20240024787. SPECTATOR PARTICIPATION IN ESPORTS EVENTS simplified abstract (Sony Interactive Entertainment LLC)

From WikiPatents
Jump to navigation Jump to search

SPECTATOR PARTICIPATION IN ESPORTS EVENTS

Organization Name

Sony Interactive Entertainment LLC

Inventor(s)

Celeste Bean of San Mateo CA (US)

Alessandra Luizello of San Mateo CA (US)

Genie-Rose Luluquisin of San Mateo CA (US)

Benaisha Patel of San Mateo CA (US)

Olga Rudi of San Mateo CA (US)

SPECTATOR PARTICIPATION IN ESPORTS EVENTS - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240024787 titled 'SPECTATOR PARTICIPATION IN ESPORTS EVENTS

Simplified Explanation

The present technology provides solutions for spectator-based interactions in a virtual esports environment. A method is disclosed for establishing an interactive session associated with the virtual esports environment, where the interactive session includes a plurality of user devices. Some user devices are associated with designated players, while another subset is associated with designated spectators. The method involves receiving data from one of the user devices over a communication network, where the data indicates a spectator action performed by a spectator associated with the user device. The technology then identifies that the spectator action is associated with one of the players in the virtual esports environment and modifies the virtual esports environment based on the spectator action and the association with the identified player.

  • The technology enables spectator-based interactions in a virtual esports environment.
  • An interactive session is established with multiple user devices, some associated with players and others with spectators.
  • Spectators can perform actions using their user devices, which are transmitted over a communication network.
  • The technology identifies the player associated with the spectator action and modifies the virtual esports environment accordingly.

Potential applications of this technology:

  • Enhancing the spectator experience in virtual esports events.
  • Allowing spectators to actively participate and influence the gameplay.
  • Creating a more immersive and engaging environment for both players and spectators.

Problems solved by this technology:

  • Lack of interactivity for spectators in virtual esports events.
  • Limited engagement and participation opportunities for spectators.
  • Difficulty in connecting spectators with specific players or actions in the virtual esports environment.

Benefits of this technology:

  • Provides a more interactive and engaging experience for spectators.
  • Increases the level of participation and involvement of spectators in virtual esports events.
  • Enhances the overall entertainment value of virtual esports events.


Original Abstract Submitted

the present technology provides solutions for spectator-based interactions in a virtual esports environment. a method can include establishing an interactive session associated with the virtual esports environment, the interactive session including a plurality of user devices, wherein a subset of the user devices is associated with designated players, and another subset of the user devices is associated with designated spectators; receiving data from one of the user devices over a communication network, the data indicating a spectator action performed by a spectator associated with the user device; identifying that the spectator action is associated with one of the players in the virtual esports environment; and modifying the virtual esports environment based on the spectator action and the association with the identified player.