US20120244950A1 - System and method for cross-platform and cross-game virtual asset creation and management - Google Patents
System and method for cross-platform and cross-game virtual asset creation and management Download PDFInfo
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- US20120244950A1 US20120244950A1 US13/430,518 US201213430518A US2012244950A1 US 20120244950 A1 US20120244950 A1 US 20120244950A1 US 201213430518 A US201213430518 A US 201213430518A US 2012244950 A1 US2012244950 A1 US 2012244950A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/575—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L63/00—Network architectures or network communication protocols for network security
- H04L63/10—Network architectures or network communication protocols for network security for controlling access to devices or network resources
- H04L63/102—Entity profiles
Definitions
- This invention relates to computer generated virtual reality such as those used in computer games and virtual social networking applications using computer graphics processing; specifically, to a system and method for cross-platform and cross-game virtual asset creation and management using a currency exchange engine wherein the currency can be any form of virtual or real asset such as an avatar and wherein virtual payment identification and authorization may be required.
- cross-platform or multi-platform is an attribute conferred to computer software or computing methods and concepts that are implemented and inter-operate on multiple computer platforms.
- One example is being able to operate a particular computer game designed for one gaming platform on another gaming platform.
- Cross-platform software may be divided into two types: one that requires individual building or compilation for each platform that it supports; and, the other one that can be directly run on any platform without special preparation, e.g., software written in an interpreted language or pre-compiled portable byte code for which the interpreters or run-time packages are common or standard components of all platforms.
- a cross-platform application may run on Microsoft Windows on the x86 architecture, Linux on the x86 architecture and Mac OS X on either the PowerPC or x86 based Apple McIntosh systems.
- a cross-platform application may run on as many as all existing platforms, or on as few as two platforms.
- Cross-platform is a term that can also apply to video games released on a range of video game consoles and specialized computers dedicated to the task of playing games. Examples of cross-platform games include:
- the characteristics of a particular system may lengthen the time taken to implement a video game across multiple platforms. So a video game may initially be released on a few platforms and then later released on remaining platforms. Typically, this situation occurs when a new gaming system is released because video game developers need to acquaint themselves with the hardware and software associated with the new console.
- a virtual asset is a representation of currency (real and simulated) and wealth in some environment or situation.
- Currency can be defined as either a medium of exchange or a property that has value in a specific environment such as a real world monetary value, a video game or a financial trading simulation exercise.
- Monetary virtual assets are often called virtual currency.
- virtual assets also include tokens that give the player greater privileges or abilities, such as a special sword or a magic potion. Like the gold and money in games these assets can be traded for real world currency.
- Another object of the invention is to permit players of a first game to earn virtual assets playing a second game and then transferring those assets to the first game using a currency exchange engine.
- a further object is to permit a player of one game to play that game on a variety of platforms.
- Still another object is to permit a player of one game to play that game over a cellular telephone communications network.
- the invention is a system for cross-platform and cross-game virtual asset creation and management using a currency exchange engine.
- the invention permits cross-platform management (that is using multiple devices) and cross-game (using multiple games) asset management.
- a virtual asset once registered in a centralized web environment, may be used on different game titles.
- the invention creates an open platform for all types of virtual assets.
- a virtual asset such as a 3-D car model may be modeled by a hobby artist and distributed, that is, sold through the system of the invention.
- This virtual asset may be used and imported into a new game by any game developer.
- the system of the invention will save the game developer time, effort and expense in modeling and creating virtual assets for a game. Smaller developers can benefit from an unlimited number of virtual assets created and sold through the system of the invention.
- the invention is a currency exchange engine or a virtual asset “translation terminal” that permits the handling of virtual assets cross-platform and cross game.
- the invention system includes a centralized database will contain definitions of virtual assets such as the racing car virtual asset noted above.
- the data format may also contain various features of the virtual asset that may increase the value of the virtual asset:
- 3D Model data for car body including color and texture; 2. 3D Model Data for wheels; 3. 3D Model Data for dynamic system (shocks, suspension, center of mass); and, 4. Value of the virtual asset.
- the system data format is an open and expandable system similar to XML that has a hierarchical structure.
