Leveraging social engagement to generate meta-game assets
By monitoring and processing video gameplay data, providing modifications to re-engage users in older video games and promoting longer engagement in newer video games, addressing how to provide another revenue over the life of the console The source issue achieves the effectiveness and economicality of the system.
Patent Information
- Application Number
- CN201880085829.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2018-01-08
- Filing Date
- 2018-10-31
- Publication Date
- 2025-02-11
- Estimated Expiration
- 2039-06-03
AI Technical Summary
In the video game industry, how to implement a system that can re-engage users in older video games while promoting longer participation in newer video games without adding additional marketing costs and service life in the console Provide another source of income during the period.
The gameplay data is monitored and processed to provide the user with modifications about the second video game by establishing conditions for identifying the gameplay data associated with the first video game and the second video game. If the user participates in the first video game with other users, different modifications are provided. When the user plays the second video game, his user's gameplay is also monitored, and according to the request, the gameplay data of the second video game is used to modify the gameplay of the first video game.
A system that re-engages users to older video games while promoting longer engagement in newer video games, meets revenue needs over the life of the console and reduces additional marketing costs.
Smart Images

Figure CN111936213B_ABST
Abstract
Description
Background of the Invention Technical Field
[0002] The present invention relates generally to video games and more particularly to generating meta-game resources using social engagement. Background Art
[0004] In the video game industry, new video games are constantly being developed, released, and marketed. The video game industry is a multi-billion dollar industry. For example, the video game industry in the United States alone generated approximately $30 billion in revenue in 2016.
[0005] With so many video games currently available, any single video game developed and released by one company may have a variety of different lifespans based on different factors, such as replayability, story, gameplay, multiplayer support, and downloadable content (DLC). Depending on the strengths or weaknesses of the different factors, many players may be attracted to (and remain engaged with) a video game for various lengths of time (e.g., a week to several months or even years). With so many video games available and new video games appearing on a regular basis, many players may be easily attracted to the next "new" video game.
[0006] Currently, in the eighth generation of consoles, the lifespan of a console is typically about six years. During this lifespan, hundreds of video games compatible with each console may be developed and released. Some video games may be played throughout the lifespan of the console, while others may be played for a limited period of time and subsequently forgotten. Therefore, the challenge that arises is to implement a system (with a particular console) that allows re-engagement with older video games and facilitates longer engagement with newer video games. Such a solution would utilize a vast library of video games. In addition, this solution would require minimal additional marketing costs and would allow another source of revenue (especially for older video games) during the lifespan of the console.
[0007] Another challenge being addressed is to provide a system that promotes increasing the time spent playing video games. The NPD (National Purchasing Log) Group identifies core gamers as those who play video games for more than five hours per week. In the United States alone, there are more than 34 million core gamers. On average, these core gamers play video games for an average of 22 hours per week. However, in the case of daily commuting, work, and school, users may find themselves away from home for a significant amount of time, thereby preventing them from playing their video games on their consoles. For this reason, mobile video games have become an increasingly growing part in the gaming industry, whereby users can play video games in substance wherever they are. Therefore, there is a challenge to implement a system that also utilizes various aspects of mobile video games in order to attract users to play their console-specific video games again. Summary of the invention
[0008] What is claimed in the present invention is a method for generating meta-game resources using social engagement. The method begins by establishing conditions for identifying gameplay data associated with a first video game and a second video game (i.e., a meta-game). The method monitors gameplay data from the first video game and processes the gameplay data to provide modifications to the second video game to a user. If the user participates in the first video game with other users, different modifications are provided to the user. When the user plays the second video game, the user's gameplay of the second video game is also monitored. If the user participates in the second video game with other users, different modifications are also provided to the user. The user is then able to request modifications to the first video game by using the monitored gameplay data associated with the second video game. Upon request, the second video game gameplay data is used to modify the gameplay of the first video game.
[0009] The present invention also claims a system for using earned gameplay resources for meta-games. The system includes a resource server for establishing a first set of conditions identifying gameplay data associated with a first video game and processing user gameplay data based on the first set of conditions. A first-party platform monitors user gameplay with respect to the first video game. The processing performed by the resource server is used to provide modifications to the first video game to the user. If the user participates in the second video game with other users, different modifications are provided to the user. The system also includes a meta-game server for establishing a second set of conditions identifying gameplay data associated with the second video game. The meta-game server also monitors user gameplay while the user is playing the second video game. If the user participates in the second video game with other users, different modifications are also provided to the user. An upgrade server is included in the system to receive a user request to modify the gameplay of the first video game using the gameplay data associated with the second video game. The upgrade server processes the user gameplay data associated with the second video game and provides corresponding modifications to the first video game based on the second set of conditions. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 A system for implementing a meta-game is shown.
[0011] Figure 2 Show Figure 1 An exemplary game console of FIG.
[0012] Figure 3 Show Figure 1 An exemplary first-party platform.
[0013] Figure 4 Show Figure 1 An exemplary resource server of .
[0014] Figure 5 Show Figure 1 An exemplary meta-game server for .
[0015] Figure 6 Show Figure 1 An exemplary upgrade server of .
[0016] Figure 7 A method for generating meta-game resources using social engagement is shown. DETAILED DESCRIPTION
[0017] The present disclosure describes methods and systems related to generating meta-game resources using social engagement. The earned meta-game resources are associated with a first-party platform that tracks user gameplay information related to a first group of video games and multiple different users. The tracked information from the video games is then used to influence the user's progress and performance in a separate video game (hereinafter referred to as a meta-game). Subsequently, the user's performance and progress within the meta-game can be used to influence the progress and performance within the video game associated with the first-party platform. Conditions are established by various parties associated with the video game or the first-party platform regarding how gameplay information between the first-party platform video game and the meta-game is used to influence each other. These conditions are implemented as a way to encourage users to continue playing a variety of different video games. In addition, different rewards are provided to groups of users compared to individual users.
[0018] Additionally, social engagement is another way that users can generate meta-game resources. As described above, in one embodiment, user gameplay information can be used to generate resources. This can be used as a way to encourage continued gameplay of one or more video games for a first user. However, by having the first user involve one or more other users (e.g., friends, peers, family), a larger number of users relative to the first user can be encouraged to participate in the same video game. Participation between multiple users can be achieved using multi-player features inherent to video games (e.g., factions, families, guilds). Users can also involve other users through methods (e.g., referral codes).
