming session of a user on an online game provider network, accessing a use profile of the user for the online games of the online game provider network, and accessing a social graph of the user to identify friends of the user and respective friend profiles from the social network. The method further includes producing a recommendation of an online game. The recommendation includes an identification of a target friend of the user and is being provided by examination of the use profile of the user and friend profiles in the social graph. The method includes providing the recommendation to the user. The recommendation also includes an offer incentive to the user to share the recommendation with the target friend.
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
G06Q 50/00 - Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
G06Q 30/02 - MarketingPrice estimation or determinationFundraising
H04L 51/52 - User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail for supporting social networking services
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/85 - Providing additional services to players
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
A swipe input mechanism for a computer-implemented game presented on a touchscreen allows for user-selection of different menu options by swipe gestures in different directions via a swipe menu dedicated to receiving such swipe input. In a third person shooter game or a first-person shooter game user-selection of different character abilities are enabled via the swipe menu. The swipe menu is a floating user interface element that auto-adjusts its on-screen position to register with the position of user touch.
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
A swipe input mechanism for a computer-implemented game presented on a touchscreen allows for user-selection of different menu options by swipe gestures in different directions via a swipe menu dedicated to receiving such swipe input. In a third person shooter game or a first-person shooter game user-selection of different character abilities are enabled via the swipe menu. The swipe menu is a floating user interface element that auto-adjusts its on-screen position to register with the position of user touch.
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
G09G 5/377 - Details of the operation on graphic patterns for mixing or overlaying two or more graphic patterns
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
(1) Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices (1) Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices
56.
Adaptive object placement in computer-implemented games
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for an Alliance Engine. The Alliance Engine receives a selection, by a first player, of a first tile to be controlled by a first enforcer asset on behalf of the first player. The first tile provides access to a first type of in-game resource to the first player. The Alliance Engine detects the first tile is adjacent to a second tile. The second tile is controlled by a second enforcer asset on behalf of a second player. The first player and the second player belong to a player alliance. The second tile providing access to a second type of in-game resource to the second player. Based on the detected adjacency, the Alliance Engine transfers a portion of the first type of in-game resource of the first tile to the second player. The Alliance Engine transfers a portion of the second type of in-game resource of the second tile to the first player.
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
57.
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.
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/85 - Providing additional services to players
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
H04L 67/131 - Protocols for games, networked simulations or virtual reality
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/50 - Controlling the output signals based on the game progress
58.
Display screen or portion thereof with graphical user interface
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
(1) Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; computer games; video games; downloadable electronic games; downloadable video games; downloadable computer games; interactive multimedia computer games; computer games for use on mobile devices, namely, mobile phones, handheld computers, and tablet computers; computer games downloadable from a global computer network; downloadable electronic games for use with mobile phones, handheld computers, and tablet computers (1) Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games and electronic games for use on mobile devices
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices
In example embodiments, a method of limiting access to a gaming system is disclosed. Encoded content is embedded into an image presented by an application executing on a client device. The image is captured into an image buffer. The encoded content is retrieved from the image. A login request is sent to the gaming system. The login request includes the encoded content. A login response is received from the gaming system. The login response includes a success status. The success status is based on a verification of the encoded content. A notification of the success status is presented in a user interface on the client device.
A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
G06T 15/00 - 3D [Three Dimensional] image rendering
H04L 9/32 - Arrangements for secret or secure communicationsNetwork security protocols including means for verifying the identity or authority of a user of the system
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer game software for use on mobile devices
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
(1) Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices (1) Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices. Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices.
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices. Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices.
69.
Automated game modification based on playing style
A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to modify a game based on playing style is provided. Player-specific playing style information that indicates one or more attributes of a playing style of a player is accessed. The playing style information is based on gameplay behavior of the player. Game parameters that defines at least some aspects of a game level forming part of the game is accessed. In an automated operation one or more of the game parameters are modified, thereby a difficulty of the game level for the player based on the one or more playing style attributes is modified. The modified game parameters are caused to be presented on a client device associated with the player of the game level.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to adjust twitch response and collision determination to a player's skill level is provided. Gameplay information of a computer-implemented game is accessed. The gameplay information including input information indicating one or more attributes of gameplay input provided by the player. A gameplay skill level of the player of the player is estimated based on the one or more gameplay input attributes. Based on the estimated gameplay skill level of the player, respective values of one or more gameplay parameters that determine on-screen behavior of virtual in-game objects are modified, thereby a gameplay difficulty level is modified.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A system, machine-readable storage medium storing at least one program, and a computer-implemented method for automatic game creation are presented. An access module can access player information for a receiver and an originator. Additionally, a matching module can determine that the receiver and the originator have a connection based on the player information. Furthermore, a game invitation module can detect that a recipient game is installed on an originator device of the originator and that the recipient game is not installed on a receiver device of the receiver. Subsequently, the game invitation module can send, to the receiver device, a game invitation to play the recipient game based on the determination and the detection, with the game invitation including information associated with the originator.