- the format can be extended and adjusted to any kind of possible virtual asset. It will be able for example to hold a virtual living object such as a plant as well as a sword or armor.
- a plant might have properties like growth rate (cm per day or hour) an armor might have a hit to failure ratio and a sword may have a damage value and a weight.
- the system of the invention will in all cases allow a game developer to take advantage existing virtual assets created by others and registered on the database of the invention.
- the system includes a communications network.
- the communications network is the Internet.
- the communications network is a cellular telephone network.
- the invention further includes a central server that is accessible by players of the game over the communications network.
- the server acts as a bridge between gaming platforms and between games.
- a player may commence a game on an XBOX platform at home using the XBOX console.
- the player is attempting to win or gather virtual assets in an XBOX currency that will allow the player to advance in the game.
- These virtual assets can be stored on the central server under the player's identity in that particular currency.
- the centralized server is platform independent and so any virtual asset from a number of games can be stored on the centralized server.
- the player would undergo a registration process with a central server authority in order to have permission to store and access virtual assets.
- a subscription fee can be charged to the player by the central server authority.
- the player may access the same database of virtual assets in the XBOX currency by communicating with the central server over a cellular telephone network using, for example, an iPhone or iPod.
- the XBOX platform based game can be accessed from the server and the player's virtual assets can be unlocked for continued play. In this manner, the player can continue to play the same game and accumulate virtual assets. New assets accumulated can be stored on the remote server under the player's identity.
- player To prevent fraudulent use of the centralized server and potential theft or corruption of a player's virtual assets stored on the centralized server, player must enroll with the centralized server authority and be provided with a unique identify code to gain access to the central server.
- the player would be issued a unique user identifier which would be used to access the centralized server and unlock virtual assets.
- a player can accumulate virtual assets in a first game denominated in a first currency by playing a second game denominated in a second currency.
- Virtual assets in the second game currency can be valued and exchanged for virtual assets in the first game currency using a currency exchange engine.
- the second game need not be as difficult or require the same set of skills as the first game. Therefore, the virtual assets accumulated by playing the second game will have less value than similar assets accumulated by playing the first game.
- the currency exchange engine has a programmable weighting algorithm to ensure a fair exchange. For example, if the first game is a game where the virtual asset to be won is an automobile there may be a requirement for extensive play to accumulate the points or score to purchase or win the automobile.
- a player can access a second game on the centralized server.
- the second game does not require the same skill set as the first game and so the accumulation of points is easier.
- These points can be converted using the currency exchange engine to assets for the purchase of the automobile in the first game. Therefore, first game virtual assets denominated in first game currency can be accumulated through the central server and the currency exchange engine without having to play the first game.
- FIG. 1 is a schematic of one embodiment of the invention.
- Our invention ( 100 ) is a system for cross-platform virtual asset creation and management.
- the system comprises a first computer game operating on a first gaming platform ( 102 ) and providing a first set of virtual assets denominated in a first currency.
- a second computer game operating on a second gaming platform ( 104 ) and providing a second set of virtual assets denominated in a second currency.
- the description will describe a system comprising two games but the invention can be used for a plurality of games and gaming platforms ( 106 ).
- the centralized server is also accessible by a game creator using the same centralized authority discussed below.
- Virtual asset creators can create virtual assets, post them on the server and list them for sale to game creators using a posted price list.
- the server comprises a computer processor ( 110 ) which operates the first and the second gaming platform.
- the server also comprises a memory device ( 112 ) for storing the first gaming platform in a first file and the second gaming platform in a second file. Another accessible file will store virtual assets created by other for sale to game creators through the central server.
- a software program ( 116 ) executable by the computer processor ( 110 ) is programmed for translating the value of the first set of virtual assets into an equal value of the second set of virtual assets. This is accomplished by a currency exchange engine ( 120 ) which exchanges the first currency into the second currency.
- the currency exchange engine can also be used by virtual asset creators and game creators in selling and buying virtual assets stored on the central server.
- the invention further comprises a centralized server authority ( 122 ) for controlling access by the gamer, virtual asset creator or game creator to the centralized server ( 108 ).
