U.S. patent application number 13/765705 was filed with the patent office on 2014-06-05 for system and method for sharing score experiences.
This patent application is currently assigned to APPLIFIER OY. The applicant listed for this patent is APPLIFIER OY. Invention is credited to Jussi Laakkonen, Olli Sinerma.
Application Number | 20140155174 13/765705 |
Document ID | / |
Family ID | 50825973 |
Filed Date | 2014-06-05 |
United States Patent
Application |
20140155174 |
Kind Code |
A1 |
Laakkonen; Jussi ; et
al. |
June 5, 2014 |
SYSTEM AND METHOD FOR SHARING SCORE EXPERIENCES
Abstract
A system for sharing score experiences includes one or more
devices on which one or more games are played, a gameplay
experience service arrangement, and a communication arrangement for
communicatively coupling the devices to the gameplay experience
service arrangement. The devices include computing hardware for
executing one or more games software products for implementing the
one or more games when executed upon the computing hardware. The
devices are operable to record a gameplay experience (GEV) played
thereupon including an associated score, wherein the devices are
operable to upload their recorded gameplay experiences (GEV) and
associated score to the gameplay experience service arrangement
which maintains a score list corresponding to the uploaded gameplay
experiences. The score list is accessible to the devices for
identifying relative gameplay performances of users of the devices,
for example via replaying of the recorded gameplay experiences
(GEV).
Inventors: |
Laakkonen; Jussi; (Vantaa,
FI) ; Sinerma; Olli; (Espoo, FI) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
APPLIFIER OY |
Helsinki |
|
FI |
|
|
Assignee: |
APPLIFIER OY
Helsinki
FI
|
Family ID: |
50825973 |
Appl. No.: |
13/765705 |
Filed: |
February 13, 2013 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
13691046 |
Nov 30, 2012 |
|
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13765705 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/46 20140902;
A63F 2300/552 20130101; A63F 2300/634 20130101; H04N 21/658
20130101; H04N 21/2743 20130101; A63F 2300/538 20130101; A63F
2300/402 20130101; H04L 65/605 20130101; H04N 21/6377 20130101;
A63F 2300/577 20130101; A63F 2300/572 20130101; H04N 21/6125
20130101; A63F 2300/554 20130101; A63F 13/12 20130101; A63F 13/86
20140902; A63F 2300/407 20130101; H04L 65/4076 20130101; A63F 13/00
20130101; A63F 13/235 20140902; A63F 2300/61 20130101; H04N 21/4781
20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 13/12 20060101
A63F013/12 |
Claims
1. A system for sharing gameplay score experiences, comprising: a
first game playing device, the first game playing device configured
to execute a first computer game, record an execution of the first
computer game and record an image or video of a user of the game
playing device during execution of the first computer game, the
recorded execution of the first computer game and image or video of
the user during execution of the first computer game comprising a
first gameplay experience; at least a second game playing device,
the second game playing device configured to execute a second
computer game, record an execution of the second computer game and
record an image or video of a user of the second game playing
device during execution of the second computer game, the recorded
execution of the second computer game and image or video of the
user during execution of the second computer game comprising a
second gameplay experience; a gameplay experience service system; a
communication network for coupling the first game playing device
and the second game playing device to the gameplay experience
service system; a recording device associated with the first game
playing device configured to record a real-time data stream of the
first gameplay experience, the first game playing device being
configured to upload the recorded first gameplay experience and a
score associated with the recorded first gameplay experience to the
gameplay experience service system; a recording device associated
with the second game playing device configured to record a
real-time data stream of the second gameplay experience, the second
game playing device being configured to upload the recorded second
gameplay experience and a score associated with the recorded second
gameplay experience to the gameplay experience service system; a
memory in the gameplay experience service system configured to
store the uploaded gameplay experiences and scores in a score list,
wherein the scores in the score list are configured to be accessed
by another game playing device and where accessing a score causes
an associated gameplay experience to be presented.
2. The system according to claim 1, wherein the real-time data
stream is a userface video, a game video, a microphone sound, a
game sound, a game control, a game statistic, a user interface
data, and a game event.
3. The system according to claim 1, wherein the score list includes
activatable links configured to enable an uploaded gameplay
experience associated with a particular score to be replayed.
