Abstract:
A method and system to setup and to manage one or more role-playing game at a single physical location using mobile device is disclosed. The game is distributed and animated on multiple devices connected in real time to a network, preferably to the Internet. Although participants are gathered at the same time and location, each one uses a personal mobile device programmed to provide to the participant instructions and commands relating to the game. To provide instructions, the system comprises a game server configured to provide the game intelligence. The system further comprises mobile devices of each participant connected to the game server during the game play.
Abstract:
A unified platform supports a plurality of game titles and diverse gaming devices to provide publishers and developers with a software development kit (SDK) including application programming interfaces (APIs) for creating multiplayer tournaments. Developers use the SDK to create tournament definitions and permission levels for tournament organizers. Tournament definitions specify configuration values as parameters the unified platform uses to create instances of multiplayer tournaments. Permission levels can define which tournament organizers are able to set up and manage tournaments and can define parameters to which they must adhere. The unified platform can store tournament definitions that are created by game publishers, game developers, or tournament organizers and can use the stored definitions to create tournament instances. The unified platform can use APIs to expose created tournament instances for registration of spectators and players and can use APIs to track tournament play and provide updates corresponding to the progress.
Abstract:
Methods and systems to identify options of secondary client devices for a device handover of game play include establishing a session of game play of a game for a primary client device by executing the game on a server for streaming video frames to the primary client device. A request is received to generate a profile of one or more secondary client devices that are identified to be local to the primary client device. The profile is configured to identify device attributes for the secondary client devices. A handover option is provided to the primary client device during game play, identifying one or more of the secondary client devices, based on the profile. A selection of a secondary client device identified by the handover option received from the primary client device causes pausing of the streaming of video frames to the primary client device, saving a game state for the game and providing an option to resume play of the game on the secondary client device. A resume request received from the secondary client device causes the game state for the game to be accessed and game play resumed so as to continue streaming video frames to the secondary client device.
Abstract:
A method for setting up a multiplayer gaming session, the method including: initiating a multiplayer gaming session by a host computing device; generating a list of games and selecting a game from the list of games on the host computing device; determining a list of invitees; generating a group of game configuration options for the selected game by the host computing device; sending a preliminary invitation to the multiplayer gaming session to each invitee of the list of invitees; launching the selected game on an invitee computing device of each invitee of the list of invitees; selecting game configuration options from the generated group of game configuration options; sending a final invitation to the multiplayer gaming session to each invitee of the list of invitees.