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US20140066209A1 - Systems and methods for dynamically altering behaviors and attributes of game objects in electronic games - Google Patents

Systems and methods for dynamically altering behaviors and attributes of game objects in electronic games Download PDF

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Publication number
US20140066209A1
US20140066209A1 US13/677,335 US201213677335A US2014066209A1 US 20140066209 A1 US20140066209 A1 US 20140066209A1 US 201213677335 A US201213677335 A US 201213677335A US 2014066209 A1 US2014066209 A1 US 2014066209A1
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preferences
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activities
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US13/677,335
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Srinivas Annambhotla
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Invntn Wireless Solutions Pvt Ltd
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Invntn Wireless Solutions Pvt Ltd
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/575Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the disclosed subject matter relates generally to the field of interactive electronic games, and more particularly to a system and method for dynamically altering the behavior and attributes of game objects in electronic games.
  • wireless computing devices with faster internet progressively became an attractive platform to play video games.
  • games are available such as games for playing cards, for simulating sports events, and for conducting mock battles.
  • the video games incorporate a friendly and hostile characters or creatures and vehicle elements such as cars, air crafts, ships, etc.
  • Many games include corresponding attributes with in the game (e.g., health, energy, power boosters, fuel, pit stops, etc) to add power or energy features that arise while playing the game.
  • the attributes included with in the game are utilized for selecting a set of determined control factors for continuously playing the game thereby adding realism to the situations that arise while playing the game.
  • the monetization platform utilized by the various video games enables a unified multi-screen ad server capable of handling a various mobile advertising formats like banners, text, audio, video, graphics, multimedia, or other advertising formats from a multiple ad networks and/or systems. It is also enabled to select and provide a targeted advertising content that is available from multiple advertising inventories, where the process of selecting and targeting the advertising content is based on demographic data, contextual data, behavioral data, or similar other data types associated with a communication device of a user.
  • Augmented reality technology is one of the most potent ways of modernized video game which takes advantage of real and digital assets.
  • Augmented reality game provides to place a picture or 3d artwork or video or text over a live video of reality for augmenting that reality into the video game.
  • a live video coming through a camera is augmented such that the image being represents reality in nearly real time.
  • the way of playing an augmented reality game is accomplished with visual information, characters and game objects overlaid on the live video so as to assimilate these elements into the real world scenario
  • the present invention provides a novel way of dynamically altering the behavior of characters, creatures, objects and/or their attributes in an electronic game in general and in an augmented reality game in particular and an associated means of monetizing such games.
  • An exemplary aspect of the present invention is to prioritize predefined category of activities and a related list of relevant preferences based on the type of virtual characters in an electronic game.
  • Another exemplary aspect of the present invention is to allow a plurality of brands purchase a required category of activities among the predefined category of activities and also one or more preferences from a related list of relevant preferences.
  • Another exemplary aspect of the present invention is to dynamically configure a virtual character corresponding to the electronic game to react to a product or an object associated with a relevant brand among the plurality of brands.
  • Another exemplary objective of the present invention is to modify the behavior of the virtual character and also demonstrate appropriate emotions or actions of the virtual character by recognizing the brand's products or objects in real world.
  • the method includes associating one or more products data with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences.
  • the list of categories and the related list of preferences correspond to a chosen electronic game.
  • the method includes processing an input data of the one or more products associated with the one or more relevant category of activities and the one or more relevant preferences for storing as a processed data in a centralized database.
  • the input data received from the one or more brands is utilized for processing.
  • the method includes disseminating the processed data to a local database of gaming device operated in a communication network.
  • the method includes recognizing an object placed before an image capturing device of the gaming device to dynamically correlate the object with the one or more relevant category of activities chosen from the list of categories, and the one or more relevant preferences chosen from the related list of preferences stored in the local database of the gaming device
  • the method includes retrieving one or more relevant category of activities chosen from the list of categories, and one or more relevant preferences chosen from the related list of preferences on recognizing the object.
  • the method includes dynamically morphing an object placed before an image capturing device of the gaming device into another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences, on a display of the gaming device
  • the method includes modifying a behavior of one or more appropriate virtual game elements of the chosen electronic game in accordance with the retrieved one or more relevant category of activities and the one or more relevant preferences.
  • the method includes listing the one or more relevant category of activities and the one or more relevant preferences for associating one or more products data.
  • the method includes exposing the one or more relevant category of activities and a related list of one or more relevant preferences to one or more brands.
  • the method includes enabling the one or more brands to choose the one or more relevant category of activities and the one or more relevant preferences.
  • a system for dynamically altering behaviors and attributes of game elements in electronic games includes an electronic game engine configured in a gaming device to recognize an object placed before an image capturing device, for dynamically correlating the object with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences and dynamically morphing the object into another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences, on a display of the gaming device and modify behavior of one or more appropriate virtual game elements of a chosen electronic game.
  • the system includes a centralized database in communication with the electronic game engine to store a processed data.
  • the input data received from one or more brands is processed by a processing unit to convert into processed data.
