US20120277002A1 - Methods, computer progam products, and systems for increasing interest in a massively multiplayer online game - Google Patents
Methods, computer progam products, and systems for increasing interest in a massively multiplayer online game Download PDFInfo
- Publication number
- US20120277002A1 US20120277002A1 US13/414,238 US201213414238A US2012277002A1 US 20120277002 A1 US20120277002 A1 US 20120277002A1 US 201213414238 A US201213414238 A US 201213414238A US 2012277002 A1 US2012277002 A1 US 2012277002A1
- Authority
- US
- United States
- Prior art keywords
- accomplishments
- computer
- list
- shards
- online game
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
- 238000000034 method Methods 0.000 title claims abstract description 35
- 238000004590 computer program Methods 0.000 claims abstract description 9
- 230000002123 temporal effect Effects 0.000 claims description 8
- 230000002452 interceptive effect Effects 0.000 description 4
- 230000006870 function Effects 0.000 description 2
- 230000003993 interaction Effects 0.000 description 2
- 230000008569 process Effects 0.000 description 2
- 240000005020 Acaciella glauca Species 0.000 description 1
- 101000635799 Homo sapiens Run domain Beclin-1-interacting and cysteine-rich domain-containing protein Proteins 0.000 description 1
- 102100030852 Run domain Beclin-1-interacting and cysteine-rich domain-containing protein Human genes 0.000 description 1
- JLQUFIHWVLZVTJ-UHFFFAOYSA-N carbosulfan Chemical compound CCCCN(CCCC)SN(C)C(=O)OC1=CC=CC2=C1OC(C)(C)C2 JLQUFIHWVLZVTJ-UHFFFAOYSA-N 0.000 description 1
- 230000001413 cellular effect Effects 0.000 description 1
- 238000004891 communication Methods 0.000 description 1
- 230000002860 competitive effect Effects 0.000 description 1
- 238000010586 diagram Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 235000013305 food Nutrition 0.000 description 1
- 238000010348 incorporation Methods 0.000 description 1
- 230000010354 integration Effects 0.000 description 1
- 239000004973 liquid crystal related substance Substances 0.000 description 1
- 238000007726 management method Methods 0.000 description 1
- 229940074869 marquis Drugs 0.000 description 1
- 230000001404 mediated effect Effects 0.000 description 1
- 239000002184 metal Substances 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 230000006855 networking Effects 0.000 description 1
- 230000003287 optical effect Effects 0.000 description 1
- 230000008520 organization Effects 0.000 description 1
- 230000002085 persistent effect Effects 0.000 description 1
- VBUNOIXRZNJNAD-UHFFFAOYSA-N ponazuril Chemical compound CC1=CC(N2C(N(C)C(=O)NC2=O)=O)=CC=C1OC1=CC=C(S(=O)(=O)C(F)(F)F)C=C1 VBUNOIXRZNJNAD-UHFFFAOYSA-N 0.000 description 1
- 235000003499 redwood Nutrition 0.000 description 1
- 238000012546 transfer Methods 0.000 description 1
- 230000000007 visual effect Effects 0.000 description 1
- 239000002023 wood Substances 0.000 description 1
Images
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION 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
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION 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
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
Definitions
- MMOGs massively multiplayer online games
- One aspect of the invention provides a method of increasing interest in a massively multiplayer online game.
- the method includes providing the massively multiplayer online game on each of a plurality of shards and associating a list of accomplishments with each of the plurality of shards.
- the method includes publishing the list of accomplishments.
- the list of accomplishments is published via an XML feed.
- the method can further include: providing the massively multiplayer online game on a new shard, associating a list of accomplishments with each of the plurality of shards, and announcing the time at which the new shard will be accessible.
- the accomplishments can include temporal accomplishments.
- the temporal accomplishments can include one or more selected from the group consisting of: the first n players to achieve a certain score, the first n players to achieve a population, the first n players to achieve a certain number of cities, and the first n players to achieve a certain title, wherein n is an integer greater than 0.
- the accomplishments can be individual accomplishments.
- the accomplishments can be alliance accomplishments.
- Each shard can be implemented on an individual server.
- a plurality of shards can be implemented on a single server.
- the method can be a computer-implemented method.
- Another aspect of the invention provides a computer program product comprising computer-usable medium having control logic stored therein for causing a computer to implement a method of increasing interest in a massively multiplayer online game.
- the control logic includes: first computer readable program code for causing the computer to provide the massively multiplayer online game on each of a plurality of shards and second computer readable program code for causing the computer to associate a list of accomplishments with each of the plurality of shards.
