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 PDF

Info

Publication number
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
Authority
US
United States
Prior art keywords
gamer
currency
game
centralized server
virtual
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US13/430,518
Inventor
Edwin Braun
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to US13/430,518 priority Critical patent/US20120244950A1/en
Publication of US20120244950A1 publication Critical patent/US20120244950A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/533Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/57Features 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
    • A63F2300/575Features 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L63/00Network architectures or network communication protocols for network security
    • H04L63/10Network architectures or network communication protocols for network security for controlling access to devices or network resources
    • H04L63/102Entity 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

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims the benefit of U.S. Provisional Patent Application No. 61/468,028 by the same inventor filed on Mar. 27, 2011.
  • FEDERAL SPONSORSHIP
  • N/A
  • FIELD OF THE INVENTION
  • 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.
  • BACKGROUND OF THE INVENTION
  • 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.
  • OBJECTS AND ADVANTAGES OF THE INVENTION
  • 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.
  • SUMMARY OF THE INVENTION
  • 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.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a schematic of one embodiment of the invention.
  • DESCRIPTION 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.
US13/430,518 2011-03-27 2012-03-26 System and method for cross-platform and cross-game virtual asset creation and management Abandoned US20120244950A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US13/430,518 US20120244950A1 (en) 2011-03-27 2012-03-26 System and method for cross-platform and cross-game virtual asset creation and management

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US201161468028P 2011-03-27 2011-03-27
US13/430,518 US20120244950A1 (en) 2011-03-27 2012-03-26 System and method for cross-platform and cross-game virtual asset creation and management

Publications (1)

Publication Number Publication Date
US20120244950A1 true US20120244950A1 (en) 2012-09-27

Family

ID=46877802

Family Applications (1)

Application Number Title Priority Date Filing Date
US13/430,518 Abandoned US20120244950A1 (en) 2011-03-27 2012-03-26 System and method for cross-platform and cross-game virtual asset creation and management

Country Status (1)

Country Link
US (1) US20120244950A1 (en)