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A collaborative diplomacy mechanics system for an online game is described. A player selects an ally to be engaged in a combat mode of an online social game against an enemy. The profile of the selected ally is retrieved. An ally power up weapon is generated based on the profile of the selected ally. The ally power up weapon is applied against a combat unit of an enemy of a player in the combat mode. The ally power up weapon can also be applied on a combat unit of the player in the combat mode.
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
H04L 67/131 - Protocols for games, networked simulations or virtual reality
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
(1) Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices (1) Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
(1) Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; computer games; downloadable electronic games; downloadable video games; downloadable computer games; interactive multimedia computer games; computer games for use on mobile devices, namely, mobile phones, handheld computers, and tablet computers; computer games downloadable from a global computer network; downloadable electronic games for use with mobile phones, handheld computers, and tablet computers (1) Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices, namely, mobile telephones, handheld computers, and tablet computers
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices. Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices.
77.
Method to detect and score churn in online social games
A method and a system for predicting churn of a player of an online game is described. Online engagements of a group of players of the online game are monitored during a churn prediction model training period. Online engagement scores for the group of players are computed within a periodic number of days within the churn model training period. A weighted exponential moving average of the online engagement scores of the group of players of the online game is computed during the churn model training period. The weighted exponential moving average is used to determine an online engagement threshold value of a churn prediction model for the online game. The online engagement threshold value is applied to a weighted exponential moving average of a player during an observation period to determine a churn probability of the player within a prediction period.
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A communication analysis system for an online game is described. A communication history among players of the online game is retrieved. Communication tracking metrics are generated based on the communication history of the players of the online game. A retention analysis is performed with the communication tracking metrics to determine retention of players of the online game. A retention recommendation is generated based on the retention analysis.
A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
G06Q 50/00 - Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
H04L 51/52 - User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail for supporting social networking services
H04L 65/403 - Arrangements for multi-party communication, e.g. for conferences
H04L 67/10 - Protocols in which an application is distributed across nodes in the 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.
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
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.
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for defining an in-game event requiting accumulation of a pre-defined set of virtual objects in a virtual game (or online game) prior to termination of the in-game event. The System Tuner determines a head-start subset from the pre-defined set of virtual objects for a target player account based on a difference between a reference player skill level for the virtual game and a player skill level of the target player account. The System Tuner determines, based on the player skill level of the target player account and a pre-defined duration of the in-game event, a drop rate for virtual objects remaining in the pre-defined set of virtual objects. The System Tuner sends the head-start subset and the drop rate to a client device associated with the target player account.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
Systems and methods for processing recommendations of online games to friends of social network are described. A method for processing recommendations includes identifying a gaming session of a user on an online game provider network, accessing a use profile of the user for the online games of the online game provider network, and accessing a social graph of the user to identify friends of the user and respective friend profiles from the social network. The method further includes producing a recommendation of an online game. The recommendation includes an identification of a target friend of the user and is being provided by examination of the use profile of the user and friend profiles in the social graph. The method includes providing the recommendation to the user. The recommendation also includes an offer incentive to the user to share the recommendation with the target friend.
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
G06Q 50/00 - Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
G06Q 30/02 - MarketingPrice estimation or determinationFundraising
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/85 - Providing additional services to players
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
(1) Downloadable computer game software; downloadable computer game programs; downloadable electronic game programs; interactive downloadable video game programs; downloadable computer game software for use on mobile devices (1) Entertainment services, namely, providing online computer and electronic games; entertainment services, namely, providing non-downloadable online electronic games on mobile devices
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; downloadable computer game programs; downloadable electronic game programs; interactive downloadable video game programs; downloadable computer game software for use on mobile devices. Entertainment services, namely, providing online computer and electronic games; entertainment services, namely, providing non-downloadable online electronic games on mobile devices.
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer game software for use on mobile devices Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable online electronic games on mobile devices
86.
Methods and systems for assembly of crews for facilitating execution of social game activity
Methods and systems are provided for enabling a user of an online game to assemble a crew of additional crew members for accessing a content item after completing a goal with the crew. One example method includes sending, from the one or more servers to a client of a user, data for displaying a crew assembly dialog that includes a graphical user interface (GUI). The crew assembly dialog allowing the user to select crew members for assembling the crew for the online game. Sending, from the one or more servers in response to a selection made at the GUI, a help request directed to the at least one crew member for response from the at least one crew member. The method further includes assembling the crew based on the selection of the user for the at least one crew member and response of the at least one crew member to the help request. The assembling of the crew enables the user to make progress in the online game.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A method of incentivizing location-based actions by groups is disclosed. A group of users of a game networking system is notified that an incentive reward is to be provided based on a number of members of the group performing a location-based action transgressing a threshold. The incentive reward is provided based on the number of members of the group performing the location-based action transgressing the threshold.