- the control logic can further include third computer readable program code for causing the computer to publish the list of accomplishments.
- the control logic can further include: fourth computer readable program code for causing the computer to provide the massively multiplayer online game on a new shard, fifth computer readable program code for causing the computer to associate a list of accomplishments with each of the plurality of shards, and sixth computer readable program code for causing the computer to announce the time at which the new shard will be accessible.
- the accomplishments can include temporal accomplishments.
- the accomplishments can be individual accomplishments.
- the accomplishments can be alliance accomplishments.
- the computer-readable medium can be non-transitory and tangible.
- the system includes a plurality of servers configured to provide the massively multiplayer online game on one or more shards and an accomplishment module associated with one or more of the servers and configured to compile a list of accomplishments with each of the plurality of shards.
- the accomplishment module can be further configured to publish the list of accomplishments.
- FIG. 1 depicts an exemplary game architecture suitable for a massively multiplayer online game
- FIG. 2 depicts a method of increasing interest in a massively multiplayer online game according to one embodiment of the invention.
- FIG. 3 depicts a system of increasing interest in a massively multiplayer online game according to one embodiment of the invention.
- interactive environment refers to any construct in which a plurality of users can interact.
- exemplary interactive environments include, but are not limited to, thread-based forums such as message boards, answer-based forums, wilds, web logs (also known as “blogs”), micro-blogs (e.g., TWITTER®, available from Twitter, Inc. of San Francisco, Calif.), social networking sites (e.g., FACEBOOK®, available from Facebook, Inc. of Palo Alto, Calif., LINKEDIN®, available from LinkedIn, Ltd. of Mountain View, Calif., and the like), and private messages (e.g., electronic mail).
- thread-based forums such as message boards, answer-based forums, wilds, web logs (also known as “blogs”), micro-blogs (e.g., TWITTER®, available from Twitter, Inc. of San Francisco, Calif.), social networking sites (e.g., FACEBOOK®, available from Facebook, Inc. of Palo Alto, Calif., LINKEDIN®, available from LinkedIn, Ltd
- FIG. 1 An exemplary game architecture 100 suitable for an MMOG is depicted in FIG. 1 .
- architecture 100 includes clients 102 and servers 104 connected via a network 106 such as the Internet.
- Clients 102 can include laptop computers 102 a, desktop computers 102 b, handheld devices 102 c (e.g., a tablet computer, personal digital assistant, cellular telephone, smart phone), and the like now known and later developed.
- Clients 102 can include display(s) appreciated by those of ordinary skill in the pertinent art.
- the displays can include any of a number of devices known to those skilled in the art for displaying images responsive to outputs signals from the clients 102 .
- Such devices include, but are not limited to, cathode ray tubes (CRTs), liquid crystal displays (LCDs), plasma screens and the like.
- CTRs cathode ray tubes
- LCDs liquid crystal displays
- plasma screens plasma screens and the like.
- clients 102 include one or more video game consoles now known or later developed.
- Such consoles can include Ethernet port to connect to server 104 via network 106 , video output ports for displaying images on a display device such as a television, input devices such as compact disc (CD) or digital video disc (DVD) drives to load games, local memory to save data, and input ports to receive input from controllers or keyboards.
- suitable video game consoles include the NINTENDO® WII® console available from Nintendo of America Inc. of Redmond, Wash.; the SONY® PLAYSTATION® console available from Kabushiki Kaisha Sony Corporation of Tokyo, Japan; the MICROSOFT® XBOX® console available from Microsoft Corporation of Redmond, Wash.; and the like.
- Clients 102 can access server 104 through proprietary or commercially-available software.
- clients 102 can utilize an Internet browser to access a Hypertext Transfer Protocol (HTTP) interface provided by server 104 .
- HTTP Hypertext Transfer Protocol
- Suitable Internet browsers include the INTERNET EXPLORER® browser available from Microsoft Corporation of Redmond, Wash.; the FIREFOX® browser available from the Mozilla Foundation of Mountain View, Calif.; the OPERA® browser available from Opera Software AS of Oslo, Norway; or the CHROMETM browser available from Google Inc. of Menlo Park, Calif.
- clients 102 can interact with system 104 via specially-programmed software such as an application installed on clients 102 .
- the client 102 and server 104 can communicate through a multimedia platform such as ADOBE® FLASH®, available from Adobe Systems Incorporated of San Jose, Calif.