[0019] A reward (e.g., increased meta-game resources) may then be provided to a group of users (e.g., a first user and a friend) based on their joint participation in one or more video games. For example, during a period of time when a group of users simultaneously participates in the same video game, a reward (such as additional meta-game resources or an increased rate of earning meta-game resources) may be provided to all users. In other cases, the users may still be allowed to play individually. Instead of providing the above-described rewards, a portion of the meta-game resources earned by other users in the group during their game sessions may be provided to the group of users instead. In both cases, these groups of users receive rewards that they would not be able to receive if they participated in the video game alone. In addition, these rewards may scale with group size (e.g., larger rewards are provided for larger groups).
[0020] As described herein, a first-party platform may be consistent with a network that supports gaming consoles. The first-party platform includes various application programming interfaces (APIs) and related software that facilitates tracking of gameplay information associated with both new and old video games associated with the first-party platform so that the information can be used with respect to a meta-game. The gameplay information will include tracking of gameplay resources that a user will earn while playing a video game, which can then be used in a meta-game.
[0021] As will be described in more detail below, a meta-game can generally be understood as an independent video game. The meta-game can be primarily hosted through a virtual network or in the cloud. The meta-game can have its own unique set of rules and characteristics that define the gameplay experience of users playing the meta-game. The progress of users within the meta-game will be affected by the gameplay data from the users of the meta-game. This in turn will affect subsequent engagement within the first set of video games. The relationship between the first set of video games and the meta-game is intended to encourage additional gameplay, as the progress and performance of users within each set of video games will affect the other games over time.
[0022] Figure 1 A system 100 for implementing a meta-game is shown. The system 100 encourages and rewards users for playing a variety of different video games 120 (e.g., Game A, Game B, Game C) on their respective game consoles 105, 106, thereby supporting the video games 120 through a first party platform 110. The system 100 encourages users to play many different video games 120 by using user gameplay information associated with each game 120 played to progress the user's performance within a separate game (hereinafter referred to as a meta-game 140). For example, as users play different video games 120 associated with a first party platform 110, these users may simultaneously acquire resources that can be used to advance within the meta-game 140. Other conditions (such as meeting goals or achievements, or winning in a game 120) may also be used to advance the user's progress within the meta-game 140. Subsequently, the user's progress within the meta-game 140 may be used to influence the user's performance or progress within the different video games 120 supported through the first party platform 110. In this way, the system 100 allows the gameplay between the video game 120 and the meta-game 140 associated with the first party platform 110 to interconnect and influence each other. The user will then be encouraged to play the video game 120 or participate in the meta-game 140 through the game console 105, 106 until the user resumes playing the video game 120 at his game console 105, 106 again.
[0023] The first party platform 110 corresponds to, for example, a game console 105, 106. In some implementations, the first party platform 110 may also correspond to a computing device (eg, a personal computer).
[0024] The first party platform 110 allows the game consoles 105, 106 to interact with a vast library of different video games 120 that are compatible with the system 100 associated with the meta-game 140. These different video games 120 may include past video games that have been released, recently released video games, and those that have not yet been officially released (e.g., alpha / beta testing). The first party platform 110 includes various application programming interfaces (APIs) 125 and related software that facilitates tracking gameplay information about the different video games 120 for use with the meta-game 140. This will be discussed below. Figure 3 Additional details about the first party platform 110 are provided in .
[0025] The first party platform 110 tracks user performance within different video games 120 through a variety of different means. For example, some first party platforms 110 may implement an achievement system that awards points or prizes to users. These achievements may be pre-programmed with respect to different video games 120 and, once they have been achieved within different video games 120, may be provided to the first party platform 110 for display.
[0026] Each of the video games 120 may be capable of monitoring user gameplay for one or more conditions associated with satisfying various achievements. For example, most achievements may correspond to a user satisfying a certain condition within the game: winning a particular level, finding a particular object, exploring a particular area, or playing for a certain amount of time. Once the game 120 has identified that the user has satisfied the conditions for the achievement, a notification about the achievement may be provided to the user (via an in-game notification) and may be provided to the first-party platform 110. The multiple rewards (e.g., points, prizes) accumulated by the first-party platform 110 may be used, for example, to represent the user's progress in playing video games overall, how well the user plays a particular game, and the amount of resources the user has acquired during a certain time frame. These rewards may be associated with a user profile associated with the first-party platform 110.
[0027] For video games 120 that do not have an achievement system implemented at the time of release, the first party platform 110 allows an associated party (e.g., a developer / publisher) to implement an achievement system after the fact by using an API associated with the first party platform 110. These achievements (while not directly trackable within the video game 120, as the video game 120 may not have the programming to do so) may instead be monitored directly by the first party platform 110. The first party platform 110 may be able to monitor for the satisfaction of one or more conditions associated with an achievement instead of the game performing the monitoring (as described above).
[0028] Custom achievement systems implemented by affiliates (for those video games that do not have pre-programmed achievements) may be monitored by the first party platform 110. The first party platform 110 may monitor one or more conditions for satisfying a custom achievement and how to determine whether such one or more conditions are satisfied. Details such as what information to search for from the gameplay data and where to find such data may need to be provided for custom achievements so that the first party platform 110 can monitor the achievement. The first party platform 110 will be able to retrieve relevant information associated with the gameplay of the game 120 that corresponds to the same conditions described above for the various achievements.
[0029] Even if a video game has pre-programmed achievements as described above, a custom achievement system implementable through the API 125 of the first party platform 110 may allow an affiliate to implement additional achievements at some time in the future. This may provide additional achievements to a user who has earned all previous achievements, thereby providing the user with new challenges and achievements to strive for. For the purposes of this application, these additional achievements may also allow for the implementation of more conditions that will affect the user's gameplay within the meta-game 140 (e.g., awarding additional resources).
[0030] As described above, gameplay information from the different video games 120 that a user may play relative to the first party platform 110 will be used to progress the user's performance within the meta-game 140 (or at least influence the user's performance in some way). The different video games 120 may correspond to all past, present, and upcoming video game titles that are compatible with the first party platform 110. Each of these different video games 120 may be associated with one or more genres (e.g., first person shooter, role playing, sports, action). As newer video games are introduced to the public, the first party platform API 125 also allows for the integration of the newer video games so that these newer video games can be implemented throughout the system 100.
[0031] By using tracked information from the user's performance within the different video games 120, the user's progress within the meta-game 140 may be affected. However, how the meta-game 140 is affected will be controlled by the resource server 130.
