Triggering virtual help or obstruction based on listener participation level
By receiving audience participation responses on the entertainment device and distributing game items, the problem of insufficient participation of remote audiences in e-sports events is solved, achieving a more dynamic and attractive viewing experience.
Patent Information
- Application Number
- CN202380040642.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-05-31
- Filing Date
- 2023-05-04
- Publication Date
- 2025-03-11
AI Technical Summary
The remote viewers of e-sports events lack participation and influence during the viewing process, resulting in the audience's experience not being dynamic and attractive enough.
The event data is dynamically adjusted to reflect the audience's participation by receiving the audience's participation response on the entertainment device and distributing items or rewards from the game to players of the esports event based on defined thresholds.
It enhances the audience's sense of participation and influence, makes the e-sports event more dynamic and attractive, and improves the audience's viewing experience.
Smart Images

Figure CN119604343A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure generally relates to enhancing the spectator appeal of electronic sports (eSports). In particular, the present disclosure relates to systems and methods for providing virtual handicapping assistance to players according to different levels of participation by spectators of eSports events. Background Art
[0002] Playing electronic games in a competitive environment may be referred to as electronic sports or "eSports". As with non-electronic sports, participants or competitors participate in competitions, or even tournaments of several games. Such electronic sports games and tournaments take place within an in-game environment that is accessible not only to the players themselves, but also to spectators who are not participating in the games. In some cases, electronic sports tournaments may be associated with live events similar to live sporting events, such as tailgate parties and other events that attract fan bases. In addition, digital media streams (e.g., live or recorded) of electronic sports events may be provided to remote viewers.
[0003] Over time, esports has grown into a large entertainment industry with millions of viewers. Despite the growth in viewership, esports streams often lack the added appeal to loyal fans and viewers. Specifically, viewers watching events remotely may feel that they cannot influence the players and outcomes as much as they would in person.
[0004] Therefore, there is a need to provide viewers with a more dynamic and engaging experience to participate in and influence esports events. Summary of the invention
[0005] The present disclosure generally relates to a system for triggering the distribution of in-game items to players of an e-sports event in response to audience participation at an entertainment device. The system may include a server having a memory and a processor that executes instructions stored in the memory, wherein the execution of the instructions by the processor causes the server to receive event data from an e-sports event server and initiate a group participation activity. The group participation activity defines a threshold for a group participation response. The processor is also configured to receive the group participation response from the entertainment device, determine whether the group participation response exceeds the threshold, distribute in-game items to the player, wherein the group participation response exceeds the threshold, and store data about the distributed items to the e-sports event server.
[0006] The present disclosure also relates to a method for triggering the distribution of in-game items to players of an e-sports event in response to audience participation at an entertainment device. The method includes receiving event data from an e-sports event server and initiating a group participation activity at a computing device having a processor and a memory. The group participation activity defines a threshold for a group participation response. The method includes: receiving the group participation response from the entertainment device; determining whether the group participation response exceeds the threshold; distributing in-game items to the player, wherein the group participation response exceeds the threshold; and storing data about the distributed items to the e-sports event server.
[0007] The present disclosure also relates to a non-transitory computer-readable storage medium having a program embodied thereon, the program being executable by a processor to perform a method for triggering the distribution of in-game items to players of an e-sports event in response to participation of a spectator at an entertainment device. The method includes receiving event data from an e-sports event server and initiating a group participation activity at a computing device having a processor and a memory. The group participation activity defines a threshold for a group participation response. The method includes: receiving the group participation response from the entertainment device; determining whether the group participation response exceeds the threshold; distributing in-game items to the player, wherein the group participation response exceeds the threshold; and storing data about the distributed items to the e-sports event server. BRIEF DESCRIPTION OF THE DRAWINGS
[0008] Figure 1 An exemplary network environment is shown in which a system for dynamically defining and customizing digital flows may be implemented.
[0009] Figure 2 Yes, you can Figure 1 An exemplary user device for use in the context of a system.
[0010] Figure 3 Yes, you can Figure 1 Block diagram of an exemplary game server for use in the context of a system.
[0011] Figure 4 is a flow chart illustrating an exemplary method for triggering virtual assistance based on audience engagement levels, according to one embodiment.
[0012] Figure 5 is a flow chart illustrating an exemplary method for triggering a virtual block based on audience engagement level, according to one embodiment.
