The integration of exercise and gaming is a growing trend, as evidenced by the popularity of interactive and virtual reality games that encourage physical activity. Existing systems often confine the user to a specific location or type of exercise equipment or user device and fail to extend the interactive experience to other environments in a cohesive manner. Various aspects of the present disclosure provide a gaming environment in which a user can experience different aspects of the environment based on the context via which the user is accessing the environment. The system may, for example, uniquely adapts game play to the context of the user's activity level and environment to enhance engagement and promote physical health without distracting from the primary activity or creating unsafe conditions for the user. Other embodiments may provide integration with physical exercise hardware to substantially eliminate spoofing and other cheating that plague some mobile games.
Legal claims defining the scope of protection, as filed with the USPTO.
. A method comprising:
. The method of, wherein modifying the set of features further comprises:
. The method of, wherein the type of the user computing device comprises at least one of:
. The method of, wherein the type of the user computing device comprises the connected exercise device, and the method further comprising:
. The method of, further comprising:
. The method of, further comprising:
. The method of, wherein the user context defines at least one of:
. A method comprising:
. The method of, wherein:
. The method of, wherein:
. The method of, wherein:
. The method of, wherein modifying, by the computing hardware, at least one of the gaming environment or the current mode of the at least two modes based on the user context comprises restricting at least a portion of the game mechanics in response to failing to confirm the physical presence of the user at the user device.
. The method of, wherein restricting at least a portion of the game mechanics in response to failing to confirm the physical presence of the user at the user device comprises restricting at least one of an ability to access one or more rewards within the gaming environment, a feature within the gaming environment, or an ability to accumulate points within the gaming environment.
. The method of, wherein the user context defines at least one of:
. A gaming experience modification system comprising:
. The gaming experience modification system of, wherein:
. The gaming experience modification of, wherein the operations further comprise:
. The gaming experience modification system of, wherein the user context defines at least one of:
. The gaming experience modification system of, wherein:
. The gaming experience modification system of, the operations further comprising using authentication of the biometric signature of the user to ensure that user interactions with the gameplay mechanics are authentic to substantially prevent spoofing and false interactions.
Complete technical specification and implementation details from the patent document.
This application is a continuation-in-part of Ser. No. 18/902,061, filed Sep. 30, 2024, which is a continuation of U.S. patent application Ser. No. 17/962,900, filed Oct. 10, 2022, now U.S. Pat. No. 12,102,903, issued Oct. 1, 2024, which is a continuation of U.S. patent application Ser. No. 17/468,171, filed Sep. 7, 2021, now U.S. Pat. No. 11,465,031, issued Oct. 11, 2022, which claims the benefit of U.S. Provisional Patent Application Ser. No. 63/079,240, filed Sep. 16, 2020, U.S. Provisional Patent Application Ser. No. 63/114,251, filed Nov. 16, 2020, U.S. Provisional Patent Application Ser. No. 63/142,671, filed Jan. 28, 2021, and U.S. Provisional Patent Application Ser. No. 63/182,349, filed Apr. 30, 2021; this application also claims the benefit of U.S. Provisional Patent Application Ser. No. 63/662,084, filed Jun. 20, 2024, the disclosures of which are hereby incorporated herein by reference in their entirety.
Online gaming has grown in popularity as users seek exercise and other equipment and gameplay that offer new features. Accordingly, there is a need for improved systems and methods that address these and other needs.
A method, in various embodiments, comprises: (1) providing, by computing hardware, a virtual gaming environment having a set of features accessible via the virtual gaming environment; (2) identifying, by the computing hardware, a user computing device accessing the virtual gaming environment; (3) determining, by the computing hardware, a user context for a user of the user computing device; (4) modifying, based on a type of the user computing device and the user context, the set of features to exclude at least a first portion of the set of features from the set of features accessible via the virtual gaming environment; generating, by the computing hardware, a customized user interface for accessing the virtual gaming environment, the customized user interface being defined by the modified set of features; and providing, by the computing hardware, the customized user interface for display on the user computing device. In some embodiments, modifying the set of features further comprises modifying, based on a type of the user computing device and the user context, a type of interaction with the virtual gaming environment available to the user that is associated with at least one feature of the set of features.