[0032] The resource server 130 may be implemented by a computing device associated with the first party platform 110 (or in some embodiments within the cloud). The resource server 130 will be used to convert information (e.g., achievements) from the first party platform 110 to be used with respect to the meta-game 140. While achievements (e.g., prizes, points) may be used to identify how a user's performance within the meta-game 140 may be affected, the resource server 130 may also (in other embodiments) receive user gameplay data directly from the video game 120. Gameplay data from the video game 120 may be used by the resource server 130 in a similar manner in order to determine how the user's meta-game 140 will be affected.
[0033] As shown, an exemplary way to influence the meta-game 140 would be to identify the types of resources that a user would be able to earn by playing other video games that can be used within the meta-game 140 based on the user's gameplay data for the other video games. For example, if the meta-game 140 requires three different types of resources (e.g., resource A, resource B, resource C) to progress within its environment, the resource server 130 would be used to determine how much of each resource would be provided to the user when the user plays different video games. In this way, the user's gameplay associated with the video game 120 of the first party platform 110 can affect the way the user's gameplay progresses within the meta-game 140.
[0034] With respect to how gameplay associated with the first-party platform 110 is converted to different resources, for example, the resource server 130 may include instructions for identifying the gameplay of a particular video game (or even a group of video games) to correspond to a particular resource that is compatible with the meta-game 140. In one embodiment, user gameplay data associated with a sports video game may correspond to providing resource A to a user within the meta-game 140. Similarly, user gameplay data for a role-playing video game may correspond to providing resource B to a user within the meta-game 140. The system 100 may be organized so that users are incentivized to participate in a variety of different video games in order to effectively participate in the meta-game 140. Other embodiments may also organize newly released video games to also correspond to specific resources, and based on the life of the game, the resource type (or amount of resource provided) may also be modified. Any number of resources may be applicable within the meta-game 140, and based on the design of the meta-game 140, the conditions under which users obtain those resources corresponding to the gameplay of various video games may vary.
[0035] In addition, with respect to each resource, the user's gameplay data may affect the amount of the resource that may also be provided for use within the meta-game 140. For example, simply playing for a predetermined period of time (e.g., 1 hour) or satisfying various (simple) conditions (e.g., completing a task) within the corresponding game 120 may provide a first amount of the resource. However, obtaining various more difficult achievements or even winning in the game may provide a greater amount of the resource. The instructions may vary between different video games and may be established, for example, by the developer or an affiliate of each video game.
[0036] Meta-game specific resources may not be the only way that user gameplay data from a video game 120 associated with a first-party platform 110 may impact a meta-game 140. In some embodiments, playing a particular video game 120 may also allow for unlocking special features (e.g., skill trees, talents) that facilitate user gameplay. Furthermore, additional rewards may include enhanced meta-game gameplay, such as increased build time speeds, enhanced character statistics, reduced resource costs, or any other relevant rewards associated with the meta-game 140. Additional rewards may also include adding or unlocking new areas or missions that were previously inaccessible through normal gameplay (e.g., additional content) or providing these same new areas or missions in an accelerated manner.
[0037] In conjunction with social engagement that encourages users to play / participate with other users, a single player may be able to earn some rewards (e.g., resources) for meta-game gains. However, these rewards may be provided at different rates (e.g., smaller rates) or at higher thresholds. In order to encourage users to play with other users, some rewards (e.g., skill trees, unlockable new areas / content) may be accessible when the user participates with a predetermined number of other players in a certain manner (e.g., simultaneously, asynchronously). The threshold number of players required may depend on the type of reward, and the threshold required to obtain / access some rewards may also be reduced. For example, it may take a single user one hour to earn 100 resources to use in a meta-game. If the user joins a group of 3 other players in the same game, the time required to earn 100 resources may be reduced by half.
[0038] As described above, the resource server 130 enables a wide variety of different ways that user gameplay associated with the video games 120 of the first party platform 110 affects the meta-game 140. These ways can be introduced into the resource server 130 and stored within the condition database 135. Just as the ways in which video games (e.g., new) can be implemented into the first party platform 110 through the API 125, the resource server 130 can similarly facilitate the ways in which those video games (e.g., new) can affect the meta-game 140 by allowing updates to the condition database 135. In some embodiments, new conditions can also be added to the condition database 135, one or more supported video games, so that users have additional ways to affect progress within the meta-game 140.
[0039] The resource server 130 will also be used to encourage groups of users to participate in the same game through social engagement. Some video games can promote social engagement within the game through various features such as multi-player gaming functionality, friend lists, families, guilds, etc. Users can search, add, and participate with other users within the video game. The resource server 130 can then track gameplay data associated with the user group in order to provide rewards to the user group.
[0040] The resource server 130 may also provide features for tracking engagement of user groups. Tracking functionality may be implemented for video games that may not have built-in features to assist with social engagement. For example, the resource server 130 may include user profiles (see Figure 4 ), the user profile stores "friends" or other players with whom the user would like to connect in relation to one or more video games. These other players stored in the user profile can be identified as those players who will contribute to various rewards associated with meta-game resources.
[0041] Other methods may also be used to associate a user with other players. For example, a first user may be assigned a unique identification code associated with his / her user profile on resource server 130. This unique identification code may then be provided to other players. When these other players enter the unique identification code during the course of playing the video game, resource server 130 may recognize that these other players are associated with the first user. The user profile of the first user may then include the identities of these other players who entered the unique identification code, and the user profiles of the other players may be similarly modified to include the first user. When one or more of the users in the group participate in the related video game, as described below, each of these players is then assigned a reward associated with the meta-game.
[0042] The resource server 130 will define different rewards that groups of two or more users can earn when participating in the same video game. These rewards may include earning meta-game resources at an increased rate or earning additional meta-game resources during the time that the user groups are participating in the same game at the same time. In some embodiments, users may be blocked from accessing different features within the meta-game (e.g., additional areas) until the users have a group that meets a minimum predetermined size (e.g., 4 different users). In the case where the user groups participate at different times (e.g., asynchronous games), the resource server 130 may include rewards for these user groups that will allow them to still earn meta-game resources at an increased rate (or at a different rate than if the user groups were participating at the same time) if the user groups are not participating at the same time, or allow each user to earn a portion of the meta-game resources that the other users earned during their previous one or more gameplay sessions.