- the centralized server is connected to a communications network ( 124 ) connecting to a device ( 130 ) through which the gamer can access the server and play a selected game.
- the first gaming platform and the second gaming platform are downloadable onto the gamer device ( 130 ) for game play.
- the device may be one of a portable cellular telephone having a display screen and key functionality for game play or a computer keyboard/monitor combination.
- the gamer assets can be denominated in the first currency, the second currency or in a third currency.
- the currency can be virtual currency or real world currency. If the gamer has been playing one of or both of the games accessible from the server then the gamer assets would most likely be denominated in either the first or second currency. However, if the gamer is trying to accumulate assets for use in a third game then his or her assets can be denominated in a third currency.
- the exchange engine ( 120 ) is capable of converting the value of the assets of one game into the value of the assets of another game or into a real currency value so that the gamer can play different games and accumulate asset wealth in a favoured game.
- the currency exchange engine includes a weighting sub-routine or algorithm ( 140 ) which ensures an appropriate exchange rate between said first, second and third currencies.
- the weighting algorithm ensures that currency exchange does not take place on a one-to-one basis.
- the exchange rate or weighting is dependent upon a relative difficulty between the first computer game and the second computer game and a level of play selected by the gamer.
- the gamer using the gamer device ( 130 ) accesses the server over a communication network ( 124 ) which can be a wireless cellular telephone communications network, wireless Internet access or a hard-wired global computer network.
- the system of the invention includes an encrypted portal ( 142 ) through which the gamer obtains access to the central server.
- Gamer access to the server is permission-based and hence there is a central server authority ( 122 ) that provides for gamer enrolment ( 144 ) onto the server and provides the gamer a unique identifier for entering the encrypted portal.
- Game creators and virtual asset creators will access the centralized server in a similar manner with similar enrollment requirements.
- the gamer's virtual asset account can also be placed on the server and can be secured by the same unique identifier so that only the gamer having permission to access the account is able to use that virtual asset account.
- gamer access to the central server is on a fee for use basis ( 150 ). Therefore, the system provides for a payment scheme such as a credit card payment scheme or some similar e-payment scheme.
- a computer controlled method for cross-platform virtual asset creation and management system is also disclosed in the invention.
- the method comprises the steps of:
- the method of the invention comprises the following steps:
- the method of the invention includes the central server authority issuing the permission in the form of a unique identifier for entering the encrypted gaming portal.
- the method of the invention also anticipates that the gamer will pay for the use of the server and so payment means are included.
- the method of the invention there is a computer controlled method for cross-platform virtual asset creation and management comprising the steps of
- the gamer can upload a predetermined amount of gamer's virtual assets in one currency into a game using another currency.
- the system can be used to post and sell virtual assets that may have a value that is denominated in a virtual currency or in a real currency.
- the system comprises a plurality of virtual assets created by a virtual asset creator and a game creator.
- the virtual asset creator and the game creator may be developing virtual assets using a first gaming platform and a second gaming platform respectively.
- the value of the assets created by the virtual asset creator may be denominated in a first currency and the gamer may wish to purchase a virtual asset for use in a second denomination.
- the game creator and the virtual asset creator will have access to a system centralized server accessible by prior registration and enrollment and by using a permissions-based access module.
- the system will further comprise a computer processor which can operate the first gaming platform and the second gaming platform.
- a memory device is included for storing the first and second gaming platforms.
- the memory device will comprise files for storing the virtual assets created by the asset creator and uploaded to the central server for sale to a game creator.
- the system further comprises a software program executable by the computer processor for translating a first currency value of the virtual asset for sale into a second currency value desired by the purchasing game creator.
- the system includes a currency exchange engine or translation module for exchanging the first currency into the second currency.
Abstract
A system for cross-platform virtual asset creation and management comprises a first computer game having a first set of virtual assets denominated in a first currency, a second computer game having a second set of virtual assets denominated in second currency and a gamer set of virtual assets denominated in a third currency. The games are accessible through a centralized server connected to a communications network. The system includes a currency exchange engine which permits the gamer to play a first game denominated in the first currency, win assets in that first currency and then exchange those assets for assets denominated in the third currency. Therefore, the gamer can play one game, win assets and then exchange the assets using the currency exchange engine for assets used on a second game and denominated in another currency.