Cited By (61)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20130316832A1 (en) * 2012-05-23 2013-11-28 Jonas Olofsson Method and Apparatus for Interactive Gameplay Across Multiple Computing Platforms
CN103973465A (en) * 2013-01-25 2014-08-06 中国电信股份有限公司 Distributed cross-platform managing method and system for virtualization capacity
US20140228099A1 (en) * 2013-02-08 2014-08-14 National Entertainment Collectibles Association, Inc. System and Method for Designing and Selling Games
US9007189B1 (en) 2013-04-11 2015-04-14 Kabam, Inc. Providing leaderboard based upon in-game events
US20150154824A1 (en) * 2012-03-08 2015-06-04 Tipping Point Group, Llc Method and system of linking casino games and on-line social network games
US20150195346A1 (en) * 2012-09-20 2015-07-09 Tencent Technology (Shenzhen) Company Limited Open platform, open platform access system, storage medium, and method for allowing third party application to access open platform
US20150314198A1 (en) * 2014-05-01 2015-11-05 IXL Learning Online game creation using data sets
US9403093B2 (en) 2013-06-27 2016-08-02 Kabam, Inc. System and method for dynamically adjusting prizes or awards based on a platform
US9443390B2 (en) * 2013-06-18 2016-09-13 Igt Managing virtual currencies in a gaming environment
US9452356B1 (en) 2014-06-30 2016-09-27 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US9463376B1 (en) 2013-06-14 2016-10-11 Kabam, Inc. Method and system for temporarily incentivizing user participation in a game space
US9468851B1 (en) 2013-05-16 2016-10-18 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US9508222B1 (en) 2014-01-24 2016-11-29 Kabam, Inc. Customized chance-based items
US9517405B1 (en) 2014-03-12 2016-12-13 Kabam, Inc. Facilitating content access across online games
US9533226B2 (en) 2013-04-29 2017-01-03 Kabam, Inc. Dynamic adjustment of difficulty in an online game based on hardware or network configuration
US9539502B1 (en) 2014-06-30 2017-01-10 Kabam, Inc. Method and system for facilitating chance-based payment for items in a game
US9555324B1 (en) 2013-07-02 2017-01-31 Kabam, Inc. Dynamic effectiveness for virtual items
US9561433B1 (en) * 2013-08-08 2017-02-07 Kabam, Inc. Providing event rewards to players in an online game
US9569931B1 (en) 2012-12-04 2017-02-14 Kabam, Inc. Incentivized task completion using chance-based awards
US9579564B1 (en) 2014-06-30 2017-02-28 Kabam, Inc. Double or nothing virtual containers
US9582965B1 (en) 2013-09-24 2017-02-28 Kabam, Inc. Incentivizing users to alter virtual item balances in an online game
US9610503B2 (en) 2014-03-31 2017-04-04 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US9613179B1 (en) 2013-04-18 2017-04-04 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US9623320B1 (en) 2012-11-06 2017-04-18 Kabam, Inc. System and method for granting in-game bonuses to a user
US9626475B1 (en) 2013-04-18 2017-04-18 Kabam, Inc. Event-based currency
US9656174B1 (en) 2014-11-20 2017-05-23 Afterschock Services, Inc. Purchasable tournament multipliers
US9666029B1 (en) 2013-07-29 2017-05-30 Aftershock Services, Inc. Ad serving offers and new game promotions outside the game module with business intelligence based on portfolio of games
US9665239B1 (en) 2013-07-19 2017-05-30 Aftershock Services, Inc. Facilitating user progression in a virtual space based on user purchases of virtual currency
US9675891B2 (en) 2014-04-29 2017-06-13 Aftershock Services, Inc. System and method for granting in-game bonuses to a user
US9717986B1 (en) 2014-06-19 2017-08-01 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US9737819B2 (en) 2013-07-23 2017-08-22 Kabam, Inc. System and method for a multi-prize mystery box that dynamically changes probabilities to ensure payout value
US9744446B2 (en) 2014-05-20 2017-08-29 Kabam, Inc. Mystery boxes that adjust due to past spending behavior
US9744445B1 (en) 2014-05-15 2017-08-29 Kabam, Inc. System and method for providing awards to players of a game
US9782679B1 (en) 2013-03-20 2017-10-10 Kabam, Inc. Interface-based game-space contest generation
US9799163B1 (en) 2013-09-16 2017-10-24 Aftershock Services, Inc. System and method for providing a currency multiplier item in an online game with a value based on a user's assets
US9795885B1 (en) 2014-03-11 2017-10-24 Aftershock Services, Inc. Providing virtual containers across online games
US9827499B2 (en) 2015-02-12 2017-11-28 Kabam, Inc. System and method for providing limited-time events to users in an online game
US9873040B1 (en) 2014-01-31 2018-01-23 Aftershock Services, Inc. Facilitating an event across multiple online games
US9901818B1 (en) * 2016-02-19 2018-02-27 Aftershock Services, Inc. Systems and methods for regulating access to game content of an online game
US9919218B1 (en) * 2016-02-19 2018-03-20 Aftershock Services, Inc. Systems and methods for providing virtual reality content in an online game
US20180126280A1 (en) * 2014-10-30 2018-05-10 Aftershock Services, Inc. Facilitating multigame currencies in multiple online games
US10035068B1 (en) 2016-02-19 2018-07-31 Electronic Arts Inc. Systems and methods for making progress of a user character obtained in an online game via a non-virtual reality interface available in a virtual reality interface
US10096204B1 (en) * 2016-02-19 2018-10-09 Electronic Arts Inc. Systems and methods for determining and implementing platform specific online game customizations
US10134227B1 (en) 2016-02-19 2018-11-20 Electronic Arts Inc. Systems and methods for making game content from a single online game accessible to users via multiple platforms
US10226691B1 (en) 2014-01-30 2019-03-12 Electronic Arts Inc. Automation of in-game purchases
US10282739B1 (en) 2013-10-28 2019-05-07 Kabam, Inc. Comparative item price testing
US10286324B1 (en) 2014-09-26 2019-05-14 Electronic Arts Inc. System and method for providing virtual items through virtual purchases with a decreasing secondary virtual currency
US20190192977A1 (en) * 2017-12-22 2019-06-27 Activision Publishing, Inc. Video Game Content Aggregation, Normalization, and Publication Systems and Methods
US10463968B1 (en) 2014-09-24 2019-11-05 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US10482713B1 (en) 2013-12-31 2019-11-19 Kabam, Inc. System and method for facilitating a secondary game
US10576379B1 (en) 2016-02-19 2020-03-03 Electronic Arts Inc. Systems and methods for adjusting online game content and access for multiple platforms
US10664518B2 (en) 2013-10-17 2020-05-26 Nant Holdings Ip, Llc Wide area augmented reality location-based services
US10726632B2 (en) 2011-04-08 2020-07-28 Nant Holdings Ip, Llc Interference based augmented reality hosting platforms
JP2020529645A (en) * 2017-07-18 2020-10-08 ネクソン コリア コーポレーション Game money trading method and equipment for providing this
US10987581B2 (en) 2014-06-05 2021-04-27 Kabam, Inc. System and method for rotating drop rates in a mystery box
US11058954B1 (en) 2013-10-01 2021-07-13 Electronic Arts Inc. System and method for implementing a secondary game within an online game
US20210272417A1 (en) * 2010-11-14 2021-09-02 Nguyen Gaming Llc Gaming system with social award management
US11532204B2 (en) 2010-11-14 2022-12-20 Aristocrat Technologies, Inc. (ATI) Social game play with games of chance
US11712627B2 (en) 2019-11-08 2023-08-01 Activision Publishing, Inc. System and method for providing conditional access to virtual gaming items
WO2023196809A1 (en) * 2022-04-04 2023-10-12 Jpmorgan Chase Bank, N.A. Systems and methods for cross-platform conversion and exchange of virtual assets
US11922767B2 (en) 2010-11-14 2024-03-05 Aristocrat Technologies, Inc. (ATI) Remote participation in wager-based games