In some embodiments, the type of the user computing device comprises at least one of: a mobile computing device; a connected exercise device; or a non-mobile computing device. In various embodiments, the type of the user computing device comprises the connected exercise device, and the method further comprises: accessing, by the computing hardware, sensor data from a sensor of the connected exercise device; using, by the computing hardware, the sensor data to confirm a presence of the user on the connected exercise device; and responsive to confirming the presence of the user on the connected exercise device, providing access to the customized user interface for accessing the virtual gaming environment to the user via the connected exercise device. In some embodiments, the method comprises, responsive to failing to confirm the presence of the user on the connected exercise device, modifying the set of features to exclude at least a second portion of the set of features from the set of features accessible via the virtual gaming environment. In some embodiments, the method includes receiving, by the computing hardware, inputs via the connected exercise device; monitoring, by the computing hardware via the sensor data, a continuous current presence of the user during the inputs; and responsive to failing to confirm the present of the user during any one of the inputs, restricting, by the computing hardware, the connected exercise device from providing user input.
In some embodiments, the user context includes at least one of a current location of the user; a rate of movement of the user; a relative location of the user with respect to one or more potential hazards; a population density associated with the current location of the user; or a location type associated with the current location of the user.
A method, in some embodiments, comprises (1) providing, by computing hardware, a gaming environment for access on a user device; (2) modifying, by the computing hardware, the gaming environment between at least two modes based on a type of the user device; (3) determining, by the computing hardware, user context data for a user of the user device; and (4) modifying, by the computing hardware, at least one of the gaming environment or a current mode of the at least two modes based on the user context. In some embodiments, the gaming environment comprises a set of game mechanics; the at least two modes comprise a first mode and a second mode; the first mode provides access to a first portion of the set of game mechanics; and the second mode provides access to a second portion of the set of game mechanics.
In some embodiments, the user context comprises a type of the user device; and the type of the user device comprises at least one of a mobile computing device or a connected exercise device. In various embodiments, determining the user context comprises receiving sensor data from the user device and using the sensor data to confirm a physical presence of the user at the user device. In particular embodiments, modifying, by the computing hardware, at least one of the gaming environment or the current mode of the at least two modes based on the user context comprises restricting at least a portion of the game mechanics in response to failing to confirm the physical presence of the user at the user device.
In particular embodiments, restricting at least a portion of the game mechanics in response to failing to confirm the physical presence of the user at the user device comprises restricting at least one of an ability to access one or more rewards within the gaming environment, a feature within the gaming environment, or an ability to accumulate points within the gaming environment.
A gaming experience modification system, in various embodiments, comprises: a non-transitory computer-readable medium storing instructions; a physical exercise hardware device configured to interact directly with gameplay mechanics in a virtual gaming environment; and processing hardware communicatively coupled to the non-transitory computer-readable medium and the physical exercise hardware device. In some embodiments, the processing hardware is configured to execute the instructions and thereby perform operations comprising: providing the virtual gaming environment; receiving sensor data from the physical exercise hardware device; using the sensor data to substantially continuously authenticate a physical presence of a user; in response to failing to authenticate the physical present of the user, modifying, the gameplay mechanics to exclude at least a first portion of the gameplay mechanics; generating a customized user interface for accessing the virtual gaming environment, the customized user interface being defined by the modified gameplay mechanics; and providing the customized user interface for display on a user computing device.
In some embodiments, the user computing device is a mobile computing device; the gaming experience modification system comprises the mobile computing device; and the customized user interface is configured to provide access, via the mobile computing device, to the to the virtual gaming environment with the modified gameplay mechanics.
In some embodiments, the operations further comprise: receiving, form the mobile computing device, a user context for the user; and modifying, based on the user context, the modified gameplay mechanics exclude at least a second portion of the gameplay mechanics. In some embodiments, the physical exercise hardware device comprises at least one imaging device; the sensor data comprises imaging data receives form the at least one imaging device; and using the sensor data to substantially continuously authenticate the physical presence of the user comprises using the imaging data to authenticate a biometric signature of the user. In various embodiments, the operations further comprising using authentication of the biometric signature of the user to ensure that user interactions with the gameplay mechanics are authentic to substantially prevent spoofing and false interactions.
Various embodiments now will be described more fully hereinafter with reference to the accompanying drawings. It should be understood that the invention may be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art. Like numbers refer to like elements throughout.