  • the system includes a configuration interface for enabling to feed one or more products data associated with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences as the input data to the centralized database.
  • the one or more product corresponds to one or more brands and the object corresponds to one or more products of the one or more brands.
  • the system includes a local database configured in the gaming device and which communicates with the electronic game engine to store the processed data disseminated by the centralized database.
  • the system includes a user interface provided over the image capturing device and which enables a user to communicate with the electronic game engine.
  • FIG. 1 is a diagram depicting an overview of a system for dynamically altering behaviors and attributes of game elements in electronic games.
  • FIG. 2 is a flow chart depicting a method employed for dynamically altering behaviors and attributes of game elements in electronic games.
  • FIG. 3 is a flow chart depicting a method employed for disseminating the processed data to a gaming device for altering behaviors and attributes of game elements in electronic games.
  • FIG. 4 is a flow chart depicting a method employed for configuring the virtual characters and gaming elements to respond appropriately to the brand products.
  • FIG. 5 is a flow chart depicting a method employed for configuring the data in the database.
  • FIG. 7 is an exemplary diagram depicting a virtual game element in an electronic game reacting to an object placed before a gaming device.
  • FIG. 1 is a diagram 100 depicting an overview of a system for dynamically altering behaviors and attributes of game elements in electronic games.
  • the system includes a gaming device 102 including an electronic game engine 104 in communication with a local data base 106 and a centralized data base 108 .
  • the system further includes a user interface 112 provided over an image capturing device 110 to recognize an object and a configuration interface 114 in communication with a processing unit 116 to process the input data.
  • the electronic game engine 104 which may include but not limited to an augmented reality game engine and the like in communication with the image capturing device 110 of the gaming device 102 is utilized to recognize an object which may include but not limited to an image of brand's product, a word mark of brand's product, a logo of brand's product and also brand's product itself.
  • the gaming device 102 may include but not limited to any portable data communication device or a hand-held device operated in a data communication network.
  • the product data of the multiple brands is associated with relevant category of activities and relevant list of preferences related to an electronic game.
  • the product data is fed as an input through a configuration interface 114 to expose a relevant category of activities chosen from a list of categories and a relevant preference chosen from a list of preferences related to an electronic game by the multiple brands.
  • the associated input data is processed by a processing unit 116 and stored in a centralized database 108 and further disseminated to a local database 106 of the gaming device 102 .
  • the image capturing device 110 of the gaming device 102 identifies the object and the electronic game engine 104 correlates the object with the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences stored in the local database 106 .
  • the user interface 112 provided over the image capturing device 110 enables a user to communicate with the electronic game engine 104 and the virtual game elements like characters, creatures and objects of the electronic game.
  • the electronic game engine 104 retrieves the relevant category of activities and related list of preferences on identifying the object placed before an image capturing device 110 .
  • behavior of one or more appropriate virtual game elements of the chosen electronic game are modified based on the priorities associated to the category of activities and the related list of preferences.
  • FIG. 2 is a flow chart 200 depicting a method employed for dynamically altering behaviors and attributes of game elements in electronic games.
  • the method starts at step 202 by associating multiple products data with a relevant category of activities chosen from a list of categories and relevant preferences chosen from a list of related preferences corresponding to a chosen electronic game.
  • the product data of the brand associated with relevant category of activities and relevant preferences is processed in a processing unit and the processed data is stored in a centralized database at step 206 .
  • the processed data is disseminated to a local database of a gaming device operated in a communication network.
  • an object placed before an image capturing device of the gaming device is recognized and correlated with the relevant category of activities and the relevant preferences at step 212 stored in the local database.
  • the relevant category of activities chosen from the list of categories and relevant preferences chosen from the list of related preferences is retrieved.
  • the object placed before an image capturing device of the gaming device is dynamically morphed to another object based on the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences on a display of the gaming device and the behavior of appropriate virtual game elements of the chosen electronic game is modified at step 218 .
  • FIG. 3 is a flow chart 300 depicting a method employed for disseminating the processed data to a gaming device for altering behaviors and attributes of game elements in electronic games.
  • the method starts at step 302 by disseminating a processed data from a centralized database to a local database of a gaming device.
  • an object placed before an image capturing device is recognized and correlated with the relevant category of activities chosen and the relevant preferences chosen from a list of preferences at step 306 stored in local database by an electronic game engine.
  • the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences is retrieved.
  • the object placed before the image capturing device is dynamically morphed to another object based on the category of activities and the related preferences, on the display of the gaming device and the behavior of appropriate virtual game elements of the chosen electronic game is modified at step 312 .
  • FIG. 4 is a flow chart 400 depicting a method employed for configuring the virtual characters and gaming elements to respond appropriately to a brand's products.
  • the method starts at step 402 , wherein relevant category of activities and a related list of preferences for an electronic game are listed for the brands and at step 404 the brands are enabled to buy specific category of activity and/or preferences from a related list of preferences. Further at step 406 the brands are enabled to place a relevant product for the specific category of activity and one or more preferences from a related list of preferences in the electronic game for a specific duration of time.