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050130744A1 (en) * 2000-09-18 2005-06-16 Nintendo Co., Ltd Video game distribution network
US7465231B2 (en) * 2004-05-20 2008-12-16 Gametap Llc Systems and methods for delivering content over a network
US7765539B1 (en) * 2004-05-19 2010-07-27 Nintendo Co., Ltd. System and method for trans-compiling video games
US20110212762A1 (en) * 2009-09-30 2011-09-01 Matthew Ocko Apparatuses, methods and systems for a multi-level in-game currency platform

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050130744A1 (en) * 2000-09-18 2005-06-16 Nintendo Co., Ltd Video game distribution network
US7765539B1 (en) * 2004-05-19 2010-07-27 Nintendo Co., Ltd. System and method for trans-compiling video games
US7465231B2 (en) * 2004-05-20 2008-12-16 Gametap Llc Systems and methods for delivering content over a network
US20110212762A1 (en) * 2009-09-30 2011-09-01 Matthew Ocko Apparatuses, methods and systems for a multi-level in-game currency platform

Cited By (158)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US11922767B2 (en) 2010-11-14 2024-03-05 Aristocrat Technologies, Inc. (ATI) Remote participation in wager-based games
US11532204B2 (en) 2010-11-14 2022-12-20 Aristocrat Technologies, Inc. (ATI) Social game play with games of chance
US20210272417A1 (en) * 2010-11-14 2021-09-02 Nguyen Gaming Llc Gaming system with social award management
US11514652B2 (en) 2011-04-08 2022-11-29 Nant Holdings Ip, Llc Interference based augmented reality hosting platforms
US11107289B2 (en) 2011-04-08 2021-08-31 Nant Holdings Ip, Llc Interference based augmented reality hosting platforms
US10726632B2 (en) 2011-04-08 2020-07-28 Nant Holdings Ip, Llc Interference based augmented reality hosting platforms
US11854153B2 (en) 2011-04-08 2023-12-26 Nant Holdings Ip, Llc Interference based augmented reality hosting platforms
US11869160B2 (en) 2011-04-08 2024-01-09 Nant Holdings Ip, Llc Interference based augmented reality hosting platforms
US11967034B2 (en) 2011-04-08 2024-04-23 Nant Holdings Ip, Llc Augmented reality object management system
US10388105B2 (en) * 2012-03-08 2019-08-20 Tipping Point Group, Llc Method and system of linking casino games and on-line social network games
US20150154824A1 (en) * 2012-03-08 2015-06-04 Tipping Point Group, Llc Method and system of linking casino games and on-line social network games
US11455860B2 (en) 2012-03-08 2022-09-27 Vulcan Gaming Llc Method and system for linking casino games and on-line social network games
US20130316832A1 (en) * 2012-05-23 2013-11-28 Jonas Olofsson Method and Apparatus for Interactive Gameplay Across Multiple Computing Platforms
US20140287839A1 (en) * 2012-05-23 2014-09-25 King.Com Limited Method and apparatus for interactive gameplay across multiple computing platforms
US9017170B2 (en) * 2012-05-23 2015-04-28 King.Com Limited Method and apparatus for interactive gameplay across multiple computing platforms
US20150195346A1 (en) * 2012-09-20 2015-07-09 Tencent Technology (Shenzhen) Company Limited Open platform, open platform access system, storage medium, and method for allowing third party application to access open platform
US9635098B2 (en) * 2012-09-20 2017-04-25 Tencent Technology (Shenzhen) Company Limited Open platform, open platform access system, storage medium, and method for allowing third party application to access open platform
US9623320B1 (en) 2012-11-06 2017-04-18 Kabam, Inc. System and method for granting in-game bonuses to a user
US10384134B1 (en) 2012-12-04 2019-08-20 Kabam, Inc. Incentivized task completion using chance-based awards
US11948431B2 (en) 2012-12-04 2024-04-02 Kabam, Inc. Incentivized task completion using chance-based awards
US10937273B2 (en) 2012-12-04 2021-03-02 Kabam, Inc. Incentivized task completion using chance-based awards
US9569931B1 (en) 2012-12-04 2017-02-14 Kabam, Inc. Incentivized task completion using chance-based awards