The integration of exercise and gaming is a growing trend, as evidenced by the popularity of interactive and virtual reality games that encourage physical activity. However, existing systems often confine the user to a specific location or type of exercise equipment or user device and fail to extend the interactive experience to various daily activities and environments in a cohesive manner. Various aspects of the present disclosure provide a gaming environment in which a user can experience different aspects of the environment based on the context via which the user is accessing the environment (e.g., based on device type, what the user is doing while accessing device, based on data associated with the user, etc.). In this way, a user can play a particular game in a particular environment regardless of how the user is accessing the gaming environment, with the features available to the user in any given context modified based on that context. Various aspects of the present disclosure enable a seamless gaming experience that incorporates indoor exercise equipment, such as treadmills or bikes, with outdoor activities and other virtual environments when accessed via a user computing device or otherwise. Various embodiments of the system may, for example, uniquely adapts game play to the context of the user's activity level and environment to enhance engagement and promote physical health without distracting from the primary activity or creating unsafe conditions for the user.
In particular aspects, the system may include various gaming modes, which may vary based on a user context. In some aspects, each mode is further modified/customized to the user based on the user context, location, device type, and other data associated with the user. In some embodiments the system may, for example, provide a gaming environment accessible via a first mode (e.g., an exercise mode). In the first mode, the user may engage with the game interface using exercise device and/or equipment(such as those described herein). In particular aspects, in the first mode, game elements may be synchronized with the user's exercise intensity and type (e.g., speed, incline, heart rate, calorie goals, etc.). Such factors may, for example, influence game dynamics such as character speed, endurance health, etc. The factors may further influence options available to a user (e.g., run away from an enemy vs. walk away from an enemy vs. stay and fight an enemy) based on whether performing such actions might be physically detrimental to the user in real life (e.g., because the user has already run a certain distance, so requiring further running may over-fatigue them, etc.).
In still a second mode (e.g., a stationary mode), a user accessing the gaming environment via a personal computer, gaming system, mobile device etc. may experience different aspects of the game. For example, in this mode, the system may enable access to certain puzzles, riddles, research tasks and other features that require different input types and may be unsafe or difficult to perform while also exercising. In still a third mode (e.g., transitional mode), the system may provide a different user experience for users that are accessing the gaming environment from a mobile device in a non-fixed context (e.g., walking around outside). In such aspects, the game may provide access to more passive features that may reduce or minimize distractions. In such a mode, the system may modify a user's character based on real-world physical data (e.g., ascertained from one or more sensors) such as the user's location, heart rate, elevation, movement rate, etc.). In this mode, the game may provide more voice commands to limit time looking at the screen. The game may further modify available interactions based on the user context, for example by: (1) making running away an available option for a user in a park; but (2) removing running away as an option when a user is near a road. In some aspects, the system may access user health metrics (such as resting heart rate, sleep data, meal data, exercise data, etc.) to modify a user's in game characteristics and achievements (e.g., increase the user's health after a good night sleep, etc.).
In various aspects, the system may promote physical health through a gaming interface that seamlessly integrates with user activities and their surrounding environment. In particular embodiment, the interaction may encourage continual engagement with the gaming environment, while promoting a healthy lifestyle through incentivizing real-world physical activities.
In various other embodiments, the system may provide anti-cheating/anti-spoofing features. For example, various mobile games provide certain rewards and features in certain geographic locations that require the user to be physically located in the location to access those features/rewards. So users may, for example, spoof their location to ‘cheat’ the game and acquire and access features and rewards without being in the required location. In some embodiments, the system may integrate with one or more sensors (e.g., imaging devices, heart rate monitors, etc.) to ensure that the user is actually performing the required activity to access such features and/or rewards. In some embodiments, the system may use a camera integrated into a piece of connected exercise equipment to confirm that a user is physically using the device. The system may further perform biometric analysis on the user (e.g., analyzing their heart rate, breathing, performance, appearance, and other metrics) to confirm that it is the actual user performing certain actions (e.g., rather than a third party). In some embodiments, the system may limit the user's access, within the gaming environment, to particular game mechanics (e.g., scoring, rewards, features, etc.) if the system is unable to confirm the user's actual performance of the activities, actual presence in a required location, actual current use of a required exercise device, etc.