G06Q 30/02 - MarketingPrice estimation or determinationFundraising
A63F 13/85 - Providing additional services to players
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
H04L 29/06 - Communication control; Communication processing characterised by a protocol
H04W 4/02 - Services making use of location information
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. A System Tuner selects a hardness quotient, based on a player skill level, from a hardness quotient range, the player skill level for a player is calculated by a client computing device based at least on a plurality of game moves in a first game level completed by the player. The System Tuner provides the hardness quotient to a level definition file for a second game level. The level definition file modifies at least one feature of the second game level according to the hardness quotient. The System Tuner modifies the hardness quotient range based at least on a performance of the plurality of player's in the second game level and the respective hardness quotients assigned to each of those players for their game play in the second game level.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner calculates a player skill level for a player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player and a reference rate of progression. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
A method of rewarding players for performing actions with respect to computer-implemented games is disclosed. An action by a user with respect to a computer game is detected. It is identified that the performing of the action by the user qualifies the user to participate in a mini game, the mini game having a plurality of stages. A reward to associate with a winning by the user of a stage of the plurality of stages is determined. The winning by the user of the stage of the plurality of stages is detected. Under certain circumstances, the user is provided with an option to participate in the additional stage of the plurality of stages in exchange for the user not receiving the reward, the additional stage of the plurality of stages being associated with an additional reward, the additional reward being greater than the reward.
A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. 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 may be usable within the computer-implemented game.
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/27 - Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
A63F 13/85 - Providing additional services to players
A system, computer-readable storage medium storing at least one program, and a computer-implemented method for generating game configurations are presented. For example, a system may receive a game configuration request message from a client device being operated by a player playing a virtual game. The game configuration request message may be sent, for example, in response to the player initiating a new game of the virtual game. The system may then select a game configuration based at least in part on historical performance data associated with the selected game configuration. The historical performance data may accumulate performance data from a group of players that previously played the virtual game using the selected game configuration. The system then communicates the selected game configuration to the client device. The player may play the virtual game using the selected game configuration as the initial game configuration for the virtual game.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/32 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
Methods, systems, and computer programs are presented for online game cooperation. One method includes an operation for receiving a first request from a first user to place a game asset in a first game board of the first user. The game asset is associated with a task to be performed in the game. Further, the method includes an operation for receiving a second request from a second user to place the game asset in a second game board of the second user. The first user and the second user make progress by interacting with the game asset in their respective game boards. When the first user or the second user receives a transactional reward for interacting with the game asset, the transactional reward is also given to the other user. A final reward is given to the first user and to the second user upon completion of the task.
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer application software for mobile phones, namely, software for playing games; Downloadable computer game programmes; Computer game programmes downloadable via the Internet; Downloadable computer game programs, cartridges, and cassettes; Computer game software downloadable from a global computer network; Downloadable computer game software for personal computers and home video game consoles; Downloadable computer game software for use on mobile and cellular phones; Downloadable computer game software for use with personal computers, home video game consoles used with televisions and arcade-based video game consoles; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Downloadable electronic game software for use on mobile and cellular phones, tablet computers, desktop computers, and laptop computers; Downloadable interactive multimedia computer game programs; Recorded computer game programs; Downloadable video and computer game programs
09 - Scientific and electric apparatus and instruments
Goods & Services
(1) Recorded computer operating programs; downloadable computer games; computer video games downloaded via the internet; computer software for running development programs and application programs in a common development environment; computer software for controlling and managing access server applications; computer software for database management; computer software for digital animation and special effects of images; computer hardware; memory cards for video game machines; electronic chips for the manufacture of integrated circuits.
97.
Apparatuses, methods and systems for an online rewards incentive program
The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE REWARDS INCENTIVE PROGRAM (hereinafter “ORIP”) transforms user gameplay inputs via ORIP components into incentive rewards outputs. Also, the ORIP may monitor user gameplay associated with a metagame account and provide a rewards incentive in exchange for user gameplay activities.
A system, computer-readable storage medium storing at least one program, and a computer-implemented method for creating and 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 object can be created by a player through selection of an area within the virtual environment. Responsive to definition of the selected area, the resource object is created and displayed in the virtual environment, having a resource production capacity determined by the size of the selected area.
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
09 - Scientific and electric apparatus and instruments
Goods & Services
Downloadable computer application software for mobile phones, namely, software for playing games; Downloadable computer game programmes; Computer game programmes downloadable via the Internet; Downloadable computer game programs, cartridges, and cassettes; Computer game software downloadable from a global computer network; Downloadable computer game software for personal computers and home video game consoles; Downloadable computer game software for use on mobile and cellular phones; Downloadable computer game software for use with personal computers, home video game consoles used with televisions and arcade-based video game consoles; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Downloadable electronic game software for use on mobile and cellular phones, tablet computers, desktop computers, and laptop computers; Downloadable interactive multimedia computer game programs; Recorded computer game programs; Downloadable video and computer game programs
09 - Scientific and electric apparatus and instruments
41 - Education, entertainment, sporting and cultural services
Goods & Services
Downloadable computer game software; Downloadable computer game programs; Downloadable electronic game programs; Interactive downloadable video game programs; Downloadable computer application software for use on mobile phones, namely, computer software for providing access to electronic games through online social networking websites; Downloadable computer game software for use on mobile devices Entertainment services, namely, providing online computer and electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games for use on mobile devices