[0043] As used herein, a meta-game 140 refers to a separate, self-contained game associated with a first-party platform 110 that has its own set of rules and gameplay that is different from that of a video game 120. Although we describe the meta-game 140 as a single game, in reality, there may be a variety of different types of meta-games that may be compatible with the system 100. The system 100 may control how a video game 120 of a first-party platform 110 interacts with the different available meta-games 140.
[0044] The meta-game 140 may be implemented through a variety of different genres of video games. For example, the meta-game 140 may be a simulation builder type game in which the user is responsible for constructing objects from scratch using in-game resources (obtained through gameplay data from the video game 120). These objects may consist of tools or supplies that can be used to construct vehicles, buildings, and other items. In-game resources may also be used to purchase different objects needed to construct the same vehicles, buildings, and other items. As the user progresses within this type of meta-game 140, the user may begin to generate specific in-game meta-game resources or achieve certain milestones.
[0045] The meta-game 140 may also be performed through a role-playing game in which a user is responsible for an avatar within a fantasy world. The user is responsible for training the avatar and purchasing equipment for use within the fantasy world. In-game resources (obtained through gameplay data from the video game 120) may be used to enhance the character and purchase new equipment. As the user progresses within this type of meta-game 140, the user may acquire in-game meta-game resources through various adventures.
[0046] As a user progresses within the meta-game 140, the user is able to acquire meta-game specific resources that can then be used (e.g., traded in / consumed) to obtain exclusive content or rewards associated with a different video game 120. In this way, a user's progress within a different video game 120 can be used to influence gameplay within the meta-game, which in turn affects the different video games 120.
[0047] There may also be versions of the meta-game 140 where resources may be obtained from "friends" or other players associated with the user. The user may add other players to a list that may be modified (e.g., added, removed) by other players and includes those players that the user is interested in playing with or connecting with within the meta-game 140. Based on the genre of the meta-game 140 and the meta-game 140 itself, the user may be able to obtain additional resources (or even unique resources) when interacting with other players on the "friends" list. The scope of interaction may be playing simultaneously with other players in the meta-game 140, but interaction may also include checking in or sending them communications (e.g., saying "hi"). Furthermore, rewards may also change (e.g., increase) by a predetermined threshold (e.g., 5, 10, 15 friends, ...) when a certain number of other players are added to the "friends" list.
[0048] In some embodiments where a user may acquire meta-game specific resources within a meta-game 140, the system 100 may allow the user to acquire additional meta-game specific resources at an increased rate or in greater amounts than would be possible without the use of the system 100. Furthermore, there may be embodiments where resources or (in some cases) features (e.g., skill trees, bonuses) are not accessible without using gameplay data (e.g., resources) from a first party platform 110 through the system 100. Additionally, adding other players (e.g., 'friends') may also be used as a means of increasing the amount of meta-game specific resources acquired during a playthrough. As described above, such bonuses may include enhanced character statistics, increased resource generation, reduced costs for purchasing objects within a meta-game, etc. Such bonuses will be based on the particular meta-game and may vary accordingly.
[0049] As described above, meta-game 140 may be a virtual game hosted in the cloud, which is different from video game 120 associated with a first-party platform, which may be primarily a video game associated with a different entertainment system (e.g., a game console). As such, meta-game 140 may be compatible with different computing devices (e.g., mobile phones, tablets) than the device (e.g., a console) on which video game 120 is played.
[0050] Similar to resource server 130, meta-game server 150 is used to influence how video game 120 associated with first party platform 110 may be affected by meta-game 140. This is performed by using information from user performance within meta-game 140.
[0051] Meta-game server 150 may be implemented by a computing device associated with meta-game 140 (or in some embodiments within the cloud). Meta-game server 150 will be used to convert information from meta-game 140 (e.g., meta-game specific resources or achievements) that will be used to modify the gameplay associated with video game 120.
[0052] The upgrade server 160 contains all of the various modifications to the video game 120 associated with the currently available first-party platform 110. The upgrade server 160 may include different modifications that may be obtained through user play of the meta-game 140, such as different skins for characters and bonuses / rewards that promote user gameplay (such as increased resource gains). In some cases, these bonuses / rewards may be exclusive to the system 100, as users will only be able to obtain such modifications to the game 120 by participating in the meta-game 140. In addition, some modifications may also be possible only if the user has a predetermined number of contacts (e.g., "friends") within the meta-game 140. There may be different modifications at a predetermined threshold of contacts.
[0053] The upgrade server 160 will include a database that includes a list of possible modifications that can be implemented within the video game 120, and an API that will allow the upgrade server 160 to be updated for various conditions, such as various conditions for implementing new video games or adding new modifications to existing video games 120 within the first-party platform 110 (as well as conditions for obtaining the modifications). These modifications may be applied to one or more video games and will include instructions on how such modifications will be implemented. For example, modifications to the video game 120 may include enhancing character statistics, increasing resource gains, replacing skins or color schemes, and new exclusive game content. It is also possible that a user may provide rewards not only for themselves through the upgrade server 160 with respect to one or more video games 120, but also for a subset or all of the user's "friends" or contacts.
[0054] In one embodiment, a user may acquire meta-game specific resources that may be exchanged for various rewards within various video games 120 associated with the first party platform 110. Different modifications may cost different amounts of meta-game resources, as indicated by the upgrade server 160. In order to receive a reward, the user may be required to provide an exchange request within the meta-game, the exchange request highlighting the reward that the user would like to obtain for one or more of the corresponding games 120 to which the reward will be applied. The exchange request may be entered through a specific user interface within the meta-game 140, which will then be transmitted to the meta-game server 150 for processing.
[0055] Figure 2 is used to implement Figure 1 An exemplary game console 200 used in the context of a meta-game system of FIG. The game console 200 (which in some cases may also include other computing devices such as desktop computers, laptop computers, tablet computers, and mobile devices) is a computer that a user can use to play games with Figure 1 In addition, the game console 200 allows the user to connect with the first party platform associated with the video game so that the user's game play can be monitored and recorded.
[0056] The game console 200 may include Figure 2 Various elements are shown, however, it should be noted that these elements are exemplary and other embodiments may incorporate more or fewer elements than those shown. Figure 2 , the game console 200 includes a main memory 202, a central processing unit (CPU) 204, at least one vector unit 206, a graphics processing unit 208, an input / output (I / O) processor 210, an I / O processor memory 212, a controller interface 214, a memory card 216, a universal serial bus (USB) interface 218 and an IEEE 1394 interface 220, and an auxiliary (AUX) interface 222 for connecting a tracking device 224, but other bus standards and interfaces may also be used. The game console 200 also includes an operating system read-only memory (OS ROM) 226 connected to the I / O processor 210 via a bus 234, a sound processing unit 228, an optical disk control unit 230, and a hard disk drive 232. The game console 200 includes at least one tracking device 224.
[0057] Tracking device 224 can be a camera that includes eye tracking capabilities. The camera can be integrated into game console 200 or attached to game console 200 as a peripheral device. In a typical eye tracking device, infrared non-collimated light is reflected from the eye and sensed by a camera or optical sensor. The information is then analyzed to extract eye rotation from the change in reflection. Camera-based trackers focus on one or both eyes and record the movement of the eyes when the observer looks at a certain type of stimulus. Camera-based eye trackers use the center of the pupil and light to generate a corneal reflection (CR). The vector between the center of the pupil and the CR can be used to calculate the fixation point on the surface or gaze direction. Before using the eye tracker, a simple calibration step is usually required for the observer.
[0058] Alternatively, more sensitive trackers use reflections from the front of the cornea and the back of the eye's lens as features to track over time. Even more sensitive trackers image features from inside the eye, including retinal blood vessels, and follow these features as the eye turns.
[0059] Most eye tracking devices use a sampling rate of at least 30 Hz, but 50 / 60 Hz is most common. Some tracking devices run at up to 1250 Hz, which is necessary to capture details of very fast eye movements.
[0060] Alternatively, a rangefinder camera can be used with the present invention to capture gestures made by the user and enable facial recognition. Rangefinder cameras are often used to capture and interpret specific gestures, which allow hands-free control of entertainment systems. This technology can use infrared projectors, cameras, depth sensors, and microchips to track the movement of objects and individuals in three dimensions. This user device can also employ a variation of image-based three-dimensional reconstruction.
[0061] Tracking device 224 may include a microphone integrated into the game console 200 that captures voice data or attached to the game console 200 as a peripheral device. The microphone may perform sound source localization and / or ambient noise suppression. The microphone may be capable of receiving verbal instructions from the user to schedule, retrieve, and display content on the game console 200.
[0062] Alternatively, the tracking device 224 can be a controller for the game console 200. The controller can sense its position in 3D space using a combination of built-in accelerometers and infrared detection when pointed at an LED in a sensor near, attached to, or integrated into the console of the entertainment system. This design allows the user to control the functions of the game console 200 using physical gestures as well as button presses. The controller connects to the game console 200 using wireless technology that allows data exchange over short distances (e.g., 30 feet). The controller may additionally include a "rumble" feature (i.e., shaking of the controller during certain points in the game) and / or an internal speaker.
[0063] Additionally or alternatively, the controller may be designed to capture biometric readings using sensors in the remote control to record data including, for example, skin moisture, heart rate, and muscle movement.
[0064] As described above, the game console 200 is alternatively implemented as a general purpose computer, a set-top box, or a handheld gaming device. In addition, similar user devices may include more or fewer operating components.
[0065] The CPU 204, the vector unit 206, the graphics processing unit 208, and the I / O processor 210 communicate via the system bus 236. In addition, the CPU 204 communicates with the main memory 202 via the dedicated bus 238, while the vector unit 206 and the graphics processing unit 208 can communicate via the dedicated bus 240. The CPU 204 executes programs stored in the OS ROM 226 and the main memory 202. The main memory 202 may contain pre-stored programs and programs transferred from a CD-ROM, DVD-ROM, or other optical disk (not shown) through the I / O processor 210 using the optical disk control unit 232. The I / O processor 210 mainly controls data exchange between various devices of the user device 200, including the CPU 204, the vector unit 206, the graphics processing unit 208, and the controller interface 214.
[0066] The graphics processing unit 208 executes graphics instructions received from the CPU 204 and the vector unit 206 to generate images for display on a display device (not shown). For example, the vector unit 206 may convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 208. In addition, the sound processing unit 230 executes instructions to generate sound signals, which are output to an audio device (such as a speaker (not shown)).
[0067] The user of the game console 200 provides instructions to the CPU 204 through the controller interface 214. For example, the user may command the CPU 204 to store certain information on the memory card 216, or command the user device 200 to perform some specified action. Exemplary controllers associated with the controller interface 214 may include a touch screen, a keyboard, and a game controller.
[0068] Other devices can be connected to the game console 200 through the USB interface 218, the IEEE 1394 interface 220, and the AUX interface 222. Specifically, a tracking device 224 including a camera or a sensor can be connected to the user device having the first party portal 200 through the AUX interface 222, and a controller can be connected through the USB interface 218.
[0069] Figure 3 Show Figure 1 An exemplary first-party platform 300 of FIG. As described herein, a first-party platform 300 is a network for integrating and supporting video games associated with a particular platform (e.g., a game console). The first-party platform 300 may be implemented via multiple computing devices (e.g., servers) and / or within the cloud.
[0070] The first party platform 300 includes many different features that can be used to facilitate the implementation of meta-games. Figure 3 As shown, the first-party platform 300 includes a database 310 of all video games currently supported by the first-party platform 300. The game database 310 may include information used by the game console to execute instances of the game in the cloud using the first-party platform. This may allow the user to participate in multi-player video games with other users on a shared gaming network. In some embodiments, the user may download the necessary information from the game database 310 to execute a particular game on the user's game console. This may be helpful in allowing the user to download updates (e.g., downloadable content) for executing single-player games directly on the game console.
[0071] Because new video games are constantly being released and distributed for consumption by users, an application programming interface (API) 320 is provided within the first party platform 300 to allow publishers to update the game database (and, as discussed later, the achievement database) with new information for use with new video games as needed. The API 320 includes an interface that allows publishers to upload new game information for storage within the game database.
[0072] The user may also store his or her own user profile 330 within the first-party platform 300. The user profile 330 may include information such as which video games the user has played, gameplay details about progress within each of those video games, and information about how the user performed within each of those video games (e.g., achievements, prizes). The user profile 330 may also include many other statistics that may be used to also characterize the user (e.g., gameplay behavior) associated with the video games of the first-party platform. Additional information associated with the user profile 330 may include other players (e.g., friends) with whom the user wants to interact in one or more of the video games associated with the first-party platform.
[0073] The achievement database 340 is used to store various achievements, which are used by the gameplay monitoring module 350 when such achievements are not pre-programmed. As described above, achievements can consist of conditions within the game, which (once met) can be used to highlight the achievements that the user has achieved within the game. These achievements may include specific events or thresholds that are intended to pose challenges and that the user can strive to overcome. Some video games have achievement systems that are programmed (e.g., pre-programmed) within the context of the game so that when the user meets certain conditions during the course of the game, the game can provide notifications to the user. These conditions may include some conditions specific to a single user, but may also include conditions that can be met by a group of users within the game. In some cases, this notification may also be provided to the first party platform 300 so that it can be recorded in the user profile 330.
[0074] There may be many video games that do not have an achievement system built in. However, in order to allow gameplay data to be quantifiable by the gameplay monitoring module 350 (and therefore usable by the system with respect to a meta-game), some metrics will need to be implemented so that these custom "achievements" can be used to characterize user gameplay in video games where no achievement system exists. The API 320 can be used by different parties (e.g., publishers, meta-game administrators) to generate various metrics or conditions that act as achievements that can be used to characterize gameplay data specific to a user of that game that requires a custom "achievement." It is also possible to generate universal metrics or "achievements" that can be used with all video games (e.g., winning in a game or playing for a certain amount of time). In addition, these metrics can correspond to gameplay involving one user or gameplay involving multiple users (e.g., multiple players).
[0075] The achievements database 340 will also include instructions (usable by the gameplay monitoring module 350) that direct where information for the satisfaction metrics can be found. In addition, because information from video games can be stored in different locations and in different formats based on the game or publisher, the achievements database 340 may also include conversion tables that facilitate converting game-specific information into a common format that can be understood by users and / or resource servers.
[0076] The gameplay monitoring module 350 receives information from the various video games that the user is playing. In the event that the video game has a way to track the user's progress during gameplay, such information can be provided for direct use by the gameplay monitoring module 350. For example, such information may include achievements, play time logs, accuracy, death rates, and character statistics within the game. This information is already characterized for a particular user's gameplay and can be transmitted to a resource server (e.g., a server) using the communication interface 360. Figure 4 shown).
[0077] In the case where the video game does not track the user's progress during gameplay (such as those that do not include an achievement system), the game play monitoring module 350 can use custom metrics stored in the achievement database 340. The game play monitoring module 350 will need to retrieve the game data from the game database 310 as well as the gameplay information from the user. The gameplay information from the user is then processed (e.g., transformed) into a form that can be used by the resource server. For example, the game play monitoring module 350 (through the achievement database 340) can be commanded to retrieve information from a specific portion of the user's gameplay data. This information can be stored in a variety of different formats based on the type of game or publisher associated with the video game. In any case, the information will need to be processed into a common format that the resource server understands. The game play monitoring module 350 (together with the achievement database 340) performs this transformation required to integrate different video games.
[0078] Figure 4 Show Figure 1 . Resource server 400 is responsible for using gameplay information from one or more users associated with a first-party platform in order to determine how user gameplay within a meta-game will be affected.
[0079] As described above, gameplay data from a particular video game (or group of video games) may correspond to particular features (e.g., resources, rewards) associated with a meta-game. The correspondence between how a user's gameplay from different video games affects the user's meta-game experience will be stored in the condition database 410. For example, the stored conditions will be used to identify certain events from gameplay data originating from a first-party platform that, when implemented, will allow a user to be awarded a particular type of resource for use within a meta-game. In addition, the stored conditions may also determine conditions regarding the number of times and times that the conditions may be met when the user plays within the corresponding game. In addition, the stored conditions may also identify the type and amount of meta-game resources that may be awarded when the user participates in a video game with others (e.g., a multiplayer session).
[0080] These stored conditions may be universal across all video games, such as whether the user has won the game, how long the user has played today, and the number of other players the user is currently playing the video game with. Some conditions may be specific to a subset of video games, such as the user's death rate in a first-person shooter game, or the level the user's main character is currently in in a role-playing video game. Finally, some conditions may be specific to a particular game, such as whether the user has won a particular level, defeated a boss, or an objective.
[0081] At least in the case where the first two condition groups cover more than one game, the condition database will also include instructions (usable by processor 440) to help map gameplay data from different video games and convert it into a common format. The system of the present invention will be able to use this common format to identify which effects should be provided with respect to the user's meta-game experience.
[0082] As described above, completion of a condition may award the user with various bonuses or resources that may be used within the meta-game. After a condition is completed, information about the user's completion of the condition is recorded within the user profile 430. This is done so that some conditions that are only allowed to be completed once will have a way of discouraging repeated completion of the same condition.
[0083] Not all conditions stored in the condition database 410 may be one-time completion events. There may be conditions that can be completed a predetermined number of times, can be completed any number of times within a predetermined time period, or can be completed any number of times without a time limit. In these cases where a condition can be completed multiple times, information indicating that the user completed the condition and the number of times the condition was previously completed may be recorded. Alternatively, the determination as to whether a condition may still be satisfied may be determined based on the condition details stored in the condition database 410 associated with the corresponding condition.
[0084] API 420 will allow parties (e.g., publishers) to update the condition database for their respective video games so that the video games can be implemented with meta-games. Additionally, API 420 will allow implementation of conditions (to be stored within the condition database) for older video games or video games that were not originally compatible with the system of the present invention but have gameplay that can be tracked by first-party platforms as described above.
[0085] User profile 430 will be used to store information about the user. Specifically, such information may include associating a user profile associated with a first-party platform with a user profile associated with the same meta-game. In addition, user profile 430 may include various achievements that the user has satisfied by playing various video games associated with the first-party platform. Such information will be recorded and stored with user profile 430 so that the user can be prevented from completing the same achievement repeatedly (if applicable).
[0086] Processor 440 of resource server 400 will perform processing of gameplay data from the first party platform and comparison with condition database 410 in order to modify gameplay information associated with the user experience in the meta-game.
[0087] The communication interface 450 facilitates communications regarding obtaining gameplay data from the first party platform and providing instructions to the meta-game regarding how the game should be modified for the user based on one or more conditions being met to appropriately award additional resources or rewards to the user.
[0088] Figure 5 Show Figure 1 An exemplary meta-game server 500 of Figure 4 Meta-game server 500 performs similar functions with respect to a meta-game as compared to the resource server described in detail in . Whereas the resource server receives gameplay information from the first-party platform in order to determine how the meta-game should be affected, meta-game server 500 obtains gameplay information from within the meta-game in order to determine how the video game associated with the first-party platform will be affected.
[0089] The meta-game server 500 includes a user profile database 510 that contains information associated with each user. The user profile database 510 will be used to store the corresponding progress of the user's gameplay in the meta-game. This information can be used to synchronize the user's progress and status within the meta-game across different devices used to participate in the meta-game. In addition, the user profile can also be used to connect the user with other players (e.g., friends) for the purpose of social engagement. In particular, since rewards (e.g., increased meta-game resource gains, additional bonus meta-game resources) can be provided to groups of users participating in the meta-game, the user's connection with others can encourage increased participation in the meta-game.
[0090] API 520 allows parties (e.g., third-party publishers) to develop and publish their own meta-games to be incorporated into the overall system (e.g., Figure 1 5. The API 520 also allows counterparties of the meta-game to provide updates to the way the meta-game operates. The communication interface 530 facilitates communication between the meta-game, the meta-game server, and the upgrade server.
[0091] Finally, the monitoring module 540 facilitates monitoring of user gameplay data from the meta-game. Such information obtained through monitoring may be recorded and stored in the corresponding user profile 510. The monitored gameplay data may be used to reward the user with meta-game specific resources. In some cases, achieving certain conditions within the meta-game may unlock rewards that may be used within one or more video games associated with the first-party platform.
[0092] Figure 6 Show Figure 1 . The upgrade server 600 contains information about how the gameplay information from the meta-game will be used to modify the user's gameplay information for one or more video games associated with the first party platform. For example, the conditions may specify the resources to be exchanged to achieve a bonus within a particular video game. The upgrade items may also be for a limited time (e.g., one week) or a predetermined number of redemptions (e.g., the first 100 uses). The information stored in the upgrade server 600 will also include instructions for each video game on how the modification will be achieved.
[0093] The upgrade server 600 includes an upgrade database 610 that includes different upgrades that can be used in conjunction with video games associated with the first-party platform. As described above, these upgrades can correspond to rewards and bonuses that can be unlocked or realized through the video game using meta-game specific resources. Some rewards and bonuses may only apply to users who use meta-game specific resources, but there may be features that allow users to apply those same rewards and bonuses to one or more other players (e.g., friends) with whom the user is participating in the meta-game. The upgrade server 610 may also include user profiles 620 that can be used to store information related to different users. The information may include, for example, which rewards and bonuses have been unlocked or realized within their video games, as well as which video games are associated with the first-party platform, which meta-games the user is playing, and other players (e.g., friends) with whom the user is participating in the meta-game. Some rewards and bonuses may also be limited to certain meta-games.
[0094] Additional features, such as API 630, will allow the upgrade server 600 to be updated with new upgrades or also used to modify existing upgrades. For example, while some upgrades are available when a video game is released, some upgrades may be added some time after the video game has been released. Finally, communication interface 640 facilitates communication between the meta-game and the video game associated with the first party platform.
[0095] Figure 7 A method 700 for generating meta-game resources using social engagement is shown. As described above, user gameplay information associated with various video games can be used to influence user progress within a meta-game. The user's performance within the meta-game can then be used to influence user engagement within the various video games. In addition, the user can be engaged with other players (e.g., friends) to enhance the generation of meta-game resources.
[0096] In step 710, conditions are generated regarding how gameplay data from the first-party platform may be used to modify the meta-game. These conditions may consist of a detailed description of how meta-game specific resources may be acquired during play of various video games. As described above, achievements and gameplay data may be used to award these resources to the user. These achievements and gameplay data may correspond to only a single user, but may also include different conditions that may be satisfied if the user is playing the same video game with other players (e.g., "friends"). Before other players may be considered with respect to the user, the user may need to identify these other players and associate them with the user. This may include adding these other players to a "friends" list.
[0097] In step 720, the user's gameplay of various video games associated with the first party platform is monitored. The monitoring may be performed for the user and for gameplay from other players (e.g., friends) participating in the video games with the user. Gameplay data from the video games is used to award meta-game specific resources to participating users. These meta-game specific resources will allow each of the users to participate in the meta-game.
[0098] In step 730, the gameplay data is used to modify the user's progress within the meta-game. Using the meta-game specific resources awarded from the corresponding video game gameplay data, the user will be able to use these resources to advance within the game. In some embodiments, the gameplay data may also be used to unlock or provide access to different parts of the meta-game.
[0099] In embodiments where a user participates in a video game with other players, gameplay data from each of those users may also be used to modify the user's progress within the meta-game. As described above, additional resources may be provided to the user for use within the meta-game. In some cases, there may also be features or content associated with the meta-game that can only be utilized after being associated with a predetermined threshold number of other players.
[0100] In step 740, the user's gameplay within the meta-game is monitored. Similar to step 720, where the user's gameplay of the video game is monitored in order to award resources that can be used within the meta-game, this step monitors the associated user's gameplay data within the meta-game to award resources that can be exchanged for bonuses or prizes that can be applied to various video games. In addition, other players associated with the user (e.g., "friends") can be similarly monitored so that their progress can be used relative to the user's progress.
[0101] In step 750, the meta-game receives user input requesting the use of meta-game specific information in conjunction with a modification of one or more video games associated with the first-party platform. Once the user has acquired sufficient meta-game specific resources or achieved certain conditions within the meta-game, the user may provide a request to implement some form of modification within one or more video games associated with the first-party platform. Such a request may occur in the form of a "trade" between available meta-game specific resources to meet the cost of a corresponding reward or bonus that the user wants to achieve within the video game. For example, a user may wish to exchange 100 meta-game specific resources for a unique skin within the game. In some embodiments, a reward or bonus may require a combination of different resources. In addition, user input to exchange meta-game specific resources for rewards within the video game may also be received from other users (e.g., friends) who are also associated with the user.
[0102] In step 760, one or more video games associated with the first party platform modify one or more aspects based on the meta-game specific information in accordance with the user request. In an example with a skin, the user may immediately access the skin to be used the next time the user is in the game. In some cases, the ability to acquire the skin may be unlocked, but the user will still need to meet some video game specific conditions to actually acquire the skin in the game.
[0103] It is possible that one user's user input may be able to affect not only that user's game, but other users' games as well. For example, the use of meta-game specific resources may provide some form of reward (e.g., skins, bonuses during gameplay) to a user's friends or everyone in the same guild.