- MMOGs In order to enable scaling and reduce lag, MMOGs often utilize multiple servers 104 as depicted in FIG. 1 .
- Each server 104 can implement one or more instances of the MMOG, which are known as “shards.”
- shards which are known as “shards.”
- Clients 102 a and 102 b can interact with each other, but will have limited, if any, interaction with a third client 102 c playing on another shard implemented on the second server 104 b.
- first server 104 a does not need to be concerned with the activities of the third client 104 b.
- System 100 can include a load balancer module 108 to route traffic between clients 102 and servers 104 .
- load balancer 108 can direct client 102 to a newly opened server 104 c until the server 104 c reaches capacity. At that point, load balancer 108 can direct traffic to yet another server 104 . Requests from existing clients 102 can be routed to the server 104 that the client 102 previously accessed.
- All traffic need not flow through load balancer 108 .
- traffic can flow directly between clients 102 and servers 104 (via network 106 ) once initial contact is made between clients 102 and servers 104 as mediated by the load balancer 108 .
- Database Server 104 can communicate with a database 110 through a database management system (DBMS) 112 .
- a DBMS 112 is imposed upon the data in database 110 to form a logical and structured organization of the data.
- a DBMS 110 lies between the physical storage of data and the users and handles the interaction between the two.
- Examples of DBMSes include DB2® and INFORMIX® DBMSes both available from IBM Corp. of Armonk, N.Y.; MICROSOFT JET® and MICROSOFT SQL SERVER® DBMSes both available from the Microsoft Corporation of Redmond, Wash.; MYSQL® DBMS available from the MySQL Ltd. Co. of Sweden; ORACLE® DBMS available from Oracle Int'l Corp of Redwood City, Calif.; and SYBASE® DBMS available from Sybase, Inc. of Dublin, Calif.
- a plurality of users each control one or more entities, which may vary depending on the genre of the game.
- entities include nations, tribes, towns, villages, and the like.
- Users can utilize their entities to produce resources such as currency, wood, metal, food, and the like.
- Users can also interact with other entities to wage war and peace. For example, entities can marshal armies and obtain weapons that are used in virtual battles.
- a method 200 of increasing interest in a massively multiplayer online game is provided.
- step S 202 the massively multiplayer online game is provided on a plurality of shards.
- Each shard can be implemented on individual server. Alternatively, a plurality of shards can be implemented on a single server.
- step S 204 a list of accomplishments is associated with each of the plurality of shards.
- users on each shard are incentivized devote their efforts and resources to accumulating accomplishments within the game.
- step S 206 the list of accomplishments is published.
- the list of accomplishments can be published within the game or can be publicly available (e.g., via a website). Users listed on the list of accomplishments can be rewarded with medals or privileges.
- step S 208 the massively multiplayer online game is provided on a new shard as discussed herein.
- step S 210 a list of accomplishments is associated with the new shard as discussed herein.
- step S 212 the time at which the new shard will be accessible is announced.
- the announcement of new shards generates continued interest in the game as users can take steps to perform in the new shard immediate upon opening. For example, users can form alliances so that the alliance can function from the moment that the new shard becomes available. Likewise, users have an incentive to play the game at a particular time, which can add to the competitive experience.
- Embodiments of the invention maintain a list of temporal accomplishments, i.e., the first n users to complete a certain accomplishment, wherein n is an integer greater than 0.
- temporal accomplishments can include the first players to achieve a certain score (e.g., a prestige ranking in the EVONY® system), the first players to achieve a certain population, the first players to achieve a certain number of cities, and the first players to achieve a certain title (e.g., knight, baronet, baron, viscount, earl, marquis, duke, furstin, and prinzessin in the EVONY® system).
- the particular accomplishments can vary to reflect the game genre to which the invention is applied.
- the accomplishments can be individual accomplishments, i.e., accomplishments by a single user.
- a plurality of users can form an alliance, whose accomplishments can also be recognized.
- alliances can be added to the list of accomplishments for exceeding a defined aggregate score.
- Lists of accomplishments can be generated using a variety of techniques.
- the MMOG is modified such that when user achieves a defined accomplishment (e.g., having a population of 1,000,000), a message is sent to an accomplishment module for potential inclusion in the list of accomplishments.
- a defined accomplishment e.g., having a population of 1,000,000
- the database 110 can be mined periodically with various queries to detect when accomplishments occur. Such accomplishments can be recorded in the database with a date and time stamp so that it is possible to determine which user first achieved an accomplishment that was achieved since the last query.
- the DBMS 112 can be modified to include one or more triggers that detect the achievement of an accomplishment and alert an accomplishment module of the same. Triggers are available in DBMSes implementing the SQL-99 standard and are described in publications such as Ramez Elmsari & Shamkant B. Navanthe, “Fundamentals of Database Systems” 823-35 (5th ed. 2007) and Hector Garcia-Molina, “Database Systems: The Complete Book” ⁇ 7.4.3 (2002).
- the lists of accomplishments provided in a variety of formats.
- the list of accomplishments can be provided in plain text, HyperText Markup Language (HTML), Extensible Markup Language (XML), and the like.
- HTML HyperText Markup Language
- XML Extensible Markup Language
- XML may be preferred in some embodiments because it separates visual formatting from the actual data, thereby allowing greater flexibility in displaying the list of accomplishments in multiple locations.
- a user can play a game on multiple shards and achieve accomplishments on each shard. These accomplishments can be associated with the user's profile so that there is a continued incentive to commence new games and gather new accomplishments.
- a user's accomplishments (gathered from either the user's profile or one or more lists of accomplishments) can be communicated to an interactive environment such as a message board, a social network site, and the like.
- a user's accomplishments (which can be represented graphically by medals, trophies, and the like) can be displayed along with other information about a user on a message board of a social network site (e.g., FACEBOOK®, available from Facebook, Inc. of Palo Alto, Calif., LINKEDIN®, available from LinkedIn, Ltd. of Mountain View, Calif., and the like), and private messages (e.g., electronic mail).
- a social network site e.g., FACEBOOK®, available from Facebook, Inc. of Palo Alto, Calif., LINKEDIN®, available from LinkedIn, Ltd. of Mountain View, Calif., and the like
- private messages e.g., electronic mail
- rewards are presented to users listed on the list of accomplishments.
- users can be given points or currency for use in the game.
- users can be given various titles, avatars, and the like for use in the game.
- System 300 is similar to system 100 , but includes an accomplishment module 314 in communication with server 304 and/or DBMS 312 .
- Accomplishment module 314 can be a stand-alone module comprising hardware and/or software or can be a software process executed on another component (e.g., servers 304 or load balancer 308 ).
- the accomplishment module 314 is configured to compile a list of accomplishments for each shard running on servers 304 . As discussed herein, the accomplishment module 314 can actively monitor or passively receive information from server 304 and DBMS 312 .
- Accomplishment module 314 can also be configured to publish the list of accomplishments in a variety of formats as discussed herein.
- the systems and methods herein can be implemented on general-purpose or specially-programmed hardware or software.
- the methods can be implemented by a computer-usable medium.
- the computer-usable medium can be non-transitory and/or tangible.
- the computer-usable medium can be volatile memory (e.g., random access memory and the like) or non-volatile memory (e.g., read-only memory, hard disks, floppy discs, magnetic tape, optical discs, paper table, punch cards, and the like).
- any functional element may perform fewer, or different, operations than those described with respect to the illustrated embodiment.
- functional elements e.g., modules, databases, computers, clients, servers and the like
- shown as distinct for purposes of illustration may be incorporated within other functional elements, separated in different hardware or distributed in a particular implementation.
Landscapes
- Business, Economics & Management (AREA)
- Strategic Management (AREA)
- Engineering & Computer Science (AREA)
- Finance (AREA)
- Development Economics (AREA)
- Accounting & Taxation (AREA)
- General Business, Economics & Management (AREA)
- Theoretical Computer Science (AREA)
- Marketing (AREA)
- Physics & Mathematics (AREA)
- Economics (AREA)
- General Physics & Mathematics (AREA)
- Entrepreneurship & Innovation (AREA)
- Tourism & Hospitality (AREA)
- Game Theory and Decision Science (AREA)
- General Health & Medical Sciences (AREA)
- Human Resources & Organizations (AREA)
- Health & Medical Sciences (AREA)
- Primary Health Care (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Information Transfer Between Computers (AREA)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US13/414,238 US20120277002A1 (en) | 2009-09-08 | 2012-03-07 | Methods, computer progam products, and systems for increasing interest in a massively multiplayer online game |
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US24031209P | 2009-09-08 | 2009-09-08 | |
PCT/US2010/048131 WO2011031761A2 (en) | 2009-09-08 | 2010-09-08 | Methods, computer program products, and systems for increasing interest in a massively multiplayer online game |
US13/414,238 US20120277002A1 (en) | 2009-09-08 | 2012-03-07 | Methods, computer progam products, and systems for increasing interest in a massively multiplayer online game |
Related Parent Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US2010/048131 Continuation WO2011031761A2 (en) | 2009-09-08 | 2010-09-08 | Methods, computer program products, and systems for increasing interest in a massively multiplayer online game |
Publications (1)
Publication Number | Publication Date |
---|---|
US20120277002A1 true US20120277002A1 (en) | 2012-11-01 |
Family
ID=43733081
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US13/414,238 Abandoned US20120277002A1 (en) | 2009-09-08 | 2012-03-07 | Methods, computer progam products, and systems for increasing interest in a massively multiplayer online game |
Country Status (7)
Country | Link |
---|---|
US (1) | US20120277002A1 (ko) |
EP (1) | EP2476093A4 (ko) |
KR (1) | KR20120106939A (ko) |
CN (1) | CN102985937A (ko) |
AU (1) | AU2010292319A1 (ko) |
SG (1) | SG179045A1 (ko) |
WO (1) | WO2011031761A2 (ko) |
Families Citing this family (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US9981191B2 (en) | 2013-10-08 | 2018-05-29 | Google Llc | Native gameplay experience across platforms |
US9884258B2 (en) | 2013-10-08 | 2018-02-06 | Google Llc | Automatic sharing of engaging gameplay moments from mobile |
CN111729304B (zh) * | 2020-05-26 | 2024-04-05 | 广州尊游软件科技有限公司 | 一种展示海量对象的方法 |
Citations (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20030008712A1 (en) * | 2001-06-04 | 2003-01-09 | Playnet, Inc. | System and method for distributing a multi-client game/application over a communications network |
US20050266926A1 (en) * | 2004-05-13 | 2005-12-01 | Sun Microsystems, Inc. | Method and apparatus for executing event driven simulations |
US20060148545A1 (en) * | 2004-12-20 | 2006-07-06 | Rhyne V T Iv | Method for dynamic content generation in a role-playing game |
US20070021165A1 (en) * | 2005-07-21 | 2007-01-25 | Ma Jeffrey K | Graphical user interface for a fantasy sports application |
US20080146338A1 (en) * | 2006-12-13 | 2008-06-19 | Christophe Bernard | System and method for managing virtual worlds mapped to real locations in a mobile-enabled massively multiplayer online role playing game (mmorpg) |
US20080220873A1 (en) * | 2007-03-06 | 2008-09-11 | Robert Ernest Lee | Distributed network architecture for introducing dynamic content into a synthetic environment |
US20090305774A1 (en) * | 2008-05-22 | 2009-12-10 | Mike Farone | User created content and quests |
US20100285858A1 (en) * | 2009-05-05 | 2010-11-11 | Microsoft Corporation | Massively multiplayer game with shared gameplay experience |
US7908462B2 (en) * | 2009-06-09 | 2011-03-15 | Zillians Incorporated | Virtual world simulation systems and methods utilizing parallel coprocessors, and computer program products thereof |
Family Cites Families (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN1254295C (zh) * | 2001-05-09 | 2006-05-03 | 世嘉股份有限公司 | 游戏装置 |
KR20080011516A (ko) * | 2006-07-31 | 2008-02-05 | 주식회사 나루엔터테인먼트 | 통신망을 통한 다중 사용자용 게임제공 시스템 |
US8888598B2 (en) * | 2006-10-17 | 2014-11-18 | Playspan, Inc. | Transaction systems and methods for virtual items of massively multiplayer online games and virtual worlds |
KR101101440B1 (ko) * | 2007-01-29 | 2012-01-02 | 소니 온라인 엔터테인먼트 엘엘씨 | 게임 이벤트에 기초한 블로그, 웹 페이지, 또는 파일-공유 사이트의 자동 엔트리 생성 시스템 및 방법 |
KR20090002079A (ko) * | 2007-06-04 | 2009-01-09 | (주) 그라비티 | 멀티플레이어 온라인 게임 제공 방법 |
-
2010
- 2010-09-08 CN CN2010800400517A patent/CN102985937A/zh active Pending
- 2010-09-08 WO PCT/US2010/048131 patent/WO2011031761A2/en active Application Filing
- 2010-09-08 AU AU2010292319A patent/AU2010292319A1/en not_active Abandoned
- 2010-09-08 KR KR1020127009060A patent/KR20120106939A/ko not_active Application Discontinuation
- 2010-09-08 EP EP10816019.3A patent/EP2476093A4/en not_active Withdrawn
- 2010-09-08 SG SG2012016291A patent/SG179045A1/en unknown
-
2012
- 2012-03-07 US US13/414,238 patent/US20120277002A1/en not_active Abandoned
Patent Citations (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20030008712A1 (en) * | 2001-06-04 | 2003-01-09 | Playnet, Inc. | System and method for distributing a multi-client game/application over a communications network |
US20050266926A1 (en) * | 2004-05-13 | 2005-12-01 | Sun Microsystems, Inc. | Method and apparatus for executing event driven simulations |
US20060148545A1 (en) * | 2004-12-20 | 2006-07-06 | Rhyne V T Iv | Method for dynamic content generation in a role-playing game |
US20070021165A1 (en) * | 2005-07-21 | 2007-01-25 | Ma Jeffrey K | Graphical user interface for a fantasy sports application |
US20080146338A1 (en) * | 2006-12-13 | 2008-06-19 | Christophe Bernard | System and method for managing virtual worlds mapped to real locations in a mobile-enabled massively multiplayer online role playing game (mmorpg) |
US20080220873A1 (en) * | 2007-03-06 | 2008-09-11 | Robert Ernest Lee | Distributed network architecture for introducing dynamic content into a synthetic environment |
US20090305774A1 (en) * | 2008-05-22 | 2009-12-10 | Mike Farone | User created content and quests |
US20100285858A1 (en) * | 2009-05-05 | 2010-11-11 | Microsoft Corporation | Massively multiplayer game with shared gameplay experience |
US7908462B2 (en) * | 2009-06-09 | 2011-03-15 | Zillians Incorporated | Virtual world simulation systems and methods utilizing parallel coprocessors, and computer program products thereof |
Also Published As
Publication number | Publication date |
---|---|
KR20120106939A (ko) | 2012-09-27 |
CN102985937A (zh) | 2013-03-20 |
AU2010292319A1 (en) | 2012-04-05 |
WO2011031761A2 (en) | 2011-03-17 |
EP2476093A4 (en) | 2013-07-24 |
EP2476093A2 (en) | 2012-07-18 |
WO2011031761A3 (en) | 2011-07-14 |
SG179045A1 (en) | 2012-04-27 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20190118097A1 (en) | Dynamic requirement variation for online game network asset acquisition | |
Taylor | Does WoW change everything? How a PvP server, multinational player base, and surveillance mod scene caused me pause | |
US8417694B2 (en) | System and method for constructing targeted ranking from multiple information sources | |
US20120283013A1 (en) | Methods, computer program products, and systems for awarding items in a multiplayer online game | |
Jin et al. | Transformative mobile game culture: A sociocultural analysis of Korean mobile gaming in the era of smartphones | |
JP2012168653A (ja) | 情報提供システム | |
Chess | A time for play: Interstitial time, Invest/Express games, and feminine leisure style | |
Bergstrom et al. | Reddit gaming communities during times of transition | |
US20190299103A1 (en) | System and method for updating an application client | |
Stokes et al. | Gamers who protest: Small-group play and social resources for civic action | |
US20140004953A1 (en) | Social Network Data Analysis to Generate Suggestion Metrics for Online Gaming | |
Lowood | Storyline, dance/music, or PvP? Game movies and community players in World of Warcraft | |
Delwiche et al. | The players they are a-changin': The rise of older MMO gamers | |
Ming-Tak Chew et al. | How propagames work as a part of digital authoritarianism: an analysis of a popular Chinese propagame | |
González-González et al. | Gender and age differences in preferences on game elements and platforms | |
US20140357345A1 (en) | Interacting with sponsored content to earn rewards | |
US20120277002A1 (en) | Methods, computer progam products, and systems for increasing interest in a massively multiplayer online game | |
Niman | The allure of games: toward an updated theory of the leisure class | |
Drescher et al. | What moves players? Visual data exploration of Twitter and gameplay data | |
Vandewalle et al. | Enjoying my time in the animus: A quantitative survey on perceived realism and enjoyment of historical video games | |
Warmelink et al. | A decade of research into player communities in online games | |
US20140357375A1 (en) | Modifying online game functionality based on mobile user acquisition | |
Sacco et al. | Linking in-game events and entities to social data on the web | |
US20140101239A1 (en) | Systems and Methods for Turning Social Networking Website Usage Information into a Social Networking Website Game | |
Crowley | Human Subjects and Digital Poverty |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: REGAN MERCANTILE, LLC, NEW YORK Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:GUO, YAO QI;REEL/FRAME:028580/0994 Effective date: 20120627 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |