IP Library Patent Application 13932325
Patent Application
App. No. 13/932,325

PROVIDING SITUATIONAL PRIORITY TO PLAYER COMMUNICATIONS IN A MULTI-PLAYER ENVIRONMENT

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Quick Facts
Patent No.
US None
App. No.
13/932,325
Abstract

A method comprising identifying a communication channel where messages can be sent to a player of a multi-player video game application, monitoring the game application for a game event that applies to the player, generating a priority for a message in response to determining that the game event has occurred, and automatically modifying a message transmitted over the identified communication channel to the player based on the generated priority.

Claims (32)

1 . A method, comprising:

identifying a communication channel where messages can be sent to a player of a multi-player video game application;

monitoring the game application for a game event that applies to the player;

generating a priority for a message in response to determining that the game event has occurred; and

automatically modifying a message transmitted over the identified communication channel to the player, wherein the message is modified based on the generated priority.

2 . The method of claim 1 , further comprising:

automatically generating the message to the player.

3 . The method of claim 1 , wherein the message is received from a different player of the game application.

4 . The method of claim 1 , wherein the game event is an event that affects the performance of the player.

5 . The method of claim 4 , where the performance is comprised of a single player or multi-player mission objective or achievement.

6 . The method of claim 1 , wherein a game event is determined to occur in response to:

determining that a player's performance will not meet a mission objective or achievement;

determining that a player's performance is below a threshold for a mission objective or achievement;

determining that a player's involvement is critical to accomplish a mission objective or achievement; or

determining that the location of a player, relative to other players or game objects, is important to meeting a mission objective or achievement.

7 . The method of claim 6 , where the priority of a message is assigned a value proportional to the risk or likelihood to meet a mission objective or achievement.

8 . The method of claim 1 , wherein automatically modifying a message transmitted over the identified communication channel to the player includes increasing an intensity of the message until the player acknowledges receiving the message.

9 . The method of claim 1 , further comprising:

directing the message to the player to be output over a specific device based upon the game event.

10 . The method of claim 9 , wherein the message is directed to the player over a first device in response to a first game event, and wherein the message is directed to the player over a second device in response to a second game event.

11 . The method of claim 1 , wherein the message is selected from an audio message and a text message.

12 . The method of claim 1 , further comprising:

the multi-player video game application receiving input from multiple players over a communications network, wherein the input from each player controls the actions of a corresponding avatar within the video game application; and

the multi-player video game application providing output to the multiple players over the communication network, wherein the output to each player includes a video signal responsive to the input from that player, and wherein the game event that applies to a player is an event that applies to the corresponding avatar controlled by the player.

13 . The method of claim 12 , wherein the game event includes a measure of avatar current location within a virtual environment, avatar current proximity to another avatar within the virtual environment, or avatar capabilities relative to another avatar.

14 . The method of claim 1 , wherein the game event is a predetermined game event.

15 . The method of claim 1 , wherein the message is an audio message, and wherein automatically modifying the message to the player includes increasing the relative volume of audio to the player.

16 . The method of claim 1 , wherein the message includes an audible alert.

17 . The method of claim 1 , wherein the message is an audio message, and wherein automatically modifying the message to the player includes adding a sound effect to the audio message.

18 . The method of claim 17 , wherein the game application includes a plurality of predetermined game events, and wherein a different sound effect is associated with each of the plurality of predetermined game events.

19 . The method of claim 1 , wherein generating a priority for a message includes determining a priority level from among a plurality of priority levels associated with the game event.

20 . The method of claim 12 , wherein the message is transmitted to the player associated with an avatar that has been assigned a role that is associated with the predetermined game situation.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 10, 2014
From: INTERNATIONAL BUSINESS MACHINES CORPORATION
To: LENOVO ENTERPRISE SOLUTIONS (SINGAPORE) PTE. LTD.
Reel/Frame 034194/0111 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 1, 2013
From: CUDAK, GARY D.; HARDEE, CHRISTOPHER J.; ROBERTS, ADAM; DO, LYDIA M.
To: INTERNATIONAL BUSINESS MACHINES CORPORATION
Reel/Frame 030721/0267 →