U.S. Pat. No. 10,632,388
Multilayer Framework Architecture and User Interface for Video Gaming Applications
AssigneeCp Studios LLC
Issue DateFebruary 9, 2017
Illustrative Figure
Abstract
The present disclosure is directed to a flexible architecture for video gaming applications. In some embodiments, the flexible architecture is platform agnostic and provides a continuous visual experience for players across different platforms while engaging them at different levels of play. The architecture provides user interfaces that facilitate access to video gaming applications in various ways that may include: via social networks or sites; via wall posts or via an online social networking service that enables its users to send and read text-based posts; via mobile devices (iOS, Android, or Windows-based smart phones); or via dedicated game consoles. In some embodiments, the flexible architecture provides multiple levels of play options, which may include a peer-to-peer competitive challenge level for “core” players, a “casual” play level for play with friends with whom a player shares an affinity, for example, in a social network; or a “spectator” mode that permits non-players in a network to assist friends. In some embodiments, feed-based triggers may allow for greater rewards to players and ease of discovering games.
Description
DETAILED DESCRIPTION The present technology is directed to a video gaming platform and multilayer or multi-tier architecture or framework for video games or video gaming applications with variable video gaming capabilities accorded to players or gamers. The video games are for play by users (players or gamers), accessed either via social networks, or directly, on games hosted by third party servers, or otherwise in a cloud or coordinated web sites etc. The specification describes examples of the video gaming platform and user interfaces that facilitate a unique user experience and methods involved in the platform and user interface and for operating them to facilitate play by remotely located players or gamers. These video gaming applications referenced or described here may either be hosted by an online community, for example, one or more social networks, or alternatively, by third party servers that are wholly or partially dedicated to gaming applications. In some embodiments, the flexible and multilayer architecture provides a continuous game and visual experience for players across different platforms (platform agnostic) and engages them at different levels of play and capability. Each of the players may have a unique and different gaming experience, depending upon the level of play and capability accorded to each player. This flexible architecture facilitates access to video gaming applications in various ways, including 1) via social networks or sites, for example, accessed via personal computers (desktops or laptops); 2) via wall posts or via an online social networking service that enables its users to send and read text-based posts; 3) via mobile devices (iOS, Android, or Windows-based smart phones); and 4) via game consoles (for example, PS3, Xbox 360, or Wii). Video gaming applications may be purchased via platform application stores. These applications are supported by Android (Android is a Linux-based operating system for mobile ...
DETAILED DESCRIPTION
The present technology is directed to a video gaming platform and multilayer or multi-tier architecture or framework for video games or video gaming applications with variable video gaming capabilities accorded to players or gamers. The video games are for play by users (players or gamers), accessed either via social networks, or directly, on games hosted by third party servers, or otherwise in a cloud or coordinated web sites etc. The specification describes examples of the video gaming platform and user interfaces that facilitate a unique user experience and methods involved in the platform and user interface and for operating them to facilitate play by remotely located players or gamers. These video gaming applications referenced or described here may either be hosted by an online community, for example, one or more social networks, or alternatively, by third party servers that are wholly or partially dedicated to gaming applications.
In some embodiments, the flexible and multilayer architecture provides a continuous game and visual experience for players across different platforms (platform agnostic) and engages them at different levels of play and capability. Each of the players may have a unique and different gaming experience, depending upon the level of play and capability accorded to each player. This flexible architecture facilitates access to video gaming applications in various ways, including 1) via social networks or sites, for example, accessed via personal computers (desktops or laptops); 2) via wall posts or via an online social networking service that enables its users to send and read text-based posts; 3) via mobile devices (iOS, Android, or Windows-based smart phones); and 4) via game consoles (for example, PS3, Xbox 360, or Wii).
Video gaming applications may be purchased via platform application stores. These applications are supported by Android (Android is a Linux-based operating system for mobile devices such as smartphones and tablet computers—it is developed by the Open Handset Alliance), iOS (a mobile operating system developed by Apple Inc.) platforms, and phone operating windows. The user interface of iOS is based on the concept of direct manipulation, using multi-touch gestures. Interface control elements consist of sliders, switches, and buttons. The response to user input is immediate and provides a fluid interface.
Video gaming applications may be hosted or accessed via social networks, other third party services or on third party servers, stand-alone platforms, tablets, smartphones, or the like. Multiple players (hundreds, thousands, if not millions) may access gaming one or more applications via any or all of these ways. In addition, the flexible architecture provides a scalable infrastructure with cross-platform pollination technology (achievements and rewards are transferred between platforms for particular players depending on their status) and secure data collection. Video gaming applications may be based on universal themes that appeal to a broad range of demographics and provides a continuous flow of data analytics. They offer opportunities for configuring advertisements and promotions to accomplish strategic goals.
In some embodiments, the flexible architecture provides multiple levels of play, permitting players to engage in different ways and at different levels. The different levels of play options include 1) a peer-to-peer competitive challenge level for “core” players, 2) a “casual” play option for play with friends with whom a particular player shares an affinity, for example, in a social network; and 3) a “spectator” mode that permits non-players in a network to assist friends. Feed-based triggers allow for greater rewards to players and ease of discovering games.
In yet other embodiments, which may include any or all of the aspects described above, the architecture permits play via mobile devices, extending the gaming arena or world to different environments, so achievements in a particular game may be earned and shared more easily across environments, depending upon player status. In addition, a player may earn location-based rewards.
Moreover, the system provides rewards at check-in, to coax players by providing greater incentives. The architecture permits for concurrent “solo” play by a player or gamer and collaborative and competitive play between multiple players. User interfaces are configured to provide different experiences for different players, including a three-dimensional user experience in some environments. In some embodiments, the video gaming applications include story-driven quests and game play, giving players more than just tasks and chores. As one example, a “core” player in an aviation gaming application, may utilize a collection of 250 aircrafts and include transactions relating to the aircrafts and its environment, to create an environment in which the aircrafts operate, etc. In this particular application, “core” players may create and manage their experience (for example, by creating an aviation empire), enjoy the thrill of history (aviation's past), and travel the globe and fly through an open network of friendly and rival airports. Other players, for example, “followers” may be accorded more restricted play and capability.
The system provides variable features for player control (depending upon player status) of the virtual arena (e.g., associated with a social network) including control of “play” times, “gifts” and “rewards,” “collect” and “decorate,” monitor “play” (for example, acceleration progress), generate user content, etc.
The video gaming applications may be free, when accessed via social-network platforms, in which instances revenue is generated via market place for products used during the game, direct advertising, etc. The flexible architecture permits for easy access through a particular player's social network, allowing other players to discover a particular game and permit conversion as necessary. Linking or connecting platforms creates a more interesting and viable gaming world.
In some implementations, the architecture accords variable status to players who can opt for different levels of play. A “core” game play status enables players to be “leaders” and play the entire game. A leader has control of all aspects of a particular gaming application. A “casual” or “follower” game play status enables players to play from a different perspective, providing access to only a portion of the entire game. A “spectator” or “bystander” game play enables players to play from a reactive perspective. Players are accorded this status when they initiate play via a social network wall posting, a response to a social networking service facilitating exchange of text or via any other key word response, which has direct impact on game play. Players with this status can request permission to visit game play arenas of other players. This request may be in response to advertising or promotion displays.
Players (with any status described above) may access game play via mobile devices, at any location, and receive location-based rewards. They may access a virtual game arena, their own or that of other players, via several platforms and take up play where they left off. They may link up friends for collaborative play. Players may also participate in standalone game play, via tablets, mobile devices, console-based game play, target-based game play or the like. In addition, the system permits cross-pollination game play, sending game objects from one game world or arena to another.