depicts an example of a computing environment that can be used for providing customized, context-based gamine experiences. In various aspects, a context-based gaming modification computing systemis provided within the computing environment that includes software components and/or hardware components to facilitate modification of gaming features based on user context and other factors. For instance, the context-based gaming modification computing systemmay provide a gaming environment or other service that is accessible over one or more networks(e.g., the Internet) by a user accessing a user applicationon a user computing device. In other aspects, the context-based gaming modification computing systemmay provide such platforms for users of an exercise device. The exercise device may include, for example, a display device, one or more imaging devices, etc. In some aspects, the context-based gaming modification computing systemmay be accessible via a suitable user interfaceon the display device. In some embodiments, the exercise device may include any suitable exercise device (e.g., bike, treadmill, rowing machine, etc.), such as any exercise device described in U.S. Pat. No. 11,465,031, issued Oct. 11, 2022, entitled “Ambulation systems, terrain simulation systems, treadmill systems, and related systems and methods,” which is hereby incorporated herein in its entirety.
Here, the context-based gaming modification computing systemmay provide the user computing device(e.g., or exercise devicesuch as a connected exercise device) with one or more graphical user interfaces (e.g., webpages, software applications, etc.) through the service to access context-based gaming modification computing system. The user may use the service in performing functionality associated with accessing a virtual gaming environment in which the accessible features vary based on user context. For example, the context-based gaming modification computing systemmay provide customized user interfaces that are specific to the context in which the user is accessing the system. In this way, context-based gaming modification computing systemmay provide graphical user interfaces that provide greater safety and utility to the user accessing the system, in light of the manner in which the user is accessing it.
In addition to the graphical user interfaces, the context-based gaming modification computing systemmay include one or more interfaces (e.g., application programming interfaces (APIs)) for communicating and/or accessing the third party computing system(s)over the network(s). For instance, the context-based gaming modification computing systemmay access a third party computing systemvia one of the interfaces to access user data, sensor data, or third party computing component data for providing more user-specific access the gaming environment and features. For example, the context-based gaming modification computing systemmay access a third party computing systemthat stores heart rate data, fitness data, location data, or other user-specific data that may affect the set of available features to the user in a given context (e.g., or as the user context changes as the user switches devices, becomes fatigued, etc.).
In some instances, the context-based gaming modification computing systemmay include one or more repositoriesthat can be used for storing data related to the user, such as device data, profile data, and other data related to user context, etc. In other aspects, the one or more repositoriesmay store data related to available sets of features within the gamin environment, user avatar data, etc.
In some aspects, the context-based gaming modification computing systemexecutes a Context-Based Gaming Modification Moduleto generate customized, user-specific instances of a gaming environment based on user context. The Context-Based Gaming Modification Modulemay be configured determine data related to user context and modify a set of available features and interactions based on the context data.
Further detail is provided below regarding the configuration and functionality of the Context-Based Gaming Modification Moduleaccording to various aspects of the disclosure.
The number of devices depicted inare provided for illustrative purposes. In some aspects, different number of devices may be used. In various aspects, for example, while certain devices or systems are shown as single devices in, multiple devices may instead be used to implement these devices or systems.
In some aspects, the context-based gaming modification computing systemcan include one or more third-party devices such as, for example, one or more servers operating in a distributed manner. The context-based gaming modification computing systemcan include any computing device or group of computing devices, and/or one or more server devices.
Although the data repositoryis shown as a single component, these componentsmay include, in other aspects, a single server and/or repository, servers and/or repositories, one or more cloud-based servers and/or repositories, or any other suitable configuration.
Turning now to, additional details are provided regarding a Context-Based Gaming Modification Module. For instance, the flow diagram shown inmay correspond to operations executed by computing hardware found in the context-based gaming modification computing systemas it executes the Context-Based Gaming Modification Module.
At operation, the Context-Based Gaming Modification Moduleprovides a virtual gaming environment. The gaming environment may include one or more game characters and a set of features and available interactions with the characters and in game objects. In some embodiments, the environment may include a virtual terrain, such as discussed herein, to enable a user to traverse through the terrain through system inputs. In some embodiments, the virtual game environment includes a set of game mechanics. The set of game mechanics may define available rewards, scoring features, interactive elements, and other suitable features through which a user can interact with, earn rewards from, or otherwise perform activities within the environment. The user may also interact with other users through one or more game mechanics in the virtual environment.