4. The system according to claim 3, wherein the activatable link is
configured to enable the uploaded gameplay experience associated
with the particular score to be downloaded to the other game
playing device to be replayed.
5. The system according to claim 1, wherein the memory configured
to store the score list is associated with an Internet web site,
and the score list is accessible by the other game playing device
using a browser of the other device.
6. The system according to claim 1, comprising a game software
products stored in the game playing device, the game software
product comprising host games software products into which one or
more software components from a game experience software (GESW) API
software library have been incorporated.
7. The system according to claim 1, wherein the game playing device
comprises a wireless-enabled devices implemented by a smart phone,
a laptop computer, a personal computer, a pad computer, or a tablet
computer.
8. The system according to claim 1, wherein the game playing device
comprises a video recording device configured to capture a real
time video image of the user during execution of the computer
game.
9. The system of claim 1, wherein the game playing device is
configured to record the execution of the computer game by
recording snapshots of images presented on a screen of the game
playing device during the execution of the computer game.
10. The system of claim 1, wherein the game playing device
comprises an editor configured to enable editing of the recorded
gameplay experience prior to uploading the recording gameplay
experience to the game play experience service system.
11. A method of sharing gameplay score experiences, comprising:
executing a first computer game on a first game playing device;
recording an execution of the first computer game and an image or
video of a user of the first game playing device during execution
of the first computer game on a recording device of the first game
playing device, the recorded execution of the first computer game
and image or video of the user during execution of the first
computer game comprising a first gameplay experience; uploading the
recorded first gameplay experience and a score associated with the
execution of the first computer game from the first game playing
device to a gameplay experience service system; storing the
uploaded first gameplay experience in the gameplay experience
service system; creating a score list in the gameplay experience
service system, wherein the score list is configured to be accessed
by a second game playing device; executing a second computer game
on the second game playing device; recording an execution of the
second computer game and an image or video of a user of the second
game playing device during execution of the second computer game on
a recording device of the second game playing device, the recorded
execution of the second computer game and image or video of the
riser during execution of the second computer game comprising a
second gameplay experience; detecting a selection of score in the
score list by the user of the second game playing device; detecting
a selection of a video stream associated with the score;
downloading the video stream to the second game playing device for
replay on the second game playing device; detecting a selection of
content associated with the second gameplay experience integrating
the selected content associated with the second gameplay experience
with the downloaded video stream of the first gameplay experience
to create a composite video; and storing the composite video of the
first gameplay experience and the selected content of the second
gameplay experience in the gameplay experience service system for
selection and viewing.
12. The method of claim 11, comprising detecting, in the gameplay
device, a high score of a user from one or more executions of the
computer game, selecting a recording of the gameplay experience
associated with the high score, and uploading the selected
recording of the gameplay experience associated with the high score
to the gameplay experience service system.
13. The method of claim 11, comprising downloading the recorded
gameplay experience stored in the gameplay experience service
system to a device of another user for replay.
14. The method of claim 11, comprising editing the recorded
real-time data stream prior to uploading the recording gameplay
experience to the gameplay experience service system by selectively
marking portions of the recorded gameplay experience for uploading
and wherein only the marked portions are uploaded.
15. The method of claim 11, comprising determining a highest score
out of all high scores of all users and crediting an account of a
user associated with the highest score with funds automatically
debited from accounts of users with high scores lower than the
highest score.
16. The method of claim 11 comprising determining a high score,
accessing uploaded gameplay experience with the high score, and
accessing more detailed gameplaying experience associated with the
high score, including, game-related sensor data and user gesture
data.
17. The method of claim 11, comprising comparing game events and
game statistical data associated with each high score in the
scoring list and comparing performance of a user associated with
each high score with a performance of a social group.
18. The method of claim 11, comprising integrating a portion of a
recorded gameplay experience of one user with a recorded portion of
a gameplay experience of another user to create a composite video
of a gameplay experience including the one user and the another
user.
19. The method of claim 11, wherein the uploaded game play
experience corresponds to a data stream recording in real-time in
the device, the data stream comprising a user face video, a game
video, a microphone sound, a game control, a game statistic, a user
interface data and game event data, the data stream being user
editable prior to uploading to the gameplay experience server.
