Digital content publishing guidance based on trending emotions
US-2015193889-A1 · Jul 9, 2015 · US
US9830040B1 · US · B1
| Field | Value |
|---|---|
| Publication number | US-9830040-B1 |
| Application number | US-201514734956-A |
| Country | US |
| Kind code | B1 |
| Filing date | Jun 9, 2015 |
| Priority date | Jun 9, 2014 |
| Publication date | Nov 28, 2017 |
| Grant date | Nov 28, 2017 |
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Official abstract text for this publication.
The present disclosure relates generally to electronic systems, and more particularly, to systems, methods, and various other disclosures for conducting a spy game on a social network, allowing each player the opportunity to portray themselves as a spy. The objectives of the game is for (i) each player to play anonymously as all players are at least initially tasked with determining the truth or falsity of any new message post on a social network site; (ii) to increase his/her spy status and earn rewards (e.g. points or virtual currency); (iii) accumulate virtual wealth; and (iv) ultimately gain control of different players within different geographic regions around the world, a feat that is accomplished through gaining influence with each message post authored and/or responded to. Higher ranking spies are generally seeking to dethrone their competitors (other higher ranking spies) and/or reduce their competitor's wealth and influence.
Opening claim text (preview).
What is claimed is: 1. An electronic game system comprising: a computer server for hosting a social network; at least one processor in communication with the computer server; a network enabled communication device in communication with the at least one processor and configured for activating a displaying module to broadcast at least one message post of at least one player of a plurality of players and display the at least one message post on a display of the network enabled communication device; wherein the network enabled communication device further comprises a card reader; a determination module in communication with the at least one processor, wherein the determination module is configured for determining whether a spy game subscriber identification module card is present in the card reader, and if so, whether the spy game subscriber identification module card corresponds to a spy game subscriber identification module card associated with the at least one player's identity; an authentication module in communication with the at least one processor, wherein the authentication module is configured for authenticating the at least one player's identity with at least one registered subscriber identity linked to the at least one player; an interaction module in communication with the at least one processor wherein the interaction module is configured for enabling player interaction with the at least one message post, wherein the interaction module is further configured for enabling different player interactions by the plurality of players with the at least one message post and for measuring a response to the at least one message post and determining a qualitative and/or quantitative award to all players for whom a response was measured and for the player who originated the at least one message post; a verification module for verifying the veracity of the at least one message post, wherein verifying the veracity of the at least one message post comprises comparing a first fact contained in the message post with a second fact stored on a non-transitory computer readable medium connected to the processor or the server, and if the first fact matches the second fact then the veracity of the at least one message post is verified; and a communication module in communication with the network enabled communication device, wherein the communication module is configured for enabling communication between all system modules, wherein the communication module is further configured for enabling communication between the computer server and the network enabled communication device. 2. The system of claim 1 , further comprising the verification module configured for activating privacy controls for intercepting the at least one message post for controlling the display of the at least one message post. 3. The system of claim 1 , further comprising the interaction module being configured for determining the social influence of a particular player based on the number of repostings of the individual player's posts. 4. The system of claim 1 , further comprising the interaction module being configured for awarding points towards accumulated status to player for reposting verifiable true postings. 5. The system of claim 1 , further comprising the interaction module being configured for deducting points towards accumulated status to player for reposting unverified postings. 6. The system of claim 1 , further comprising the interaction module being configured for requiring a timed response to message post. 7. The system of claim 1 further comprising the interaction module being configured for generating codes and/or icons wherein the codes or icons represent coded communications between at least one or more players. 8. The system of claim 1 further comprising the interaction module being configured for posting and/or receiving bids from various players for recruitment; track team and its individual team players' performances. 9. The system of claim 1 further comprising the interaction module being configured for awarding the original author of the message post based on any determined qualitative and/or quantitative response to the message post. 10. A computer-implemented method for conducting an electronic spy game, comprising executing on a processor the steps of: launching a social network configured for enabling at least one player to post at least one message post and/or interact with a plurality of players and at least one message post for at least one of the plurality of players on the social network; following launch of the social network, determining the presence of at least one spy game subscriber identification module card in a card reader of a network enabled communication device; authenticating the at least one player's identity with the at least one spy game subscriber identification module card, wherein authenticating comprises determining whether a spy game subscriber identification module card is present in the card reader, and if so, whether the spy game subscriber identification module card corresponds to a spy game subscriber identification module card associated with the at least one player's identity; activating a verification module for verifying the veracity of the at least one message post, wherein verifying the veracity of the at least one message post comprises comparing a first fact contained in the message post with a second fact stored on a non-transitory computer readable medium connected to the processor or the server, and if the first fact matches the second fact then the veracity of the at least one message post is verified; displaying the at least one message post on a display of a networked communication device while withholding the determination of the veracity of the least one message post from the display; enable different player interactions by the plurality of players with the at least one message post and determining a qualitative and/or quantitative award for the response. 11. The computer-implemented method of claim 10 , further comprising activating privacy controls for intercepting the at least one message post for controlling the display of the at least one message post. 12. The computer-implemented method of claim 10 , further comprising determining the social influence of a particular player based on the number of repostings of the individual player's posts. 13. The computer-implemented method of claim 10 , further comprising awarding points towards accumulated status to player for reposting verifiable true postings. 14. The computer-implemented method of claim 10 , further comprising deducting points towards accumulated status to player for reposting unverified postings. 15. The computer-implemented method of claim 10 , further comprising requiring a timed response to message post. 16. The computer-implemented method of claim 10 , further comprising generating codes and/or icons wherein the codes or icons represent coded communications between at least one or more players. 17. The computer-implemented method of claim 10 , further comprising posting and/or receiving bids from various players for recruitment; track team and its individual team players' performances. 18. A computer program product comprising a non-transitory computer readable medium having computer executable instructions stored thereon for causing a computer processor to perform a method comprising the following steps: launching a social network configured for enabling at least one player to post at least one message post and/or interact with a plurality of players and
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