In the following description, for purposes of explanation, numerous specific details are indicated in order to provide a thorough understanding of the technology described. This technology may be practiced without these specific details. In the instances illustrated, structures and devices are shown in block diagram form in order to avoid obscuring the technology. For example, the present technology is described with some implementations illustrated below with reference to user interfaces and particular hardware. However, the present technology applies to any type of computing device that can receive data and commands, and any devices providing services. Moreover, the present technology may be described below primarily in the context of providing video game architecture; however, the present technology applies to any type of situation and may be used for other applications beyond video games. In particular, this technology may be used in other contexts besides video games. The present technology may be described below primarily in the context of video gaming applications configured to enhance and improve the quality of these gaming applications in order to facilitate synchronous play by hundreds, thousands, if not millions of players. The players may enjoy different user experiences based on their individual preferences and may enjoy seamless play across different gaming platforms or devices (desktop computer, mobile device or the like). However, those skilled in the art should understand that the present technology applies to any type of application and can be used for other applications beyond gaming applications. The present technology may be described below primarily in the context of video gaming applications configured to enhance and improve the quality of these gaming applications in order to facilitate synchronous play by hundreds, thousands, if not millions of players. The players may enjoy different user experiences based on their individual preferences and may enjoy seamless play across different gaming platforms or devices (desktop computer, mobile device or the like). However, those skilled in the art should understand that the present technology applies to any type of application and can be used for other applications beyond gaming applications.
Reference in the specification to “one embodiment,” “an embodiment,” or “some embodiments” means simply that one or more particular features, structures, or characteristics described in connection with the one or more embodiments is included in at least one or more embodiments that are described. The appearances of the phrase “in one embodiment or instance” in various places in the specification are not necessarily all referring to the same embodiment or instance.
Some portions of the detailed descriptions that follow are presented in terms of algorithms and symbolic representations of operations on data bits within a computer memory of either one or more computing devices. These algorithmic descriptions and representations are the means used to most effectively convey the substance of the technology. An algorithm as indicated here, and generally, is conceived to be a self-consistent sequence of steps leading to a desired result. The steps are those requiring physical manipulations of physical quantities. Usually, though not necessarily, these quantities take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared, and otherwise manipulated. It has proven convenient at times, principally for reasons of common usage, to refer to these signals as bits, values, elements, symbols, characters, terms, numbers, or the like.
It should be understood, however, that all of these and similar terms are to be associated with the appropriate physical quantities and are merely convenient labels applied to these quantities. Unless specifically stated otherwise, as apparent from the following discussion, it should be appreciated that throughout the description, discussions utilizing terms, for example, “processing,” “computing,” “calculating,” “determining,” or “displaying” or the like, refer to the action and processes of a computer system, or similar electronic computing device, that manipulates and transforms data represented as physical (electronic) quantities within the computer system's registers and memories into other data similarly represented as physical quantities within the computer system memories or registers or other such information storage, transmission, or display devices.
The present technology also relates to an apparatus for performing the operations described here. This apparatus may be specially constructed for the required purposes, or it may include a general-purpose computer selectively activated or reconfigured by a computer program stored in the computer. For example, a computer program may be stored in a computer-readable storage medium, for example, but not limited to, any type of disk including floppy disks, optical disks, CD-ROMs, magnetic disks, read-only memories (ROMs), random access memories (RAMs), EPROMs, EEPROMs, magnetic or optical cards, flash memories including USB keys with non-volatile memory or any type of media suitable for storing electronic instructions, each coupled to a computer system bus.
This technology may take the form of an entirely hardware implementation, an entirely software implementation, or an implementation including both hardware and software components. In some instances, this technology is implemented in software, which includes but is not limited to firmware, resident software, microcode, etc.
Furthermore, this technology may take the form of a computer program product accessible from a computer-usable or computer-readable medium providing program code for use by or in connection with a computer or any instruction execution system. For the purposes of this description, a computer-usable or computer-readable medium may be any apparatus that can include, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.
A data processing system suitable for storing and/or executing program code includes at least one processor coupled directly or indirectly to memory elements through a system bus. The memory elements may include local memory employed during actual execution of the program code, bulk storage, and cache memories, which provide temporary storage of at least some program code in order to reduce the number of times code may be retrieved from bulk storage during execution.
Input/output or I/O devices (including but not limited to keyboards, displays, pointing devices, etc.) may be coupled to the system either directly or through intervening I/O controllers.
Communication units including network adapters may also be coupled to the systems to enable them to couple to other data processing systems, remote printers, or storage devices, through either intervening private or public networks. Modems, cable modems, and Ethernet cards are just a few examples of the currently available types of network adapters.
Finally, the algorithms and displays presented in this application are not inherently related to any particular computer or other apparatus. Various general-purpose systems may be used with programs in accordance with the teachings here, or it may prove convenient to construct more specialized apparatus to perform the required method steps. The required structure for a variety of these systems is outlined in the description below. In addition, the present technology is not described with reference to any particular programming language. It should be understood that a variety of programming languages may be used to implement the technology as described here.
Example Architecture Overview
FIG. 1is a high-level block diagram illustrating some embodiments of systems for providing gaming applications, either via social networks, an online live gaming server, or on third party servers. The system100illustrated inFIG. 1provides gaming platforms106aor106bso that participants (players or gamers) may access one or more gaming applications, initiate a play on one device or gaming platform and continue play at another device or gaming platform, making transitions between devices or platforms essentially seamless and enabling a continuous playing experience.
The system100includes one or more social network servers102athrough102nthat may be accessed via user devices115a,115bthrough115n, which are used by users125a,125b, through125n, to connect to any one of the social network servers102athrough102n. The user devices115athrough115nmay be a desktop computer, a game system or a mobile phone. These entities (user devices115a-115nand social network servers102a-102n) are communicatively coupled via one or more networks105a,105b, and105n. Although only three user devices or platforms115a,115bthrough115nare illustrated, any numbers of user devices or platforms115nmay be used by any number of users (players, gamers, or the like)125n. Moreover, those skilled in the art should recognize that while the present disclosure is described below primarily in the context of providing gaming applications, the present disclosure may be applicable to other types of applications, for entertainment or otherwise. As some examples, gaming applications may include operations for creating plays, participating in plays, etc.
The user devices115athrough115ninFIG. 1are illustrated by way of example. AlthoughFIG. 1illustrates only three devices, the present disclosure applies to any system architecture having one or more user devices115athrough115n(with user-interface applications117athrough117n), therefore, any number of user devices115n(hundreds, thousands, even millions or more) may be used.
Furthermore, while only three networks105a,105b, and105nare illustrated as coupled to the user devices115a,115bthrough115n, the social network servers102a-102n, the profile server130, the web server132, the online live gaming server140, the cross-platform server142, and one or more third party servers134athrough134n, in practice, any number of networks105nmay be connected, either directly or indirectly, to these entities. In addition, although only two third party servers134athrough134nare shown, the system architecture100may include one or more third party servers134n, each with a gaming platform106bthrough106n, operating one or more gaming applications that are similar or different.
In some embodiments, the social network server102ais coupled to the network105a, via a signal line110. The social network server102aincludes a social network application104, which comprises the software routines and instructions to operate the social network server102aand its functions and operations. Although only one social network server102ais described here, persons of ordinary skill in the art should recognize that multiple servers may be present, as illustrated by social network servers102n, each with functionality similar to social network server102aor different.
The term “social network” as used here encompasses its plain and ordinary meaning including, but not limited to, any type of social structure where the users are connected by a common feature or link. The common feature includes relationships/connections, e.g., friendship, family, work, a similar interest, etc. The common features are provided by one or more social networking systems, such as those included in the system architecture100, including explicitly-defined relationships and relationships implied by social connections with other online users, where the relationships form a social graph108.
The term “social graph” as used here encompasses its plain and ordinary meaning including, but not limited to, a set of online relationships between users (players and non-players), such as provided by one or more social networking systems, operating on social network servers102athrough102n, including explicitly-defined relationships and relationships implied by social connections with other online users, where the relationships form a social graph. In some examples, the social graph108may reflect a mapping of these users and how they are related.
It should be understood that social network server102aand the social network software/application104are representative of a single social network. Each of the plurality of social networks102athrough102nis coupled to any one of the networks105a,105b, and105n, each having its own server, application, and social graph. For example, a first social network system operated or hosted on a social network server may be directed to business networking, a second directed to or centered on academics, a third directed to local business, a fourth directed to dating or gaming, and yet others directed to other general interests or perhaps a specific focus. Yet, each may provide access to a gaming platform106afor operating or providing access to video gaming applications.