20. A software product recorded on a non-transitory machine
readable data storage media of a computing hardware, the software
product, when executed by the computing hardware, being configured
to carry out the method according to claim 11.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation application of U.S.
patent application Ser. No. 13/691,046 filed on Nov. 30, 2012,
entitled System and Method for Sharing Score Experiences.
FIELD
[0002] The aspects of the present disclosure relate to systems for
sharing gameplay score experiences. Moreover, the aspects of the
present disclosure also relate to methods of operating systems for
enabling gameplay score experiences to be shared. Furthermore, the
aspects of the present disclosure relate to software products
recorded on machine-readable data storage media, wherein the
software products are executable upon computing hardware for
implementing aforesaid methods.
BACKGROUND OF THE INVENTION
[0003] Human beings often display simple primate behaviour, as a
consequence of human evolution from ape-like creatures as
postulated by Charles Darwin. Simple primate behaviour, as observed
in contemporary situations amongst chimpanzees, includes
individuals operating in peer groups and individuals competing
within given peer groups to attain high peer positions within the
given peer groups. Such behaviour is observed for groups of humans
when playing computer-implemented games, for example in games
arcades, frequented by children and young adults for group
entertainment. A given individual who is able to play a particular
arcade game to a high level of skill and proficiency wins special
respect from other individuals within a given games-playing peer
group. Contemporary arcade games allow for users to enter their
initials together with their high score for prestige purposes,
thereby asserting their peer position.
[0004] In a published U.S. Pat. No. 7,611,410, there is described a
method for verifying that a shared high score in an online
environment is true. In the method described, a player terminal
receives a game program downloaded from an online game server, and
the game is then played on the player terminal. A plurality of
players execute the same online game, and mutually compete for
achieving a high score when playing the game. The scores achieved
by the players, together with an operation history of the players,
are transmitted to the online game server. For the highest score
achieved, a corresponding play of the game which resulted in the
highest score is reproduced, based the operation history received
by the online server; the fairness of the highest score is thereby
verified based upon the score attained by executing the
reproduction.
[0005] Moreover, in a published U.S. Pat. No. 6,224,485, there is
described a high-score sharing display system for a video game,
wherein the system includes a game controller of the video game.
When a high score is achieved during playing of the game, the game
controller is operable to store game sequences associated with
achieving the high score. Subsequently, the stored game sequences
can be utilized to simulate the played game as represented by the
high score for verification purposes.
[0006] In the foregoing, there are employed, in effect, high-score
leaderboards, namely scoreboards, that require their associated
games to employ a deterministic game engine, namely so that the
games can be reproduced with an identical gameplay each time the
scores in the high-score leaderboards are to be reproduced, for
example for training or verification purposes. However, a large
proportion of contemporary computer-base games employ simulations
based on physics, for example based on random number generators,
that render their associated games engines non-deterministic in
operation, resulting in a gameplay experiences not being
reproducible based upon gameplay inputs provided to achieve the
high scores. Moreover, contemporary games are generated from games
engines which are responsive to gameplay inputs from users, wherein
the gameplay inputs are not transportable to other games, for
example in other game-playing environments.
[0007] Competitive players of games enjoy games with leaderboards
showing highest scores with identification of corresponding
players, because it allows for bragging by those players attaining
the highest scores; in other words, the leaderboards provide
players with "bragging rights". Moreover, for those players who are
not able to aspire initially to the highest scores, the
leaderboards provide a mechanism for personal improvement in game
playing.
[0008] Game playing, for example via the Internet, is financed
either on a per-play basis, or by advertising content presented
concurrently to users whilst engaged in game playing activities. In
order to increase revenues, competition between players of a given
game result in the game being played more frequently, and hence
potentially higher revenues for the proprietors of the game
proprietors and/or games service providers.
SUMMARY
[0009] The aspects of the present disclosure provide a system for
sharing gameplay score experiences, namely gameplay experiences via
leaderboards, in a manner which allows for better sharing of
playing experiences resulting in high scores on an associated
scoreboard.
[0010] The aspects of the present disclosure provide a method of
sharing gameplay score experiences, namely gameplay experiences via
leaderboards, which allows for better sharing of playing
experiences resulting in high scores on an associated
scoreboard.
[0011] Furthermore, the aspects of the present disclosure provide
software products for sharing gameplay score experiences, namely
gameplay experiences via leaderboards, which allows for better
sharing of playing experiences resulting in high scores on the
scoreboard.
