Inventors list

Assignees list

Classification tree browser

Top 100 Inventors

Top 100 Assignees


Matthew Adam Ocko, Palo Alto US

Matthew Adam Ocko, Palo Alto, CA US

Patent application numberDescriptionPublished
20100227675Virtual Playing Chips in a Multiuser Online Game Network - In various embodiments, virtual currency is used within a multiplayer online game in a restricted manner.09-09-2010
20120015724EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed.01-19-2012
20120015725EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed.01-19-2012
20120015736SOCIAL REQUIREMENT FOR ONLINE GAME ASSET ACQUISITION - Example systems and methods related to a social requirement for acquiring an asset, such as a reward, in an online game are presented herein. In one example, an online game for a plurality of players is hosted. Information describing a social network of friends of a player of the game is accessed. An asset is provided to the player based satisfaction of an acquisition requirement to acquire the asset. The acquisition requirement includes a social requirement that is satisfied by a new association of a predetermined number of friends of the social network of the player with the online game.01-19-2012
20120015737FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information.01-19-2012
20120015738PLAYER RECRUITMENT FOR ONLINE GAME REWARDS - Example systems and methods related to player recruitment for acquiring rewards in an online game network is presented. In an example, an online game for a plurality of players is hosted. A player of the game is provided an asset based satisfaction of an acquisition requirement that includes a social requirement satisfied by a new association of a predetermined number of people with the online game.01-19-2012
20120015739FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information.01-19-2012
20120015740ENHANCED REWARD ACQUISITION FOR ONLINE GAME BASED ON SOCIAL REQUIREMENT - Example systems and methods related to the acquisition of awards in a multiplayer online game based on a social requirement are presented. In an example, a player is provided with a first-level reward based on satisfaction of first acquisition requirement including at least one of an in-game asset requirement and a game state requirement. Also provided to the player is a second-level reward based on satisfaction of a second acquisition requirement including a social requirement that is satisfied by anew association between another person and the online game.01-19-2012
20120015741FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information.01-19-2012
20120015742DYNAMIC REQUIREMENT VARIATION FOR ONLINE GAME NETWORK ASSET ACQUISITION - Example systems and methods relating to dynamic requirement variation for asset acquisition in an online game are presented. In an example online game for multiple players, a plurality of parameters employed to identify players who qualify for a reward provided by the online game are accessed continually. A current acquisition requirement for the reward based on the plurality of parameters is updated continually. The reward is provided to at least one of the players responsive to satisfaction of the current acquisition requirement by the at least one of the players.01-19-2012
20120015744APPLYING PROXY ATTRIBUTES IN MULTIPLE GAMES - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a first game and a second game. The player controls a first player character in the first game and controls a second player character in the second game. The method accesses profile information of a friend of the player controlling a third player character in the first game. The method creates a proxy based on the third player character having multiple attributes based on the profile information of the friend of the player. A event outcome is determined based on an attribute of the first player character and at least one proxy attribute. Another game event outcome is determined based on an attribute of the second player character and at least one proxy attribute.01-19-2012
20120015745DISTRIBUTION OF BENEFITS IN A MULTIUSER GAME - Systems and methods to distribute benefits and detriments in a multiuser game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method accesses profile information associated with a friend of the player, who controls a second player character. A proxy based on the second player is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute. The game event outcome includes an in-game benefit or detriment that is distributed to the first and second player characters based on the proxy.01-19-2012
20120015746PROXY GENERATION FOR PLAYERS IN A GAME - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method further accesses profile information associated with a friend of the player. The friend of the player controls a second player character in the game. A proxy based on the second player character is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. The proxy is associated with the first player character. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute.01-19-2012
20120015747EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed.01-19-2012