A profile server130is illustrated as a stand-alone server inFIG. 1. In other embodiments of the system architecture100, all or part of the profile server130may be part of the social network server102a. The profile server130is directly connected to the network105a, via a line131. The profile server130stores profiles for all the users that belong to a social network. A third party server134ais connected to the network105b, via a signal line135. A web server132is connected, via a line133, to the network105n. The web server132delivers access to content, via the internet, for example, by hosted websites or the like. Users may use the web browsers on their electronic devices or gaming platforms to browse for gaming applications and access websites hosting gaming applications. An online-live-gaming server140is connected to the network105aby line141and a cross-platform server142is connected to a network105nby line143. The cross-platform server142may serve as a gateway to different servers and accommodating access by different user platforms.
An online live gaming server140is an online multiplayer gaming and digital media delivery service connected to the network105athrough105nvia signal line141for providing users (i.e., players) with online gaming capabilities. This allows users to interact (e.g., play games) with multiple players (hundreds, thousands, if not millions) via the online live gaming server140(e.g., Xbox Live, Playstation Network, etc.).
A cross-platform server142is an online server connected to the network105athrough105nvia signal line143that receives information from one or more clients (e.g., mobile device, social network, gaming server, etc.) and translates the data such that it becomes usable by the gaming platform106athrough106n. The cross-platform server142also translates information from the gaming platform106athrough106nsuch that it becomes usable by the one or more clients (e.g., mobile device, social network, gaming server, etc.).
The user devices or player gaming platforms115athrough115ncan be a computing device, for example, a laptop computer, a desktop computer, a tablet computer, a mobile telephone (iOS, Android, or windows-based phone, a personal digital assistant (PDA), a mobile email device, a portable game player, a game console (PS3, Xbox 360, Wii or the like) a portable music player, a television with one or more processors embedded in the television or coupled to it, or any other electronic device capable of accessing a network and participating in a gaming application. The user devices115athrough115ninclude user-interface applications indicated by reference numerals117a,117b, through117n.
The network105a,105b, or105n, is of conventional type, wired or wireless, and may have any number of configurations, such as a star configuration, token ring configuration, or other configurations known to those skilled in the art. Furthermore, the network105may comprise a local area network (LAN), a wide area network (WAN, e.g., the Internet), and/or any other interconnected data path across which one or more devices may communicate.
In another embodiment, the network105a,105b, or105nmay be a peer-to-peer network. The network105a,105b, or105nmay also be coupled to or include portions of one or more telecommunications networks for sending data in a variety of different communication protocols.
In yet another embodiment, the network105a,105b, or105n, includes Bluetooth communication networks or a cellular communications network for sending and receiving data such as via short messaging service (SMS), multimedia messaging service (MMS), hypertext transfer protocol (HTTP), direct data connection, WAP, email, etc.
In some embodiments, the social network server102a, the profile server130, the web server132, the online-live-gaming server140, and cross-platform server142, and the third party servers134athrough134nare hardware servers including a processor, memory, and network communication capabilities. One or more of the users (players or gamers)125athrough125naccess any of the social network servers102athrough102n, or the third party servers134athrough134n, or any of the other servers, via browsers in their user devices or gaming platforms and via the web server132. The user devices115athrough115nhave user interface applications117a,117b, through117n, that manage access by particular players to select gaming applications or their choice.
FIG. 2is a block diagram illustrating some embodiments of the social network server102(a through n) or third party server134(a through n) or any other server hosting a gaming environment. InFIG. 2, like reference numerals have been used to reference like components with the same or similar functionality that has been described above with reference toFIG. 1. Since those components have been described above that description is not repeated here. The social network server102agenerally comprises one or more processors, although only one processor235is illustrated inFIG. 2. The processor is coupled via a bus220to memory237and database storage233, which stores user account data252, game options data254, user rewards/points256, user play/save data258, game options/preferences260, promotion data262and advertising data264.
In some embodiments, the database storage233is a database organized by the hosting server and the user or either one. For each user or player, the data storage233stores data on the user and user game plays, etc. For example, this data may include related social network activity such as posts, shares, invitations, status changes, etc., associated with each user engaged in a video gaming application.
A user or player125a, via a user or gaming device115a, communicates a request to initiate a gaming application or reacts to a keyword via communication unit239. The “set up” for a video gaming application is managed by the gaming platform106a. It should be recognized that the gaming platform106a(illustrated in the social network server102a) and106b(illustrated in the third party server134a) are shown separately, but include similar functionality, at least for purposes of operating the gaming applications. A user or player display25coupled to the user device115athroughn, is configured to provide the video source of the gaming application in one of many formats, high definition graphics, three dimensional formats, etc.
Referring now toFIG. 3, like reference numerals have been used to reference like components with the same or similar functionality that has been described above with reference toFIG. 1. Since those components have been described above, that description is not repeated here. The gaming platform or environment106(a orb) includes various modules that are programmed to perform the functionalities described here. These modules may be variously distributed or may be in a single unit. The gaming platform106includes a user/player interface module301, a permissions module303, a user/player account module305, a user/player status module307, a promotion/rewards module309, a game initiation/operation module311, and a social-network module313. Each of these modules is coupled to a software communication mechanism320to communicate the other modules. Examples of a software communications mechanism320may be an object bus (such as COBRA), direct socket communication (such as TCP/IP sockets) among software modules, remote procedure calls, UDP broadcasts and receipts, HTTP connections, function or procedure calls, etc. Further, any or all of the communication could be secure (SSH, HTTPS, etc.). The software communication can be implemented on any underlying hardware, such as a network, the Internet, a bus220ofFIG. 2, or a combination thereof, etc.
By way of example, a particular user125acommunicates via a user device115a, to either initiate or react to a game play. The user interface module301facilitates a connection of the user device115awith the social network server102a, in the event the player wishes to engage or participate in a gaming application via the social network server102a. The permission module303ensures that the user device is compliant with protocols and any privacy concerns. Once a video gaming application has been set up, the user/player account module305makes a note of the user to determine if the user has an existing account or must create one. The user/player status module307considers the status of the various users (“leader,” “follower,” or “spectator”). A promotion/rewards module309operates the necessary promotions permitting players to earn rewards accorded by the promotions. The game initiation/operation module311initiates play and the social network module313tracks the applications engaged by a particular player and updates the player's social profile accordingly.
Example Methods
FIG. 4is a flow chart illustrating one example method400for one or more users (players or gamers) to select a “main” game and branch off for playing a portion of the “main” game. The method400begins with selecting a “main” game at block402, and initiating a game play, for either “solo” play or collaborative or cooperative play, illustrated by block404. The method400proceeds to the next block406, at which point, one or more players (with their user devices) create one or more sub games based on the “main” game or branching off from the “main” game. As explained above, players may pursue a particular aspect of the “main” game, separately, either via the same player device, or via another user device (for example, move from a desktop or dedicated game console, to a mobile device, for example, a smartphone).
The method400proceeds to block408, at which stage, user information relating to the sub game is stored on the user device. At block410, the method400proceeds and transfers the user information to the “main” game. Finally, the method400proceeds to block412, at which stage, the “main” game is synchronized with the user information obtained from the sub game.
Referring now to the flow chart illustrated inFIG. 5, an example method for obtaining a promotion is described. As described above, video gaming applications may be used in conjunction with promotions or advertising in order to coax players to purchase products or services that are either related to the gaming applications or otherwise. The user interface is configured to provide rewards to players upon receiving the promotions or advertising. The example method500illustrated here begins at block502, where user or player accounts are created when a user or player decides to initiate play of a particular gaming application. The player then participates in the promotion, for example, by viewing the particulars of a promotion (advertising on a product or service), and receives additional points for creating an account, as indicated at block504. The method500proceeds to block506, where the promotion is stored into the particular player's account and at block508the player initiates game play.
Referring now to the flow chart illustrated inFIG. 6, some example operations for providing multiple levels of play are illustrated. In particular,FIG. 6illustrates an example method600for assigning a status to a player. The method600begins and proceeds to block602, at which point users are signed in. The user or player can indicate preferences for the level of play the user desires to participate at, which are received by the video gaming platform, as illustrated at block604. The video gaming platform assigns a status to the user, at block606, for example, designating the user as a “leader,” a “follower,” a “bystander” or any other designation used by the video gaming application. Each of these designations imposes limits on play associated with them. For example, as indicated above, a “leader” is permitted to play the entire game whereas a “follower” is permitted to play only a portion of the game. The video gaming platform modifies player capabilities based on user status, as illustrated at block608. User “status” accords full play capabilities to a “leader,” “restricted” or “limited” play capabilities to a “follower” and “viewing” and capability to “influence” play with keyword responses to a “bystander.”