[0013] Figure 6 is an exemplary illustration of a display showing group participation activities during an esports event, according to one embodiment. DETAILED DESCRIPTION
[0014] The present disclosure describes methods and systems for dynamically defining and customizing digital streams. Instead of simply distributing the same digital stream of an esports event (e.g., a match or other tournament-related event) to all remote viewers, either as a real-time stream for live viewing or as a recorded stream for later on-demand viewing, various features associated with an esports gaming network can be used to customize the display of the esports event with the stream, for example to facilitate a more immersive or otherwise engaging viewer experience. Additionally, such customization techniques described herein can also be provided for typical digital media distribution of any event, including non-esports events.
[0015] As mentioned herein, esports events include any type of event associated with esports gameplay and tournaments, including actual competitive matches involving several different video game competitors and affiliated events. Depending on the parameters of the tournament, the video games involved may include various types and game titles. Some tournaments are further associated with affiliated events, which may be conducted in a live environment as well as in a digital environment. Therefore, spectators can participate in and watch live esports events like other typical competitions (e.g., football, basketball) in a designated arena or stadium. Spectators can also watch these esports events remotely via streams distributed to their respective computing devices for display.
[0016] Embodiments of the present invention may also incorporate and automate the dynamic definition and customization of features of a stream to provide an immersive or otherwise engaging experience that corresponds to how a traditional sporting event (e.g., football) is filmed, produced, and distributed to remote viewers. Thus, a digital stream may be dynamically defined to include implementations of unique viewpoints, behind-the-scenes perspectives, and the like. Additionally, some embodiments of the present invention may include further customization of a stream to include viewpoints of particular interest to a user or group of users (e.g., based on various viewer preferences, actions, and other data).
[0017] According to various aspects, the disclosed systems and methods are used to assist or hinder a player's gaming in an esports tournament or event based in part on spectator participation. The systems and methods may also be stored or encoded on a non-transitory computer-readable storage medium.
[0018] As used herein, "broadcast," "presentation," "data display," "match stream," or "data stream" may be used interchangeably to refer to an esports presentation that may be provided to a viewer. An esports tournament, for example, may further include several different streams and different viewpoints or perspectives within a stream. Thus, a viewer may choose to obtain an increasing number of viewing streams, content, viewpoints, or perspectives in an esports tournament.
[0019] According to one aspect, spectators can become more engaged in an esports event by aiding their favorite players or teams, or conversely hindering opponents through group participation activities.
[0020] For example, when the number of viewers participating in a group engagement event on behalf of Team 1 or a favorite player exceeds a certain threshold, Team 1 or that player is rewarded. Rewards may range from simple cheers and emotes to useful items, power-ups, or other advantages that can greatly affect the outcome of the game. The beneficial effects of various rewards will increase over time and will be awarded based on exceeding certain participation levels, so that the higher the audience's participation, the better the player's reward.
[0021] Conversely, according to another embodiment, when the number of spectators participating in a group participation activity on behalf of Team 1 exceeds a certain threshold, Team 2 or another opposing team may be restricted. For example, an opposing team may be restricted through booing or other signs of displeasure, from lost items to decreased player character attributes, etc. Similarly, in other embodiments, spectators may participate in group participation activities to actively oppose one or more teams or players, such that they may be hindered in response to participation levels.
[0022] Figure 1 A system 100 is shown for triggering virtual help or hindrance based on spectator participation during an e-sports event. The system can be implemented through various devices, displays, and activities to attract and further entertain individual spectators of e-sports events. Similar to live competitive events, the system 100 will also promote group participation to engage in and potentially influence the e-sports event via group participation activities conducted by spectators' respective user computing devices 200.
[0023] As shown, the system 100 provides distribution of esports event data from an esports event 110 to various remote users or spectators on their respective computing devices 200. The distribution may include, for example, a live stream that the remote spectators may view on their respective computing devices 200. The esports event data from the esports event 110 is collected and processed at the event server 130. The esports event data from the esports event 110 is then transmitted to the game server 140, which performs modifications to the esports event data. As described in further detail below, the modification of the esports event data at the game server 140 may include generating new, customized, and / or synthesized data streams in real time or near real time using the esports event data.
[0024] After the game server 140 has performed any number of modifications, the esports event data can then be provided to the public network 150, where the audience can receive and watch the esports event display on their computing device 200. Exemplary computing devices 200 may include laptop computers, desktop computers, mobile devices, and tablet computers. The audience may be able to download the esports event data directly to their computing device 200 using various software applications installed on the computing device 200. In other cases, web-based applications or streaming services can provide users with access to and viewing of esports event data. The audience may then be able to watch the esports event data as a video stream, which includes all modifications, such as statistical information, commentators, crowd interactions, and advertisements added by the game server 140.
[0025] The event server 130 obtains esports data from an esports event 110. An esports event 110 may be a video game competition held at a predetermined location, such as an arena or stadium. The esports event data obtained from the esports event 110 will include visual graphics and gameplay information associated with each of the video game participants participating in the esports event 110.