At operations, the system identifies a user computing device accessing the virtual gaming environment. In some aspects the identification may include determining a type of device from which the user is accessing the gaming environment. The system may use the device type (e.g., exercise device, computing device, mobile device, etc.) to select among a plurality of game modes within the gaming environment for presenting to the user.
In some embodiments the system may, for example, provide a gaming environment accessible via a first mode (e.g., an exercise mode). In the first mode, the user may engage with the game interface using exercise equipment(such as those described herein). In particular aspects, in the first mode, game elements may be synchronized with the user's exercise intensity and type (e.g., speed, incline, heart rate, calorie goals, etc.). Such factors may, for example, influence game dynamics such as character speed, endurance health, etc. The factors may further influence options available to a user (e.g., run away from an enemy vs. walk away from an enemy vs. stay and fight an enemy) based on whether performing such actions might be physically detrimental to the user in real life (e.g., because the user has already run a certain distance, so requiring further running may over-fatigue them, etc.).
In some embodiments, the virtual gaming environment is modified through integration of physical exercise hardware. The may, for example, creates a tightly coupled, controlled interaction environment, drastically reducing the ability to spoof or cheat, as opposed to mobile-only AR that utilize GPS and other features that a user may spoof. In this way, in order to compete in the gaming environment, the user must actually be physically present on the exercise equipment to provide the inputs to the game.
In further embodiments, Skeletal tracking through camera-based sensors (described more fully herein) may provide a robust biometric verification layer. Such tracking may enable detection of actual user presence, motion patterns, and genuine physical effort, making virtual spoofing or falsified gameplay extremely difficult or impossible.
In still a second mode (e.g., a stationary mode), a user accessing the gaming environment via a personal computer, gaming system, mobile device etc. may experience different aspects of the game. For example, in this mode, the system may enable access to certain puzzles, riddles, research tasks and other features that require different input types and may be unsafe or difficult to perform while also exercising. In still a third mode (e.g., transitional mode), the system may provide a different user experience for users that are accessing the gaming environment from a mobile device in a non-fixed context (e.g., walking around outside). In such aspects, the game may provide access to more passive features that may reduce or minimize distractions. In such a mode, the system may modify a user's character based on real-world physical data (e.g., ascertained from one or more sensors) such as the user's location, heart rate, elevation, movement rate, etc.). In this mode, the game may provide more voice commands to limit time looking at the screen. The game may further modify available interactions based on the user context, for example by: (1) making running away an available option for a user in a park; but (2) removing running away as an option when a user is near a road. In some aspects, the system may access user health metrics (such as resting heart rate, sleep data, meal data, exercise data, etc.) to modify a user's in-game characteristics and achievements (e.g., increase the user's health after a good night sleep, etc.).
Returning to operation, the system may determine user context data for a user of the computing device. In some aspects, the user context may include, for example: (1) a location of the user; (2) an environment type associated with the location (e.g., rural, urban, park, city, sidewalk, neighborhood, field, etc.); (3) a heart rate of the user; (4) a speed of the user; (5) a stationary status of the user; (6) a direction of the user; (7) an incline at a location of the user; (8) an incline of an exercise device of the user; (8) sensor data for the user (e.g., sleep data, heart rate, calorie burn, etc.); (9) a number of players playing with the user; and/or (10) any other suitable context data related to a property of the user, and/or where and how the user is accessing the gaming environment.
The user context data may further indicate sensor data used to confirm that the user is actually present at the particular device, actually using the particular device, actually using the particular device in the manner required (e.g., performing the exercise, exerting enough effort, etc.).
At operation, the system is configured to modify, based on the type of computing device and/or the user context, a set of features available via the gaming environment. The system may, for example, modify a manner in which the user accesses certain items (e.g., the user may gain health by performing physical activity or sleeping in one mode, or gain health by finding health items in a second mode such as a stationary mode). In other aspects, the system may modify a type of interaction the user can have with an object in the game. For example, when encountering an enemy in one mode, the system may enable the user to run away by physically running (e.g., outside when safe, or on a treadmill or other exercise device). When encountering the enemy in a second mode, the user may only have the option to attack the enemy or do some other action that only requires computing device input rather than physical activity. In determining a user context that is near a busy road or other crowded area, the system may remove options related to performing physical movement that could be dangers to the user or others near the user. The system may enable such activities if the system determines the user is in a park or field, or somewhere that moving is safer for the user and others.
The modification may include, for example: (1) including or excluding certain game features (e.g., because the features are not safe, not possible, or don't make sense in a given context; (2) adding or removing certain game objects that user can interact with; (3) modifying a manner in which a user can interact with particular objects; (4) adding or removing certain game characters that the user can interact with; (5) modifying a manner in which a user can interact with particular characters; (6) modifying one or more statistics and/or characteristics of the user's avatar in the environment (e.g., health, strength, available actions to perform, etc.); (7) modifying a manner in which the user traverses the environment; (8) etc.
In some aspects, the system may utilize one or more machine learning and/or artificial intelligence techniques to modify available features in different contexts. The system may, for example, receive feedback data related to safety incidents during certain game conditions. The system may, for example, use such incident data and associated user context data to train a machine learning model for determining particular game features to remove in particular contexts (i.e., to remove dangerous features during those contexts).
At operation, the system generates a customized user interface for accessing the virtual environment. The system may, for example, generate a customized instance of the gaming environment that takes into account the various user context data (i.e., by modifying the gaming environment and available features specific to the user's context). In this way, any individual user may experience a unique gaming environment with a customized set of features that are modified initially based on their device type and context (e.g., mode) and further modified based on additional context data (i.e., as the user context changes during the user's play). If the user is initially walking around a park, for example, the system context and mode may change if the user sits down and begins stationary play. The system then provides, at operation, the customized user interface for display on the user computing device.
In some embodiments, the system further integrates biometric verification with hardware (e.g., exercise equipment) to provide anti-cheating measures. The system may, for examples, use biometric verification to confirm that the user is actually using the identified device in the manner consistent with a particular current mode. In response to failing to confirm the user, the system may further limit access to particular game mechanics, modify game mechanics, etc.
For illustrative purposes, the Context-Based Gaming Modification Moduleis described with reference to implementations described above with respect to one or more examples described herein. Other implementations, however, are possible. In some aspects, the steps inmay be implemented in program code that is executed by one or more computing devices such as the context-based gaming modification computing system, the user device, or other system in. In some aspects, one or more operations shown inmay be omitted or performed in a different order. Similarly, additional operations not shown inmay be performed.
depict exemplary screen displays that a user may encounter in the context of the system, including particular exemplary screen displays that depict customized versions of a gaming environment that have been customized based on user context (e.g., including both user-based context modifications and/or device-based context modifications). As shown in these figures, accessing the virtual environment from a mobile device provides a different environment than a larger-screen device. Different options are available via different interfaces (e.g., user speed and direction are available in some contexts, while the system tracks other data in others such as loot box collection).
Aspects of the present disclosure may be implemented in various ways, including as computer program products that comprise articles of manufacture. Such computer program products may include one or more software components including, for example, software objects, methods, data structures, and/or the like. A software component may be coded in any of a variety of programming languages. An illustrative programming language may be a lower-level programming language such as an assembly language associated with a particular hardware architecture and/or operating system platform. A software component comprising assembly language instructions may require conversion into executable machine code by an assembler prior to execution by the hardware architecture and/or platform. Another example programming language may be a higher-level programming language that may be portable across multiple architectures. A software component comprising higher-level programming language instructions may require conversion to an intermediate representation by an interpreter or a compiler prior to execution.
Other examples of programming languages include, but are not limited to, a macro language, a shell or command language, a job control language, a script language, a database query, or search language, and/or a report writing language. In one or more example aspects, a software component comprising instructions in one of the foregoing examples of programming languages may be executed directly by an operating system or other software component without having to be first transformed into another form. A software component may be stored as a file or other data storage construct. Software components of a similar type or functionally related may be stored together such as, for example, in a particular directory, folder, or library. Software components may be static (e.g., pre-established, or fixed) or dynamic (e.g., created or modified at the time of execution).
A computer program product may include a non-transitory computer-readable storage medium storing applications, programs, program modules, scripts, source code, program code, object code, byte code, compiled code, interpreted code, machine code, executable instructions, and/or the like (also referred to herein as executable instructions, instructions for execution, computer program products, program code, and/or similar terms used herein interchangeably). Such non-transitory computer-readable storage media include all computer-readable media (including volatile and non-volatile media).
In some aspects, a non-volatile computer-readable storage medium may include a floppy disk, flexible disk, hard disk, solid-state storage (SSS) (e.g., a solid-state drive (SSD), solid state card (SSC), solid state module (SSM)), enterprise flash drive, magnetic tape, or any other non-transitory magnetic medium, and/or the like. A non-volatile computer-readable storage medium may also include a punch card, paper tape, optical mark sheet (or any other physical medium with patterns of holes or other optically recognizable indicia), compact disc read only memory (CD-ROM), compact disc-rewritable (CD-RW), digital versatile disc (DVD), Blu-ray disc (BD), any other non-transitory optical medium, and/or the like. Such a non-volatile computer-readable storage medium may also include read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory (e.g., Serial, NAND, NOR, and/or the like), multimedia memory cards (MMC), secure digital (SD) memory cards, SmartMedia cards, CompactFlash (CF) cards, Memory Sticks, and/or the like. Further, a non-volatile computer-readable storage medium may also include conductive-bridging random access memory (CBRAM), phase-change random access memory (PRAM), ferroelectric random-access memory (FeRAM), non-volatile random-access memory (NVRAM), magnetoresistive random-access memory (MRAM), resistive random-access memory (RRAM), Silicon-Oxide-Nitride-Oxide-Silicon memory (SONOS), floating junction gate random access memory (FJG RAM), Millipede memory, racetrack memory, and/or the like.
In some aspects, a volatile computer-readable storage medium may include random access memory (RAM), dynamic random access memory (DRAM), static random access memory (SRAM), fast page mode dynamic random access memory (FPM DRAM), extended data-out dynamic random access memory (EDO DRAM), synchronous dynamic random access memory (SDRAM), double data rate synchronous dynamic random access memory (DDR SDRAM), double data rate type two synchronous dynamic random access memory (DDR2 SDRAM), double data rate type three synchronous dynamic random access memory (DDR3 SDRAM), Rambus dynamic random access memory (RDRAM), Twin Transistor RAM (TTRAM), Thyristor RAM (T-RAM), Zero-capacitor (Z-RAM), Rambus in-line memory module (RIMM), dual in-line memory module (DIMM), single in-line memory module (SIMM), video random access memory (VRAM), cache memory (including various levels), flash memory, register memory, and/or the like. It will be appreciated that where various aspects are described to use a computer-readable storage medium, other types of computer-readable storage media may be substituted for or used in addition to the computer-readable storage media described above.
Various aspects of the present disclosure may also be implemented as methods, apparatuses, systems, computing devices, computing entities, and/or the like. As such, various aspects of the present disclosure may take the form of a data structure, apparatus, system, computing device, computing entity, and/or the like executing instructions stored on a computer-readable storage medium to perform certain steps or operations. Thus, various aspects of the present disclosure also may take the form of entirely hardware, entirely computer program product, and/or a combination of computer program product and hardware performing certain steps or operations.
Various aspects of the present disclosure are described below with reference to block diagrams and flowchart illustrations. Thus, each block of the block diagrams and flowchart illustrations may be implemented in the form of a computer program product, an entirely hardware aspect, a combination of hardware and computer program products, and/or apparatuses, systems, computing devices, computing entities, and/or the like carrying out instructions, operations, steps, and similar words used interchangeably (e.g., the executable instructions, instructions for execution, program code, and/or the like) on a computer-readable storage medium for execution. For example, retrieval, loading, and execution of code may be performed sequentially such that one instruction is retrieved, loaded, and executed at a time. In some examples of aspects, retrieval, loading, and/or execution may be performed in parallel such that multiple instructions are retrieved, loaded, and/or executed together. Thus, such aspects can produce specially configured machines performing the steps or operations specified in the block diagrams and flowchart illustrations. Accordingly, the block diagrams and flowchart illustrations support various combinations of aspects for performing the specified instructions, operations, or steps.
is a block diagram of an example of a system architecturethat can be used for modifying gaming systems based on user context as described herein. As may be understood from, the system architecturein some aspects may include a context-based gaming modification computing systemthat comprises one or more serversand a data repository. The data repositorymay be made up of computing components such as servers, routers, data storage, networks, and/or the like that are used on the context-based gaming modification computing systemto store user data, context data, and gaming data.
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October 9, 2025
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