[0012] According to a first aspect of the present disclosure there
is provided a system for sharing score experiences, wherein the
system includes one or more devices on which one or more games are
played, a gameplay experience service arrangement and a
communication arrangement for communicatively coupling the one or
more devices to the gameplay experience service arrangement,
wherein the one or more devices include computing hardware for
executing one or more games software products for implementing the
one or more games when executed upon the computing hardware,
wherein the one or more devices are operable to record a gameplay
experience (GEV) played thereupon including an associated score,
wherein the one or more devices are operable to upload their
recorded gameplay experiences and associated score to the gameplay
experience service arrangement which maintains a score list
corresponding to the uploaded gameplay experiences, and wherein the
score list is accessible to the one or more devices for identifying
relative gameplay performances of users of the one or more
devices.
[0013] The aspects of the disclosed embodiments advantageously
provide provide a score list together with verification of
performance presented on the score list. And that such verification
can happen outside of the original game.
[0014] Optionally, in the system, uploaded gameplay experiences
corresponds to one or more data streams recorded in real-time in
the devices during playing of games thereupon. More optionally, in
the system, the one or more data streams include at least one of:
UserFace Video, Game Video, Mic Sound, Game Sound, Game Control,
Game Stat, UI Data, Game Events.
[0015] Optionally, in the system, the one or more data streams
generated at the one or more devices are user-editable before being
uploaded to the gameplay experience service arrangement.
[0016] Optionally, in the system, the score list is accessible via
the one or more devices, and the score list includes links for
replaying gameplay experiences associated with scores presented on
the score list.
[0017] Optionally, in the system, the score list is maintained in
an Internet web site, and accessible from the one or more devices
using browser software or through other applications and services
in the one or more devices.
[0018] Optionally, in the system, the one or more games software
products are host games software products into which one or more
software components from a GESW API software library have been
incorporated.
[0019] Optionally, in the system, the one or more devices are
wireless-enabled devices implemented by way of at least one of: a
smart phone, a laptop computer, a personal computer, a pad
computer, a tablet computer.
[0020] According to a second aspect of the disclosed embodiments,
there is provided a method of sharing score experiences using a
score sharing system, wherein the method includes:
[0021] (a) using one or more devices of the system for playing one
or more games;
[0022] (b) communicatively coupling the one or more devices via a
communication arrangement to a gameplay experience service
arrangement, wherein the one or more devices include computing
hardware for executing one or more games software products for
implementing the one or more games when executed upon the computing
hardware;
[0023] (c) recording on the one or more devices a record a gameplay
experience (GEV) played thereupon including an associated
score;
[0024] (d) uploading form the one or more devices their recorded
gameplay experiences and associated score to the gameplay
experience service arrangement; and
[0025] (e) maintaining a score list corresponding to the uploaded
gameplay experiences, and wherein the score list is accessible to
the one or more devices for identifying relative gameplay
performances of users of the one or more devices.
[0026] The aspects of the disclosed embodiments advantageously
provide for providing a score list together with verification of
performance presented on the score list. Additionally sharing of
gameplay experience provides enjoyable user experience for the
spectators. Persons can enjoy gaming moments of players in the
score list for leisure and also for learning how to play the game
better.
[0027] Optionally, in the method, uploaded gameplay experiences
corresponds to one or more data streams recorded in real-time in
the one or more devices during playing of games thereupon. More
optionally, in the method, the one or more data streams include at
least one of: UserFace Video, Game Video, Mic Sound, Game Sound,
Game Control, Game Stat, UI Data, Game Events.
[0028] Optionally, in the method, the one or more data streams
generated at the devices are user-editable before being uploaded to
the gameplay experience service arrangement.
[0029] Optionally, in the method, the score list is accessible via
the one or more devices, and the score list includes links for
replaying gameplay experiences associated with scores presented on
the score list.
[0030] Optionally, in the method, the score list is maintained in
an Internet web site, and accessible from the devices using browser
software in the devices.
[0031] Optionally, in the method, the one or more games software
products are host games software products into which one or more
software components from a GESW API software library have been
incorporated.
[0032] Optionally, in the method, the one or more devices are
wireless-enabled devices implemented by way of at least one of: a
smart phone, a laptop computer, a personal computer, a pad
computer, a tablet computer.