  • the method continues to step 408 the collected information is processed and distributed it to a gaming device over a network and at step 410 the electronic game engine in the gaming device is dynamically configured to recognize and have the virtual characters/game elements of the appropriate electronic game to react to the brand's products and in accordance with the chosen category of activity and the related preferences.
  • the user places the brand's product in the view of image capturing means of the electronic gaming device to enable the electronic game engine to recognize the brand's object at step 414 .
  • the recognized brand's object is correlated with the category of activity and the related preferences.
  • Correlation is performed by the electronic game engine by querying the database containing data on products/objects and their relevant category of activities/list of preferences, related virtual characters and the appropriate behaviors for the category of activities and the related list of preferences.
  • the object placed before the image capturing device is dynamically morphed to another object based on the category of activities and the related preferences, on the display of the gaming device.
  • the virtual characters gaming elements are modified to respond appropriately to the brand's products.
  • FIG. 5 is a flow chart 500 depicting a method employed for configuring the data in the database.
  • the process of configuring the database starts at step 502 , wherein the category of activities and related list of preferences relevant to the electronic game are exposed to the brand through an interface.
  • the brand is allowed to buy at least one category of activities and at least one preference from a related list of preferences which may be relevant to the electronic game and the brands are allowed to input the data related to at least one product through the exposed interface residing on the remote server at step 506 .
  • the data may include but not limited to images and textual description of the product.
  • the brands associate the multiple products data with the category of activities and multiple preferences chosen from the related list of preferences relevant to the chosen electronic game through the exposed interface.
  • the data received through the interface is saved in the database, processed at step 512 and the processed data is disseminated to the network devices at step 514 .
  • FIG. 6 is a flow chart 600 depicting a method employed for processing the data by the electronic game engine.
  • the electronic game engine receives the processed information from the centralized database and stores it in a local database.
  • the electronic game engine identifies an image or object placed before the image capturing device of the gaming device to correlate with the data stored in the database at step 606 .
  • a data validation for the availability of image or object in the database is performed at step 608 .
  • step 610 if the image or object is found in the database then the process continues with step 610 to retrieve the associated brand and if the validation at step 608 is unsuccessful then the step 604 is repeated on a new image/object.
  • step 612 the associated category of activity is retrieved and associated preference from the related list of preferences is retrieved from the database at step 614 .
  • step 616 the object placed before the image capturing device of the gaming device is dynamically morphed to another object based on the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences, on the display of the gaming device.
  • step 618 the electronic game engine modifies the appropriate game elements in accordance with the associated category of activity and the associated preferences from the related list of preferences.
  • FIG. 7 is an exemplary diagram 700 depicting a virtual game element in an electronic game reacting to an object placed before the image capturing device of a gaming device.
  • the system includes a gaming device 702 , a user interface 704 , an object 706 , a virtual item 708 and a virtual game element 710 .
  • the user interface 704 provided over the gaming device 702 enables a user to communicate with an electronic game engine included in the gaming device 702 .
  • An electronic game utilizing the electronic game engine may include a virtual game element 710 for example a virtual dog as a protagonist character.
  • the behavior and attributes of the virtual game element 710 are modified based on the category of activities and related list of preferences configured in the electronic game.
  • feeding the virtual dog with favourable virtual item 708 replaces a real world object 706 to modify the behavior of the virtual dog.
  • the image capturing device included in the gaming device 702 recognizes the real world object 706 which may include but not limited to an image of brand's product, a word mark of brand's product, a logo of brand's product and also brand's product itself.
  • the recognized object 706 is correlated with the relevant categories of activities and the relevant preferences stored in a local database through the electronic game engine.
  • the object 706 when placed before an image capturing device changes to the appropriate category and the preference options for example in case of a bar of chocolate is morphed to a bone which is the favourite meal of virtual dog.
  • the behavior of virtual dog is modified by showing relevant emotions to the user.
  • the degree of emotions of the virtual game elements are displayed based on the chosen preferences.
  • the protagonist character is injured and the health of this character is instantaneously replenished by displaying a real world object 706 which can be a band-aid or an image of band-aid and the like to modify the virtual character in the game.
  • the extent of health replenished may depend on the chosen preferences for the band-aid product.

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Abstract

Exemplary embodiments are directed towards a system and method for dynamically altering behaviors and attributes of game elements in electronic games. The method includes associating one or more products data with one or more relevant category of activities chosen from a list of categories corresponding to the electronic game and one or more relevant preferences chosen from a list of preferences related to the categories of activities corresponding to the electronic game. The method further includes processing the associated data with relevant category of activities and relevant preferences through a processing unit and to be stored in a centralized database. The method further includes disseminating the processed data to a local database of the gaming device operated in a communication network, recognizing an object placed before an image capturing device to dynamically correlate the object and retrieve a relevant category of activities and relevant preferences on recognizing the object, dynamically morph the object placed before the image capturing device into another object on the display of the gaming device and modify a behavior of one or more appropriate virtual game elements of the chosen electronic game.