FIG. 7illustrates an example method700for earning rewards/features within a game. The example method700begins and proceeds to block702, at which stage, a user or player signs in or is displayed log-in options. The method700proceeds to block704including one or more operations for initiating or accepting user game play. The method700proceeds to block706, at which stage, one or operations receive rewards and/or features for players based on game play. The method700proceeds to the next block708, which includes one or more operations for storing received rewards and/or features for player accounts.
FIG. 8illustrates that multiple users, for example, Users 1, 2, 3, through N, each with a different status, for example, either “leader,” “bystander,” or “follower,” may initiate games, for example Game 1 (indicated by reference numeral810a), Game 2 (indicated by reference numeral810b), Game 3 (indicated by reference numeral810c), through Game N (indicated by reference numeral810d). Each of these games is played in a virtual game arena804, either individual or shared, hosted on a dedicated server or in a cloud. User 2 is illustrated as branching off a sub game 1 (indicated by reference numeral820), for separate play. Any information accumulated during the sub game is synchronized after User 2 reconnects to the original game. A user with “bystander” status may influence the game by responding to wall posts or responding with a key word. Reward or point allocation is based on the status of the player. For example, a player playing a game (for example, a follower), receives rewards or takes away from the main game player more than a bystander does. A bystander does not receive any rewards; its role is simply to assist a friend or influence game play by a “core” player.
FIG. 9illustrates a video gaming scenario, with two core players 1 and 2 (at A and D), who have a “leader” status, illustrated at902and908. A “casual” player or “follower” (at B) is illustrated by reference numeral904and has the capability to influence both the core players, as indicated by the arrows. Additionally, a “core” player, for example, Player 2, can participate as a “bystander” as well and influence another “core” player, Player 1. A non-player or “bystander” may also participate and provide keyword-based participation. All the various players interact with each other, some having larger impact (those that are “leader” or “core” players) on the play of another “core” player, whereas a “casual” player has a smaller or little impact on the play of others, and a “bystander” has even less impact.
As one example, a religious gaming application is described here. A “core” player may create his or her own church or organization. Another “core” player 2 may create his or her own church or organization as well. The “casual” player 3 may be a follower of both “core” Player 1 and Player 2, such that acts by the “follower” either enhance or detract a play by Player 1 or Player 2. For example, the “follower” Player 3 may give virtual money ($10 per day out of a $20) to each of the “core” players. Circumstances may change this flow of money, for example, “core” Player 2 upsets follower Player 3, who routes all of his virtual money to Player 1. Player 2 may retaliate against Player 3, by initiating an action against Player 1, creating a deficit in his or her account, thereby impacting the play by Player 1. Likewise, the bystander C may continue to influence plays by Player 1 or Player 2.
FIG. 10illustrates a gaming scenario with the virtual game arena804with Game 1 (indicated by reference numeral810a), Game 2 (indicated by reference numeral810b), Game 3 (indicated by reference numeral810c) through Games N (indicated by reference numeral810d) engaged by users. A user creates an account to play any of these games and may receive display of a promotion or advertisement. The user may acknowledge the promotion and instantly earn points or rewards from the game. These operations are controlled by a controller or processor1010. User information is recorded in memory1020. The user information may be user-game relationship data, user points (check-in rewards and points earned by play).
FIG. 11illustrates an example data storage configuration. The data storage233may include various types of data. In a first data cell252, the data storage233includes user-account data252, which may include a name, user name, age and birthdate, all of these items indicated generally by reference numeral1110. The data storage233in a second cell may include a game-options data, including data on sound, graphics, monitor, and controls, indicated generally by reference numeral1120. The data storage233may include in a third cell, user rewards/points including data on unlocked content, number of points, and rewards, all of these items indicated generally by reference numeral1130. In a fourth cell, the data storage233includes a user play/save data indicated by reference numeral258including as examples “game save” data or “location” data, both examples indicated generally by reference numeral1160. In a fifth cell, the data storage233includes game options/preferences, indicated by reference numeral260, including as one example game-specific options, indicated by reference numeral1150. In a sixth cell, the data storage233may include promotions data, indicated by reference numeral262, including as examples data on promotions, and unlocked promotion content, indicated generally by reference numeral1160. In a seventh cell, the data storage233includes advertising data, indicated by reference numeral264, which may include data on advertisements 1, 2, through N, all of this data indicated generally by reference numeral1170.
FIG. 12illustrates an example method for aviation game play. It should be understood that the order of the operations inFIG. 12is merely by way of example and may be performed in different orders than those that are illustrated and some operations may be excluded, and different combinations of the operations may be performed. In the example method illustrated, one or more operations may include signing in/logging in to a select game (for example, an aviation game), as illustrated by block1202. The method1200then proceeds to the next block1204and may include one or more operations to perform an action within the game (for example, displayed as a two-dimensional or three-dimensional display). The method1200then proceeds to the next block1206and may include one or more operations to post a description of the action in a social network feed. The method1200then proceeds to the next block1208and may include one or more operations to receive one or more rewards based on events from the social network feed and/or player interactions.
FIG. 13illustrates an example of a graphical representation of a flight route that may be created in this gaming application (aviation game). Multiple players (Gamers1through6) may engage in this game, as illustrated by reference numeral1410inFIG. 14. Each of these gamers may be at remote locations and may access this game operated on a third party server. An action by gamer1impacting another gamer is indicated to any of the other gamers impacted, requiring acceptance or denial by the gamer impacted. The impacted gamer may “accept” the action, indicated by reference numeral1420or may “decline” the action, indicated by reference numeral1430.
As one example of a select game, an aviation video gaming application is described here inFIG. 15throughFIG. 31.FIG. 15illustrates some embodiments of a user interface1500for displaying an in-game message related to another player's activity. A player may receive an in-game notification (indicated by reference numeral1510) describing certain activities relating to the player. For example the in-game notification (indicated by reference numeral1510) states that friends have visited the player's airport and allows the player to view the description (by pressing the button1520) of what the friends' did while at the player's airport.
FIG. 16illustrates some embodiments of a user interface1600for displaying an in-game message related to awarding items. A player may receive an in-game notification (indicated by reference numeral1610) describing an in-game item that was given to the player by a friend to assist the player in completing a quest (i.e., challenge). The in-game notification (indicated by reference numeral1610) may also allow the user (via the share button1620) to share this information and/or the in-game item with one or more additional players. The in-game notification (indicated by reference numeral1610) may also allow the user (via the close button1620) to hide the in-game notification.
FIG. 17illustrates some embodiments1700of example in-game messages related to another player's activity. For example, a player may give experience points to another player, as indicated by the in game notification1710. A player may sabotage another player's flight by damaging the airplane, as indicated by the in game notification1720. A player may sabotage another player's airport by damaging a construction site, as indicated by the in game notification1730. A player may improve another player's travel time by giving them clear skies, as indicated by the in game notification1740. A player may have their airport shut down due to in-game weather conditions, as indicated by the in game notification1750. A player may have their airport shut down due to a particular event, for example, the president visiting a player's airport, as indicated by the in game notification1760.
FIG. 18illustrates an example of the user interface display1800to a user in the event a video gaming application is hosted or accessed by a social network. A user may accept a request via posting a comment (# accept in this example) to the social network post. User posts are indicated by1810, user activities or operations during play are indicated by1820, and user acceptances (indicated by reference numeral1840) and approvals are indicated by reference numeral1830.
FIG. 19illustrates an example of a user interface1900for unlocking game play content within the game. A user may unlock in-game content by posting a comment on a player's social network post. A friend's activities and status during a game are indicated by1920, and promotion approvals are indicated by1930. Approvals may be by the user's friends1940and1950.
