Presenting a message in a communication session
US-10061467-B2 · Aug 28, 2018 · US
US11547943B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11547943-B2 |
| Application number | US-201715818459-A |
| Country | US |
| Kind code | B2 |
| Filing date | Nov 20, 2017 |
| Priority date | Dec 16, 2011 |
| Publication date | Jan 10, 2023 |
| Grant date | Jan 10, 2023 |
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An apparatus and method for providing social network content in an online game is disclosed herein. Content is obtained from a social network site and is displayed within the game. The game also provides a mechanism for the user of the game to generate content to the posted within the social network from within the game. Such generated content is automatically posted in the social network for a recipient specified by the user.
Opening claim text (preview).
What is claimed is: 1. A method comprising: generating a game user interface for a computer-implemented multiplayer online game, the game user interface displaying a player-specific game instance associated with a player of the game, the game instance including a virtual world inhabited and navigable by a plurality of game characters, the game user interface providing during gameplay a view into the virtual world, showing animated movement of the plurality of game characters within the virtual world; and in an automated operation performed using one or more computer processors configured therefor: accessing an out-of-game message platform separate from the online game; retrieving message content forming part of a message posted in the out-of-game message platform by a user other than the player; displaying a nonplayer character (NPC) associated with said other user, the NPC forming part of the plurality of game characters and being movably located within the virtual world; displaying, in addition to the NPC of said other user, a pictorial identifier of said other user as located within the virtual world in association with the NPC of said other user to be movable with the NPC, the pictorial identifier for said other user being sourced from the out-of-game message platform; displaying the retrieved message content as located within the virtual world in association with the NPC of said other user, the retrieved message content being displayed as moving with said associated NPC within the virtual world; and providing within the game user interface a reply mechanism that enables the player to reply to the retrieved message content via the game user interface. 2. The method of claim 1 , wherein the accessing of the out-of-game message platform comprises accessing messages generated by members of a social network associated with the user in the out-of-game message platform. 3. The method of claim 1 , further comprising: receiving a reply message from the player via the reply mechanism provided by the game user interface; and automatically communicating the reply message from the game user interface to the out-of-game message platform for posting of the reply message on the out-of-game message platform. 4. The method of claim 3 , wherein the communicating of the reply message to the out-of-game message platform comprises posting the reply message to a portion of the out-of-game message platform associated with and accessed by said other user. 5. The method of claim 3 , wherein the retrieved message content is displayed in a speech bubble located in the virtual world in association with the NPC. 6. The method of claim 3 , further comprising displaying a plurality of NPCs in the virtual world with respective pictorial indicators indicative of corresponding users in the out-of-game message platform. 7. The method of claim 3 , wherein the providing of the reply mechanism comprises, responsive to user-selection of the NPC or the retrieved message content displayed in the virtual world, launching a reply interface as part of the game user interface, the reply interface providing functionality for entry by the player of a text reply message. 8. A system comprising: one or more computer processors; and one or more memories storing instructions for configuring the one or more computer processors to perform automated operations comprising: generating a game user interface for a computer-implemented multiplayer online game, the game user interface displaying a player-specific game instance associated with a player of the game, the game instance including a virtual world inhabited and navigable by a plurality of game characters, the game user interface providing during gameplay a view into the virtual world, showing animated movement of the plurality of game characters within the virtual world; accessing an out-of-game message platform separate from the online game; retrieving message content forming part of a message posted in the out-of-game message platform by a user other than the player; displaying a nonplayer character (NPC) associated with said other user, the NPC forming part of the plurality of game characters and being movably located within the virtual world; displaying, in addition to the NPC of said other user, a pictorial identifier of said other user as located within the virtual world in association with the NPC of said other user to be movable with the NPC, the pictorial identifier for said other user being sourced from the out-of-game message platform; displaying the retrieved message content as located within the virtual world in association with the NPC of said other user, the retrieved message content being displayed as moving with said associated NPC within the virtual world; and providing within the game user interface a reply mechanism that enables the player to reply to the retrieved message content via the game user interface. 9. The system of claim 8 , wherein the accessing of the out-of-game message platform comprises accessing messages generated by members of a social network associated with the user in the out-of-game message platform. 10. The system of claim 8 , wherein the instructions further configure the one or more computer processors to: receive a reply message from the player via the reply mechanism provided by the game user interface; and automatically communicate the reply message from the game user interface to the out-of-game message platform for posting of the reply message on the out-of-game message platform. 11. The system of claim 10 , wherein the communicating of the reply message to the out-of-game message platform comprises posting the reply message to a portion of the out-of-game message platform associated with and accessed by said other user. 12. The system of claim 8 , wherein the one or more processors is further configured to display the retrieved message content in a speech bubble located in the virtual world in association with the NPC. 13. The system of claim 8 , wherein the one or more processors is configured to display a plurality of NPCs in the virtual world with respective pictoral indicators indicative of corresponding users in the out-of-game message platform. 14. The system of claim 8 , wherein the providing of the reply mechanism comprises, responsive to user-selection of the NPC or the retrieved message content displayed in the virtual world, launching a reply interface as part of the game user interface, the reply interface providing functionality for entry by the player of a text reply message. 15. A non-transitory computer readable storage medium having stored thereon instructions for causing a machine, when executing the instructions, to perform operations comprising: generating a game user interface for a computer-implemented multiplayer online game, the game user interface displaying a player-specific game instance associated with a player of the game, the game instance including a virtual world inhabited and navigable by a plurality of game characters, the game user interface providing during gameplay a view into the virtual world, showing animated movement of the plurality of game characters within the virtual world; accessing an out-of-game message platform separate from the online game; retrieving message content forming part of a message posted in the out-of-game message platform by a user other than the player; displaying a nonplayer character (NPC) associated with said other user, the NPC forming part of the plurality of game characters and being movably located within the virtual world; displaying, in addition to the NPC of said o
using peer-to-peer connections · CPC title
using player registration data, e.g. identification, account, preferences, game history · CPC title
involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title
Communicating with other players during game play, e.g. by e-mail or chat · CPC title
Providing additional services to players · CPC title
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