Description
- This application claims the benefit of U.S. Provisional Patent Application No. 61/468,028 by the same inventor filed on Mar. 27, 2011.
- N/A
- This invention relates to computer generated virtual reality such as those used in computer games and virtual social networking applications using computer graphics processing; specifically, to a system and method for cross-platform and cross-game virtual asset creation and management using a currency exchange engine wherein the currency can be any form of virtual or real asset such as an avatar and wherein virtual payment identification and authorization may be required.
- In computing cross-platform or multi-platform is an attribute conferred to computer software or computing methods and concepts that are implemented and inter-operate on multiple computer platforms. One example is being able to operate a particular computer game designed for one gaming platform on another gaming platform. Cross-platform software may be divided into two types: one that requires individual building or compilation for each platform that it supports; and, the other one that can be directly run on any platform without special preparation, e.g., software written in an interpreted language or pre-compiled portable byte code for which the interpreters or run-time packages are common or standard components of all platforms.
- For example, a cross-platform application may run on Microsoft Windows on the x86 architecture, Linux on the x86 architecture and Mac OS X on either the PowerPC or x86 based Apple McIntosh systems. A cross-platform application may run on as many as all existing platforms, or on as few as two platforms.
- In order for software to be considered cross-platform, it must be able to function on more than one computer architecture or operating system. This can be a time-consuming task given that different operating systems have different application programming interfaces or APIs (for example, Linux uses a different API for application software than Windows does).
- Just because a particular operating system may run on different computer architectures does not mean that the software written for that operating system will automatically work on all architectures that the operating system supports. For instance, as of August 2006 OpenOffice.org did not natively run on the AMD64 or Intel 64 lines of processors implementing the x86-64 64-bit standards for computers. This has since been changed and the OpenOffice.org suite of software is “mostly” ported to these 64-bit systems. Furthermore, just because a program is written in a popular programming language such as C or C++ it does not mean it will run on all operating systems that support that programming language or even on the same operating system on a different architecture.
- Cross-platform is a term that can also apply to video games released on a range of video game consoles and specialized computers dedicated to the task of playing games. Examples of cross-platform games include:
-
- Miner 2049er
- Phantasy Star Online
- Tomb Raider: Legend
- FIFA Series
- Each has been released across a variety of gaming platforms, such as the Nintendo Wii, PlayStation 3, Xbox 360, personal computers (PCs), and mobile devices.
- The characteristics of a particular system may lengthen the time taken to implement a video game across multiple platforms. So a video game may initially be released on a few platforms and then later released on remaining platforms. Typically, this situation occurs when a new gaming system is released because video game developers need to acquaint themselves with the hardware and software associated with the new console.
- Several developers have implemented means to play games online using different platforms. Epic Games, Microsoft, and Valve Software all possess technology that allows Xbox 360 and PlayStation 3 garners to play with PC garners, leaving the decision of which platform to use to consumers.
- A virtual asset is a representation of currency (real and simulated) and wealth in some environment or situation. Currency can be defined as either a medium of exchange or a property that has value in a specific environment such as a real world monetary value, a video game or a financial trading simulation exercise. Monetary virtual assets are often called virtual currency.
- Within the world of gaming, virtual assets also include tokens that give the player greater privileges or abilities, such as a special sword or a magic potion. Like the gold and money in games these assets can be traded for real world currency.
- With present technology, and not withstanding efforts at making games playable on a variety of platforms, there is still a deficiency in gaming technology with respect to exchanging the currency of one game for the currency of another game. Specifically, it is not possible to earn virtual assets from on one gaming platform using one currency and transfer these virtual assets to the real world or another gaming platform using another currency.
- Accordingly, it is an object of the present invention to provide a system of cross-platform virtual asset creation and management.
- Another object of the invention is to permit players of a first game to earn virtual assets playing a second game and then transferring those assets to the first game using a currency exchange engine.
- A further object is to permit a player of one game to play that game on a variety of platforms.
- Still another object is to permit a player of one game to play that game over a cellular telephone communications network.
- The invention is a system for cross-platform and cross-game virtual asset creation and management using a currency exchange engine. The invention permits cross-platform management (that is using multiple devices) and cross-game (using multiple games) asset management. A virtual asset, once registered in a centralized web environment, may be used on different game titles. The invention creates an open platform for all types of virtual assets.
- In the context of virtual asset creation and by way of example, a virtual asset such as a 3-D car model may be modeled by a hobby artist and distributed, that is, sold through the system of the invention. This virtual asset may be used and imported into a new game by any game developer. The system of the invention will save the game developer time, effort and expense in modeling and creating virtual assets for a game. Smaller developers can benefit from an unlimited number of virtual assets created and sold through the system of the invention.
- The invention is a currency exchange engine or a virtual asset “translation terminal” that permits the handling of virtual assets cross-platform and cross game.
- The invention system includes a centralized database will contain definitions of virtual assets such as the racing car virtual asset noted above. The data format may also contain various features of the virtual asset that may increase the value of the virtual asset:
- 1. 3D Model data for car body including color and texture;
2. 3D Model Data for wheels;
3. 3D Model Data for dynamic system (shocks, suspension, center of mass); and,
4. Value of the virtual asset. - The system data format is an open and expandable system similar to XML that has a hierarchical structure. The format can be extended and adjusted to any kind of possible virtual asset. It will be able for example to hold a virtual living object such as a plant as well as a sword or armor. A plant might have properties like growth rate (cm per day or hour) an armor might have a hit to failure ratio and a sword may have a damage value and a weight. The system of the invention will in all cases allow a game developer to take advantage existing virtual assets created by others and registered on the database of the invention.
- The system includes a communications network. In one embodiment the communications network is the Internet. In another embodiment, the communications network is a cellular telephone network.
- In the context of virtual asset management by a gamer, the invention further includes a central server that is accessible by players of the game over the communications network. The server acts as a bridge between gaming platforms and between games. For example, in one embodiment of the invention, a player may commence a game on an XBOX platform at home using the XBOX console. During play, the player is attempting to win or gather virtual assets in an XBOX currency that will allow the player to advance in the game. These virtual assets can be stored on the central server under the player's identity in that particular currency. The centralized server is platform independent and so any virtual asset from a number of games can be stored on the centralized server. The player would undergo a registration process with a central server authority in order to have permission to store and access virtual assets. In one embodiment of the invention a subscription fee can be charged to the player by the central server authority. Away from the XBOX platform, the player may access the same database of virtual assets in the XBOX currency by communicating with the central server over a cellular telephone network using, for example, an iPhone or iPod. The XBOX platform based game can be accessed from the server and the player's virtual assets can be unlocked for continued play. In this manner, the player can continue to play the same game and accumulate virtual assets. New assets accumulated can be stored on the remote server under the player's identity.
- To prevent fraudulent use of the centralized server and potential theft or corruption of a player's virtual assets stored on the centralized server, player must enroll with the centralized server authority and be provided with a unique identify code to gain access to the central server.
- The enrolment process may include the completion of the following data fields:
- 1. Name of the player;
2. Name of the games to be accessed by the player;
3. Version of the games to be accessed by the player; and,
4. Game assets to be made available to the player and an initial value of those game assets. - Once the enrolment process is complete the player would be issued a unique user identifier which would be used to access the centralized server and unlock virtual assets.
- In another embodiment of the invention a player can accumulate virtual assets in a first game denominated in a first currency by playing a second game denominated in a second currency. Virtual assets in the second game currency can be valued and exchanged for virtual assets in the first game currency using a currency exchange engine. The second game need not be as difficult or require the same set of skills as the first game. Therefore, the virtual assets accumulated by playing the second game will have less value than similar assets accumulated by playing the first game. Hence, the currency exchange engine has a programmable weighting algorithm to ensure a fair exchange. For example, if the first game is a game where the virtual asset to be won is an automobile there may be a requirement for extensive play to accumulate the points or score to purchase or win the automobile. Through the present invention, a player can access a second game on the centralized server. The second game does not require the same skill set as the first game and so the accumulation of points is easier. These points can be converted using the currency exchange engine to assets for the purchase of the automobile in the first game. Therefore, first game virtual assets denominated in first game currency can be accumulated through the central server and the currency exchange engine without having to play the first game.
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FIG. 1 is a schematic of one embodiment of the invention. - Our invention (100) is a system for cross-platform virtual asset creation and management. The system comprises a first computer game operating on a first gaming platform (102) and providing a first set of virtual assets denominated in a first currency. There is also a second computer game operating on a second gaming platform (104) and providing a second set of virtual assets denominated in a second currency. By way of example, the description will describe a system comprising two games but the invention can be used for a plurality of games and gaming platforms (106). There is further a centralized server (108) accessible by a gamer. The centralized server is also accessible by a game creator using the same centralized authority discussed below. Virtual asset creators can create virtual assets, post them on the server and list them for sale to game creators using a posted price list.
- The server comprises a computer processor (110) which operates the first and the second gaming platform. The server also comprises a memory device (112) for storing the first gaming platform in a first file and the second gaming platform in a second file. Another accessible file will store virtual assets created by other for sale to game creators through the central server. A software program (116) executable by the computer processor (110) is programmed for translating the value of the first set of virtual assets into an equal value of the second set of virtual assets. This is accomplished by a currency exchange engine (120) which exchanges the first currency into the second currency. The currency exchange engine can also be used by virtual asset creators and game creators in selling and buying virtual assets stored on the central server.
- For security, the invention further comprises a centralized server authority (122) for controlling access by the gamer, virtual asset creator or game creator to the centralized server (108). The centralized server is connected to a communications network (124) connecting to a device (130) through which the gamer can access the server and play a selected game.
- In one embodiment of the invention, the first gaming platform and the second gaming platform are downloadable onto the gamer device (130) for game play. The device may be one of a portable cellular telephone having a display screen and key functionality for game play or a computer keyboard/monitor combination.
- Since the gamer will already have assets, these assets can be stored on the server in another memory file (132) accessible by the gamer through the central server. The gamer assets can be denominated in the first currency, the second currency or in a third currency. The currency can be virtual currency or real world currency. If the gamer has been playing one of or both of the games accessible from the server then the gamer assets would most likely be denominated in either the first or second currency. However, if the gamer is trying to accumulate assets for use in a third game then his or her assets can be denominated in a third currency.
- The exchange engine (120) is capable of converting the value of the assets of one game into the value of the assets of another game or into a real currency value so that the gamer can play different games and accumulate asset wealth in a favoured game. To ensure that the exchange rate is equitable the currency exchange engine includes a weighting sub-routine or algorithm (140) which ensures an appropriate exchange rate between said first, second and third currencies.
- Understandably, some games may be easier to play than others. Therefore, if the gamer wishes to obtain assets that are easily obtainable in a game having a relatively easy skill level and convert them into assets for a game that demands a higher skill level, the weighting algorithm ensures that currency exchange does not take place on a one-to-one basis. The exchange rate or weighting is dependent upon a relative difficulty between the first computer game and the second computer game and a level of play selected by the gamer.
- The gamer using the gamer device (130) accesses the server over a communication network (124) which can be a wireless cellular telephone communications network, wireless Internet access or a hard-wired global computer network. The system of the invention includes an encrypted portal (142) through which the gamer obtains access to the central server. Gamer access to the server is permission-based and hence there is a central server authority (122) that provides for gamer enrolment (144) onto the server and provides the gamer a unique identifier for entering the encrypted portal. Game creators and virtual asset creators will access the centralized server in a similar manner with similar enrollment requirements.
- The gamer's virtual asset account can also be placed on the server and can be secured by the same unique identifier so that only the gamer having permission to access the account is able to use that virtual asset account.
- In one embodiment of the invention gamer access to the central server is on a fee for use basis (150). Therefore, the system provides for a payment scheme such as a credit card payment scheme or some similar e-payment scheme.
- A computer controlled method for cross-platform virtual asset creation and management system is also disclosed in the invention. The method comprises the steps of:
-
- a. Providing a centralized server accessible by a gamer comprising a computer processor connected to a memory;
- b. Providing the gamer access through the centralized server to one of a first gaming platform and a second gaming platform;
- c. Storing within the memory a first file comprising a set of first game virtual assets denominated in a first currency, a second file comprising a set of second game virtual assets denominated in a second currency and a third file comprising said gamer's account of virtual assets denominated in a third currency; and,
- d. Providing a currency exchange engine operable by said computer processor for exchanging between the first, second and third currencies.
- For secure gamer access to the central server the method of the invention comprises the following steps:
-
- a. Connecting the centralized server to a communications network;
- b. Establishing a centralized server authority for gamer access control;
- c. Providing a permission to the game player from the centralized server authority to access the centralized server;
- d. Providing an encrypted portal accessible by the gamer over the communications network whereby the game may exercise granted permission to access the centralized server.
- The method of the invention includes the central server authority issuing the permission in the form of a unique identifier for entering the encrypted gaming portal.
- The method of the invention also anticipates that the gamer will pay for the use of the server and so payment means are included.
- In one embodiment of the invention, the method of the invention there is a computer controlled method for cross-platform virtual asset creation and management comprising the steps of
- a. Providing a gamer permission-based access by a centralized server authority to a centralized server comprising at least two gaming platforms comprising a respective file of virtual assets having a respective currency for the at least two gaming platforms and a gamer account file comprising a record of the gamer's virtual assets valued in a third currency;
- b. The gamer selecting a game and a level of play from a menu of the at least two gaming platforms;
- c. The centralized server uploading an appropriate file of virtual assets in the respective currency for said selected game;
- d. The gamer executing the selected game and winning a plurality of virtual assets pertaining to the selected game and having a value established by the respective currency of the selected game;
- e. The gamer terminating the selected game;
- f. Wherein the currency of the selected game is the same as the currency of gamer's virtual asset file;
- g. Adding the value of the plurality of assets won to the gamer's virtual asset file.
- When the currency of the plurality of virtual assets won in the selected game is different than the currency of the gamer's virtual asset file following steps are necessary:
- a. Executing a currency exchange engine operable by the central server for translating the value of virtual assets won from the currency of the selected game to the currency of the gamer's virtual asset file;
- b. Adding the value of the plurality of assets won to the gamer's virtual asset file.
- By using the currency exchange engine the gamer can upload a predetermined amount of gamer's virtual assets in one currency into a game using another currency.
- For a virtual asset creator and a game creator, the system can be used to post and sell virtual assets that may have a value that is denominated in a virtual currency or in a real currency. In this embodiment of the invention the system comprises a plurality of virtual assets created by a virtual asset creator and a game creator. The virtual asset creator and the game creator may be developing virtual assets using a first gaming platform and a second gaming platform respectively. The value of the assets created by the virtual asset creator may be denominated in a first currency and the gamer may wish to purchase a virtual asset for use in a second denomination. The game creator and the virtual asset creator will have access to a system centralized server accessible by prior registration and enrollment and by using a permissions-based access module. The system will further comprise a computer processor which can operate the first gaming platform and the second gaming platform. A memory device is included for storing the first and second gaming platforms. The memory device will comprise files for storing the virtual assets created by the asset creator and uploaded to the central server for sale to a game creator. The system further comprises a software program executable by the computer processor for translating a first currency value of the virtual asset for sale into a second currency value desired by the purchasing game creator. There may also be a system facility for bidding on-line for the virtual asset. The system includes a currency exchange engine or translation module for exchanging the first currency into the second currency.
- While the invention has been described with respect to specific examples including presently preferred modes of carrying out the invention, those skilled in the art will appreciate that there are numerous variations and permutations of the above described systems and techniques that fall within the spirit and scope of the invention.
Claims (20)
1. A system for cross-platform virtual asset creation and management comprising:
a. a first computer game operating on a first gaming platform and providing a first set of virtual assets denominated in a first currency;
b. at least a second computer game operating on a second gaming platform and providing a second set of virtual assets denominated in a second currency;
c. a centralized server accessible by a gamer and comprising a computer processor which operates said first gaming platform and said second gaming platform, a memory for storing the first gaming platform in a first file and the second gaming platform in a second file and a software program executable by said computer processor for translating said first set of virtual assets into said second set of virtual assets;
d. a currency exchange engine for exchanging said first currency into said second currency;
e. a centralized server authority for controlling access by said gamer to said centralized server;
f. a communications network connecting the centralized server to;
g. a device through which the gamer can access the server.
2. The system of claim 1 wherein the first gaming platform and the second gaming platform are downloadable onto said device for game play.
3. The system of claim 1 wherein the device is one of a portable cellular telephone having a display screen and a computer keyboard/monitor combination.
4. The system of claim 1 wherein the said memory stores in a third file a gamer virtual asset account denominated in a third currency.
5. The system of claim 1 wherein said currency exchange engine includes a weighting sub-routine which ensures an appropriate exchange rate between said first, second and third currencies.
6. The system of claim 5 wherein said appropriate exchange rate is dependent upon a relative difficulty between the first computer game and the second computer game and a level of play selected by the gamer.
7. The system of claim 1 wherein said communication network is one of a wireless cellular communications network and a hard-wired global computer network.
8. The system of claim 1 wherein said centralized server authority provides the gamer access to the server through an encrypted portal.
9. The system of claim 8 wherein the gamer possesses a unique identifier issued by the centralized server for entering said encrypted portal.
10. The system of claim 9 wherein said unique identifier permits the gamer to access said gamer virtual asset account.
11. The system of claim 10 wherein the centralized server authority provides the gamer access through said encrypted portal on a fee for use basis.
12. The system of claim 11 wherein said fee for use basis is operable using credit card payment means.
13. The system of claim 1 further comprising a plurality of computer games operating on a respective plurality of operating platforms stored on the centralized server.
14. A computer controlled method for cross-platform virtual asset creation and management comprising the steps of:
a. Providing a centralized server accessible by a gamer wherein said centralized server comprises a computer processor connected to a memory;
b. Providing said gamer access through said centralized server to a first gaming platform and a second gaming platform;
c. Storing within said memory a first file comprising a set of first game virtual assets denominated in a first currency, a second file comprising a set of second game virtual assets denominated in a second currency and a third file comprising said gamer's account of virtual assets denominated in a third currency; and,
d. Providing a currency exchange engine operable by said computer processor for exchanging between said first, second and third currencies.
15. The method of claim 14 wherein the step of providing the gamer access to the centralized server includes the steps of:
a. Connecting the centralized server to a communications network;
b. Establishing a centralized server authority for gamer access control;
c. Providing a permission to the game player from said centralized server authority to access the centralized server;
d. Providing an encrypted portal accessible by the gamer over said communications network whereby the game may exercise said permission to access the centralized server.
16. The method of claim 15 wherein the step of providing the permission includes the step of the centralized server authority issuing the gamer a unique identifier for entering said encrypted portal.
17. The method of claim 16 further comprising the step of the gamer paying for access to the centralized server by payment means.
18. A computer controlled method for cross-platform virtual asset creation and management comprising the steps of:
a. Providing a gamer permission-based access by a centralized server authority to a centralized server comprising at least two gaming platforms comprising a respective file of virtual assets having a respective currency for said at least two gaming platforms and a gamer account file comprising a record of said gamer's virtual assets valued in a third currency;
b. Said gamer selecting a game and a level of play from a menu of the at least two gaming platforms;
c. Said centralized server uploading an appropriate file of virtual assets in said respective currency for said selected game;
d. The gamer executing the selected game and winning a plurality of virtual assets pertaining to the selected game and having a value established by the respective currency of the selected game;
e. The gamer terminating the selected game;
f. Wherein said currency of the selected game is the same as the currency of gamer's virtual asset file;
g. Adding the value of said plurality of assets won to the gamer's virtual asset file.
19. The method of claim 18 wherein after step (18(e)) the currency of the plurality of virtual assets won in the selected game is different than the currency of the gamer's virtual asset file necessitating the following steps:
a. Executing a currency exchange engine operable by the central server for translating the value of virtual assets won from the currency of the selected game to the currency of the gamer's virtual asset file;
b. Adding the value of the plurality of assets won to the gamer's virtual asset file.
20. The method of claim 19 whereby using said currency exchange engine the gamer can upload a predetermined amount of gamer's virtual assets in one currency into a game using another currency.
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