[0026] As an example, if the e-sports event 110 is a tournament based on head-to-head video games for American football, baseball, or soccer, the e-sports event data will be the gameplay data associated with each player during each game. The gameplay data obtained from the e-sports event 110 may include video game play information associated with each player's personal interaction with the video game, such as each player's viewpoint when playing the game and the game state within the video game at any given moment. The gameplay data may also include inputs (e.g., keyboard and mouse inputs) of different players and communications (e.g., voice and text chat) between teammates or opponents during the game process. In the process of obtaining the gameplay data of each player, the event server 130 may also obtain a video recording of each player during the game process. The video recording may be a recording of each player's screen when the video game match occurs. The video recording may also be an in-game perspective of a video game match using features associated with the video game (e.g., spectator camera perspective). The video data may be provided to the game server 140 for distribution to the e-sports event sent to the audience on the audience's computing device 200 (or for supplementing the rendered gameplay video from the game server 140).
[0027] The event server 130 may also be able to obtain additional information related to the video game played during the esports event 110. For example, microphones, cameras, and / or sensors may be used to capture information about the audience participating in the live esports event 110. In addition, the event server 130 may also capture any audio and video related to the live commentators. In addition, the gameplay data captured by the event server 130 may also include additional viewpoints that are available or otherwise generated during the game, even those that are not selected by the player. For example, if player A prefers to play the game using a third-person viewpoint, game data for various first-person viewpoints may also be received at the event server 130. These alternative viewpoints, including other first-person viewpoints or third-person viewpoints that are typically generated by the game, may be captured by the event server 130 for subsequent distribution, manipulation, or storage by the game server 140.
[0028] Tournament server 130 may store information obtained from the esports tournament data in tournament database 170. Tournament database 170 may be used to store video data as well as any gameplay information retrieved from tournament server 130. The information stored within tournament database 170 may be accessed by game server 140.
[0029] The game server 140 generates esports event data that will be distributed to the audience on the audience's computing device 200. The distribution of the esports event data may typically include a video recording of the esports event 110 and additional information and commentary intended to immerse the user in watching the esports event. The video recording may be obtained directly from the esports event 110 via the event server 130. The game server 140 may also re-render the game state of the video game using only the extracted gameplay data from the event server 130. For this case, the game server 140 may retrieve the stored video game assets associated with the video game of the esports event 110. By using the extracted gameplay data and the stored video game assets, the game server 140 may be able to recreate or generate a customized video of the video game as if it were recorded directly via the game server 140.
[0030] Game server 140 may then use the esports event data from event server 130 to extract relevant information about the esports data stream that the spectators will watch on their computing devices 200. The type of extracted information obtained by game server 140 may be information that may be of interest to the spectators.
[0031] In yet another aspect, the game server 140 can use information collected from esports events from different players to reconstruct unique viewpoints in situations where such viewpoints are not available within the video game. This can be accomplished using information collected from the event server 130 and stored game assets available to the game server 140. The game server 140 may be able to re-render the state of the video game at a given point in time, and then focus on re-rendering certain portions based on the desired focus. This allows the game server 140 to use all available information to provide a different (and potentially comprehensive) view of the video game (e.g., eliminating the "fog of war" effect) in situations where each individual participant may only know partial information. In various aspects, the game server 140 generates or renders a proprietary video or data stream that may not be produced by the esports producer.
[0032] The public network 150 facilitates the communication of esports event data from the game server 140 to a plurality of user computing devices 200. The public network 150 may also include one or more private networks, such as a local area network (LAN), a wide area network (WAN), or a network of public / private networks, such as the Internet. The Internet is a broad network of interconnected computers and servers that allows Internet Protocol (IP) data to be transmitted and exchanged between user devices connected through a network service provider. Examples of network service providers include a public switched telephone network, a cable service provider, a provider of digital subscriber line (DSL) service, or a satellite service provider.
[0033] Producer 160 can also influence how the distribution of esports event data is performed. Producer 160 can interact with event server 130 and game server 140 using its respective computing device. For example, producer 160 can create, run, and manage esports events. In addition, producer 160 can also implement modifications to how the distribution of esports event data is sent to remote viewers on their computing devices 200, such as identifying what additional video streams should be combined during the distribution of esports event data and what additional information (e.g., statistical information) should be displayed. Producer 160 can also select a specific video stream from a large number of video streams available for broadcast or streaming.
[0034] Event data database 170 may be associated with event server 130 and used to store esports event data obtained from esports event 110. Event server 130 may be able to obtain a variety of different types of esports event data from esports event 110, including video recordings, audio, and text-based information. As previously described, event data database 170 may store additional video stream viewpoints or perspectives of the game that are not selected by the player.
[0035] The esports event data obtained from esports event 110 may then be stored in event data database 170. In some cases, the information stored in event data database 170 may be accessed at a future time and date to view a previous esports event on demand after the live event has been completed. Although event server 130 may directly transmit the esports event data obtained from esports event 110, game server 140 may also access event data database 170 to obtain some or all of the information to be distributed to viewers.
[0036] The video stream database 180 is used to store multiple different video streams, including data streams of e-sports event data provided by the game server 140 to various viewers.
[0037] The event metadata database 190 is used to store metadata associated with the esports event stream being provided to the user computing device 200. The game server 140 can generate metadata to indicate what additional information or viewpoints can be merged with the event data stream for a particular viewer. The metadata is associated with the stream so that additional viewpoints are available or options are used to generate custom viewpoints that can be used in one or more group participation activities. The metadata can also be used to link audience participation, audience reaction, or other input at the audience computing device 200 to track previous participation activities that may be considered helpful or hindering by the player, as identified through machine learning.
[0038] Each metadata generated by game server 140 may be assigned a unique identifier that is linked to the esports event data and / or unique user identifier used in the stream. Because the metadata is uniquely identified as being associated with the event data and / or unique user, and is used to indicate where and when additional information is incorporated into the event data stream, it is not necessary for game server 140 to store multiple complete event presentations that include additional information obtained from esports event 110, or multiple instances of viewpoints created by the same user. Instead, whenever esports event data is used in a stream, the corresponding metadata associated with the various esports viewpoint streams may be retrieved from the event metadata database via a query to the event metadata database 190 for any relevant metadata.
[0039] Figure 2 is available in Figure 1 An exemplary user device 200 for use in the context of a system of FIG. The user computing device 200 may correspond to Figure 1The user computing device 200 may include a desktop computer, a laptop computer, a tablet computer, a mobile device, a console gaming system such as a Playstation® 4 or Playstation® 5, etc. The user computing device 200 is a device that a user may use to facilitate the implementation of the features of the present disclosure related to dynamic and customized participation and viewing of esports events. In particular, the user computing device 200 allows a user to remotely view the distribution of esports event data. The user computing device 200 will facilitate the user to view the esports event data via a display associated with the user computing device 200.
[0040] The user computing device 200 may include Figure 2 Various elements are shown. It should be noted that the elements are exemplary and that other aspects may incorporate more or fewer elements than those shown. Figure 2 , the user computing device 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 interface 220, and an auxiliary (AUX) interface 222 for connecting a tracking device 224, but other bus standards and interfaces may be utilized. The user computing device 200 further includes an operating system read-only memory (OS ROM) 226, a sound processing unit 228, an optical disk control unit 230, and a hard disk drive 232, which are connected to the I / O processor 210 via a bus 234. The user computing device 200 further includes at least one tracking device 224.
[0041] The tracking device 224 can be a camera that includes eye tracking capabilities. The camera can be integrated into the user computing device 200 or attached to the user computing device 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 changes in reflection. Camera-based trackers focus on one or both eyes and record the movement of the eyes while the viewer views 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 gaze point on the surface or gaze direction. Before using the eye tracker, a simple calibration procedure is usually required for the viewer.
[0042] Instead, 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.
[0043] 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 100 Hz, which is necessary to capture details of very fast eye movements.
[0044] Rangefinder cameras may alternatively be used with the present disclosure to capture gestures made by the user and enable facial recognition. Rangefinder cameras are often used to capture and interpret specific gestures, which allow for 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 may also employ variations of image-based three-dimensional reconstruction.
[0045] The tracking device 224 may include a microphone that is integrated into the user computing device 200 that captures voice data or is attached to the user computing device as a peripheral device. The microphone may perform sound source localization and / or ambient noise suppression. The microphone may be used to receive verbal instructions from the user to schedule, retrieve, and display content on the user computing device 200.
[0046] Alternatively, the tracking device 224 may be a controller 902 of the user device 200. The controller may 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 viewer to control functions of the user computing device 200 with body gestures as well as button presses. The controller connects to the user computing device 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.
[0047] The controller may additionally or alternatively 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.
[0048] As described above, the user computing device 200 may be an electronic game console. Alternatively, the user computing device 200 may be 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.
[0049] 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, and the vector unit 206 and the graphics processing unit 208 can communicate through 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.
[0050] The graphics processing unit 208 executes graphics instructions received from the CPU 204 and the vector unit 206 to generate images for display on the display device. 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).
[0051] A user of user computing device 200 provides instructions to CPU 204 via controller interface 214. For example, the user may instruct CPU 204 to store certain information on memory card 216, or instruct user device 200 to perform some specified action. Exemplary controllers associated with controller interface 214 may include touch screens, keyboards, and game controllers.
[0052] Other devices may be connected to the user computing device 200 via the USB interface 218, the IEEE interface 220, and the AUX interface 222. Specifically, a tracking device 224 including a camera or sensor may be connected to the user computing device 200 via the AUX interface 222, and a controller may be connected via the USB interface 218. In some aspects, a VR headset or related hardware equipment may be communicatively coupled to the computing device 200 via one or more computing interfaces. Hardware and related software for implementing an augmented reality (AR) experience may similarly be coupled to the computing device 200 via one or more computing interfaces.
[0053] Figure 3 Yes, you can Figure 1 A block diagram of an exemplary game server 300 for use in the context of a system of FIG. 300 may correspond to Figure 1 The game server 140 includes a number of different features that facilitate dynamic and customized participation and viewing in e-sports events. Figure 3 As shown, the game server 300 may include an application program interface (API) 310, a user profile 320, a user reaction module 330, an esports event data storage device and buffer 340, a metadata module 350, an audience participation module 360, a view generation module 370, a communication interface 380, and a machine learning module 390. Details regarding each of these features will be provided in more detail below.
[0054] Application Programming Interface (API) 310 allows an entity to manage how esports event data is distributed to remote viewers. Using API 310, an administrator (e.g., developer, tournament organizer) can customize and modify how a game server operates with respect to what data is retrieved from an event server, what data is processed and generated from an event server, and how esports event data is distributed to remote viewers. For example, an administrator (by using API 310) can create and / or modify information associated with various user profiles 320 and user reaction modules 330 that indicates the types of additional or alternative content that will be implemented into the distribution of esports event data to remote viewers.
[0055] In addition, any updates needed regarding features associated with the game server may also be implemented using API 310. For example, various video games may receive patches and / or other fixes during the course of an esports event or between esports events. API 310 may be used to modify data generated or used by audience engagement module 360 to also incorporate those patches and other fixes.
[0056] User profile 320 is used to store information about each remote viewer. Remote viewers may need to create their own profiles and log into their respective profiles before being allowed to access / watch the esports event data. Game server 300 will use user profile 320 to identify the type of modifications to the esports event stream that can be performed to better immerse the user in the viewing experience.
[0057] User profile 320 may also store user preferences regarding the distribution of esports event data viewed remotely on their user computing device. For example, user profile 320 may customize preferred viewpoints, preferred additional information to be displayed, preferred audio, and even group participation activities that viewers are most or least likely to engage in. For example, when a viewer is streaming an esports event of a particular genre, user profile 320 may be referenced to determine when the viewer was most active or engaged in the first 5 minutes of the event. User profile 320 may be updated at any time by the respective user via their user computing device.
[0058] The user profile 320 may also store information about the user's computing device. The game server 300 may use this information to identify how the esports event data may be processed and transmitted. This may identify, for example, the format in which the esports event data will need to be transmitted in order to be compatible with the user's computing device. With all of the information about the user stored in the user profile 320, the game server 300 will be able to identify the appropriate version of the esports event data to distribute.
[0059] The user reaction module 330 receives and processes audience-generated content related to audience reactions to the e-sports event. The reactions may also include physical movements or facial expressions captured by the tracking device 224. During viewing of the e-sports event, the user reaction module 330 captures data from the audience's corresponding client device 200. In one aspect, the audience reaction module 320 can identify the type of reaction made by the audience and classify it as joy, conspiracy, or anger, etc.
[0060] The user reaction module 330 can capture the audience's physical response to the game, commentary or group participation activities provided during the e-sports event. In particular, various hardware sensors including but not limited to the tracking device 224 can detect user movements in various ways. In one example, the camera can record the facial expressions, gestures, whole body movements and other body language made by the audience in response to the upcoming group activity prompt. In another example, the microphone can record the user's voice in response to a certain activity, including but not limited to cheering or booing. In another different example, a tactile feedback device or gyroscope embedded in the controller can receive rapid changes in input associated with knocking, throwing, shaking or other movements and rapid changes in input associated with supporting or opposing players or teams in the e-sports event.
[0061] The eSports event data storage device and buffer 340 is used to store the eSports event data from the event server. The eSports event data storage device and buffer 340 can be used to temporarily store the eSports data until it can be processed and used in the distribution of the eSports event data.
[0062] Metadata module 350 generates metadata for the esports event data being distributed to the remote viewers on their computing devices. The generated metadata identifies the type of information to be incorporated into the distribution of the esports event data and when that information should be presented.
[0063] The metadata generated by the metadata module 350 is uniquely associated with the distribution of the esports event data. For example, this can be performed by providing unique tags that will be connected to each other. In this way, the esports event data used when distributing to remote viewers can be stored separately from the generated metadata. However, if the user has ever retrieved and viewed the esports event data, the corresponding metadata can be queried and applied accordingly.
[0064] The audience participation module 360 may be stored and executed on the event data database 170, the user device 200, the event server 130, or the game server 140. The audience participation module 360 is used by the audience on the user device 200, which may include a digital display 244 such as a television, a projector, a monitor, a smart phone, a virtual reality (VR) head-mounted display, or a handheld device according to various embodiments, and may include one or more physical input devices such as a touch screen, a remote control, a controller, a joystick, or a mouse and keyboard. In addition, data associated with the user profile of the audience may be related to the audience's participation. For example, the user profile may also include and store historical user data, favorite team preferences, favorite player preferences, and preferences for information delivered by the audience participation module 360.
[0065] According to one embodiment, the audience participation module 360 can set a group participation level for each player or team in the e-sports event. Figure 6 In the game, the group participation level 602A to 602C is usually indicated as 602A to 602C. Group participation level 602A to 602C establishes a unique audience number threshold that must be participated in to trigger the effect in the game, regardless of whether it is help or hinder. In addition, the group participation level can further define the individual audience participation level, and the audience participation level sets a threshold for the number of actions or inputs that each audience must perform to be included in the group participation goal. By way of example, the group participation level can set up a threshold of 1, 5, 10, 25, 50, 100, 500, 1000, 10,000, 100,000 spectators or more spectators. In other aspects, the group participation level threshold can be set to any number of spectators. Similarly, the audience participation level can set up any number of actions or input thresholds that each spectator wants to perform. Therefore, the level thresholds and corresponding hindering rewards for both group participation and audience participation can be established before the e-sports event, and / or can be modified in response to various factors during the event, including but not limited to the number of spectators of the event, the gameplay during the e-sports event, or the results of part of the e-sports event.
[0066] The machine learning module 390 may be an internal or external artificial intelligence (AI) or other machine learning system trained using any suitable machine learning model, system, or data set to predict or identify likely user preferences and likely actions in a video game, etc. The machine learning module may work in conjunction with the video generation module 370 to identify existing viewpoint streams or generate new viewpoint streams that may be of interest to individual remote viewers.
[0067] Figure 4 is a flow chart illustrating an exemplary method 400 for triggering virtual assistance during a game based on spectator engagement levels.
[0068] At step 402, e-sports event data about the e-sports event is obtained. According to various aspects, the e-sports event data includes data on the number of viewers watching the e-sports event, gameplay data generated during the event, including game state data related to the attributes, items, and status of each player's team or game character. In various aspects, the e-sports event data may also include data about the players or teams themselves, including but not limited to historical game performance, win-loss record, popularity, music preferences, and emoticon preferences, etc.
[0069] At step 404, a group participation activity is initiated. Figure 6 The user device 200 (indicated generally as 600) allows the audience to perform actions, such as repeatedly pressing a button, speaking, cheering, or shouting at the user device 200, thereby performing some physical action that can be captured by the tracking device 224. Other actions may include sharing media, using tags, or scanning QR codes. According to various aspects, the audience actions may further include a participation threshold for each audience member before the audience member's participation is counted towards the group participation threshold. By way of example, each audience member may have to press a controller button a minimum number of times or in a specific order. Alternatively, each audience member must stand up and cheer or dance for at least a certain amount of time.
[0070] According to one embodiment, group participation activities can remain active and available throughout the esports event. In another embodiment, group participation activities can be initiated based on events occurring in the game. By way of example and not limitation, group participation activities can be automatically initiated whenever a player or team scores a point, whenever the points are tied, or near the end of the game (e.g., the last two minutes of the game).
[0071] The parameters of each group participation activity may be different, and therefore, the requirements of each activity and any time limits for the group participation activity may be displayed on each user device 200 or otherwise communicated to spectators of the event. By way of example, the group participation activity may be presented as a pop-up or overlay message 604, such as Figure 6 As shown in .
[0072] At step 406, data regarding inputs or actions performed by the audience is received at the audience engagement module 360. At step 408, the audience engagement module 360 may analyze the received data to determine which audience engagement thresholds, if any, have been met, and then further determine which community engagement thresholds, if any, have been met.
[0073] At step 410, the audience participation module 360 generates a virtual help reward or otherwise distributes the virtual help reward to the corresponding team or player. According to various aspects, the virtual help reward of the lower level may include audio and / or visual cheers played or displayed in association with the corresponding team or player. On the other hand, the virtual help reward of the intermediate level may be a useful object, a prompt, or a temporary improvement to the attributes in one or more games. The virtual help reward of the higher level may include, but is not limited to, permanent attribute enhancement, high-value objects or weapons, additional time to complete the task, or additional points in some cases. The exact nature of the reward depends largely on the game played in the e-sports event. In addition, as previously described, the virtual reward may change in response to the game conditions, so that exceeding a very high group participation threshold may result in the granting of a lower value reward.
[0074] In various aspects, steps 404 to 410 may be repeated throughout the e-sports event. In addition, multiple instances of steps 402 to 410 may be performed simultaneously, so that multiple group participation activities may occur simultaneously. In this way, each audience member may be more engaged in the entire e-sports event.
[0075] Figure 5 is a flow chart illustrating an exemplary method 500 for triggering virtual obstacles during a game based on spectator engagement levels.
[0076] At step 502, e-sports event data about the e-sports event is obtained. According to various aspects, the e-sports event data includes data on the number of viewers watching the e-sports event, gameplay data generated during the event, including game state data related to the attributes, objects, and states of each player's team or game character. In various aspects, the e-sports event data may also include data about the players or teams themselves, including but not limited to historical game performance, win-loss records, popularity, music preferences, and emoticon preferences, etc.
[0077] At step 504, a group participation activity is initiated. Figure 6 The user device 200 (indicated generally as 600) allows the audience to perform actions, such as repeatedly pressing a button, speaking, cheering, or shouting at the user device 200, thereby performing some physical action that can be captured by the tracking device 224. Other actions may include sharing media, using tags, or scanning QR codes. According to various aspects, the audience actions may further include a participation threshold for each audience member before the audience member's participation is counted towards the group participation threshold. By way of example, each audience member may have to press a controller button a minimum number of times or in a specific order. Alternatively, each audience member must stand up and cheer or dance for at least a certain amount of time.
[0078] According to one embodiment, group participation activities can remain active and available throughout the esports event. In another embodiment, group participation activities can be initiated based on events occurring in the game. By way of example and not limitation, group participation activities can be automatically initiated whenever a player or team scores a point, whenever the points are tied, or near the end of the game (e.g., the last two minutes of the game).
[0079] The parameters of each group participation activity may be different, and therefore, the requirements of each activity and any time limits for the group participation activity may be displayed on each user device 200 or otherwise communicated to spectators of the event. By way of example, the group participation activity may be presented as a pop-up or overlay message 606, such as Figure 6 As shown in .
[0080] At step 506, data regarding inputs or actions performed by the audience is received at the audience engagement module 360. At step 508, the audience engagement module 360 may analyze the received data to determine which audience engagement thresholds, if any, have been met, and then further determine which community engagement thresholds, if any, have been met.
[0081] At step 510, the audience participation module 360 generates a virtual obstacle reward or otherwise distributes the virtual obstacle to the corresponding team or player. According to various aspects, the virtual obstacle or challenge of a lower level may include audio and / or visual cheers played or displayed in association with the corresponding team or player. On the other hand, the virtual obstacle or challenge of an intermediate level may be an obstacle item, a prompt, or a temporary promotion of an attribute in one or more games. A higher level of virtual obstacle or challenge may include, but is not limited to, permanent attribute promotion, high-value objects or weapons, additional time to complete a task, or additional points in some cases. The exact nature of the reward depends largely on the game played in the e-sports event. In addition, as previously described, the virtual reward may change in response to game conditions, so that exceeding a very high group participation threshold may result in a lower value reward being granted.
[0082] In various aspects, steps 504 to 510 may be repeated throughout the e-sports event. In addition, multiple instances of steps 502 to 510 may be performed simultaneously, so that multiple group participation activities may occur simultaneously. In this way, each audience member may be more engaged in the entire e-sports event.
[0083] The foregoing detailed description of the technology herein has been presented for purposes 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 aspects are selected in order to best explain the principles of the technology and its practical application, thereby enabling others skilled in the art to best utilize the technology in various aspects 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 system for triggering the distribution of in-game items in response to audience participation, the system comprising: a memory storing information about one or more group participation activities, wherein each group participation activity is associated with an item in the game and a threshold for a group participation response; a communication interface that communicates via a communication network, wherein the communication interface receives event data from an esports server, wherein the event data relates to a virtual event within a virtual environment; and a processor that executes instructions stored in the memory, wherein the processor executes the instructions to: monitoring, from a plurality of spectator devices, current group engagement responses associated with players in the virtual event, wherein the current group engagement responses are based on one or more actions of spectators of the virtual event; determining that the current community engagement response satisfies a threshold associated with an identified community engagement activity stored in memory; and Distributing an in-game item associated with the identified community engagement activity to the player associated with the current community engagement response based on the determination.
2. The system of claim 1, wherein the in-game item is a virtual assistance to the player participating in the virtual event.
3. The system of claim 1, wherein the in-game item is a virtual obstacle to the player participating in the virtual event.
4. The system of claim 1, wherein a threshold associated with the identified group participation activity defines a minimum number of audience inputs.
5. The system of claim 1, wherein the identified community participation activity is associated with a plurality of thresholds, each of the plurality of thresholds being associated with a different in-game item.
6. The system of claim 1 , wherein the virtual event includes a plurality of players, each of the plurality of players being associated with a subset of the spectators, and wherein distribution of the in-game items to each player is based on the group participation responses from an associated subset of the spectators.
7. The system of claim 1, wherein the processor monitors current group participation responses for a plurality of group participation activities simultaneously.
8. The system of claim 1, wherein the processor executes further instructions for distributing virtual items to a group of the spectators associated with the player based on the player's performance in the virtual event.
9. A method for triggering in-game item distribution in response to audience participation, the method comprising: storing information about one or more group participation activities in a memory, wherein each group participation activity is associated with an item in the game and a threshold value for a group participation response; communicating over a communication network via a communication interface for receiving event data from an esports server, wherein the event data relates to a virtual event within a virtual environment; Executing instructions stored in the memory, wherein the instructions are executed by the processor: monitoring, from a plurality of spectator devices, current group engagement responses associated with players in the virtual event, wherein the current group engagement responses are based on one or more actions of spectators of the virtual event; determining that the current community engagement response satisfies a threshold associated with an identified community engagement activity stored in memory; and Distributing an in-game item associated with the identified community engagement activity to the player associated with the current community engagement response based on the determination.
10. The method of claim 9, wherein the in-game item is a virtual assistance to the player participating in the virtual event.
11. The method of claim 9, wherein the in-game item is a virtual obstacle to the player participating in the virtual event.
12. The method of claim 9, wherein a threshold associated with the identified group participation activity defines a minimum number of audience inputs.
13. The method of claim 9, wherein the identified community participation activity is associated with a plurality of thresholds, each of the plurality of thresholds being associated with a different in-game item.
14. The method of claim 9, wherein the virtual event includes a plurality of players, each of the plurality of players being associated with a subset of the spectators, and wherein the distribution of the in-game items to each player is based on the group participation responses from an associated subset of the spectators.
15. The method of claim 8, wherein the current community participation responses of a plurality of community participation activities are monitored simultaneously.
16. The method of claim 8, further comprising distributing virtual items to a group of the spectators associated with the player based on the player's performance in the virtual event.
17. A non-transitory computer-readable storage medium having a program embodied thereon, the program executable by a processor to perform a method for triggering the distribution of an in-game item in response to spectator participation, the method comprising: storing information about one or more group participation activities in a memory, wherein each group participation activity is associated with an item in the game and a threshold value for a group participation response; communicating over a communication network via a communication interface for receiving event data from an esports server, wherein the event data relates to a virtual event within a virtual environment; monitoring, from a plurality of spectator devices, current group engagement responses associated with players in the virtual event, wherein the current group engagement responses are based on one or more actions of spectators of the virtual event; determining that the current community engagement response satisfies a threshold associated with an identified community engagement activity stored in memory; and Distributing an in-game item associated with the identified community engagement activity to the player associated with the current community engagement response based on the determination.
18. The non-transitory computer-readable storage medium of claim 17, wherein the in-game item is a virtual assistance to the player participating in the virtual event.
19. The non-transitory computer-readable storage medium of claim 17, wherein the in-game item is a virtual impediment to the player participating in the virtual event.
20. The non-transitory computer-readable storage medium of claim 17, wherein a threshold associated with the identified community participation activity defines a minimum number of audience inputs.
21. The non-transitory computer-readable storage medium of claim 17, wherein the identified community participation activity is associated with a plurality of thresholds, each of the plurality of thresholds being associated with a different in-game item.
22. The non-transitory computer-readable storage medium of claim 17, wherein the virtual event comprises a plurality of players, each of the plurality of players being associated with a subset of the spectators, and wherein distribution of the in-game items to each player is based on the group participation responses from an associated subset of the spectators.
23. The non-transitory computer-readable storage medium of claim 17, further comprising instructions executable to simultaneously monitor multiple groups' participation in an activity.
24. The non-transitory computer-readable storage medium of claim 17, further comprising instructions executable to distribute virtual items to a group of the spectators associated with the player based on the player's performance in the virtual event.