[0104] Steps 720 to 760 may be repeated. Furthermore, step 710 may be used whenever additional updates to the overall method need to be performed. Such updates may include incorporating new video games or monitored conditions associated with the meta-game (as described above).
[0105] The foregoing detailed description of the technology herein has been presented for the purpose of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise form disclosed. In view of the above teachings, many modifications and variations are possible. The described embodiments are selected to best explain the principles of the technology and its practical application, so that others skilled in the art can best utilize the technology in various embodiments and make various modifications to suit specific intended uses. It is intended that the scope of the technology be defined by the claims.
Claims
1. A method for generating meta-game resources using social engagement, the method comprising: establishing a first set of conditions regarding gameplay of the first video game; establishing a second set of conditions regarding gameplay of a second video game; generating a reward based on gameplay of the second video game, wherein gameplay by two or more users participating in the second video game provides a greater amount of reward than gameplay by a single user participating in the second video game; receiving a user request from a requesting user to modify the first video game, the user request being associated with data regarding gameplay of the second video game by the requesting user; identifying one or more modifications applicable to the first video game based on a second set of conditions satisfied by the gameplay data of the second video game in the user request; processing the user request based on the gameplay data of the second video game in the user request and the second set of conditions; as well as The first video game is modified according to the user request based on the second set of conditions satisfied by the gameplay data of the second video game in the user request.
2. The method of claim 1, wherein the second set of conditions includes achievements within the second video game.
3. The method of claim 2, further comprising: Based on completing an achievement, one of the modifications is applied to the first video game.
4. The method of claim 3, wherein the modification applied to the first video game includes rewarding a resource specific to use within the first video game.
5. The method of claim 1, wherein the first video game includes locked content, and wherein the modifying includes unlocking the locked content.
6. The method of claim 5, wherein unlocking the locked content is associated with one of the second set of conditions, and the associated condition requires a predetermined number of users to be playing simultaneously.
7. The method of claim 1, wherein modifying the first video game in accordance with the user request comprises incorporating new content into the first video game.
8. The method of claim 1, wherein the first set of conditions includes custom achievements achieved through the first video game.
9. The method of claim 8, further comprising: generating a reward based on gameplay of the first video game, wherein gameplay by two or more users participating in the first video game provides a greater amount of reward than gameplay by a single user participating in the first video game; receiving a next user request from the requesting user to modify the second video game, the user request being associated with data regarding gameplay of the first video game by the requesting user; identifying one or more modifications applicable to the second video game based on the first set of conditions satisfied by the gameplay data of the first video game in the next user request; processing the next user request based on the gameplay data of the first video game in the next user request and the first set of conditions; as well as The second video game is modified according to the next user request based on the first set of conditions satisfied by the gameplay data of the first video game in the next user request.
10. A system for generating meta-game resources using social engagement, the system comprising: A resource server, wherein the resource server: establishing a first set of conditions regarding gameplay of the first video game; and identifying one or more modifications applicable to a second video game based on the first set of conditions being satisfied by gameplay of the first video game by the requesting user; as well as A meta-game server, wherein the meta-game server: establishing a second set of conditions regarding gameplay of the second video game; and generating a reward based on gameplay of the second video game, wherein gameplay by two or more users participating in the second video game provides a greater amount of reward than gameplay by a single user participating in the second video game; a first party platform that monitors gameplay of the first video game, wherein gameplay by two or more users participating in the first video game provides a greater amount of reward than gameplay by a single user participating in the first video game; as well as An upgrade server, wherein the upgrade server: receiving a user request from a requesting user to modify the first video game, the user request being associated with data regarding gameplay of the second video game by the requesting user, processing the user request based on the gameplay data of the second video game and the second set of conditions in the user request; and The first video game is modified according to the user request based on the second set of conditions satisfied by the gameplay data of the second video game in the user request.
11. The system of claim 10, wherein the first set of conditions includes achievements within the first video game.
12. The system of claim 11, wherein the resource server applies one of the modifications to the second video game further based on completing an achievement.
13. The system of claim 12, wherein the modifications applied to the second video game include rewarding a user resource specific to use within the second video game.
14. The system of claim 10, wherein the second video game includes locked content, and wherein the modification includes unlocking the locked content.
15. The system of claim 14, wherein unlocking the locked content is associated with one of the first set of conditions, and the associated condition requires a predetermined number of users to be playing simultaneously.
16. The system of claim 10, wherein the first set of conditions includes custom achievements achieved through the first video game.
17. The system of claim 10, wherein modifying the first video game in accordance with the user request comprises incorporating new content into the first video game.
18. A method for generating meta-game resources using social engagement, the method comprising: establishing a first set of conditions regarding gameplay of a first set of two or more video games, wherein each video game in the first set of two or more video games has one or more respective conditions; establishing a second set of conditions regarding gameplay of a second video game; monitoring gameplay of the first set of two or more video games, wherein gameplay by two or more users participating in the first set of two or more video games provides a greater amount of reward than gameplay by a single user, and gameplay of a first video game of the first set of two or more video games provides a greater amount of reward than gameplay of other video games of the first set of two or more video games; identifying one or more modifications applicable to the second video game based on gameplay of each of the two or more video games in the first set, the two or more video games in the first set each being associated with one of the modifications that modifies the second video game in a different manner; monitoring gameplay of the second video game, wherein gameplay by two or more users participating in the second video game provides a greater amount of reward than gameplay by a single user participating in the second video game; receiving a user request from a requesting user to modify gameplay of one or more video games in the first set of two or more video games, wherein the user request is associated with data regarding gameplay of the second video game by the requesting user; identifying one or more modifications applicable to the first video game based on the second set of conditions satisfied by the gameplay data of the second video game in the user request; processing the user request based on the gameplay data of the second video game in the user request and the second set of conditions; as well as One or more video games associated with the first set of two or more video games are modified in accordance with the user request based on the second set of conditions satisfied by the gameplay data of the second video game in the user request.
19. A method for generating meta-game resources based on social interaction, the method comprising: monitoring gameplay data from one or more game sessions of a first video game, the game sessions including one or more players; generating a meta-game resource for the one or more players based on the gameplay data, wherein a greater amount of the meta-game resource is generated when the gameplay data indicates a plurality of players than when the gameplay data indicates a single player; receiving a request from one of the players to apply a modification to a second video game, the requested modification being associated with a predetermined amount of a meta-game resource; and The second video game is modified based on the meta-game resources generated for the requesting player and the predetermined amount of meta-game resources associated with the requested modification.
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