[0033] According to a third aspect of the present disclosure, there
is provided a software product recorded on machine-readable data
storage media, wherein the software product is executable upon
computing hardware for implementing a method pursuant to the second
aspect of the present disclosure.
[0034] It will be appreciated that features of the invention are
susceptible to being combined in various combinations without
departing from the scope of the invention as defined by the
appended claims.
DESCRIPTION OF THE DIAGRAMS
[0035] Embodiments of the aspects of the present disclosure will
now be described, by way of example only, with reference to the
following diagrams wherein:
[0036] FIG. 1 is an illustration of a device for use in
implementing the aspects of the present disclosure;
[0037] FIG. 2 is an illustration of an embodiment of the aspects of
the present disclosure, namely a score experience sharing
system;
[0038] FIG. 3 is an illustration of data exchange occurring within
the system of FIG. 2 when in operation; and
[0039] FIG. 4 is an illustration of a score list provided by the
system of FIG. 2.
[0040] In the accompanying diagrams, an underlined number is
employed to represent an item over which the underlined number is
positioned or an item to which the underlined number is adjacent. A
non-underlined number relates to an item identified by a line
linking the non-underlined number to the item. When a number is
non-underlined and accompanied by an associated arrow, the
non-underlined number is used to identify a general item at which
the arrow is pointing.
DESCRIPTION OF THE DISCLOSED EMBODIMENTS
[0041] In overview, the aspects of the present disclosure are
concerned with systems including one or more leaderboards, namely
scoreboards, for displaying scores of players of a game. Known
implementations of computer games are generally non-deterministic
and thus do not allow replay of gameplay actions input to the game
required for achieving highest scores on the one or more
leaderboards, either within the games or via a separate service. In
view of such a non-deterministic nature of contemporary computer
games, the aspects of the present disclosure are concerned with
recording execution of computer games as experienced by users when
playing the games. Such recording is beneficially implemented as a
recording of a computer game as the game is being played by a given
user in a form of a video stream, and also a camera view of the
given user and/or a game console being employed by the given user
to play the game; there is thereby generated a game experience
video (GEV). Beneficially, the GEV can be made accessible in a high
score display to any user, for example through use of an arbitrary
game playing software application.
[0042] Referring to FIG. 1, there is shown an illustration of a
portable computing device 100 which is operable to execute one or
more games software products on computing hardware 110 therein, for
example a central processor unit (CPU) 110, for providing an
environment in which a given user of the portable computing device
100 is capable of playing game. Optionally, the portable computing
device 100 is implemented as a smart phone, a computing pad, a
personal computer (PC) or similar type of device. Graphics
associated with the games, implemented by execution of the one or
more games software products, are handled via a graphics processing
unit (GPU) 120. The games are presented to the given user via a
display 130 of the device 100; optionally, the display 130 is
implemented as a touch-sensitive display. The one or more games
software products includes at least one game experience recording
software (GESW) component. The GESW beneficially consists of a set
of library software components, which a developer of software games
can incorporate as an integral part of any games software, for
example compiled as a monolithic integrated software games host
product, wherein the software games host product includes
integrated game recording, game sharing and game playback
functionalities (GEV).
[0043] The GESW is operable to employ an application program
interface (API) to capture snapshots of the information content of
the aforesaid graphics processing unit (GPU) 120 when in operation
being fed data from the central processor unit (CPU) 110, namely to
acquire snapshots of images rendered to the given user via the
display 130. Beneficially, in order that such snapshots should not
utilize too much data storage space in a data memory 140 of the
device 100, data corresponding to the captured snapshots are passed
via a hardware encoder 150 which generates corresponding compressed
encoded data for storage in the data memory 140, thereby creating a
video, namely "Game Video", which is stored in the data memory 140.
The game host software executing upon the central processor unit
(CPU) 110 is optionally operable to control the API to capture
images to the Game Video which is different to that which is
presented to the given user via the display 130, for example to
include either fewer or more elements, for example to exclude
interfacing graphical elements presented to the given user on the
display 130, but which are not of relevance when the Game Video is
later reproduced for the benefit of other users of the game host
software.