US11594102B2 (en) 2012-12-04 2023-02-28 Kabam, Inc. Incentivized task completion using chance-based awards
CN103973465A (en) * 2013-01-25 2014-08-06 中国电信股份有限公司 Distributed cross-platform managing method and system for virtualization capacity
US9895603B2 (en) * 2013-02-08 2018-02-20 National Entertainment Collectibles Association, Inc. System and method for designing and selling games
US20140228099A1 (en) * 2013-02-08 2014-08-14 National Entertainment Collectibles Association, Inc. System and Method for Designing and Selling Games
US10245513B2 (en) 2013-03-20 2019-04-02 Kabam, Inc. Interface-based game-space contest generation
US10035069B1 (en) 2013-03-20 2018-07-31 Kabam, Inc. Interface-based game-space contest generation
US9782679B1 (en) 2013-03-20 2017-10-10 Kabam, Inc. Interface-based game-space contest generation
US9007189B1 (en) 2013-04-11 2015-04-14 Kabam, Inc. Providing leaderboard based upon in-game events
US9669315B1 (en) 2013-04-11 2017-06-06 Kabam, Inc. Providing leaderboard based upon in-game events
US10252169B2 (en) 2013-04-11 2019-04-09 Kabam, Inc. Providing leaderboard based upon in-game events
US9919222B1 (en) 2013-04-11 2018-03-20 Kabam, Inc. Providing leaderboard based upon in-game events
US10741022B2 (en) 2013-04-18 2020-08-11 Kabam, Inc. Event-based currency
US9626475B1 (en) 2013-04-18 2017-04-18 Kabam, Inc. Event-based currency
US10290014B1 (en) 2013-04-18 2019-05-14 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US10319187B2 (en) 2013-04-18 2019-06-11 Kabam, Inc. Event-based currency
US9978211B1 (en) 2013-04-18 2018-05-22 Kabam, Inc. Event-based currency
US11484798B2 (en) * 2013-04-18 2022-11-01 Kabam, Inc. Event-based currency
US11868921B2 (en) 2013-04-18 2024-01-09 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US10929864B2 (en) 2013-04-18 2021-02-23 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US9613179B1 (en) 2013-04-18 2017-04-04 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US20230031869A1 (en) * 2013-04-18 2023-02-02 Kabam, Inc. Event-based currency
US10565606B2 (en) 2013-04-18 2020-02-18 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US9773254B1 (en) 2013-04-18 2017-09-26 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US9757653B1 (en) 2013-04-29 2017-09-12 Kabam, Inc. Dynamic adjustment of difficulty in an online game based on hardware or network configuration
US9533226B2 (en) 2013-04-29 2017-01-03 Kabam, Inc. Dynamic adjustment of difficulty in an online game based on hardware or network configuration
US9468851B1 (en) 2013-05-16 2016-10-18 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US11654364B2 (en) 2013-05-16 2023-05-23 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US9669313B2 (en) 2013-05-16 2017-06-06 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US10357719B2 (en) 2013-05-16 2019-07-23 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US10933330B2 (en) 2013-05-16 2021-03-02 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US9463376B1 (en) 2013-06-14 2016-10-11 Kabam, Inc. Method and system for temporarily incentivizing user participation in a game space
US10252150B1 (en) 2013-06-14 2019-04-09 Electronic Arts Inc. Method and system for temporarily incentivizing user participation in a game space
US9682314B2 (en) 2013-06-14 2017-06-20 Aftershock Services, Inc. Method and system for temporarily incentivizing user participation in a game space
US20180033248A1 (en) * 2013-06-18 2018-02-01 Igt Managing virtual currencies in a gaming environment
US9799165B2 (en) * 2013-06-18 2017-10-24 Igt Managing virtual currencies in a gaming environment
US20160379444A1 (en) * 2013-06-18 2016-12-29 Igt Managing virtual currencies in a gaming environment
US9443390B2 (en) * 2013-06-18 2016-09-13 Igt Managing virtual currencies in a gaming environment
US10475284B2 (en) * 2013-06-18 2019-11-12 Igt Managing virtual currencies in a gaming environment
