Techniques are disclosed for unlocking in-game content for a video game application. In one embodiment, the video game application may be operated by a user that is concurrently viewing media content. The video game application captures an audio signal from the concurrently-playing media content, performs content recognition on the captured audio signal, and determines whether to unlock one or more portions of in-game content based on the identified media content.
BACKGROUND(1) Field(2) Embodiments of the present disclosure relate generally to video games and, more particularly, to providing players with additional in-game content that augment game play.(3) Description of the Related Art(4) Video games have become increasingly popular, particularly for video games played on handheld devices, such as Nintendo Gameboy available from Nintendo Co., Ltd of Japan, or iPhone available from Apple, Inc. of Cupertino, Calif. Typically, such gaming devices executes computer game code from a storage device (e.g., a CD-ROM disc or cartridge) or from a remote source (e.g., via download or streaming) to provide a player with a virtual environment with which they may interact. In some cases, additional content (referred to as downloadable content) for a video game may be made available after the original video game has been distributed, for example, via download. In other cases, video games may include the additional content in the released video game, but make the additional content initially inaccessible to players. Such content, referred to as “locked” or “unlockable content,” may be later unlocked by some action performed by a player or user. To generate revenue for the additional content, video game developers have required that players purchase the additional content. However, many consumers are reluctant to engage in monetary transactions for the additional content. Accordingly, there is a demand for other techniques for unlocking in-game conte
1. A computer-implemented method for a game environment to ascertain and reward concurrent viewership of preapproved media content external to the game environment, the computer-implemented method comprising: executing a computer game providing a game environment having locked content with a predefined association with one or more keys, the computer game being executed by a computing device of a user of the game environment; detecting, via a sensor of the computing device and from a media device other than the computing device, audio data of media content having audiovisual data and external to the game environment; generating a key based on the detected audio data and by operation of one or more computer processors of the computing device; ascertaining, based on the media content, that the user of the game environment is concurrently viewing the preapproved media content via the media device, including determining that the generated key matches at least one of the one or more keys with the predefined association with the locked content; in response to the ascertaining, rewarding the concurrent viewing of the preapproved media content by unlocking the locked content that augments gameplay within the game environment, whereafter the unlocked content is accessible by the user; generating an output based on the unlocked content; and conveying the output to the user via the computing device.
19. A non-transitory computer-readable medium containing a computer game executable to perform an operation for a game environment to ascertain and reward concurrent viewership of preapproved media content external to the game environment, the operation comprising: providing a game environment having locked content with a predefined association with one or more keys, the computer game being executed by a computing device of a user of the game environment; detecting, via a sensor of the computing device and from a media device other than the computing device, audio data of media content having audiovisual data and external to the game environment; generating a key based on the detected audio data and by operation of one or more computer processors of the computing device when executing the computer game; ascertaining, based on the media content, that the user of the game environment is concurrently viewing the preapproved media content via the media device, including determining that the generated key matches at least one of the one or more keys with the predefined association with the locked content; in response to the ascertaining, rewarding the concurrent viewing of the preapproved media content by unlocking the locked content that augments gameplay within the game environment, whereafter the unlocked content is accessible by the user; generating an output based on the unlocked content; and conveying the output to the user via the computing device.
20. A computing device for a game environment to ascertain and reward concurrent viewership of preapproved media content external to the game environment, the computing device comprising: one or more computer processors; a sensor; and a memory containing a program executable by the one or more computer processors to perform an operation comprising: providing a game environment having locked content with a predefined association with one or more keys, wherein the computing device is of a user of the game environment; detecting, via the sensor and from a media device other than the computing device, audio data of media content having audiovisual data and external to the game environment; generating a key based on the detected audio data; ascertaining, based on the media content, that the user of the game environment is concurrently viewing the preapproved media content via the media device, including determining that the generated key matches at least one of the one or more keys with the predefined association with the locked content; in response to the ascertaining, rewarding the concurrent viewing of the preapproved media content by unlocking the locked content that augments gameplay within the game environment, whereafter the unlocked content is accessible by the user; generating an output based on the unlocked content; and conveying the output to the user.