Intelligent Delivery of Actionable Content
US-2015379407-A1 · Dec 31, 2015 · US
US12161940B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-12161940-B2 |
| Application number | US-202318337304-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jun 19, 2023 |
| Priority date | Oct 21, 2015 |
| Publication date | Dec 10, 2024 |
| Grant date | Dec 10, 2024 |
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Official abstract text for this publication.
A system and method is provided that generates a game log that specifies game events during gameplay to enable efficient distribution of video game playback, facilitates the annotation of gameplay through content from users and others, and generates a video game stream that includes the game log and content. The system facilitates the efficient sharing of video game playback, as well as annotations from users and others. For example, e-sportscasters may use the system to broadcast video game playback with their commentary and/or graphical overlays. Video game players may use the system to share video game playback efficiently with other users. The system may also facilitate the sharing of loadout conditions and micro-transactions relevant to video game playback.
Opening claim text (preview).
What is claimed is: 1. A computer implemented method of enabling a player to participate in a playable recreation of a portion of a previously played gameplay session, the method being implemented in a computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer to perform the method, the method comprising: generating, by the computer, metadata of said gameplay session, wherein the metadata comprises states of prior players and a video game environment representative of said gameplay session and wherein the metadata comprises information that was available to a first subset of the prior players but not available to a second subset of the prior players during said previously played gameplay session; using the metadata to generate, by the computer, a video game stream which represents said playable recreation of the portion of the previously played gameplay session; causing, by the computer, the video game stream to be transmitted via a network to an end user device; and causing the information that was available to a first subset of the prior players but not available to a second subset of the prior players to be shown to at least one of the second subset of prior players as said at least one of the second subset of prior players participates in the playable recreation of the portion of the previously played gameplay session. 2. The computer implemented method of claim 1 , wherein said information that was available to the first subset of the prior players but not available to the second subset of the prior players comprises at least one of the first subset of prior players being invisible. 3. The computer implemented method of claim 2 , wherein, in the playable recreation, indicating to the at least one of the second subset of prior players that said at least one of the first subset of prior players is invisible. 4. The computer implemented method of claim 3 , wherein, in the playable recreation, indicating invisibility by presenting said at least one of the first subset of prior players as being transparent. 5. The computer implemented method of claim 1 , further comprising receiving, by the computer, from the end user device, a selection of a loadout object associated with the video game stream or a hotspot associated with the video game stream. 6. The computer implemented method of claim 5 , further comprising causing, by the computer, the playable recreation to be provided that is at least partially responsive to the selection. 7. The computer implemented method of claim 6 , wherein the loadout object specifies a state of the previously played gameplay session. 8. The computer implemented method of claim 7 , wherein, if the loadout object is selected, providing the end user device with an opportunity to play the video game stream with the state of the gameplay specified by the loadout object. 9. The computer implemented method of claim 6 , wherein the hotspot specifies a virtual object used during the previously played gameplay session. 10. The computer implemented method of claim 9 , wherein, if the hotspot is selected, providing the virtual object to the end user device. 11. A system for enabling a player to participate in a playable recreation of a portion of a previously played gameplay session, the system comprising a computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer to: generate metadata of said gameplay session, wherein the metadata comprises states of prior players and a video game environment representative of said gameplay session and wherein the metadata comprises information that was available to a first subset of the prior players but not available to a second subset of the prior players during said previously played gameplay session; generate, by using the metadata, a video game stream which represents said playable recreation of the portion of the previously played gameplay session; transmit the video game stream via a network to an end user device; and show the information that was available to a first subset of the prior players but not available to a second subset of the prior players to at least one of the second subset of prior players as said at least one of the second subset of prior players participates in the playable recreation of the portion of the previously played gameplay session. 12. The system of claim 11 , wherein said information that was available to the first subset of the prior players but not available to the second subset of the prior players comprises at least one of the first subset of prior players being invisible. 13. The system of claim 12 , wherein, in the playable recreation, the computer is caused to indicate to the at least one of the second subset of prior players that said at least one of the first subset of prior players is invisible. 14. The system of claim 13 , wherein, in the playable recreation, the computer is caused to indicate invisibility by presenting said at least one of the first subset of prior players as being transparent. 15. The system of claim 11 , wherein the one or more computer program instructions when executed, further programs the computer to receive from the end user device, a selection of a loadout object associated with the video game stream or a hotspot associated with the video game stream. 16. The system of claim 15 , wherein the playable recreation provided is at least partially responsive to the selection. 17. The system of claim 16 , wherein the loadout object specifies a state of the previously played gameplay session. 18. The system of claim 17 , wherein, if the loadout object is selected, the one or more computer program instructions when executed, further programs the computer to provide the end user device with an opportunity to play the video game stream with the state of the gameplay specified by the loadout object. 19. The system of claim 16 , wherein the hotspot specifies a virtual object used during the previously played gameplay session. 20. The system of claim 19 , wherein, if the hotspot is selected, the one or more computer program instructions when executed, further programs the computer to provide the virtual object to the end user device.
Partially or entirely replaying previous game actions · CPC title
Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client · CPC title
for payment purposes, e.g. monthly subscriptions · CPC title
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