Description

    TECHNICAL FIELD OF THE INVENTION
  • The disclosed subject matter relates generally to the field of interactive electronic games, and more particularly to a system and method for dynamically altering the behavior and attributes of game objects in electronic games.
  • BACKGROUND OF THE INVENTION
  • Typically, wireless computing devices with faster internet progressively became an attractive platform to play video games. A wide variety of games are available such as games for playing cards, for simulating sports events, and for conducting mock battles. Generally, the video games incorporate a friendly and hostile characters or creatures and vehicle elements such as cars, air crafts, ships, etc. Many games include corresponding attributes with in the game (e.g., health, energy, power boosters, fuel, pit stops, etc) to add power or energy features that arise while playing the game. Thus the attributes included with in the game are utilized for selecting a set of determined control factors for continuously playing the game thereby adding realism to the situations that arise while playing the game.
  • Most of the video games are usually monetized in the way of paid games, freemium games, in-app good purchases and in-game advertising. The monetization platform utilized by the various video games enables a unified multi-screen ad server capable of handling a various mobile advertising formats like banners, text, audio, video, graphics, multimedia, or other advertising formats from a multiple ad networks and/or systems. It is also enabled to select and provide a targeted advertising content that is available from multiple advertising inventories, where the process of selecting and targeting the advertising content is based on demographic data, contextual data, behavioral data, or similar other data types associated with a communication device of a user.
  • Augmented reality technology is one of the most potent ways of modernized video game which takes advantage of real and digital assets. Augmented reality game provides to place a picture or 3d artwork or video or text over a live video of reality for augmenting that reality into the video game. Most commonly a live video coming through a camera is augmented such that the image being represents reality in nearly real time. The way of playing an augmented reality game is accomplished with visual information, characters and game objects overlaid on the live video so as to assimilate these elements into the real world scenario
  • In the light of afore mentioned discussion, the present invention provides a novel way of dynamically altering the behavior of characters, creatures, objects and/or their attributes in an electronic game in general and in an augmented reality game in particular and an associated means of monetizing such games.
  • BRIEF SUMMARY OF THE INVENTION
  • The following presents a simplified summary of the disclosure in order to provide a basic understanding to the reader. This summary is not an extensive overview of the disclosure and it does not identify key/critical elements of the invention or delineate the scope of the invention. Its sole purpose is to present some concepts disclosed herein in a simplified form as a prelude to the more detailed description that is presented later.
  • A more complete appreciation of the present invention and the scope thereof can be obtained from the accompanying drawings which are briefly summarized below and the following detailed description of the presently preferred embodiments.
  • An exemplary aspect of the present invention is to prioritize predefined category of activities and a related list of relevant preferences based on the type of virtual characters in an electronic game.
  • Another exemplary aspect of the present invention is to allow a plurality of brands purchase a required category of activities among the predefined category of activities and also one or more preferences from a related list of relevant preferences.
  • Another exemplary aspect of the present invention is to dynamically configure a virtual character corresponding to the electronic game to react to a product or an object associated with a relevant brand among the plurality of brands.
  • Another exemplary objective of the present invention is to modify the behavior of the virtual character and also demonstrate appropriate emotions or actions of the virtual character by recognizing the brand's products or objects in real world.
  • An exemplary embodiment of a method for dynamically altering behaviors and attributes of game elements in electronic games is disclosed. According to a first aspect, the method includes associating one or more products data with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences. The list of categories and the related list of preferences correspond to a chosen electronic game.
  • According to the first aspect, the method includes processing an input data of the one or more products associated with the one or more relevant category of activities and the one or more relevant preferences for storing as a processed data in a centralized database. The input data received from the one or more brands is utilized for processing.
  • According to the first aspect, the method includes disseminating the processed data to a local database of gaming device operated in a communication network.
  • According to the first aspect, the method includes recognizing an object placed before an image capturing device of the gaming device to dynamically correlate the object with the one or more relevant category of activities chosen from the list of categories, and the one or more relevant preferences chosen from the related list of preferences stored in the local database of the gaming device
  • According to the first aspect, the method includes retrieving one or more relevant category of activities chosen from the list of categories, and one or more relevant preferences chosen from the related list of preferences on recognizing the object.
  • According to the first aspect, the method includes dynamically morphing an object placed before an image capturing device of the gaming device into another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences, on a display of the gaming device
  • According to the first aspect, the method includes modifying a behavior of one or more appropriate virtual game elements of the chosen electronic game in accordance with the retrieved one or more relevant category of activities and the one or more relevant preferences.
  • According to the first aspect, the method includes listing the one or more relevant category of activities and the one or more relevant preferences for associating one or more products data.
  • According to the first aspect, the method includes exposing the one or more relevant category of activities and a related list of one or more relevant preferences to one or more brands.
  • According to the first aspect, the method includes enabling the one or more brands to choose the one or more relevant category of activities and the one or more relevant preferences.
  • According to a second aspect, a system for dynamically altering behaviors and attributes of game elements in electronic games is disclosed. According to the second aspect, the system includes an electronic game engine configured in a gaming device to recognize an object placed before an image capturing device, for dynamically correlating the object with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences and dynamically morphing the object into another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences, on a display of the gaming device and modify behavior of one or more appropriate virtual game elements of a chosen electronic game.