[0044] Beneficially, the device 100 includes a major rear planar
surface, and a major front planar surface including the display 130
together with a camera 160, which faces towards the given user of
the device 100. When the GESW software is executing upon the
central processor unit (CPU) 110, the camera 160 captures a view of
a face region of the given user and provides a corresponding signal
which is recorded as a data stream, namely UserFace Video, in the
data memory 140, together with time stamps for temporally
synchronizing with other data streams recorded in the data memory,
for example for synchronizing to the aforesaid Game Video.
Depending upon implementation of the GESW software, the captured
image of the given user is optionally presented in an associated
window presented to the given user via the display 130 during
game-playing activities. Optionally, the signal from the camera 160
is compressed and encoded in the hardware encoder 150 before being
recorded in the data memory 140, thereby reducing a rate at which
the data memory 140 is filled with data during game-playing
activities. Moreover, the GESW can also be configured to record
gestures of the given user, namely UI Data, in the display 130
implemented as a touch screen. Furthermore, the GESW can also be
configured to record other sensor data from other sensors 170 as a
stream, namely Sensor Data, to the data memory 140, for example
accelerometer signals pertaining to movement of the device 100,
magnetometer signals pertaining to an angular orientation of the
device 100, location signals identifying a spatial location of the
device 100, a temperature of the device 100 during game-playing
activities, and so forth. Additionally, control inputs provided by
the given user via controls of the device 100 are also recorded as
a stream in the data memory 140, namely as Game Control. Yet
additionally, the GESW is operable to record sounds from a
microphone of the device 100, namely as Mic Sound, as a separate
data stream in the data memory 140, together with temporal
information for enabling the Mic Sound stream to be temporally
synchronized to other of the aforesaid data streams; this enables
gasps of pleasure and/or exasperation emitted by the given user
during game-playing activities to be recorded. Thus, the GESW is
optionally configurable to record the Mic Sound data stream
separately from the Game Sound data stream.
[0045] In operation, during game-playing activities on the device
100, the GESW records gameplay events, for example attaining a high
score, successful completion of a given task in the game, and so
forth, namely Game Events; Game Events is recorded together with
temporal information pertaining to when the events occurred during
the game-playing activities. Moreover, the GESW is operable to
record various game statistics, namely Game Stat, which are, for
example, indicative of performance of the given user when playing a
game, for example reaction time, percentage of successful shots,
number of fouls, and so forth. The GESW can employ its API to add,
change, remove and annotate the Game Events in real-time in a
manner indicative of the given user's gameplay experience, for
example in a manner to make the gameplay more entertaining and
exciting for other users to enjoy when subsequently replayed later;
such annotations can include, for example, personalized
congratulatory messages. Moreover, the API of the GESW enables the
given user to select which parts of the recorded gameplay
experience are to be shared with other users; for example, the
given user can elect, via the API of the GESW, for only highlights
of a gameplay experience to be shared with other users, for example
other users in a mutually social media group to the given user.
[0046] The aforesaid data streams, namely UserFace Video, Game
Video, Mic Sound, Game Sound, Game Control, Game Stat, UI Data,
Game Events and such like, are recorded in the data memory 140,
together with temporal data which enables the data streams to be
mutually temporally synchronized when replayed for the benefit of
the other users and/or the given user. Beneficially, selection and
management of recordings of the data streams are handled via GESW
library software components as aforementioned. Thus, the API of the
GESW allows for a games developer to set rules for recording and
sharing the data streams recorded in the data memory 140 of the
device 100. The recorded data streams in data memory 140 constitute
a gameplay experience which can be shared, for example via wireless
communication via a wireless interface TX/RX 180 of the device 100,
through a communication network, for example a cellular wireless
communication network such as 3G or 4G, to devices of other users;
optionally, dissemination of the gameplay experience occurs via a
gameplay experience service implemented using one or more data
servers which are operable to buffer and record the communicated
data from the device 100 of the given user; such service will be
elucidated in more detail later.
[0047] Referring next to FIG. 2, there is shown a system for
sharing gameplay experiences including sharing scoring experiences;
the system is indicated generally by 300. The system 300 includes a
gameplay experience sharing service 310 implemented by way of one
or more data servers 320 coupled via a communication network 330,
for example implemented via a wireless communication network and/or
the Internet, to three devices 100A, 100B, 100C. Optionally, the
one or more data servers 320 are implemented in a cloud computing
environment. The devices 100A, 100B, 100C are beneficially
implemented in a similar manner to the device 100 illustrated in
FIG. 1. The devices 100A, 100B, 100C are beneficially provided with
the aforesaid GESW software. Moreover, the devices 100A, 100B, 100C
are operable to function as gameplay terminals and can be
implemented using PC's, lap-top computers, tablet computers, pad
computers, smart phones and similar.
