# US 11,439,910 B2 · Audience adjusted gaming

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- Number: US 11,439,910 B2
- Document ID: US11439910B2
- Status: Granted
- Kind: B2
- Application number: 17/113,911
- Filed: 2020-12-07
- Published: 2021-04-22
- Granted: 2022-09-13
- Earliest claimed: 2014-12-29
- Assignees: eBay Inc.
- Applicants: eBay Inc.
- Inventors: Jason Ziaja; Bryan Genepang Luk; Yu Tang; Christopher Diebold O'Toole; Robert He
- Web page: https://patentgrep.com/patent/US11439910B2

## CPC

- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- A63F 13/86: Watching games played by other players
- H04N 21/2407: {Monitoring of transmitted content, e.g. distribution time, number of downloads (arrangements for monitoring programmes for broadcast or for distribution combined with broadcast H04H20/14)}
- H04N 21/2668: Creating a channel for a dedicated end-user group, e.g. insertion of targeted commercials based on end-user profiles {(information retrieval from the Internet by querying with filtering and personalisation G06F16/9535; arrangements for replacing or switching information during the broadcast H04H20/10; push services over packet-switching network H04L12/1859; adaptation of message content in packet-switching networks H04L51/063)}
- A63F 2300/535: for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- H04N: PICTORIAL COMMUNICATION, e.g. TELEVISION

## Abstract

A system and method includes a first device with one or more processors coupled to a memory that executes instructions from the memory to perform the steps of receiving a request to begin a videogame; streaming video of the videogame to an audience; determine a popularity of the streaming video; and changing the videogame mechanics based on the popularity of the streaming video.

## Claims

### Claim 1

A system, comprising:
one or more processors; and
a memory coupled to the one or more processors and storing instructions that, when executed by the one or more processors, perform operations, comprising:
transmitting data associated with a game to one or more computing devices over a network, wherein the game includes one or more game mechanics;
receiving, from at least one of the one or more computing devices, a subscriber preference for the game associated with the transmitted data;
determining a set of preferred game mechanics of the game based on the subscriber preference; and
changing at least one of the one or more game mechanics of the game based at least in part on the determined set of preferred game mechanics.

### Claim 2 (depends on 1)

The system of claim 1, wherein the subscriber preference includes a popularity of the game.

### Claim 3 (depends on 1)

The system of claim 1, wherein the subscriber preference includes a donation to a player of the game.

### Claim 4 (depends on 1)

The system of claim 1, wherein the data associated with the game includes video data.

### Claim 5 (depends on 1)

The system of claim 1, wherein the one or more game mechanics include a level of difficulty of the game based at least on:
in-game character attributes,
a number of minions,
odds of health of a player in the game, and
time limitations of actions by the player.

### Claim 6 (depends on 1)

The system of claim 1, wherein the subscriber preference includes distracting a player of the game through trolling.

### Claim 7 (depends on 6)

The system of claim 6, wherein the trolling includes one or more of:
adding to the game a number of minions for following the player;
adding a time lag to a motion of the player; and
adding one or more blockades for interfering with the motion of the player.

### Claim 8 (depends on 1)

The system of claim 1, the operations further comprising:
interactively receiving the subscriber preference, wherein the subscriber preference includes hindering a player in the game; and
determining the set of preferred game mechanics of the game by increasing a level of difficulty of the game for the player.

### Claim 9

A method, comprising:
transmitting data associated with a game to one or more computing devices over a network, wherein the game includes one or more game mechanics;
receiving, from at least one of the one or more computing devices, a subscriber preference for the game associated with the transmitted data;
determining, by one or more processors, a set of preferred game mechanics of the game based on the subscriber preference; and
changing, by the one or more processors, at least one of the one or more game mechanics of the game based at least in part on the determined set of preferred game mechanics.

### Claim 10 (depends on 9)

The method of claim 9, wherein the subscriber preference includes a popularity of the game.

### Claim 11 (depends on 9)

The method of claim 9, wherein the subscriber preference includes a donation to a player of the game.

### Claim 12 (depends on 9)

The method of claim 9, wherein the data associated with the game includes video data.

### Claim 13 (depends on 9)

The method of claim 9, wherein the one or more game mechanics include a level of difficulty of the game based at least on:
in-game character attributes,
a number of minions,
odds of health of a player in the game, and
time limitations of actions by the player.

### Claim 14 (depends on 9)

The method of claim 9, wherein the subscriber preference includes distracting a player of the game through trolling, wherein the trolling includes one or more of:
adding to the game a number of minions for following the player;
adding a time lag to a motion of the player; and
adding one or more blockades for interfering with the motion of the player.

### Claim 15 (depends on 9)

The method of claim 9, the method further including:
interactively receiving the subscriber preference, wherein the subscriber preference includes hindering a player in the game; and
determining the set of preferred game mechanics of the game by increasing a level of difficulty of the game for the player.

### Claim 16

A method, comprising:
receiving, from a remote computing device, a first set of game mechanics of a game;
interactively providing, based on the received first set of game mechanics of the game, content of the game;
interactively generating, by one or more processors, a subscriber preference, wherein the subscriber preference includes a request from a subscriber to change one or more game mechanics associated with a player in the game;
transmitting the subscriber preference;
receiving, from the remote computing device, a second set of game mechanics of the game, wherein the second set of game mechanics is based on the transmitted subscriber preference, and wherein the second set of game mechanics is distinct from the first set of game mechanics; and
interactively providing, based on the received second set of game mechanics of the game, a revised content of the game.

### Claim 17 (depends on 16)

The method of claim 16, wherein the subscriber preference includes a donation to the player in the game.

### Claim 18 (depends on 16)

The method of claim 16, wherein the game includes a video streaming game.

### Claim 19 (depends on 16)

The method of claim 16, wherein the first set of game mechanics include a level of difficulty of the game based at least on:
in-game character attributes,
a number of minions,
odds of health of the player, and
time limitations of actions by the player.

### Claim 20 (depends on 16)

The method of claim 16, wherein the subscriber preference includes distracting the player in the game through trolling, wherein the trolling includes one or more of:
adding to the game a number of minions for following the player;
adding a time lag to a motion of the player; and
adding one or more blockades for interfering with the motion of the player.