  • According to the second aspect, the system includes a centralized database in communication with the electronic game engine to store a processed data. The input data received from one or more brands is processed by a processing unit to convert into processed data.
  • According to the second aspect, the system includes a configuration interface for enabling to feed one or more products data associated with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences as the input data to the centralized database. The one or more product corresponds to one or more brands and the object corresponds to one or more products of the one or more brands.
  • According to the second aspect, the system includes a local database configured in the gaming device and which communicates with the electronic game engine to store the processed data disseminated by the centralized database.
  • According to the second aspect, the system includes a user interface provided over the image capturing device and which enables a user to communicate with the electronic game engine.
  • BRIEF DESCRIPTION OF DRAWINGS
  • Other objects and advantages of the present invention will become apparent to those skilled in the art upon reading the following detailed description of the preferred embodiments, in conjunction with the accompanying drawings, wherein like reference numerals have been used to designate like elements, and wherein:
  • FIG. 1 is a diagram depicting an overview of a system for dynamically altering behaviors and attributes of game elements in electronic games.
  • FIG. 2 is a flow chart depicting a method employed for dynamically altering behaviors and attributes of game elements in electronic games.
  • FIG. 3 is a flow chart depicting a method employed for disseminating the processed data to a gaming device for altering behaviors and attributes of game elements in electronic games.
  • FIG. 4 is a flow chart depicting a method employed for configuring the virtual characters and gaming elements to respond appropriately to the brand products.
  • FIG. 5 is a flow chart depicting a method employed for configuring the data in the database.
  • FIG. 6 is a flow chart depicting a method employed for processing the data by an electronic game engine.
  • FIG. 7 is an exemplary diagram depicting a virtual game element in an electronic game reacting to an object placed before a gaming device.
  • DETAIL DESCRIPTION OF THE INVENTION
  • It is to be understood that the present disclosure is not limited in its application to the details of construction and the arrangement of components set forth in the following description or illustrated in the drawings. The present disclosure is capable of other embodiments and of being practised or of being carried out in various ways. Also, it is to be understood that the phraseology and terminology used herein is for the purpose of description and should not be regarded as limiting.
  • The use of “including”, “comprising” or “having” and variations thereof herein is meant to encompass the items listed thereafter and equivalents thereof as well as additional items. The terms “a” and “an” herein do not denote a limitation of quantity, but rather denote the presence of at least one of the referenced item. Further, the use of terms “first”, “second”, and “third”, and the like, herein do not denote any order, quantity, or importance, but rather are used to distinguish one element from another. For a better understanding, components of the described embodiment are labelled with three digit component numbers. In general, the same first digit is used throughout the entire component numbers numbered and labelled within a figure. Like components are designated by like reference numerals throughout the various figures.
  • Referring to FIG. 1 is a diagram 100 depicting an overview of a system for dynamically altering behaviors and attributes of game elements in electronic games. In accordance to a non limiting exemplary embodiment of the present subject matter, the system includes a gaming device 102 including an electronic game engine 104 in communication with a local data base 106 and a centralized data base 108. The system further includes a user interface 112 provided over an image capturing device 110 to recognize an object and a configuration interface 114 in communication with a processing unit 116 to process the input data.
  • According to a non limiting exemplary embodiment of the present subject matter, the electronic game engine 104 which may include but not limited to an augmented reality game engine and the like in communication with the image capturing device 110 of the gaming device 102 is utilized to recognize an object which may include but not limited to an image of brand's product, a word mark of brand's product, a logo of brand's product and also brand's product itself. The gaming device 102 may include but not limited to any portable data communication device or a hand-held device operated in a data communication network. The product data of the multiple brands is associated with relevant category of activities and relevant list of preferences related to an electronic game. The product data is fed as an input through a configuration interface 114 to expose a relevant category of activities chosen from a list of categories and a relevant preference chosen from a list of preferences related to an electronic game by the multiple brands.
  • In accordance with a non limiting exemplary embodiment of the present subject matter, the associated input data is processed by a processing unit 116 and stored in a centralized database 108 and further disseminated to a local database 106 of the gaming device 102. The image capturing device 110 of the gaming device 102 identifies the object and the electronic game engine 104 correlates the object with the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences stored in the local database 106.
  • According to a non limiting exemplary embodiment of a present subject matter, the user interface 112 provided over the image capturing device 110 enables a user to communicate with the electronic game engine 104 and the virtual game elements like characters, creatures and objects of the electronic game. The electronic game engine 104 retrieves the relevant category of activities and related list of preferences on identifying the object placed before an image capturing device 110. Thus behavior of one or more appropriate virtual game elements of the chosen electronic game are modified based on the priorities associated to the category of activities and the related list of preferences.
  • Referring to FIG. 2 is a flow chart 200 depicting a method employed for dynamically altering behaviors and attributes of game elements in electronic games. In accordance with a non limiting exemplary embodiment of the present subject matter, the method starts at step 202 by associating multiple products data with a relevant category of activities chosen from a list of categories and relevant preferences chosen from a list of related preferences corresponding to a chosen electronic game.
  • According to a non limiting exemplary embodiment of a present subject matter, at step 204 the product data of the brand associated with relevant category of activities and relevant preferences is processed in a processing unit and the processed data is stored in a centralized database at step 206. Next at step 208 the processed data is disseminated to a local database of a gaming device operated in a communication network.
  • In accordance with a non limiting exemplary embodiment of a present subject matter, at step 210 an object placed before an image capturing device of the gaming device is recognized and correlated with the relevant category of activities and the relevant preferences at step 212 stored in the local database. Next at step 214 the relevant category of activities chosen from the list of categories and relevant preferences chosen from the list of related preferences is retrieved. Further, at step 216 the object placed before an image capturing device of the gaming device is dynamically morphed to another object based on the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences on a display of the gaming device and the behavior of appropriate virtual game elements of the chosen electronic game is modified at step 218.
  • Referring to FIG. 3 is a flow chart 300 depicting a method employed for disseminating the processed data to a gaming device for altering behaviors and attributes of game elements in electronic games. In accordance with a non limiting exemplary embodiment of a present subject matter, the method starts at step 302 by disseminating a processed data from a centralized database to a local database of a gaming device.
  • According to a non limiting exemplary embodiment of a present subject matter, at step 304 an object placed before an image capturing device is recognized and correlated with the relevant category of activities chosen and the relevant preferences chosen from a list of preferences at step 306 stored in local database by an electronic game engine. Next at step 308 the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences is retrieved. Further at step 310 the object placed before the image capturing device is dynamically morphed to another object based on the category of activities and the related preferences, on the display of the gaming device and the behavior of appropriate virtual game elements of the chosen electronic game is modified at step 312.
  • Referring to FIG. 4 is a flow chart 400 depicting a method employed for configuring the virtual characters and gaming elements to respond appropriately to a brand's products. In accordance with a non limiting exemplary embodiment of a present subject matter, the method starts at step 402, wherein relevant category of activities and a related list of preferences for an electronic game are listed for the brands and at step 404 the brands are enabled to buy specific category of activity and/or preferences from a related list of preferences. Further at step 406 the brands are enabled to place a relevant product for the specific category of activity and one or more preferences from a related list of preferences in the electronic game for a specific duration of time.
  • According to a non limiting exemplary aspect of the present invention, the method continues to step 408 the collected information is processed and distributed it to a gaming device over a network and at step 410 the electronic game engine in the gaming device is dynamically configured to recognize and have the virtual characters/game elements of the appropriate electronic game to react to the brand's products and in accordance with the chosen category of activity and the related preferences. Coming to step 412 the user places the brand's product in the view of image capturing means of the electronic gaming device to enable the electronic game engine to recognize the brand's object at step 414. Next at step 416 the recognized brand's object is correlated with the category of activity and the related preferences. Correlation is performed by the electronic game engine by querying the database containing data on products/objects and their relevant category of activities/list of preferences, related virtual characters and the appropriate behaviors for the category of activities and the related list of preferences. Coming to step 418 the object placed before the image capturing device is dynamically morphed to another object based on the category of activities and the related preferences, on the display of the gaming device. Further at step 420 the virtual characters gaming elements are modified to respond appropriately to the brand's products.
  • Referring to FIG. 5 is a flow chart 500 depicting a method employed for configuring the data in the database. In accordance with a non limiting exemplary embodiment of the present subject matter, the process of configuring the database starts at step 502, wherein the category of activities and related list of preferences relevant to the electronic game are exposed to the brand through an interface. Next at step 504 the brand is allowed to buy at least one category of activities and at least one preference from a related list of preferences which may be relevant to the electronic game and the brands are allowed to input the data related to at least one product through the exposed interface residing on the remote server at step 506. The data may include but not limited to images and textual description of the product.
  • According to non limiting exemplary teachings of the present subject matter, at step 508 the brands associate the multiple products data with the category of activities and multiple preferences chosen from the related list of preferences relevant to the chosen electronic game through the exposed interface. Coming to step 510 the data received through the interface is saved in the database, processed at step 512 and the processed data is disseminated to the network devices at step 514.
  • Referring to FIG. 6 is a flow chart 600 depicting a method employed for processing the data by the electronic game engine. In accordance with a non limiting exemplary embodiment of the present subject matter, at step 602 the electronic game engine receives the processed information from the centralized database and stores it in a local database. Next at step 604 the electronic game engine identifies an image or object placed before the image capturing device of the gaming device to correlate with the data stored in the database at step 606. A data validation for the availability of image or object in the database is performed at step 608.
  • According to non limiting exemplary teachings of the present subject matter, if the image or object is found in the database then the process continues with step 610 to retrieve the associated brand and if the validation at step 608 is unsuccessful then the step 604 is repeated on a new image/object. Coming to step 612 the associated category of activity is retrieved and associated preference from the related list of preferences is retrieved from the database at step 614. Next at step 616 the object placed before the image capturing device of the gaming device is dynamically morphed to another object based on the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences, on the display of the gaming device. Finally at step 618 the electronic game engine modifies the appropriate game elements in accordance with the associated category of activity and the associated preferences from the related list of preferences.
  • Referring to FIG. 7 is an exemplary diagram 700 depicting a virtual game element in an electronic game reacting to an object placed before the image capturing device of a gaming device. In accordance with a non limiting exemplary embodiment of a present subject matter, the system includes a gaming device 702, a user interface 704, an object 706, a virtual item 708 and a virtual game element 710.
  • According to a non limiting exemplary embodiment of a present subject matter, the user interface 704 provided over the gaming device 702 enables a user to communicate with an electronic game engine included in the gaming device 702. An electronic game utilizing the electronic game engine may include a virtual game element 710 for example a virtual dog as a protagonist character. The behavior and attributes of the virtual game element 710 are modified based on the category of activities and related list of preferences configured in the electronic game.
  • In accordance with a non limiting exemplary embodiment of the present subject matter, for example feeding the virtual dog with favourable virtual item 708 (for example bone) replaces a real world object 706 to modify the behavior of the virtual dog. The image capturing device included in the gaming device 702 recognizes the real world object 706 which may include but not limited to an image of brand's product, a word mark of brand's product, a logo of brand's product and also brand's product itself. The recognized object 706 is correlated with the relevant categories of activities and the relevant preferences stored in a local database through the electronic game engine.
  • According to a non limiting exemplary embodiment of a present subject matter, the object 706 when placed before an image capturing device changes to the appropriate category and the preference options for example in case of a bar of chocolate is morphed to a bone which is the favourite meal of virtual dog. Thus the behavior of virtual dog is modified by showing relevant emotions to the user. The degree of emotions of the virtual game elements are displayed based on the chosen preferences. Similarly in case of a war/battle themed electronic game the protagonist character is injured and the health of this character is instantaneously replenished by displaying a real world object 706 which can be a band-aid or an image of band-aid and the like to modify the virtual character in the game. In such a case, the extent of health replenished may depend on the chosen preferences for the band-aid product.
  • While specific embodiments of the invention have been shown and described in detail to illustrate the inventive principles, it will be understood that the invention may be embodied otherwise without departing from such principles.

Claims (14)

1. A method for dynamically altering behaviors and attributes of game elements in electronic games, the method comprising:
associating one or more products data with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences, whereby the list of categories and the related list of preferences correspond to a chosen electronic game;
processing an input data of the one or more products associated with the one or more relevant category of activities and the one or more relevant preferences for storing as a processed data in a centralized database;
disseminating the processed data to a local database of gaming device operated in a communication network;
recognizing an object placed before an image capturing device of the gaming device to dynamically correlate the object with the one or more relevant category of activities chosen from the list of categories, and the one or more relevant preferences chosen from the related list of preferences stored in the local database;
retrieving one or more relevant category of activities chosen form the list of categories, and one or more relevant preferences chosen from the related list of preferences on recognizing the object;
dynamically morphing the object placed before the image capturing device of the gaming device into an another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences on the display of the gaming device;
and
modifying a behavior of one or more appropriate virtual game elements of the chosen electronic game in accordance with the retrieved one or more relevant category of activities and the one or more relevant preferences.
2. The method of claim 1 comprising a step listing the one or more relevant category of activities and the one or more relevant preferences for associating one or more products data.
3. The method of claim 1 comprising a step of exposing the one or more relevant category of activities and the related list of one or more relevant preferences to one or more brands.
4. The method of claim 1 comprising a step of enabling the one or more brands to choose the one or more relevant category of activities and the one or more relevant preferences.
5. The method of claim 1 comprising a step of receiving the input data from the one or more brands for processing.
6. A method for dynamically altering the behaviors and attributes of game elements in electronic games, the method comprising:
disseminating a processed data from a centralized database to a local database of a gaming device operated in a communication network, whereby an input data received from one or more brands processed to store as the processed data in the centralized database;
identify an object placed before an image capturing device of the gaming device for correlating the object with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences stored in the local database by an electronic game engine;
retrieving one or more relevant category of activities chosen from the list of categories, and one or more relevant preferences chosen from the list of preferences on identifying the object by the electronic game engine;
dynamically morphing the object placed before the image capturing device of the gaming device into an another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences on the display of the gaming device;
and
modifying a behavior of one or more appropriate virtual game elements of the chosen electronic game in accordance with the retrieved one or more relevant category of activities and the one or more relevant preferences.
7. The method of claim 6 comprising a step of associating one or more products data with the one or more relevant category of activities chosen from the list of categories of a chosen electronic game.
8. The method of claim 6 comprising a step of associating the one or more products data with the one or more relevant preferences chosen from a list of preferences related to the categories of activities of the chosen electronic game.
9. The method of claim 6 comprising a step of enabling the one or more brands to associate the one or more products data with the one or more relevant category of activities chosen from the list of categories of a chosen electronic game for a predetermined time period.
10. The method of claim 6 comprising a step of enabling the one or more brands to associate the one or more products data with the one or more relevant preferences chosen from a list of preferences related to the categories of activities of the chosen electronic game for a predetermined time period.
11. A system for dynamically altering behaviors and attributes of game elements in electronic games comprising:
an electronic game engine configured in a gaming device to recognize an object placed before an image capturing device for dynamically correlating the object with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences and dynamically morphing an object into an another object on the display of the gaming device, corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences and modify a behavior of one or more appropriate virtual game elements of a chosen electronic game;
a centralized database in communication with the electronic game engine to store a processed data, whereby an input data received from one or more brands processed by a processing unit to convert into processed data;
a configuration interface for enabling to feed one or more products data associated with one or more relevant category of activities chosen from a list of categories, and one or more products data associated with one or more relevant preferences chosen from a list of preferences related to the categories of activities as the input data to the centralized database; and
a local database configured in the gaming device communicates with the electronic game engine to store the processed data disseminated by the centralized database.
12. The system of claim 11, wherein a user interface provided over the image capturing device enables a user to communicate with the electronic game engine.
13. The system of claim 11, wherein the one or more product corresponds to one or more brands.
14. The system of claim 11, wherein the object corresponds to one or more products of the one or more brands.
US13/677,335 2012-08-28 2012-11-15 Systems and methods for dynamically altering behaviors and attributes of game objects in electronic games Abandoned US20140066209A1 (en)

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US8986115B2 (en) 2012-12-26 2015-03-24 Disney Enterprises, Inc. Facilitating customization of a virtual space based on accessible virtual items
US8972369B2 (en) 2012-12-26 2015-03-03 Disney Enterprises, Inc. Providing a common virtual item repository in a virtual space
US8909920B2 (en) 2012-12-26 2014-12-09 Disney Enterprises, Inc. Linking token detection at a single computing platform with a user identification to effectuate modifications in virtual space instances presented via multiple computing platforms
US9704336B2 (en) 2012-12-26 2017-07-11 Disney Enterprises, Inc. Managing a theme of a virtual space based on characters made accessible responsive to corresponding tokens being detected
US9327200B2 (en) 2012-12-26 2016-05-03 Disney Enterprises, Inc. Managing a theme of a virtual space based on characters made accessible responsive to corresponding tokens being detected
US9387407B2 (en) 2012-12-26 2016-07-12 Disney Enterprises, Inc. Managing objectives associated with a virtual space based on characters made accessible responsive to corresponding tokens being detected
US9457263B2 (en) 2012-12-26 2016-10-04 Disney Enterprises, Inc. Unlocking virtual items in a virtual space responsive to physical token detection
US9667624B2 (en) 2012-12-26 2017-05-30 Disney Enterprises, Inc. Managing an environment of a virtual space based on characters made accessible responsive to corresponding tokens being detected
US9517404B2 (en) 2012-12-26 2016-12-13 Disney Enterprises, Inc. Apparatus, system, and method for effectuating modifications to a virtual space responsive to token detection
US9552434B2 (en) 2012-12-26 2017-01-24 Disney Enterprises, Inc. Providing a common virtual item repository in a virtual space
USD748199S1 (en) 2013-01-15 2016-01-26 Disney Enterprises, Inc. Multi-sided power disk
USD748200S1 (en) 2013-01-15 2016-01-26 Disney Enterprises, Inc. Power disk reader
US8904298B2 (en) 2013-03-15 2014-12-02 Disney Enterprises, Inc. Effectuating modifications within an instance of a virtual space presented via multiple disparate client computing platforms responsive to detection of a token associated with a single client computing platform
US9092114B2 (en) 2013-03-15 2015-07-28 Disney Enterprises, Inc. Effectuating modifications within an instance of a virtual space presented via multiple disparate client computing platforms responsive to detection of a token associated with a single client computing platform
US9694280B2 (en) * 2013-11-15 2017-07-04 Sony Interactive Entertainment America Llc Systems and methods for providing cross platform access to interactive content
US20150141120A1 (en) * 2013-11-15 2015-05-21 Ol2, Inc. Systems and methods for providing cross platform access to interactive content
US9462878B1 (en) 2014-02-20 2016-10-11 Appcessories Llc Self-contained, interactive gaming oral brush
US11140974B1 (en) 2018-03-30 2021-10-12 Appcessories Llc Isolated pivoting bar-oscillating tooth brush with denta-haptic feedback
US12211152B2 (en) 2018-09-11 2025-01-28 Apple Inc. Location-based virtual element modality in three-dimensional content
US11348316B2 (en) 2018-09-11 2022-05-31 Apple Inc. Location-based virtual element modality in three-dimensional content
US10470059B1 (en) * 2019-03-04 2019-11-05 Cisco Technology, Inc. Dynamic network device selection for containerized application deployment
US10827368B2 (en) 2019-03-04 2020-11-03 Cisco Technology, Inc. Dynamic network device selection for containerized application deployment
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