[0048] Operation of the system 300 will now be described. The
device 100A is employed by the given user A to play a game which is
recorded using its GESW software components as a plurality of data
streams in its data memory 140 as aforementioned. The given user A
of the device 100A is able to instruct, for example after editing
by the given user A, the device 100A to upload the data streams
from the data memory 140 to the gameplay experience sharing service
310 including the high score of the given user A with a record of
how the given user A achieved the high score; the gameplay
experience sharing service 310 is operable to store, namely record,
the uploaded data streams from the device 100A in the one or more
data servers 320. Optionally, the gameplay experience sharing
service 310 keeps a record of scores of other users who have played
the same game as the given user A for comparison purposes. The
gameplay experience sharing service 310 is able to download the
data streams uploaded by the given user A to other users, for
example to the users B and C of devices 100B, 100C respectively.
Such downloading, namely sharing, is beneficially transcoded to
various communication bitrates to support streaming over networks
with various bandwidths, and then transferred via the communication
network 330 to the other users of the device 100B, 100C.
Optionally, the communication network 330 functions in a
point-to-point connection manner and/or in a peer-to-peer
communication manner.
[0049] The user B via his/her device 100B is able to access the
gameplay experience sharing service 310, depending upon credentials
of the user B and his/her associated settings, for sharing with
other users, for example "share-to-all", "share-to-friends",
"share-to-private" and so forth. The device 100B, as aforesaid, has
at least one games software product installed, wherein the games
software product includes aforesaid GESW API components.
Optionally, the device 100B has similar functionalities to the
device 100A. Moreover, the device 100B can be employed to replay
the gameplay experience of the given user A, for example with
respect to highest score, such that the users of the devices 100A,
100B can mutually compete together to determine which of them is
capable of achieving a highest score, together with proof, namely
verification, of having attained the highest score by way of being
able to replay data streams which demonstrate attainment of the
highest score in a verifiable manner. Optionally, the two users bet
money on which of them is capable of achieving a highest score, for
example within a defined timeframe. Optionally, the gameplay
experience sharing service 310 is responsible for crediting the
winner and debiting the loser in such a bet electronically directly
from their bank accounts.
[0050] Referring next to FIG. 3, there is shown a chart of
interactions occurring within the system 300 of FIG. 2. Users A, B
and C each are equipped with their devices 100A, 100B, 100C which,
as aforementioned, have capability of capturing all or some of
gameplay experiences via the aforesaid GESW library components, as
well as a record of gameplay statistics. In a step S3.0, the device
100A of the given user A sends an achieved score by user A together
with associated gameplay experience data, for example UserFace
Video and Game Video data streams, to the gameplay experience
service 310. Moreover, in a step S3.1, the device 100B of the user
B sends an achieved score by user B together with associated
gameplay experience data, for example UserFace Video and Game Video
data streams, to the gameplay experience service 310. In a similar
manner, other users, for example the user C, can send their score
and related gameplay experience videos to the gameplay experience
service 310.
[0051] An embedded high score leaderboard is included in the games
products employed in the devices 100A, 100B, 100C the system 300,
for example by way of a developer employing a software development
kit (SDK) when developing the games products and/or at the gameplay
experience service 310; in a step S3.2, the high score is
communicated to the gameplay experience service 310, for example
optionally to a high-score web site 330 associated with the service
310 or separate therefrom. For example, the leaderboard SDK can
download all or part of the gameplay data, or the leaderboard SDK
can access information content needed to provide a scoring service.
Optionally, the leaderboard SDK does not download the information,
but rather embeds videos and other information within a given host
game software product, for example an arbitrary game or application
or web-site content. As aforementioned, the leaderboards can, for
example, be integrated seamlessly to host games software products,
thereby displayed as an embedded element when the game software
products are executed upon computing hardware.
[0052] In a step S3.3, the user C, having software products on
his/her device 100C which support the leaderboard, or via a browser
operable to handle Hypertext transfer protocol (HTTP), is able to
inspect the leaderboard and also invoke replay of associated
gameplay experiences. Videos provided to the user C are, for
example, embedded in Hypertext markup language (HTML) code for
consumption by the user C.
[0053] In a step S3.4, the user A is capable of accessing the
gameplay experience service 310, namely via a games software
product which has GESW features for accessing the service 310.
Thus, the user A is able to access the service 310 either via a web
browser or via a games software product, which includes
aforementioned GESW software components.
[0054] Additionally, or alternatively, in a step S3.5, the user B
having a games software product installed on his/her device 100B
that has GESW features is also capable of accessing the leaderboard
for accessing high scores recorded therein. Accessing the high
score data optionally includes accessing more detailed games
experience data in addition to associated gameplay experience
video, for example additional information such as game-related
sensor data, gesture data and so forth. Moreover, in a step S3.6,
the user B is capable of accessing the high score web-site 340
associated with the service 310. Optionally, the information
content accessed by the user B can access some or all of recorded
data from the game high-score web-site 340 associated with the
service 310, wherein the information content can include comments
from other users.
[0055] In FIG. 4, there is illustrated an example view of a
leaderboard as denoted by 400. The leaderboard 400 can be shown on
a display, screen or web-page, depending upon implementation of the
system 300. The leaderboard 400, namely score board, beneficially
includes a field 402 for presenting a title describing the name of
the game, for example "Game A". Optionally, the leaderboard 400 is
implemented as an interface with screen-menus, pop-up menus, view
menus, pull down menus, pop up menus and so forth, for example to
change the title in the field 402. The leaderboard 400 also
includes a field 406 for a name of the user, for example sorted in
an arbitrary manner, for example in a manner such that a user
attaining a highest score is shown first on a list, a user
attaining a next highest score is shown next on the list, and so
forth. Optionally, each user name included in the list has an
accompanying thumbnail image 404 of the user, for example clicking
on the thumbnail image causes an associated gameplay experience of
the user to be presented. Optionally, the leaderboard 400 includes,
or enables access to, games events and statistical data collected
in respect of all games, thereby enabling user performances to be
mutually compared, for example "World master in battlefield The
Land of Thor" and such like. A given user is thereby capable of
comparing his/her performance within a given social group supported
via the system 300. Other criteria are optionally used for
controlling presentation of information of the leaderboard 400, for
example weekly leaderboards, geolocated leaderboards (for example
Turku, Finland environs leaderboard). Optionally, the leaderboard
400 includes advertisement promotions, for example "The Land of
Thor" tea shirts, Lordi monster mugs and scarves; "Lordi" is a
registered trademark.
[0056] The gameplay experience as shown to the users depends upon a
nature of their devices 100, and also a manner in which their
devices 100 are user-configured. When accessing games scores, one
method involves showing video via a browser, optionally with the
video proposed by a player of the game who was responsible for the
video. Optionally, when replaying the gameplay experience, a
viewing user has buttons presented to them within a video display
field which enables the viewing user to select amongst different
video streams and other game experience streams such as gestures
etc generated by the player of the game, for example the user A as
described in the foregoing.
[0057] When viewing a gameplay experience at one or more of the
devices 100A, 100B, 100C, the viewing experience can be
user-adjusted by toggle various optional features and filters. A
viewing user is, for example, capable of integrating a portion of
gameplay experience of another user, for example a portion of game
video of a particular user having attained a highest score on the
leaderboard 400, and add the viewer's own gameplay experience to
create a composite video creation for uploading to the service 310
and for further dissemination therefrom to other users. This allows
for the creation of composite videos with extracts from different
players, for example in a highly competitive context.
[0058] Modifications to embodiments of the invention described in
the foregoing are possible without departing from the scope of the
invention as defined by the accompanying claims. Expressions such
as "including", "comprising", "incorporating", "consisting of",
"have", "is" used to describe and claim the aspects of the present
disclosure are intended to be construed in a non-exclusive manner,
namely allowing for items, components or elements not explicitly
described also to be present. Reference to the singular is also to
be construed to relate to the plural. Numerals included within
parentheses in the accompanying claims are intended to assist
understanding of the claims and should not be construed in any way
to limit subject matter claimed by these claims.
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