Audience adjusted gaming
US-11439910-B2 · Sep 13, 2022 · US
US11833434B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11833434-B2 |
| Application number | US-202217882446-A |
| Country | US |
| Kind code | B2 |
| Filing date | Aug 5, 2022 |
| Priority date | Dec 29, 2014 |
| Publication date | Dec 5, 2023 |
| Grant date | Dec 5, 2023 |
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Official abstract text for this publication.
A system and method includes a first device with one or more processors coupled to a memory that executes instructions from the memory to perform the steps of receiving a request to begin a videogame; streaming video of the videogame to an audience; determine a popularity of the streaming video; and changing the videogame mechanics based on the popularity of the streaming video.
Opening claim text (preview).
What is claimed is: 1. A system, comprising: one or more processors; and a memory coupled to the one or more processors and storing instructions that, when executed by the one or more processors, cause the system to perform operations comprising: identifying a plurality of viewers of a media channel; identifying, based on a database of recorded user history, past streams and replays of streams watched by the plurality of viewers of the media channel; determining one or more preferred game mechanics of the plurality of viewers of the media channel based on the past streams and replays of streams watched by the plurality of viewers of the media channel; and streaming a video game on the media channel having one or more game mechanics of the video game being set based on the one or more preferred game mechanics. 2. The system of claim 1 , wherein the one or more game mechanics comprise a difficulty setting, a size of a map associated with the video game, an attribute of a character of the video game, a damage per second of a character of the video game, or a movement speed of a character of the video game. 3. The system of claim 1 , wherein the instructions, when executed by the one or more processors, cause the system to perform further operations comprising: identifying, based on the identified past streams and replays of streams watched by the plurality of viewers, a respective popularity of each of the past streams and replays of streams, wherein determining the one or more preferred game mechanics is based on the respective popularity of each of the past streams and replays of streams. 4. The system of claim 3 , wherein identifying the respective popularity of the past streams and replays of streams comprises: identifying a cumulative amount of time watched of each of the past streams and replays of streams. 5. The system of claim 3 , wherein identifying the respective popularity of the past streams and replays of streams comprises: identifying a statistic indicative of a total duration of each of the past streams and replays of streams watched by the plurality of viewers of the media channel. 6. The system of claim 3 , wherein identifying the respective popularity of the past streams and replays of streams comprises: receiving feedback from the plurality of viewers for the past streams and replays of streams. 7. The system of claim 3 , wherein determining the one or more preferred game mechanics comprises: identifying common elements in the past streams and replays of streams exceeding a popularity level. 8. The system of claim 1 , wherein the one or more preferred game mechanics comprise a game length, and wherein the one or more game mechanics comprise a movement speed, a map size, an attack speed, an attack damage, or a combination thereof. 9. A method, comprising: identifying, by one or more processors, a plurality of viewers of a media channel; identifying, by the one or more processors, based on a database of recorded user history, past streams and replays of streams watched by the plurality of viewers of the media channel; determining, by the one or more processors, one or more preferred game mechanics of the plurality of viewers of the media channel based on the past streams and replays of streams watched by the plurality of viewers of the media channel; and streaming a video game on the media channel having one or more game mechanics of the video game being set based on the one or more preferred game mechanics. 10. The method of claim 9 , wherein the one or more game mechanics comprise a difficulty setting, a size of a map associated with the video game, an attribute of a character of the video game, a damage per second of a character of the video game, or a movement speed of a character of the video game. 11. The method of claim 9 , further comprising: identifying, by the one or more processors and based on the identified past streams and replays of streams watched by the plurality of viewers, a respective popularity of each of the past streams and replays of streams, wherein determining the one or more preferred game mechanics is based on the respective popularity of each of the past streams and replays of streams. 12. The method of claim 11 , wherein identifying the respective popularity of the past streams and replays of streams comprises: identifying a cumulative amount of time watched of each of the past streams and replays of streams. 13. The method of claim 11 , wherein identifying the respective popularity of the past streams and replays of streams comprises: identifying a statistic indicative of a total duration of each of the past streams and replays of streams watched by the plurality of viewers of the media channel. 14. The method of claim 11 , wherein identifying the respective popularity of the past streams and replays of streams comprises: receiving feedback from the plurality of viewers for the past streams and replays of streams. 15. The method of claim 11 , wherein determining the one or more preferred game mechanics comprises: identifying common elements in the past streams and replays of streams exceeding a popularity level. 16. The method of claim 9 , wherein the one or more preferred game mechanics comprise a game length, and wherein the one or more game mechanics comprise a movement speed, a map size, an attack speed, an attack damage, or a combination thereof. 17. A non-transitory computer-readable storage medium including program code which when executed by one or more processors causes a system to perform operations comprising: identifying a plurality of viewers of a media channel; identifying, based on a database of recorded user history, past streams and replays of streams watched by the plurality of viewers of the media channel; determining one or more preferred game mechanics of the plurality of viewers of the media channel based on the past streams and replays of streams watched by the plurality of viewers of the media channel; and streaming a video game on the media channel having one or more game mechanics of the video game being set based on the one or more preferred game mechanics. 18. The non-transitory computer-readable storage medium of claim 17 , wherein the one or more game mechanics comprise a difficulty setting, a size of a map associated with the video game, an attribute of a character of the video game, damage per second of a character of the video game, or a movement speed of a character of the video game. 19. The non-transitory computer-readable storage medium of claim 17 , wherein the program code when executed by the one or more processors causes the system to perform operations comprising: identifying, based on the identified past streams and replays of streams watched by the plurality of viewers, a respective popularity of each of the past streams and replays of streams, wherein determining the one or more preferred game mechanics is based on the respective popularity of each of the past streams and replays of streams. 20. The non-transitory computer-readable storage medium of claim 17 , wherein the one or more preferred game mechanics comprise a game length, and wherein the one or more game mechanics comprise a movement speed, a map size, an attack speed, an attack damage, or a combination thereof.
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
Watching games played by other players · CPC title
Monitoring of transmitted content, e.g. distribution time, number of downloads (arrangements for monitoring programmes for broadcast or for distribution combined with broadcast H04H20/14) · CPC title
Creating a channel for a dedicated end-user group, e.g. insertion of targeted commercials based on end-user profiles {(information retrieval from the Internet by querying with filtering and personalisation G06F16/9535; arrangements for replacing or switching information during the broadcast H04H20/10; push services over packet-switching network H04L12/1859; adaptation of message content in packet-switching networks H04L51/063)} · CPC title
for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters · CPC title
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