As one example, an aviation video gaming application is described here. The specific rules of the social network aspect of the aviation gaming application (e.g., AviNation) are indicated below, simply by way of example:
GPS/Check-in Game Play—Airport Specific
Player must log back into the game to collect all that they have earned every time someone posts. If not, they are subject to losing benefits (see comments)1. Airport Check-ins (only players who are playing the game):1. For the player who checks in receives:1. Passengers (e.g. Extra 10/100)—[can only check-in to same airport once per day]2. Virtual currency (e.g. $10,000) [automatically added to players account]3. Either experience or energy points (not both)2. For the players who “like” the check-in:1. The player who checked in receives:1. Passengers2. Energy points2. The player who clicked “like” receives:1. Additional passengers2. Energy points3. Non-Players who “like” the check-in, the main player is awarded a fraction of passengers/energy (e.g., ⅕ or less)3. Comments (Key Words)—each player can only post one key word—subsequent posts from the same player are ignored.1. “Oversold”1. Each player of AviNation receive 10% of the passengers that the primary check-in player has earned but not collected yet;2. Each non-player results in a loss of one-passenger from the primary check-in player has earned but not collected yet;2. “Flight Cancelled”1. Player who first posts this that plays AviNation receives all of the passengers that the primary check-in player has earned but not yet collected;2. Player who second posts this receives all the energy a player has earned upon check-in but has not yet collected;3. “Mechanical”—anyone can post1. One of the check-in player's aircraft must be repaired (random aircraft) before it can fly again—only one airplane can be affected and only once by a player.4. “Frequent Flyer”1. Each player of AviNation receives a 10% passenger bump for the day; check-in player receives a 10% bump on uncollected passengers
Airport specific check-ins should be focused on passengers, money, and possibly experience or energy (not both).
Player Wall Post of a New Route Established
For players advertising a new route on their wall:1. “like” post:1. Player who posted the new route receives:1. New passengers for the day (player must log in to collect)2. Experience or Energy (not both)2. Player who “liked” the post that plays the game receives:1. Certain number of passengers for the day3. Non-players who “like” the post add ⅕ (or minimum number) of the passengers (e.g., 1)2. Comments (key words):1. “Oversold”1. Each player of AviNation receive 10% of the passengers that primary check-in player has earned but not collected yet;2. Each non-player results in a loss of one-passenger from the primary check-in player has earned but not collected yet;2. “Flight Cancelled”1. Player who first posts this that plays AviNation receives all of the passengers that the primary check-in player has earned but not yet collected;2. Player who second posts this receives all the energy a player earned upon check-in but has not yet collected;3. “Mechanical”—anyone can post1. One of the check-in players aircraft must be repaired (random aircraft) before it can fly again—only one airplane can be affected and only once by a player.4. “Frequent Flyer”1. Each player of AviNation receives a 10% passenger bump for the day; check-in player receives a 10% bump on uncollected passengers
Action of a Player Who Buys a New Airplane:1. “like”1. Player who posted receives:1. Additional fuel (free)2. Player who “liked” the post receives:1. 5 additional passengers1. Comments (key words):1. “Mechanical”—anyone can post1. One of the check-in players aircraft must be repaired (random aircraft) before it can fly again—only one airplane can be affected and only once by a player.2. “Frequent Flyer”1. Each player (original post and respondent) of AviNation receives a 10% passenger bump for the day; check-in player receives a 10% bump on uncollected passengers
In general for each action, the following are examples:1. Each post does NOT have to award a lot of game items to the original poster or the respondent. It is kept in context to what is being posted. Examples:1. Setting up a new route may earn experience and passengers2. Buying an airplane may award fuel and passengers3. Setting up a terminal may award passengers and energy2. There needs to be competitive play in the spectator wall posts with key words:1. Key words that continue to award to the primary poster and also the spectator;2. Key words that ‘steal’ items away from primary poster to respondent player;3. Key words that are detrimental to a player (whether completely detrimental or just gives everything not collected to the respondent player)4. Key words that are descriptive to the action involved.3. The “like” button should award items to both players4. Players who are being awarded items must go back (log-in) to the game to collect them or they are fair game for other players
FIG. 20Aillustrates an example of a user interface2000within a social network with a player notification about one player's promotion within the game and other player comments on the player notification. For example, the post2004indicates that the player has been promoted within the game. The notification2010indicates that for the approval2012from a player, the commenter and the poster receive three points within the game. The notification2020indicates that for the comment2022, the commenter and the poster receive five points within the game.
FIG. 20Billustrates an example of a user interface2050within a social network with a player notification about one player's promotion within the game and other non-player comments on the player notification. For example, the post2054indicates that the player has been promoted within the game. The notification2060indicates that for the approval2062, the player (i.e., poster) receives three points within the game. The notification2070indicates that for the comment2072from a non-player, the player (i.e., poster) receives one point within the game.
FIG. 21Aillustrates an example of a user interface2100within a social network with a player notification about one player traveling to another player's area within the game and other player comments on the player notification. For example, the post2102indicates that the player is traveling to another player's airport. The notification2110indicates that for the approval, the flight time is decreased by 5%. The notification2112indicates that for the comment “# divert” from a player, the airplane is sent to the commenter's airport. The notification2114indicates that for the comment “# roger” from a player, the airplane receives two passengers. The notification2116indicates that for the comment “# clear skies” from a player, the flight time is decreased by 5%. The notification2118indicates that for the comment “# turbulence” from a player, the flight time is increased by 5%. The notification2120indicates that for the comment “# thunderstorm” from a player, the commenter receives a thunderstorm item (in-game item). The notification2122indicates that for the comment “# snowstorm” from a player, the commenter receives a snowstorm item (in-game item).
FIG. 21Billustrates an example of a user interface2150within a social network with a player notification about one player traveling to another player's area within the game and other non-player comments on the player notification. For example, the post2152indicates that the player is traveling to another player's airport. The notification2160indicates that for the approval, the flight time is decreased by 5%. The notification2162indicates that for the comment “# divert” from a non-player, the airplane is sent to the closest friend's airport. The notification2164indicates that for the comment “# roger” from a non-player, the airplane receives one passenger. The notification2166indicates that for the comment “# clear skies” from a non-player, the flight time is decreased by 5%. The notification2168indicates that for the comment “# turbulence” from a non-player, the flight time is increased by 5%. The notification2170indicates that for the comment “# thunderstorm” from a non-player, the player's airport is hit by a thunderstorm. The notification2172indicates that for the comment “# snowstorm” from a non-player, the player's airport is hit by a snowstorm.
FIG. 22Aillustrates an example of a user interface2200within a social network with a player notification about one player visiting another player's area within the game and other player comments on the player notification. For example, the post2202indicates that the player is visiting another player's airport. The notification2210indicates that for the approval, one energy point is given to both players. The notification2212indicates that for the comment “# thanks” from a player, five energy points are given to both players. The notification2214indicates that for the comment “# thunderstorm” from a player, the commenter receives a thunderstorm item (in-game item). The notification2216indicates that for the comment “# snowstorm” from a player, the commenter receives a snowstorm item (in-game item).
FIG. 22Billustrates an example of a user interface2250within a social network with a player notification about one player visiting another player's area within the game and other non-player comments on the player notification. For example, the post2252indicates that the player is visiting another player's airport. The notification2260indicates that for the approval, one energy point is given to the player (i.e., poster). The notification2262indicates that for the comment “# thanks” from a non-player, two energy points are given to the player (i.e., poster). The notification2264indicates that for the comment “# thunderstorm” from a non-player, the player's (i.e., poster) airport is hit by a thunderstorm. The notification2266indicates that for the comment “# snowstorm” from a non-player, the player's (i.e., poster) airport is hit by a snowstorm.
FIG. 23Aillustrates an example of a user interface2300within a social network with a player notification about one player sending a game-play item within the game and other player comments on the player notification. For example, the post2302indicates that the player has sent an airplane to an in-game airport (in this example John Wayne Airport). The notification2310indicates that for the approval, the flight time is decreased by 5%. The notification2312indicates that for the comment “# bird attack” from a player, the airplane is damaged and the flight time is increased by 5%. The notification2314indicates that for the comment “# turbulence” from a player, the flight time is increased by 5%. The notification2316indicates that for the comment “# clear skies” from a player, the flight time is decreased by 5%. The notification2318indicates that for the comment “# thunderstorm” from a player, the commenter receives a thunderstorm item (in-game item). The notification2320indicates that for the comment “# snowstorm” from a player, the commenter receives a snowstorm item (in-game item).