US9721431B2 (en) 2013-06-27 2017-08-01 Kabam, Inc. System and method for dynamically adjusting prizes or awards based on a platform
US11308759B2 (en) 2013-06-27 2022-04-19 Kabam, Inc. System and method for dynamically adjusting prizes or awards based on a platform
US9959705B2 (en) 2013-06-27 2018-05-01 Kabam, Inc. System and method for dynamically adjusting prizes or awards based on a platform
US10629029B2 (en) 2013-06-27 2020-04-21 Kabam, Inc. System and method for dynamically adjusting prizes or awards based on a platform
US10127769B2 (en) 2013-06-27 2018-11-13 Kabam, Inc. System and method for dynamically adjusting prizes or awards based on a platform
US11847887B2 (en) 2013-06-27 2023-12-19 Kabam, Inc. System and method for dynamically adjusting prizes or awards based on a platform
US9403093B2 (en) 2013-06-27 2016-08-02 Kabam, Inc. System and method for dynamically adjusting prizes or awards based on a platform
US9555324B1 (en) 2013-07-02 2017-01-31 Kabam, Inc. Dynamic effectiveness for virtual items
US9665239B1 (en) 2013-07-19 2017-05-30 Aftershock Services, Inc. Facilitating user progression in a virtual space based on user purchases of virtual currency
US10386988B1 (en) 2013-07-19 2019-08-20 Electronic Arts Inc. Facilitating user progression in a virtual space based on user purchases of virtual currency
US9737819B2 (en) 2013-07-23 2017-08-22 Kabam, Inc. System and method for a multi-prize mystery box that dynamically changes probabilities to ensure payout value
US10192402B1 (en) 2013-07-29 2019-01-29 Electronic Arts Inc. Ad serving offers and new game promotions outside the game module with business intelligence based on portfolio of games
US9666029B1 (en) 2013-07-29 2017-05-30 Aftershock Services, Inc. Ad serving offers and new game promotions outside the game module with business intelligence based on portfolio of games
US9561433B1 (en) * 2013-08-08 2017-02-07 Kabam, Inc. Providing event rewards to players in an online game
US9799163B1 (en) 2013-09-16 2017-10-24 Aftershock Services, Inc. System and method for providing a currency multiplier item in an online game with a value based on a user's assets
US9928688B1 (en) 2013-09-16 2018-03-27 Aftershock Services, Inc. System and method for providing a currency multiplier item in an online game with a value based on a user's assets
US9582965B1 (en) 2013-09-24 2017-02-28 Kabam, Inc. Incentivizing users to alter virtual item balances in an online game
US10475058B1 (en) 2013-09-24 2019-11-12 Electronic Arts Inc. Incentivizing users to alter virtual item balances in an online game
US11058954B1 (en) 2013-10-01 2021-07-13 Electronic Arts Inc. System and method for implementing a secondary game within an online game
US10664518B2 (en) 2013-10-17 2020-05-26 Nant Holdings Ip, Llc Wide area augmented reality location-based services
US11392636B2 (en) 2013-10-17 2022-07-19 Nant Holdings Ip, Llc Augmented reality position-based service, methods, and systems
US10282739B1 (en) 2013-10-28 2019-05-07 Kabam, Inc. Comparative item price testing
US11023911B2 (en) 2013-10-28 2021-06-01 Kabam, Inc. Comparative item price testing
US10878663B2 (en) 2013-12-31 2020-12-29 Kabam, Inc. System and method for facilitating a secondary game
US11657679B2 (en) 2013-12-31 2023-05-23 Kabam, Inc. System and method for facilitating a secondary game
US11270555B2 (en) 2013-12-31 2022-03-08 Kabam, Inc. System and method for facilitating a secondary game
US10482713B1 (en) 2013-12-31 2019-11-19 Kabam, Inc. System and method for facilitating a secondary game
US9814981B2 (en) 2014-01-24 2017-11-14 Aftershock Services, Inc. Customized chance-based items
US9508222B1 (en) 2014-01-24 2016-11-29 Kabam, Inc. Customized chance-based items
US10201758B2 (en) 2014-01-24 2019-02-12 Electronic Arts Inc. Customized change-based items
US10226691B1 (en) 2014-01-30 2019-03-12 Electronic Arts Inc. Automation of in-game purchases
US9873040B1 (en) 2014-01-31 2018-01-23 Aftershock Services, Inc. Facilitating an event across multiple online games
