Character simulation and playback notification in game session replay
    31.
    发明授权
    Character simulation and playback notification in game session replay 有权
    游戏会话重播中的角色模拟和回放通知

    公开(公告)号:US09393486B2

    公开(公告)日:2016-07-19

    申请号:US14318083

    申请日:2014-06-27

    Abstract: A game system in which game sessions may be recorded and saved as game records. A previously recorded game session may be selected and replayed, and players may step into and assume control of respective game characters during the replay. When a player steps into and takes control of game a character during replay of a game session, a new timeline is spawned from the original timeline, and a new game record corresponding to the new timeline is generated and stored. Players that were involved in a previously recorded game session that is being replayed may be manually or automatically notified that the game session is being replayed. The notification may occur upon initiation of the replay and/or when a new timeline is spawned. Notified players may view the game session without participating, or may take control their respective characters to participate.

    Abstract translation: 可以将游戏会话记录并保存为游戏记录的游戏系统。 可以选择和重放先前记录的游戏会话,并且玩家可以在重放期间进入并且控制各个游戏角色。 当玩家在游戏会话的重放期间进入并控制游戏角色时,从原始时间线产生新的时间线,并且生成并存储对应于新的时间线的新的游戏记录。 参与先前记录的游戏会话被播放的玩家可以手动或自动通知游戏会话被重放。 该通知可以在重播开始时和/或当产生新的时间线时发生。 通知玩家可以在没有参与的情况下观看比赛,或者可以控制他们各自的角色参与。

    Messaging service
    36.
    发明授权

    公开(公告)号:US10786744B1

    公开(公告)日:2020-09-29

    申请号:US16457580

    申请日:2019-06-28

    Abstract: A system in which players participate as characters in a virtual game world via game clients executing on client devices and communicate via an in-game communications channel. A messaging service is provided that enables active players to communicate with non-players via messaging platform(s). A player may send a message to another person via an in-game communications channel; upon detecting that the person is not active in the game, the service maps the person's identity to one or more messaging platform endpoints, tags the source of the message with the sending player's in-game identity, and forwards the message to the person via the messaging platform(s). The person may respond to the message via the messaging platform(s). The identities of the active player may be obfuscated so that a player's personal contact information is not exposed.

    Providing digital representations based on physical items

    公开(公告)号:US10679283B1

    公开(公告)日:2020-06-09

    申请号:US14318273

    申请日:2014-06-27

    Abstract: Methods and apparatus for collecting information for physical products by providing virtual products to customers. Virtual products (digital representations of physical products) may be provided to customers that provide item information including but not limited to evidence of ownership of corresponding physical products, for example photographs or sales receipts. The customers may use the virtual products in various applications in which the customers may establish a virtual presence. The information provided by the customers may be collected, analyzed, and applied in one or more areas of real-world production and marketing, for example in obtaining competitive pricing information. Digital lockers may be provided for the customers to which the virtual products are stored; the applications may access the virtual products for a customer from a respective digital locker.

    SPECTATOR AUDIO ANALYSIS IN ONLINE GAMING ENVIRONMENTS

    公开(公告)号:US20190270018A1

    公开(公告)日:2019-09-05

    申请号:US16415919

    申请日:2019-05-17

    Abstract: An audio analysis system that may analyze participant audio input in a game spectating environment. The audio analysis system may receive audio input for participants (broadcasters and/or spectators) in a game spectating system. The audio analysis system may analyze the audio input to generate audio analysis information for broadcasts, and provide the information to the game spectating system. The audio analysis information may be applied in the game spectating system in various ways. For example, the information may be used to determine active or popular broadcasts, broadcasters, games, and/or recordings of broadcasts, and the active or popular content may be indicated to spectators via a game spectating user interface. The audio analysis system may provide an application programming interface (API) to receive the audio input and to provide audio analysis information.

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