FIG. 23Billustrates an example of a user interface2350within a social network with a player notification about one player sending a game-play item within the game and other non-player comments on the player notification. For example, the post2352indicates that the player has sent an airplane to an in-game airport (in this example John Wayne Airport). The notification2360indicates that for the approval, the flight time is decreased by 5%. The notification2362indicates that for the comment “# bird attack” from a non-player, the airplane is damaged and the flight time is increased by 5%. The notification2364indicates that for the comment “# turbulence” from a non-player, the flight time is increased by 5%. The notification2366indicates that for the comment “# clear skies” from a non-player, the flight time is decreased by 5%. The notification2368indicates that for the comment “# thunderstorm” from a non-player, the player's (i.e., poster) airport is hit by a thunderstorm. The notification2370indicates that for the comment “# snowstorm” from a non-player, the player's (i.e., poster) airport is hit by a snowstorm.
FIG. 24Aillustrates an example of a user interface2400within a social network with a player notification about one player purchasing a game-play item within the game and other player comments on the player notification. For example, the post2402indicates that the player has purchased an in-game airplane. The notification2410indicates that for the approval, the commenter gains 10 coins. The notification2412indicates that for the comment “# maiden voyage” from a player, the commenter and the poster gain one “1 hour boost item”. The notification2414indicates that for the comment “# thunderstorm” from a player, the commenter receives a thunderstorm item (in-game item). The notification2416indicates that for the comment “# snowstorm” from a player, the commenter receives a snowstorm item (in-game item).
FIG. 24Billustrates an example of a user interface2450within a social network with a player notification about one player purchasing a game-play item within the game and other non-player comments on the player notification. For example, the post2452indicates that the player has purchased an in-game airplane. The notification2460indicates that for the approval, no award is given. The notification2462indicates that for the comment “# maiden voyage” from a non-player, the player (i.e., poster) receives one experience point. The notification2464indicates that for the comment “# thunderstorm” from a non-player, the player's (i.e., poster) airport is hit by a thunderstorm. The notification2466indicates that for the comment “# snowstorm” from a non-player, the player's (i.e., poster) airport is hit by a snowstorm.
FIG. 25Aillustrates an example of a user interface2500within a social network with a player notification about one player purchasing a game-play area within the game and other player comments on the player notification. For example, the post2502indicates that the player has purchased a small terminal. The notification2510indicates that for the approval, the building time is decreased. The notification2512indicates that for the comment “# let me help” from a player, the building time is decreased by 5%. The notification2514indicates that for the comment “# congrats” from a player, the commenter is given 10 coins. The notification2516indicates that for the comment “# vandalize” from a player, the building time is increased by 5%. The notification2518indicates that for the comment “# thunderstorm” from a player, the commenter receives a thunderstorm item (in-game item). The notification2520indicates that for the comment “# snowstorm” from a player, the commenter receives a snowstorm item (in-game item).
FIG. 25Billustrates an example of a user interface2550within a social network with a player notification about one player purchasing a game-play area within the game and other non-player comments on the player notification. For example, the post2552indicates that the player has purchased a small terminal. The notification2560indicates that for the approval, the building time is decreased. The notification2562indicates that for the comment “# let me help” from a non-player, the building time is decreased by 5%. The notification2564indicates that for the comment “# congrats” from a non-player, the player (i.e., poster) is given 5 coins. The notification2566indicates that for the comment “# vandalize” from a non-player, the building is damaged and the building time is increased by 5%. The notification2568indicates that for the comment “# thunderstorm” from a non-player, the player's (i.e., poster) airport is hit by a thunderstorm. The notification2570indicates that for the comment “# snowstorm” from a non-player, the player's (i.e., poster) airport is hit by a snowstorm.
FIG. 26Aillustrates an example of a user interface2600within a social network with a player notification about one player building a game-play item within the game and other player comments on the player notification. For example, the post2602indicates that the player is trying to finish building a hangar. The notification2610indicates that for the approval, the poster and commenter receive three energy points. The notification2612indicates that for the comment “# fuel drums” from a player, the poster receives an in-game item.
FIG. 26Billustrates an example of a user interface2650within a social network with a player notification about one player building a game-play item within the game and other non-player comments on the player notification. The notification2660indicates that for the approval, the player (i.e., poster) receives three energy points. The notification2662indicates that for the comment “# fuel drums” from a non-player, the player (i.e., poster) receives an in-game item.
FIG. 27Aillustrates an example of a user interface2700within a social network with a player notification about one player performing a task within the game and other player comments on the player notification. For example, the post2702indicates that the player is trying to finish a task, in this example, “favor for the mayor.” The notification2710indicates that for the approval, the poster and commenter receive five experience points. The notification2712indicates that for the comment “# lumber” from a player, the poster receives an in-game item.
FIG. 27Billustrates an example of a user interface2750within a social network with a player notification about one player performing a task within the game and other non-player comments on the player notification. For example, the post2752indicates that the player is trying to finish a task, in this example, “favor for the mayor.” The notification2760indicates that for the approval, the player (i.e., poster) receives five experience points. The notification2762indicates that for the comment “# lumber” from a non-player, the player (i.e., poster) receives an in-game item.
FIG. 28Aillustrates an example of a user interface2800within a social network with a player notification about one player finishing a task within the game and other player comments on the player notification. For example, the post2802indicates that the player has finished a task, in this example, “favor for the mayor.” The notification2810indicates that for the approval, the poster and commenter receive three experience points. The notification2812indicates that for the comment “# congrats” from a player, the poster and commenter receive five experience points.
FIG. 28Billustrates an example of a user interface2850within a social network with a player notification about one player finishing a task within the game and other non-player comments on the player notification. For example, the post2852indicates that the player has finished a task, in this example, “favor for the mayor.” The notification2860indicates that for the approval, the player (i.e., poster) receives three experience points. The notification2862indicates that for the comment “# congrats” from a non-player, the player (i.e., poster) receives one experience point.
FIG. 29Aillustrates an example of a user interface2900within a social network with a player notification about one player arriving at another player's area within the game and other player comments on the player notification. For example, the post2902indicates that the player has checked into a friend's airport. The notification2910indicates that for the approval, the poster and commenter receive two experience points. The notification2912indicates that for the comment “# safe flight” from a player, the poster and commenter receive one “+5 energy item.”
FIG. 29Billustrates an example of a user interface2950within a social network with a player notification about one player arriving at another player's area within the game and other non-player comments on the player notification. For example, the post2952indicates that the player has checked into a friend's airport. The notification2960indicates that for the approval, the player (i.e., poster) receives two experience points. The notification2962indicates that for the comment “# safe flight” from a non-player, the player (i.e., poster) receives one “+5 energy item.”
FIG. 30illustrates an example of a user interface3000including two examples of game states that affect game play. The first example3010is a thunderstorm game item that may be used at friend's airports to add rain, thunder, lightning to the airport, and to shut down the airport for an hour. For example, this item can only be used once every 12 hours and after the thunderstorm ends the player cannot be affected for 24 hours. The second example3020is a snowstorm game item that may be used at friend's airports to add snow to the airport, and to shut down the airport for an hour. For example, this item can only be used once every 12 hours and after the thunderstorm ends the player cannot be affected for 24 hours.
FIG. 31illustrates an example of a user interface3100including one example of a game state that affects game play. The example3110is of Air Force One (i.e., the president) visiting the player's airport. For example, this shuts down the player's airport for 8 hours, the player can interact with Air Force One via a nomination link for decreasing the time Air Force One is at the airport, and after Air Force One is sent off, the player cannot be sent the airplane again for 24 hours.
Referring now toFIG. 32, an example method3200illustrates the operations involved with allowing access from one or more clients (users, players, or gamers) to a game. The method3200begins and proceeds (either directly or via other operations) to a block3202including one or more operations configured to receive a game play request (for a single player) from one or more clients (for example, via a mobile device, a social network, online gaming server etc.). From there the method3200proceeds to the next block3204, which includes one or more operations configured to select a game from an incoming port number. From there, the method3200proceeds to the next block3206, which includes one or more operations configured to authorize a client to send/receive game-play information. From that point the method3200proceeds to the next block3208, which includes one or more operations for translating game-play information in order to accommodate different clients. From there, the method3200proceeds to the next block3210including one or more operations configured to either initiate or perform game play through the client. From there, the method3200(or subroutine) may either end or proceed to other blocks of operations.