US10245510B2 (en) 2014-01-31 2019-04-02 Electronic Arts Inc. Facilitating an event across multiple online games
US9795885B1 (en) 2014-03-11 2017-10-24 Aftershock Services, Inc. Providing virtual containers across online games
US10398984B1 (en) 2014-03-11 2019-09-03 Electronic Arts Inc. Providing virtual containers across online games
US9517405B1 (en) 2014-03-12 2016-12-13 Kabam, Inc. Facilitating content access across online games
US9789407B1 (en) 2014-03-31 2017-10-17 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US9968854B1 (en) 2014-03-31 2018-05-15 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US10245514B2 (en) 2014-03-31 2019-04-02 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US9610503B2 (en) 2014-03-31 2017-04-04 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US9675891B2 (en) 2014-04-29 2017-06-13 Aftershock Services, Inc. System and method for granting in-game bonuses to a user
US9517414B2 (en) * 2014-05-01 2016-12-13 IXL Learning Online game creation using data sets
US20150314198A1 (en) * 2014-05-01 2015-11-05 IXL Learning Online game creation using data sets
US10456689B2 (en) 2014-05-15 2019-10-29 Kabam, Inc. System and method for providing awards to players of a game
US9975050B1 (en) 2014-05-15 2018-05-22 Kabam, Inc. System and method for providing awards to players of a game
US9744445B1 (en) 2014-05-15 2017-08-29 Kabam, Inc. System and method for providing awards to players of a game
US10080972B1 (en) 2014-05-20 2018-09-25 Kabam, Inc. Mystery boxes that adjust due to past spending behavior
US9744446B2 (en) 2014-05-20 2017-08-29 Kabam, Inc. Mystery boxes that adjust due to past spending behavior
US11794103B2 (en) 2014-06-05 2023-10-24 Kabam, Inc. System and method for rotating drop rates in a mystery box
US10987581B2 (en) 2014-06-05 2021-04-27 Kabam, Inc. System and method for rotating drop rates in a mystery box
US11596862B2 (en) 2014-06-05 2023-03-07 Kabam, Inc. System and method for rotating drop rates in a mystery box
US10799799B2 (en) 2014-06-19 2020-10-13 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US11484799B2 (en) 2014-06-19 2022-11-01 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US10188951B2 (en) 2014-06-19 2019-01-29 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US9717986B1 (en) 2014-06-19 2017-08-01 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US9539502B1 (en) 2014-06-30 2017-01-10 Kabam, Inc. Method and system for facilitating chance-based payment for items in a game
US9931570B1 (en) * 2014-06-30 2018-04-03 Aftershock Services, Inc. Double or nothing virtual containers
US9669316B2 (en) 2014-06-30 2017-06-06 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US10115267B1 (en) 2014-06-30 2018-10-30 Electronics Arts Inc. Method and system for facilitating chance-based payment for items in a game
US10828574B2 (en) 2014-06-30 2020-11-10 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US9452356B1 (en) 2014-06-30 2016-09-27 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US9579564B1 (en) 2014-06-30 2017-02-28 Kabam, Inc. Double or nothing virtual containers
US11944910B2 (en) 2014-06-30 2024-04-02 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US10279271B2 (en) 2014-06-30 2019-05-07 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US11697070B2 (en) 2014-06-30 2023-07-11 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US11241629B2 (en) 2014-06-30 2022-02-08 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US11583776B2 (en) 2014-09-24 2023-02-21 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US10463968B1 (en) 2014-09-24 2019-11-05 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US11925868B2 (en) 2014-09-24 2024-03-12 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US10987590B2 (en) 2014-09-24 2021-04-27 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US10286324B1 (en) 2014-09-26 2019-05-14 Electronic Arts Inc. System and method for providing virtual items through virtual purchases with a decreasing secondary virtual currency
US10894214B2 (en) * 2014-10-30 2021-01-19 Electronic Arts Inc. Facilitating multigame currencies in multiple online games
US20180126280A1 (en) * 2014-10-30 2018-05-10 Aftershock Services, Inc. Facilitating multigame currencies in multiple online games
US10195532B1 (en) 2014-11-20 2019-02-05 Electronic Arts Inc. Purchasable tournament multipliers
US9656174B1 (en) 2014-11-20 2017-05-23 Afterschock Services, Inc. Purchasable tournament multipliers
US10350501B2 (en) 2015-02-12 2019-07-16 Kabam, Inc. System and method for providing limited-time events to users in an online game
US10857469B2 (en) 2015-02-12 2020-12-08 Kabam, Inc. System and method for providing limited-time events to users in an online game
US11420128B2 (en) 2015-02-12 2022-08-23 Kabam, Inc. System and method for providing limited-time events to users in an online game
US10058783B2 (en) 2015-02-12 2018-08-28 Kabam, Inc. System and method for providing limited-time events to users in an online game
US11794117B2 (en) 2015-02-12 2023-10-24 Kabam, Inc. System and method for providing limited-time events to users in an online game
US9827499B2 (en) 2015-02-12 2017-11-28 Kabam, Inc. System and method for providing limited-time events to users in an online game
US20180178116A1 (en) * 2016-02-19 2018-06-28 Electronic Arts Inc. Systems and methods for regulating access to game content of an online game
US10232271B2 (en) * 2016-02-19 2019-03-19 Electronic Arts Inc. Systems and methods for regulating access to game content of an online game
US10096204B1 (en) * 2016-02-19 2018-10-09 Electronic Arts Inc. Systems and methods for determining and implementing platform specific online game customizations
US10576379B1 (en) 2016-02-19 2020-03-03 Electronic Arts Inc. Systems and methods for adjusting online game content and access for multiple platforms
US10134227B1 (en) 2016-02-19 2018-11-20 Electronic Arts Inc. Systems and methods for making game content from a single online game accessible to users via multiple platforms
US10183223B2 (en) * 2016-02-19 2019-01-22 Electronic Arts Inc. Systems and methods for providing virtual reality content in an online game
US11383169B1 (en) 2016-02-19 2022-07-12 Electronic Arts Inc. Systems and methods for adjusting online game content and access for multiple platforms
US9901818B1 (en) * 2016-02-19 2018-02-27 Aftershock Services, Inc. Systems and methods for regulating access to game content of an online game
US9919218B1 (en) * 2016-02-19 2018-03-20 Aftershock Services, Inc. Systems and methods for providing virtual reality content in an online game
US10035068B1 (en) 2016-02-19 2018-07-31 Electronic Arts Inc. Systems and methods for making progress of a user character obtained in an online game via a non-virtual reality interface available in a virtual reality interface
JP2020529645A (en) * 2017-07-18 2020-10-08 ネクソン コリア コーポレーション Game money trading method and equipment for providing this
JP7169309B2 (en) 2017-07-18 2022-11-10 ネクソン コリア コーポレーション GAME MONEY TRANSACTION METHOD AND DEVICE FOR PROVIDING THE SAME
US20190192977A1 (en) * 2017-12-22 2019-06-27 Activision Publishing, Inc. Video Game Content Aggregation, Normalization, and Publication Systems and Methods
US11413536B2 (en) 2017-12-22 2022-08-16 Activision Publishing, Inc. Systems and methods for managing virtual items across multiple video game environments
US10864443B2 (en) * 2017-12-22 2020-12-15 Activision Publishing, Inc. Video game content aggregation, normalization, and publication systems and methods
US11712627B2 (en) 2019-11-08 2023-08-01 Activision Publishing, Inc. System and method for providing conditional access to virtual gaming items
WO2023196809A1 (en) * 2022-04-04 2023-10-12 Jpmorgan Chase Bank, N.A. Systems and methods for cross-platform conversion and exchange of virtual assets

Similar Documents

Publication Publication Date Title
US20120244950A1 (en) System and method for cross-platform and cross-game virtual asset creation and management
US11922402B2 (en) System and method for authorizing blockchain network transactions
CN111602130B (en) Block chain game system
US10163306B2 (en) Limiting transfer of virtual currency in a multiuser online game
US20090119188A1 (en) Management of exchange of virtual goods for online games
US20230122552A1 (en) System for validating play of game applications via game nfts and methods for use therewith
US20220092599A1 (en) Systems and Methods for a Permissionless Decentralized Virtual Asset Network
KR100876114B1 (en) Online game service system and method using game interlocking card
US10565572B2 (en) Securing customized third-party content within a computing environment configured to enable third-party hosting
US20230353355A1 (en) Tag-based authentication system and methods for use therewith
US20230119838A1 (en) Game platform using player token nfts and methods for use therewith
US20230153802A1 (en) System and method for crypto token linked assets
KR102566831B1 (en) Method, device and system for providing exchange and trading platform services for nfts and items in the game environment
US20220414726A1 (en) Blockchain-based permissions ledger for metaverse implementation
US20230356091A1 (en) Dynamic non-fungible tokens representing virtual characters, objects and land
US20230398460A1 (en) Generating and updating player token nfts and methods for use therewith
US20240115946A1 (en) Facilitating generation of player token nfts and methods for use therewith
US20240012794A1 (en) Methods and systems providing nft characters on a blockchain
US20230285864A1 (en) Generating and updating player token nfts and methods for use therewith
US20230334493A1 (en) Manufacturing system using nfts and methods for use therewith
US20240075392A1 (en) Gaming systems and methods with automated avatar play
US20240046250A1 (en) Client device for use with game token nfts and methods for use therewith
Potts et al. Blockchain Innovation in Sports Economies
Σταματάκης Blockchain and NFTs
KR20240047525A (en) Trading system in the world where metaverse membership profile service can be traded using nft

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION