Abstract:
Systems and methods for keyword- and location-based user authentication are disclosed. An example method includes, detecting a user request by a first user to complete a gaming task; detecting a user acceptance by a second user to accept the gaming task; tracking a first plurality of locations of the first user; tracking 5 a second plurality of locations of the second user; obtaining a first keyword through a first user device associated with the first user; obtaining a second keyword through a second user device associated with the second user; authenticating the first user in accordance with the second keyword and the first plurality of locations; authenticating the second user in accordance with the first keyword and the second plurality of locations; and deeming the gaming task completed in accordance with authenticating the first user and authenticating the second user.
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:
Setting up a multiplayer gaming session, including: initiating a multiplayer gaming session; selecting at least one invitee; retrieving a list of games for each invitee of the selected at least one invitee; combining the list of games for each invitee into a merged list of games; sorting the merged list of games by most commonly owned; selecting a game from the merged list of games for the multiplayer gaming session; and sending an invitation to the multiplayer gaming session to each invitee of the selected at least one invitee.
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.
Abstract:
본 발명은 SNS를 이용한 게임 서비스 방법 및 시스템에 관한 것으로, 게임 서버가 제1 SNS에 가입되어 있는 제1 사용자와 제2 사용자의 게임 결과를 제1 사용자와 제2 사용자의 제1 SNS 아이디와 함께 제2 SNS에 게시되게 하는 단계, 제1 게임 디바이스가 제2 SNS에 가입된 제3 사용자로부터 제1 사용자의 제1 SNS 아이디를 입력받아 게임 매칭 요청하는 단계, 게임 서버가 제1 사용자의 제1 SNS 아이디를 이용하여 제1 사용자가 제2 게임 디바이스에 접속되어 있는지 확인하는 단계, 제1 사용자가 제2 게임 디바이스에 접속되어 있는 경우, 제1 사용자에게 게임 매칭 요청에 따른 게임 참여를 요청하는 단계, 그리고 제1 사용자와 제3 사용자의 게임 결과가 제1 사용자와 제3 사용자가 가입되어 있는 SNS에 게시되도록 하는 단계를 포함한다. 본 발명에 의하면, 서로 다른 SNS에 가입되어 있는 유저를 연결시켜 함께 게임할 수 있도록 한다.
Abstract:
Dynamically balancing imbalanced teams in a multiple team game, including: generating at least three teams, each team comprising members belonging to a first type or a second type; applying a first growth pattern to members of the first type and a second growth pattern to members of the second type, converting at least one member of the first type to the second type; and adjusting the first and second growth patterns based on the conversion of the at least one member.