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NickMoses05 Gaming Podcast - Would It Be Okay To Pay or Vote To Boot Players You Watch? Sony Has A Patent For Just That

Would It Be Okay To Pay or Vote To Boot Players You Watch? Sony Has A Patent For Just That

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10/26/21 • 10 min

NickMoses05 Gaming Podcast

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Link to Article: https://bit.ly/3nqG1LH
Would It Be Okay To Pay or Vote To Boot Players You Watch? Sony Has A Patent For Just That
In 2020, Sony filed a patent for allowing livestream spectators and participants to remove players from a game. Yesterday, the United States Patent and Trademark Office approved the patent, which you can read in full here. Besides removing unskilled players, the system would allow spectators to pay for the privilege of removing players.
Twitch is the most popular streaming platform in the world, and competitive esports is immensely popular. Considering that Sony filed an online tournament patent this year and bought Evo, the world’s largest fighting game competition, it’s clear that the PlayStation-maker is taking competitive gaming more seriously than it did in the past. An approved patent doesn’t mean that Sony is necessarily developing a “benching” system right now. It just gives the company exclusivity if it ever decides to implement one in the future.
In the patent document, Sony outlined a system in which spectators to a livestream can vote to remove a player from an ongoing game. The player would have no veto power over this decision, and they may be reassigned to a different match. The system would display the skill level of the current players and their statistics for the game, such as time played, ratings, and achievements. All of this would take place through “the cloud gaming system,” whatever that means.
To avoid audience abuse of this system, a 60% voting threshold needs to be met in order to bench a player from a game. Spectators with a higher skill level will also have their votes counted more heavily in the election. Despite Sony claiming that this system would be beneficial for removing disrespectful “griefers” from matches, the patent also includes the ability for spectators to pay a fixed price or bid for the ability to remove players from a game. The text also mentions a system in which spectators can warn active players to improve their gameplay. Damn.

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Link to Article: https://bit.ly/3nqG1LH
Would It Be Okay To Pay or Vote To Boot Players You Watch? Sony Has A Patent For Just That
In 2020, Sony filed a patent for allowing livestream spectators and participants to remove players from a game. Yesterday, the United States Patent and Trademark Office approved the patent, which you can read in full here. Besides removing unskilled players, the system would allow spectators to pay for the privilege of removing players.
Twitch is the most popular streaming platform in the world, and competitive esports is immensely popular. Considering that Sony filed an online tournament patent this year and bought Evo, the world’s largest fighting game competition, it’s clear that the PlayStation-maker is taking competitive gaming more seriously than it did in the past. An approved patent doesn’t mean that Sony is necessarily developing a “benching” system right now. It just gives the company exclusivity if it ever decides to implement one in the future.
In the patent document, Sony outlined a system in which spectators to a livestream can vote to remove a player from an ongoing game. The player would have no veto power over this decision, and they may be reassigned to a different match. The system would display the skill level of the current players and their statistics for the game, such as time played, ratings, and achievements. All of this would take place through “the cloud gaming system,” whatever that means.
To avoid audience abuse of this system, a 60% voting threshold needs to be met in order to bench a player from a game. Spectators with a higher skill level will also have their votes counted more heavily in the election. Despite Sony claiming that this system would be beneficial for removing disrespectful “griefers” from matches, the patent also includes the ability for spectators to pay a fixed price or bid for the ability to remove players from a game. The text also mentions a system in which spectators can warn active players to improve their gameplay. Damn.

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undefined - Steam Wants No Parts of NFT's, but Epic On The Otherhand Does Not Mind It

Steam Wants No Parts of NFT's, but Epic On The Otherhand Does Not Mind It

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Link to article: https://bit.ly/3b51qnG
Steam Selecting To Not Mess With NFT's. I'm Curious If It Will Hurt Them
Epic Games and its CEO Tim Sweeney are open to letting games that use blockchain technology and NFTs onto its PC store, even as NFTs continue to be criticized for being a giant, planet-burning scam filled with grifters. This follows Valve’s decision to remove and ban all games that utilize NFTs and blockchain technology. It also follows earlier statements from Epic’s CEO which said Epic wouldn’t touch NFTs due to scams.
Epic Games told The Verge that, although there might be some limitations, it is open to working with devs who want to use blockchain technology, NFTs, and cryptocurrencies in games that could appear on the publisher’s digital storefront.
Epic CEO Tim Sweeney tweeted a statement following The Verge’s publication of a story about his company’s interest in allowing NFT tech on its storefront stating that the “Epic Games Store will welcome games that make use of blockchain tech provided they follow the relevant laws, disclose their terms, and are age-rated by an appropriate group.”
Now, a few weeks later, it seems Epic and its CEO are actually totally open to NFTs. But don’t worry Sweeney had an explanation for this contradiction. Not a good explanation, mind you.

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undefined - What You Can Expect To See In The Gaming Metaverse

What You Can Expect To See In The Gaming Metaverse

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Link to article: https://bit.ly/3kkbcaA
Imagine Working Your Entire Shift Digitally
The metaverse industry is undeniably hot. Since this time last year, Google searches for “metaverse stock” have increased by 17,900 percent, according to research by IG. The upside to all this interest: innovation keeps coming. Last week, Facebook rebranded as Meta, becoming the latest corporation to signal its commitment to becoming a metaverse company. But it also led to lazy hot takes, spawned a cottage industry of opportunists and sparked an ill-judged scramble among the tech behemoths to try and own the concept. It’s all given rise to the downside of all this: that the metaverse is a complex, messy landscape that’s hard and expensive to navigate.
Marketers know this more than most.
Indeed, the rise of the metaverse has led to an influx of companies looking to pick up advertising dollars from brands trying to jump into the latest trend. It’s more important than ever for brands to identify those that have been operating in virtual environments for more than a few hype cycles — and how to leverage their expertise to reach virtual consumers.
Gaming platforms are currently best-equipped to help brands enter the metaverse, in large part because they come with a pre-existing and loyal user base that is already accustomed to consuming in virtual space, according to several experts. “Are those young adults really going to be excited about Facebook’s new metaverse company?” said Jason Mitchell, CEO of the social media agency Movement Strategy. “If the metaverse was totally new and unique, maybe. But they’re already on Roblox and Fortnite.”

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