Changing a virtual world based on real-world locations of players
First Claim
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1. A method comprising:
- detecting a presence of a player of a computer-implemented game at a physical location based on an aggregation of a plurality of inputs received from a plurality of additional players of the computer-implemented game, the aggregation of the plurality of inputs including determining a reliability of each of the plurality of inputs based on an analysis of past inputs received from a corresponding one of the additional players and weighting each of the plurality of inputs based on the determining of the reliability; and
making a perceptible change to an aspect of a virtual world of a computer-implemented game based on the detecting of the presence of the player at the physical location, one or more modules incorporated into a game networking system to specially-configure the game networking system to perform the detecting and the changing, the one or modules implemented by one or more processors of the game networking system.
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Abstract
A method of changing a virtual world of a computer-implemented game based on real-world locations of players of the computer-implemented game is disclosed. A presence of a player of the computer-implemented game is detected at a physical location. A presence of an additional player of the computer-implemented game is detected at the physical location based on a communication received from the player of the computer-implemented game. An aspect of the virtual world of the computer-implemented game is changed based on the detecting of the presence of the player at the physical location and the detecting of the presence of the additional player of the computer-implemented game at the physical location.
181 Citations
20 Claims
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1. A method comprising:
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detecting a presence of a player of a computer-implemented game at a physical location based on an aggregation of a plurality of inputs received from a plurality of additional players of the computer-implemented game, the aggregation of the plurality of inputs including determining a reliability of each of the plurality of inputs based on an analysis of past inputs received from a corresponding one of the additional players and weighting each of the plurality of inputs based on the determining of the reliability; and making a perceptible change to an aspect of a virtual world of a computer-implemented game based on the detecting of the presence of the player at the physical location, one or more modules incorporated into a game networking system to specially-configure the game networking system to perform the detecting and the changing, the one or modules implemented by one or more processors of the game networking system. - View Dependent Claims (2, 3, 4, 5, 19, 20)
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6. A system comprising:
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one or modules implemented by one or more computer processors of a game networking system, the one or more modules incorporated into the game networking system to specially-configure the game networking system to; detect a presence of a player of a computer-implemented game at a physical location based on an aggregation of a plurality of inputs received from a plurality of additional players of the computer-implemented game, the aggregation of the plurality of inputs including determining a reliability of each of the plurality of inputs based on an analysis of past inputs received from a corresponding one of the additional players and weighting each of the plurality of inputs based on the determining of the reliability; and make a perceptible change to an aspect of a virtual world of a computer-implemented game based on the detecting of the presence of the player at the physical location. - View Dependent Claims (7, 8, 9, 10)
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11. A non-transitory computer-readable medium comprising a set of instructions that, when incorporated into a game networking system as one or more modules implemented by at least one processor of the game networking system, cause the at least one processor to perform operations, the operations comprising:
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detecting a presence of a player of a computer-implemented game at a physical location based on an aggregation of a plurality of inputs received from a plurality of additional players of the computer-implemented game, the aggregation of the plurality of inputs including determining a reliability of each of the plurality of inputs based on an analysis of past inputs received from a corresponding one of the additional players and weighting each of the plurality of inputs based on the determining of the reliability; and making a perceptible change to an aspect of a virtual world of a computer-implemented game based on the detecting of the presence of the player at the physical location. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18)
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Specification