Referring now toFIG. 33, an example method3300illustrates how to determine game-play graphics based on a user device. The method3300begins and proceeds to block3302, which includes one or more operations configured to sign in a user/player or display log-in options. The method3300proceeds to either block3304or3306. In block3304, the method3300includes one or more operations for determining the type of user device (for example, desktop, mobile device, tablet etc.) In block3306, the method3300includes one or more operations for receiving user preferences. From blocks3304and3306, the method3300proceeds to block3308, at which stage, with one or more operations, the method alters game-play graphics (for example, 3D, 2D, etc.) based on the type of user device and/or user preference. From there the method3300(or subroutine) may end or proceed to other subroutines.
Referring now toFIG. 34, a method3400for synchronizing information across platforms begins and proceeds (either directly or via other operations) to a block3402, including one or more operations for either initiating or performing game play. From there, the method3400proceeds to the next block3404, including one or more operations for receiving game-play information (for example, rewards, features, etc.) From there, the method3400proceeds to the next block3406, which includes one or more operations configured to synchronize information that is received with a global database. From there, the method3400(a subroutine) may either end or proceed to other operations.
Referring now toFIG. 35, a graphical representation illustrates generally as indicated by reference numeral3500integrated play by various users with a different user status. An index of user status is indicated by reference numeral3502indicating a “leader,” a “follower,” and a “bystander.” The examples of user “status” indicated accords full play capabilities to a “leader,” “restricted” or “limited” play capabilities to a “follower” and “viewing” and capability to “influence” play with keyword responses to a “bystander.”FIG. 35illustrates that multiple users, for example, Users 1, 2, 3, through N, each with a different status, for example, either “leader,” “bystander,” or “follower,” may initiate games, for example, Game 1 (indicated by reference numeral3510a), Game 2 (indicated by reference numeral3510b), Game 3 (indicated by reference numeral3510c) through Game N (indicated by reference numeral3510d). Each of these games is played in a virtual game arena3504, either individual or shared, hosted on a dedicated server or in a cloud. Game 1 is displayed or accessed on a desktop, Game 2 on a laptop, Game 3 on a tablet. As one example, User 1 (a “leader”) is illustrated as accessing Game 1 on a desktop. As another example, User 3 (a “bystander”) is illustrated as viewing Game 1. As yet another example, User 2 (a “follower”) is illustrated as branching off to a sub game 1 (indicated by reference numeral3520), for separate play on a tablet. Any information accumulated during the sub game is synchronized after User 2 reconnects to the original game. A user with “bystander” status (User 3) may influence the game by responding to wall posts or responding with a key word. Reward or point allocation is based on the status of the player. For example, a player playing a game (for example, a follower), receives rewards or takes away from the main game player more than a bystander does. A bystander does not receive any rewards; its role is simply to assist a friend or influence game play by a “core” player. As another example, User 4 (for example, a follower) may branch off to a sub-game on a mobile phone. Any information for or on the game is synchronized after User 4 reconnects to the original game.
Referring now toFIG. 36, a graphical representation illustrates that virtual game play may be operated in a cloud for one or more games, concurrently or otherwise, as indicated by reference numeral3620. The platform may be agnostic facilitating shared game play, bystander game play or remote game play. Players or gamers may access this virtual game play either via a personal computer3610, a game console3612, a mobile device3614, or a tablet3616.
FIG. 37illustrates a graphical representation indicated generally by reference numeral3700to show different user experience. For example, a particular user (User 1) may experience a three-dimensional (3D) display on a computer3710(for example, a desktop) during the main game3712. From the main game, the same user (User 1) may branch off to a sub-game play to experience a two-dimensional display (2D) as indicated by reference numeral3722on a mobile device3720(for example, on either a tablet, a mobile device, etc.).
FIG. 38illustrates integrated play of Game 1 on a desktop (3510a), Game 2 on a laptop (3510b), and Game 3 on a tablet (3510c). As illustrated, each of these games may be accessed via a mobile device client3810, a social network client3820, and an online gaming client3830. An incoming port number determines the appropriate game (3840). As one example, a client may be authorized for play in Game 2 through a session key, as illustrated by reference numeral3842. Authorization may be with communication with a global accounts database3850. Commands are processed (3840) with communication with databases (Game 1 database3860, Game 2 database3870, and Game 3 database3880) and replies are generated back to clients (3846).
FIG. 39illustrates an example method for posting game-play activity on a social network. It should be understood that the order of the operations inFIG. 39is merely by way of example and may be performed in different orders than those that are illustrated and some operations may be excluded, and different combinations of the operations may be performed. In the example method illustrated, one or more operations may include signing in or displaying log-in options, as illustrated by block3902. The method3900then proceeds to the next block39039and may include one or more operations to initiate or perform game play. The method3900then proceeds to the next block3906and may include one or more operations to post an event to a social network feed. The method3900then proceeds to the next block3908and may include one or more operations to store post identification information.
FIG. 40illustrates an example method for interacting with a game based on social network activity. It should be understood that the order of the operations inFIG. 40is merely by way of example and may be performed in different orders than those that are illustrated and some operations may be excluded, and different combinations of the operations may be performed. In the example method illustrated, one or more operations may include posting game-play event to the social network feed, as illustrated by block4002. The method4000then proceeds to the next block4004and may include one or more operations to receive social interaction (e.g., comments, likes, etc.) related to the posted event. The method4000then proceeds to the next block4006and may include one or more operations to generate a reward for the player based on the social interaction related to the posted event. The method4000then proceeds to the next block4008and may include one or more operations to send in-game reward to player.
FIG. 41illustrates a video gaming scenario, with two core players 1 and 2 (at A and D), who have a “leader” status, indicated by reference numerals4102and4108. A “casual” player or “follower” (at B) is illustrated by reference numeral4104and has the capability to influence both the core players, as indicated by the arrows. Additionally, a “core” player, for example, Player 2, can participate as a “bystander” as well and influence another “core” player, Player 1. A non-player or “bystander” also participates (at C), providing keyword-based participation, as indicated by reference numeral4106. All the various players interact with each other, some having larger impact (those that are “leader” or “core” players) on the play of another “core” player, whereas a “casual” player has a smaller or little impact on the play of others, and a “bystander” has even less impact.
As one example, a religious gaming application is described here. A “core” player may create his or her own church or organization. Another “core” player 2 may create his or her own church or organization as well. The “casual” player 3 may be a follower of both “core” Player 1 and Player 2, such that acts by the “follower” either enhance or detract a play by Player 1 or Player 2. By way of example, the follower Player 3 may give virtual money ($10 per day out of a $20) to each of the core players. Circumstances may change this flow of money, for example, “core” Player 2 upsets follower Player 3, who routes all of his virtual money to Player 1. Player 2 may retaliate against Player 3, by initiating an action against Player 1, creating a deficit in his or her account, thereby impacting the play by Player 1. Likewise, the bystander C may continue to influence plays by Player 1 or Player 2. Finally,FIG. 6illustrates a social network 1, illustrated by reference numeral4110and a social network 2 illustrated by reference numeral4112, each indicating Player responses and friend responses in Player A's social network or social graph.
FIG. 42illustrates an example general architecture configuration with a “leader” or “follower” gaming platform4202, a “bystander” platform4204, location-based game play platforms4206, and game consoles4208. The “leader” or “follower” platform may facilitate access to video gaming application via social sites and the “bystander” platform4204via social network messaging functionality. A flexible platform4206may facilitate location-based game play via mobile devices and game consoles4208may facilitate unique and custom console gameplay sequences. A central unit4210may facilitate continuous game play that is shared across all platforms, thereby making the game content agnostic.
FIG. 43is a graphical representation4300illustrating some embodiments of multiple devices connected for centralized game play in a gaming application linked with a social network. For example, multiple user devices may be connected to a virtual game-play cloud4320. The multiple user devices may be all the same or different and may include, for example, one or more personal computers4310via a social network server102a, one or more game consoles4312, one or more mobile devices4314, and one or more tablets4316. All or some of these devices are connected to the virtual game-play cloud for platform agnostic, shared, and synchronized gameplay.
FIG. 44is a graphical representation4400illustrating some embodiments of receiving an in-game reward based on social network activity. In some implementations, in-game rewards (experience, coins, special game events etc.) may be triggered by the player's friends commenting or interacting with the player's game activity wall post. For example, the player signs in/logs-in to the game illustrated by block4410. Simultaneously the player is logged into the client (that hosts the game application) and the social network to perform social network activity illustrated by blocks4420and4430. While logged-in to the client, the player may participate in game play, as illustrated by block4422. While playing the game, the player may post an event to a social network feed, as illustrated by block4424at which point the postID (for access) is written to a database, as illustrated by block4426. Also while playing the game, the player may receive an in-game reward, as illustrated by block4428.
In the social network, when the postID (for access) is written to a database, as illustrated by block4426, the social network application (e.g., game application) loops through all postIDs generated in the game, as illustrated by block4432. The social network application then processes each post for comments and likes, as illustrated by block4434. The social network application then generates a friend reward within the social network, as illustrated by block4436. The social network application then generates a player reward, as illustrated by block4438which also sends a request to the game to give the reward to the player in the game.
The comments and game actions they invoke which are described inFIGS. 5-44are used by way of example, one skilled in the art will recognize that other examples and configurations are possible.
The foregoing description of the implementations of the present technology has been presented for the purposes of illustration and description. It is not intended to be exhaustive or to limit the present technology to the precise form disclosed. Many modifications and variations are possible in light of the above teaching. It is intended that the scope of the present technology be limited not by this detailed description, but rather by the claims of this application. As should be understood by those familiar with the art, the present technology may be implemented in other specific forms, without departing from the spirit or essential characteristics thereof. Likewise, the particular naming and division of the modules, routines, features, attributes, methodologies, and other aspects are not mandatory or significant, and the mechanisms that implement the present disclosure or its features may have different names, divisions and/or formats. Furthermore, as should be apparent to one of ordinary skill in the relevant art, the modules, routines, features, attributes, methodologies and other aspects of the present technology can be implemented as software, hardware, firmware, or any combination of the three. Also, wherever a component, an example of which is a module, of the present technology is implemented as software, the component can be implemented as a standalone program, as part of a larger program, as a plurality of separate programs, as a statically or dynamically linked library, as a kernel loadable module, as a device driver, and/or in every and any other way known now or in the future to those of ordinary skill in the art of computer programming. Additionally, the present technology is in no way limited to implementation in any specific programming language, or for any specific operating system or environment. Accordingly, the disclosure of the present technology is intended to be illustrative, but not limiting, of the scope of the present disclosure, which is set forth in the following claims.
Claims
- A computer-implemented method for providing a video gaming environment hosted on a server to one or more users, comprising: providing access to the video gaming environment, by the server, to the one or more users via one or more user devices, the one or more user devices including a user interface configured to display the video gaming environment;transmitting, by the server, a content item to a social online service, the content item representing an event associated with a first user in the video gaming environment;receiving, by the server, an interaction via the social online service of a second user with the content item on the social online service;determining, by the server, an influence to the video gaming environment based on the interaction via the social online service of the second user with the content item on the social online service;and modifying, by the server, the video gaming environment based on the influence.
- The method of claim 1 , wherein the interaction of the second user with the content item includes a comment including a keyword.
- The method of claim 1 , further comprising: determining a keyword from the interaction of the second user with the content item;and determining the influence to the video gaming environment based on the keyword.
- The method of claim 1 , further comprising: determining a gameplay status associated with the second user, the gameplay status associated with the second user indicating a role of the second user in the video gaming environment;and determining the influence to the video gaming environment based on the gameplay status associated with the second user.
- The method of claim 4 , wherein the gameplay status is selected from a group consisting of a core player status, a casual player status, and a non-player status.
- The method of claim 1 , further comprising: determining that a gameplay status associated with the second user is a non-player status;and responsive to the gameplay status associated with the second user being the non-player status, applying the influence to a game item associated with the first user in the video gaming environment.
- The method of claim 1 , further comprising: determining that a gameplay status associated with the second user is a player status;and responsive to the gameplay status associated with the second user being the player status, applying the influence to a game item associated with the second user in the video gaming environment.
- The method of claim 1 , further comprising: responsive to receiving the interaction of the second user with the content item on the social online service, providing a reward to the first user in the video gaming environment.
- The method of claim 1 , further comprising: responsive to receiving the interaction of the second user with the content item on the social online service, providing a reward to the second user in the video gaming environment, the reward for the second user being an amount of uncollected reward associated with the first user in the video gaming environment.
- The method of claim 1 , wherein modifying the video gaming environment based on the influence includes: applying the influence to a game item in the video gaming environment;and responsive to applying the influence to the game item, preventing the influence from being applied to the game item for a predetermined time period.
- A system for hosting and providing a video gaming environment to one or more users, comprising: one or more processors;and a memory storing instructions that, when executed by the one or more processors, cause the system to: provide access to the video gaming environment to the one or more users via one or more user devices, the one or more user devices including a user interface configured to display the video gaming environment;transmit a content item to a social online service, the content item representing an event associated with a first user in the video gaming environment;receive an interaction via the social online service of a second user with the content item on the social online service;determine an influence to the video gaming environment based on the interaction via the social online service of the second user with the content item on the social online service;and modify the video gaming environment based on the influence.
- The system of claim 11 , wherein the interaction of the second user with the content item includes a comment including a keyword.
- The system of claim 11 , wherein the instructions, when executed, cause the system to: determine a keyword from the interaction of the second user with the content item;and determine the influence to the video gaming environment based on the keyword.
- The system of claim 11 , wherein the instructions, when executed, cause the system to: determine a gameplay status associated with the second user, the gameplay status associated with the second user indicating a role of the second user in the video gaming environment;and determine the influence to the video gaming environment based on the gameplay status associated with the second user.
- The system of claim 11 , wherein the instructions, when executed, cause the system to: determine that a gameplay status associated with the second user is a non-player status;and responsive to the gameplay status associated with the second user being the non-player status, apply the influence to a game item associated with the first user in the video gaming environment.
- The system of claim 11 , wherein the instructions, when executed, cause the system to: determine that a gameplay status associated with the second user is a player status;and responsive to the gameplay status associated with the second user being the player status, apply the influence to a game item associated with the second user in the video gaming environment.
- The system of claim 11 , wherein the instructions, when executed, cause the system to: responsive to receiving the interaction of the second user with the content item on the social online service, provide a reward to the first user in the video gaming environment.
- The system of claim 11 , wherein the instructions, when executed, cause the system to: responsive to receiving the interaction of the second user with the content item on the social online service, providing a reward to the second user in the video gaming environment, the reward for the second user being an amount of uncollected reward associated with the first user in the video gaming environment.
- The system of claim 11 , wherein to modify the video gaming environment based on the influence, the instructions, when executed, cause the system to: apply the influence to a game item in the video gaming environment;and responsive to applying the influence to the game item, prevent the influence from being applied to the game item for a predetermined time period.
- A computer program product comprising a non-transitory computer usable medium including a computer readable program for hosting and providing a video gaming environment to one or more users, wherein the computer readable program when executed on a computer causes the computer to: provide access to the video gaming environment to the one or more users via one or more user devices, the one or more user devices including a user interface configured to display the video gaming environment;transmit a content item to a social online service, the content item representing an event associated with a first user in the video gaming environment;receive an interaction via the social online service of a second user with the content item on the social online service;determine an influence to the video gaming environment based on the interaction via the social online service of the second user with the content item on the social online service;and modify the video gaming environment based on the influence.
- The method of claim 1 , wherein the server is a third-party server.
- The method of claim 1 , wherein the server is a third-party server that hosts the video gaming environment.
- The method of claim 1 , wherein the server is a social networking server that hosts the video gaming environment and the social online service.
- The method of claim 1 , wherein the server is a social networking server that hosts the video gaming environment and the social online service.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.