US20070087831A1
2007-04-19
11/380,489
2006-04-27
The disclosure provides novel video game methods and systems. Methods and systems for allowing game players to purchase virtual items using either virtual currency or real world currency are disclosed. A virtual barter system where items can be purchased with a bartered item and/or a combination of a bartered item and real world or virtual currency is also disclosed.
Get notified when new applications in this technology area are published.
A63F13/792 » CPC main
Video games, i.e. games using an electronically generated display having two or more dimensions; 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
A63F13/85 » CPC further
Video games, i.e. games using an electronically generated display having two or more dimensions Providing additional services to players
G06Q30/04 » CPC further
Commerce, e.g. shopping or e-commerce Billing or invoicing, e.g. tax processing in connection with a sale
G06Q50/10 » CPC further
Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism Services
G07F17/32 » CPC further
Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
G07F17/3255 » CPC further
Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements; Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements
A63F2300/407 » CPC further
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 characterised by details of platform network Data transfer via internet
A63F2300/513 » CPC further
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; Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
A63F2300/5513 » CPC further
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 data or player data management involving billing
A63F2300/575 » CPC further
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
A63F9/24 IPC
Games not otherwise provided for Games using electronic circuits not otherwise provided for
The following application is a continuation-in part of U.S. patent application Ser. No. 11/279,991, filed Apr. 17, 2006, which is a continuation-in-part of U.S. patent application Ser. No. 11/355,232, filed Feb. 14, 2006, which claims priority to U.S. Provisional Application Ser. No. 60/727,121 âMethods, Processes, and System to Enhance a Player Experience of a Video Gameâ filed Oct. 14, 2005. Each of which is hereby incorporated by reference in their entirety for all purposes.
BACKGROUNDVideo games which are accessible to multiple players via a server are well known. For example, hundreds of thousands of players access games known as massive multi player online games (MMOGs). Players of these games customarily access a game repeatedly (for durations typically ranging from a few minutes to several days) over given period of time, which may be days, weeks, months or even years. The games are often constructed such that players pay a periodic subscription price (e.g., $15 per month) rather than, or in addition to, paying a one time purchase price for the game. Often, though not necessarily, these games have no ultimate âwinnerâ or âwinning goal,â but instead attempt to create an enjoyable playing environment and a strong player community.
It would be advantageous to provide improved methods and apparatus for increasing the enjoyment and/or longevity of video games.
BRIEF DESCRIPTION OF THE DRAWINGSFIG. 1 is a block diagram of a system according to one embodiment of the present invention.
FIG. 2 is a block diagram of a system according to another embodiment of the present invention.
DETAILED DESCRIPTIONUnless stated to the contrary, for the purposes of the present disclosure, the following terms shall have the following definitions:
Credit Cardâa credit instrument issued by a real world institution to a player that allows the player to make purchases by providing an account identifier (e.g. a credit card number) rather than cash or other currency. An example is a credit card like those issued by Visa, Mastercard, or American Express. For the purposes of the present disclosure, the term âCredit cardâ is intended in a very broad sense and is not limited to those situations, in which a player's purchases are made on credit (i.e. where payments for those purchases is not due until a later time) but also includes financial instruments such as debit cards, check cards, and the like.
Real Cash Valueâthe value in real dollars of the obligation. This value can be determined by multiplying the financial obligation value by the then published exchange rate to real dollars.
Game Environmentâan online game such as World of Warcraft or a virtual community such as Second Life.
Total virtual obligation amountâthe total amount of virtual financial obligations associated with a player character account.
Virtual ContractâAn enforceable agreement between a player character and either another player character or a game server. Some examples of virtual contracts are provided in U.S. Provisional Patent Application Ser. No. 60/652,036, which is hereby incorporated by reference in its entirety for all purposes.
Virtualâshall mean in a game environment or other intangible space.
Virtual Environmentâan online game such as World of Warcraft or a virtual community such as Second Life.
Virtual Creditorâshall mean a first player character who is owed a virtual obligation by a second player character.
Virtual Financial ObligationâAn agreement by a player character or entity to pay one or more game attributes to another player character, entity or the game server. This obligation can be a one time payment, or multiple payments over time. The obligation can specify that payments are due on virtual or real dates.
Virtual Financial Obligation Valueâthe in game value of the obligation. For virtual cash the value is stated as a virtual cash amount. For other game attributes, the value can be determined by generating a virtual cash market value for the item based on the current value in an online marketplace or exchange. The value of the obligation can also be set as a condition of the player contract.
Billing Informationâshall mean any information pertaining to billing a player including a billing address, credit card account, bank account, pay pal account or other payment information.
Characterâshall mean a persona created by a player in a video game.
Character Accountâshall mean an account that tracks character attributes.
Character Attributeâshall mean any quality, trait, feature or characteristic a particular Character can have that is stored in the corresponding Character Account. Character Attributes shall include, but not be limited to:
Character Lifeâshall mean a fixed period of virtual or real world time that a player character can exist in a game environment.
Character Skillsâshall mean game attributes inherent or acquired by a player character during game play such as, but not limited to: the ability to cast certain spells, foretell the future, read minds, use certain weapons, cook, hunt, find herbs, assemble herbs into potions, mine, assemble objects into other objects, fly, and/or enchant other player characters.
Computer Generated Characterâshall mean any character that is generated by the system rather than being another player character.
Game Parameterâshall mean any part of a Video Game by which characters can be measured. Game Parameters shall include, but not be limited to:
In-game Marketplaceâshall mean a virtual environment where Characters can exchange Attributes.
Massive Multi Player Online Video GameâShall mean a Video Game that is played using either a network of a Video Game Central Server and at least two Video Game Consuls or a peer-to-peer network of at least two Video Game Consuls. Players create Characters that may interact with each other in a Video Game Environment that is stored on the Video Game Central Server and the Video Game Consuls.
Novice PlayerâShall mean a player that is flagged as requiring the help of an expert to complete a Game Parameter.
NPCâ(non player character) a computer generated character in the game
Playerâshall mean an individual who can register an account with a Video Game Central Server or within a peer-to-peer network and create Characters that can interact with other Characters in a Video Game Environment.
Player AccountâShall mean an account on the Video Game Central Server or within a peer-to-peer network that contains a Player profile including personal, billing, and character account information.
Player Attributeâshall mean any attribute that can be applied to a player account. Player Attributes shall include, but not be limited to:
Player to Player Contractâshall mean a virtual but binding contract between player characters that allows the players to provide or exchange game attributes to one another. Once a player-to-player contract is established, the game server or peer-to-peer network automatically distributes acquired game attributes between the player characters based on the contract conditions.
Video Gameâshall mean a game played on a Video Game Consul that may or may not be networked to a Video Game Central Server or within a peer-to-peer network.
Video Game Consulâshall mean a device comprising a CPU, memory and optional permanent storage residing at a player location that can allow for the playing of video games. Examples include, home PCs, Microsoft Xbox, and Sony Playstation.
Video Game Central Serverâshall mean a CPU, memory and permanent or temporary storage that is connected to multiple Video Game Consuls that allows for Massive Multi Player Online Video Games to be played.
Video Game EnvironmentâShall mean a virtual video game world that is stored on the combination of the Video Game Central Server and Video Game Consuls where Characters interact and games are played.
The term âproductâ means any machine, manufacture and/or composition of matter, unless expressly specified otherwise.
The term âprocessâ means any process, algorithm, method or the like, unless expressly specified otherwise.
Each process (whether called a method, algorithm or otherwise) inherently includes one or more steps, and therefore all references to a âstepâ or âstepsâ of a process have an inherent antecedent basis in the mere recitation of the term âprocessâ or a like term. Accordingly, any reference in a claim to a âstepâ or âstepsâ of a process has sufficient antecedent basis.
The terms âan embodimentâ, âembodimentâ, âembodimentsâ, âthe embodimentâ, âthe embodimentsâ, âone or more embodimentsâ, âsome embodimentsâ, âcertain embodimentsâ, âone embodimentâ, âanother embodimentâ and the like mean âone or more (but not all) embodiments of the disclosed invention(s)â, unless expressly specified otherwise.
The term âvariationâ of an invention means an embodiment of the invention, unless expressly specified otherwise.
A reference to âanother embodimentâ in describing an embodiment does not imply that the referenced embodiment is mutually exclusive with another embodiment (e.g., an embodiment described before the referenced embodiment), unless expressly specified otherwise.
The terms âincludingâ, âcomprisingâ and variations thereof mean âincluding but not limited toâ, unless expressly specified otherwise.
The term âconsisting ofâ and variations thereof mean âincluding and limited toâ, unless expressly specified otherwise.
The terms âaâ, âanâ and âtheâ mean âone or moreâ, unless expressly specified otherwise.
The term âpluralityâ means âtwo or moreâ, unless expressly specified otherwise.
The term âhereinâ means âin this patent application, including anything which may be incorporated by referenceâ, unless expressly specified otherwise.
The phrase âat least one ofâ, when such phrase modifies a plurality of things (such as an enumerated list of things) means any combination of one or more of those things, unless expressly specified otherwise. For example, the phrase âat least one of a widget, a car and a wheelâ means either (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, a car and a wheel.
Numerical terms such as âoneâ, âtwoâ, etc. when used as cardinal numbers to indicate quantity of something (e.g., one widget, two widgets), mean the quantity indicated by that numerical term, but do not mean at least the quantity indicated by that numerical term. For example, the phrase âone widgetâ does not mean âat least one widgetâ, and therefore the phrase âone widgetâ does not cover, e.g., two widgets.
The phrase âbased onâ does not mean âbased only onâ, unless expressly specified otherwise. In other words, the phrase âbased onâ describes both âbased only onâ and âbased at least onâ.
The term ârepresentâ and like terms are not exclusive, unless expressly specified otherwise. For example, the term ârepresentsâ do not mean ârepresents onlyâ, unless expressly specified otherwise. In other words, the phrase âthe data represents a credit card numberâ describes both âthe data represents only a credit card numberâ and âthe data represents a credit card number and the data also represents something elseâ.
The term âwherebyâ is used herein only to precede a clause or other set of words that express only the intended result, objective or consequence of something that is previously and explicitly recited. Thus, when the term âwherebyâ is used in a claim, the clause or other words that the term âwherebyâ modifies do not establish specific further limitations of the claim or otherwise restricts the meaning or scope of the claim.
The term âe.g.â and like terms means âfor exampleâ, and thus does not limit the term or phrase it explains. For example, in the sentence âthe computer sends data (e.g., instructions, a data structure) over the Internetâ, the term âe.g.â explains that âinstructionsâ are an example of âdataâ that the computer may send over the Internet, and also explains that âa data structureâ is an example of âdataâ that the computer may send over the Internet. However, both âinstructionsâ and âa data structureâ are merely examples of âdataâ, and other things besides âinstructionsâ and âa data structureâ can be âdataâ.
The term âdeterminingâ and grammatical variants thereof (e.g., to determine a price, determining a value, determine an object which meets a certain criterion) is used in an extremely broad sense. The term âdeterminingâ encompasses a wide variety of actions and therefore âdeterminingâ can include calculating, computing, processing, deriving, investigating, looking up (e.g., looking up in a table, a database or another data structure), ascertaining and the like. Also, âdeterminingâ can include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory) and the like. Also, âdeterminingâ can include resolving, selecting, choosing, establishing, and the like.
The term âdeterminingâ does not imply certainty or absolute precision, and therefore âdeterminingâ can include estimating, predicting, guessing and the like.
The term âdeterminingâ does not imply that mathematical processing must be performed, and does not imply that numerical methods must be used, and does not imply that an algorithm or process is used.
The term âdeterminingâ does not imply that any particular device must be used. For example, a computer need not necessarily perform the determining.
It will be readily apparent to one of ordinary skill in the art that the various processes described herein may be implemented by, e.g., appropriately programmed general purpose computers and computing devices. Typically a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) will receive instructions (e.g., from a memory or like device), and execute those instructions, thereby performing one or more processes defined by those instructions.
A âprocessorâ means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or like devices or any combination thereof.
Thus a description of a process is likewise a description of an apparatus for performing the process. The apparatus can include, e.g., a processor and those input devices and output devices that are appropriate to perform the method.
Further, programs that implement such methods (as well as other types of data) may be stored and transmitted using a variety of media (e.g., computer readable media) in a number of manners. In some embodiments, hard-wired circuitry or custom hardware may be used in place of, or in combination with, some or all of the software instructions that can implement the processes of various embodiments. Thus, various combinations of hardware and software may be used instead of software only.
The term âcomputer-readable mediumâ refers to any medium that participates in providing data (e.g., instructions, data structures) which may be read by a computer, a processor or a like device. Such a medium may take many forms, including but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent memory. Volatile media include dynamic random access memory (DRAM), which typically constitutes the main memory. Transmission media include coaxial cables, copper wire and fiber optics, including the wires that comprise a system bus coupled to the processor. Transmission media may include or convey acoustic waves, light waves and electromagnetic emissions, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrier wave as described hereinafter, or any other medium from which a computer can read.
Various forms of computer readable media may be involved in carrying data (e.g. sequences of instructions) to a processor. For example, data may be (i) delivered from RAM to a processor; (ii) carried over a wireless transmission medium; (iii) formatted and/or transmitted according to numerous formats, standards or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetoothâ˘, and TCP/IP, TDMA, CDMA, and 3G; and/or (iv) encrypted to ensure privacy or prevent fraud in any of a variety of ways well known in the art.
Thus a description of a process is likewise a description of a computer-readable medium storing a program for performing the process. The computer-readable medium can store (in any appropriate format) those program elements which are appropriate to perform the method.
Just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of an apparatus include a computer/computing device operable to perform some (but not necessarily all) of the described process.
Likewise, just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of a computer-readable medium storing a program or data structure include a computer-readable medium storing a program that, when executed, can cause a processor to perform some (but not necessarily all) of the described process.
Where databases are described, it will be understood by one of ordinary skill in the art that (i) alternative database structures to those described may be readily employed, and (ii) other memory structures besides databases may be readily employed. Any illustrations or descriptions of any sample databases presented herein are illustrative arrangements for stored representations of information. Any number of other arrangements may be employed besides those suggested by, e.g., tables illustrated in drawings or elsewhere. Similarly, any illustrated entries of the databases represent exemplary information only; one of ordinary skill in the art will understand that the number and content of the entries can be different from those described herein. Further, despite any depiction of the databases as tables, other formats (including relational databases, object-based models and/or distributed databases) are well known and could be used to store and manipulate the data types described herein. Likewise, object methods or behaviors of a database can be used to implement various processes, such as the described herein. In addition, the databases may, in a known manner, be stored locally or remotely from any device(s) which access data in the database.
Various embodiments can be configured to work in a network environment including a computer that is in communication (e.g., via a communications network) with one or more devices. The computer may communicate with the devices directly or indirectly, via any wired or wireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, a telephone line, a cable line, a radio channel, an optical communications line, commercial on-line service providers, bulletin board systems, a satellite communications link, a combination of any of the above). Each of the devices may themselves comprise computers or other computing devices, such as those based on the IntelŽ PentiumŽ or Centrino⢠processor, that are adapted to communicate with the computer. Any number and type of devices may be in communication with the computer.
In an embodiment, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in an embodiment, be practiced on one or more devices without a central authority. In such an embodiment, any functions described herein as performed by the server computer or data described as stored on the server computer may instead be performed by or stored on one or more such devices.
According to one or more embodiments, the present invention provides a virtual environment in which a first player character establishes a contract with either one or more other player characters, entities (real or virtual) or a game server. The contract may specify one or more virtual financial obligation values that the first player character is obligated to pay at a specified virtual or real time and date. The contract may additionally include a credit card number associated with the game account of the first player. According to additional embodiments, in the event that the first player character fails to pay the virtual financial obligation value specified by the contract, a real cash value may be established that equals the virtual financial obligation value and the first player's credit card may be charged the real cash value amount.
Examples of in game contracts include, but are not limited to:
13. Layaway financingâa player character may purchase an in game object, service or resource, placing it into a âlayawayâ account and have monthly or other periodic charges added to his credit card until such time as the entire balance is paid off, at which time, the Player Character would receive the object, service or resource.
According to one or more embodiments of the present invention, any financial account can be used by the player to secure the virtual contracts he establishes with his player characters. The following accounts are non-limiting examples of the type of player character-owned accounts that can be used, individually or in any combination, to secure a virtual contract:
The amount charged to the player's credit card in the event of a default on a virtual contract can be:
According to one or more embodiments of the present invention, the game server can automatically charge virtual cash values to the player character bank account or the game server can notify a player character when a virtual cash value is due.
According to one or more embodiments of the present invention, Player Characters who have reached certain levels of the game or acquired certain amount of virtual value in a game may not be required to secure their contracts with a credit card. Such âfinancially secureâ Player Characters may vouch for less financially secure player characters by offering their virtual value as collateral. Alternatively or additionally, Player Characters may also receive margin dollars based on the level or skills they have obtained.
According to one or more embodiments of the present invention, Player characters can be given a warning and a grace period if they do not pay the virtual cash obligation on the virtual or real date specified or there is not sufficient virtual cash in their virtual cash account for the virtual obligation to be automatically withdrawn.
According to one or more embodiments of the present invention, warnings may be delivered by any one or more of the following mechanisms including, but not limited to, in game alerts, in game instant messaging, real world e-mail, voice mail, postal mail, or text messages.
According to one or more embodiments of the present invention, Player characters could have the choice of using virtual or real cash to pay the virtual obligation when it becomes due. Characters could be offered this option on every purchase they make in a game environment. For example, a player purchasing a game item in an in game exchange can elect to pay real or virtual money during the transaction. The exchange interface offers the choice between purchasing the item for real or virtual cash and the value of the item in real and virtual cash is displayed. If the player selects virtual cash, the amount is debited from his virtual cash account. If the player selects real cash, the amount is charged to his credit card on file.
According to one or more embodiments of the present invention, when making a decision to use real or virtual cash to pay for an item or service, the player character (and/or game server) may request bids from other player characters or entities to pay for the item at some level of exchange rate that differs from the current exchange rate. For example, if a player character wishes to buy a virtual sword and the price is: $10 USD or 100 units of in game currency (e.g. piece of gold, $LD, etc.), there may be third party player characters that may desire to pay the real cash value in exchange for some amount of LD, that may be less or more than the current exchange rate.
According to one or more embodiments of the present invention, when a player's financial account cannot cover the real cash obligation specified by a virtual contract, the account can be suspended and the virtual assets owned by the player character can be automatically liquidated and the proceeds divided amongst virtual contract holders (other player characters or the game server) in ratio of the contract values. Alternatively or additionally, some or all of the virtual assets owned by the player may be immediately sold for their market value. The assets may be sold one at a time (in any order specified by the rules of the game server i.e. most to least valuable, least to most valuable, most to least liquid, least to most liquid, etc) until the virtual obligations of the player character have been met. If all the assets of the player character are sold and the virtual cash does cannot cover the virtual obligations, the cash can be paid to the creditors using any suitable means including, but not limited to: (i) in ratio equal to the obligation for each creditor compared to the total outstanding obligations; and/or (ii) in order of priority. A creditor can be given priority based on (i) paying to be a priority creditor when the virtual contract is established; (ii) the amount of the obligation; (iii) the date the virtual contract was established; (iv) the remaining obligation of the contract vs. the total obligation; or (v) paying off debts to independent third party player characters or entities as opposed to those player characters/entities that are either own by or related to the indebted player character.
According to one or more embodiments of the present invention, the game server can periodically ping the credit card or other financial account identifier of the player to make sure that there is adequate cash or credit line associated with the account to cover all the virtual obligations that the player has established with his characters.
According to one or more embodiments of the present invention, when a virtual obligation is established, an amount that is equal to or a percentage of that obligation can be locked on the credit card so that it cannot be used for anything other than covering the virtual obligation.
According to one or more embodiments of the present invention, when a virtual obligation is established, an interest in an insurance policy can be purchased for a fee that is charged to the credit card. According to one example of this embodiment, in the event of a default, the insurance policy pays the debt; however the player character's rating would be lowered and/or future policies rejected outright. If an insurance company (real or virtual) pays the debt, the insurance company could seek restitution from the defaulting player character.
According to one or more embodiments of the present invention, the game server can conduct a preauthorization of the player credit card equal to the cash value of the virtual obligation when the virtual contract is established. If the preauthorization fails, the contract cannot be executed and the appropriate parties (player characters and or game server) are notified.
According to one or more embodiments of the present invention, a player character may not be able to sell assets in a game or on an exchange between game servers or games if he has contracts established in a game environment. Alternatively, an amount of the player character's assets equal to his virtual cash obligations cannot be sold on an in game, inter game server, or intra game exchange.
According to one or more embodiments of the present invention, when a player character creates a contract, the game server can upsell a credit card to that player character to use to secure the contract. If the player character accepts the offer, he fills out a credit card application. The application is submitted to the card issuing bank. If the bank accepts the application, a new card number is issued and used to secure the contract.
According to one or more embodiments of the present invention, when a player creates a game account, the game server can upsell a credit card that the player character can use to secure contracts (and pay for his monthly fees) As an incentive to sign up for the card, the card can be issued with a certain amount of credit line that can be used to secure contracts with no payment obligation for the player. For example, the player could be given $50 worth of credit line to use to secure against in game contracts. If the player defaults on a contract in the game, the game can automatically charge the credit card account the specified penalty amount. As long as that amount is less than $50, then the player is not obligated to pay off the balance on the credit card.
According to one or more embodiments of the present invention, a fee can be charged by a game server or player character who facilitates and enforces the contracts between other player characters and the game server. This fee can be a flat fee, a âper transactionâ fee, or a percent of the total value of the contract or payment fee.
According to one or more embodiments of the present invention, rather than a real cash fee being charged to a credit card only when the virtual obligation cannot be paid with virtual cash, the player can just pay a recurring real cash fee to borrow virtual cash in a game environment. Either the game server or the player character can issue the virtual loan and receive the monthly real cash fee. The monthly fee can be charged to the player character by the game server and a portion of the fee can be remitted, in real or virtual cash to a second player character who initiated the loan.
According to one or more embodiments of the present invention, a player character can rent a sum of virtual cash for a monthly real cash fee that is charged to his credit card. In this embodiment, a player pays a monthly real cash amount as long as he has borrowed a certain amount of money from a game server or other player character. According to one example of this embodiment, when the player character repays the loan, the real cash monthly fee may no longer collected by the game server.
According to one or more embodiments of the present invention, a player character can also rent a sum of virtual cash for a recurring virtual cash fee. If the player character cannot pay the recurring virtual cash fee, a real cash value is determined and charged to the player credit card.
According to one or more embodiments of the present invention, a player character can be offered the choice to pay a basic monthly fee for his account, or an additional monthly fee for his account that includes an upfront loan of virtual cash.
According to one or more embodiments of the present invention, a method for providing multiple purchase options for virtual purchases is provided. In an online game, a player character can open a screen or pop up window to purchase items from the game server or other player characters. The screen allows the player character to view the item for sale, and purchase the item with either virtual currency or real currency. The game server receives the desired item to purchase, retrieves the virtual currency price for the item, converts the virtual currency price into a real currency price based on a current exchange rate, and outputs the virtual and real currency price to the player character. The player character can choose whether he wants to make the purchase with real or virtual currency. If the player character selects virtual currency, the virtual currency amount is debited from his virtual currency account with the game server and the item is added to his inventory. If the player selects real currency, the real currency amount is charged to his credit card on file and the virtual item is added to his virtual inventory.
According to one or more embodiments of the present invention, any transaction in the game environment can allow the buyer to pay with multiple real and virtual cash currency types.
According to one or more embodiments of the present invention, a player character can place virtual items he has in inventory in escrow and list other virtual items or groups of items he is willing to trade for those items. When a second player character indicates he wants to purchase one of these items or groups of items that have been placed into escrow by the first player character and the second player character has one or more of the other virtual items the first player character wants, he can elect to exchange items rather than pay for them with real or virtual cash. According to a further embodiment, the game server can offer the ability to exchange items on the same purchase screen where it offers real and virtual cash payment options.
According to one or more embodiments of the present invention, transactions can be paid for by exchanging items in the player character's inventory for those items he wishes to purchase. In such a case, the game server may only accept items from the player character that are in demand, and/or may convert both items into a common exchange rate to determine the number of such items needed to buy an item. In the case of a shortfall, a player character may use items in inventory in combination with real or virtual cash.
According to one or more embodiments of the present invention, a player character purchase screen may give the player character the ability to purchase a virtual item with one or a combination of multiple currency types and/or objects for barter.
According to one or more embodiments of the present invention, a player can select which types of currencies he wants to view on the purchase screen. Multiple types of virtual and real cash can be displayed and selected. For instance, the real currency values could be displayed in United States Dollars, Japanese Yen, and/or any other types of real world currency. The virtual currency values could be denominated and displayed in Linden Dollars, World of Warcraft Gold, and/or any other types of virtual world currency.
According to one or more embodiments of the present invention, if the purchase is made with virtual cash, it can be paid for from a virtual cash account or using a virtual loan or virtual finance option.
According to one or more embodiments of the present invention, the game server can track purchases up to some fixed dollar amount, and charge the sum to the player's credit card rather than charging the credit card each time a virtual purchase is made with real cash. Alternatively, the game server could charge a fixed dollar amount to the credit card associated with the player character and decrement that amount with real cash purchases in the game environment until the fixed dollar amount is depleted, at which time the credit card would then be charge the fixed dollar amount again.
According to one or more embodiments of the present invention, Any financial account can be used by the player to secure the virtual contracts he establishes with his player characters. The following accounts owned by a player character can be used, individually or in any combination, to secure a virtual contract:
The present disclosure also provides systems for securing contracts established in virtual environments. Accordingly turning to FIG. 1, a suitable system 10 may include a central server 12 in electronic communication with any number of suitable programs including, for example and without limitation: a Contract Generation Program 14; a Contract Enforcement Program 16; a Asset Liquidation and Redistribution Program 18; a Credit Card Upsell Program 20; and a Virtual Cash to Real Cash Exchange Program 22.
System 10 may further comprise any number of suitable databases. Examples of suitable databases include, but are not limited to, a player database 24, a player character database 26, a contract database 28, and a virtual bank database 30.
Player database 24 may include information about each player who accesses the game. This information may be provided to the game server by a player when the player registers to play the game, or at any other suitable time and using any suitable means. Examples of player information include, but are not limited to: player ID, player contact information, player credit card information, and/or player character ID.
Player character database 26 may include information about each player character that participates, or is able to participate, in a game. Accordingly, it will be understood that according to some types of games, a single player may create and control more than one player character. Examples of information the player character database may maintain include, but are not limited to: player character ID, player character profile, player character asset(s), player character attribute(s), player character contract(s). Of course it will be understood that for many of these information categories, a given player character may have multiple entries. For example, a given player character may have any number of attributes which could be tracked and maintained by the player character database.
Contract database 28 may include information about any virtual agreements entered into by player characters. Examples of information the contract database may maintain include, but are not limited to: contract ID, player character ID, Player character type, contract type, contract obligation(s). Of course it will be understood that for many of these information categories, a given contract may have multiple entries. For example, a given contract entered into by a given player character may have numerous contract obligations which can be tracked and maintained by the contract database. Examples of contract obligation information that could be tracked and maintained by the contract database includes, but is not limited to: player character, obligation type, obligation amount, obligation date, obligation penalty, obligation grace period, obligation warning message, and default rules.
Virtual bank database 30 may include information related to the methods and financial instruments used to guarantee certain in-game agreements. For example, the virtual bank database may include information including, but not limited to: player character owner, player character owner credit card number, account balance, maximum deposit limit, interest rate, interest payment schedule, player character account, and loan account number. It will be appreciated that any of these categories of information may include subcategorizable information. For example, the player character account information may include numerous sub-categories of information including character ID, character balance, character interest rate, and interest payment schedule. Alternatively or additionally, the loan account information may include sub-categories of information including character ID, loan amount, payment(s), interest rate, and credit card number.
Turning next to FIG. 2, system 40 according to another embodiment of the present invention is shown. System 40 may include a central server 42 in electronic communication with any number of suitable programs including, for example and without limitation: a Currency Exchange Program 44; a Virtual Item Payment Program 46; and a Currency Selection Preferences Program 48.
System 10 may further comprise any number of suitable databases. Examples of suitable databases include, but are not limited to, a player database 50, a player character database 52, a currency exchange database 54, an item database 56, and a market database 58.
Player database 50 may include information about each player who accesses the game. This information may be provided to the game server by a player when the player registers to play the game, or at any other suitable time and using any suitable means. Examples of player information include, but are not limited to: player character ID, character personal information, character real currency account information, and player character(s).
Player character database 52 may include information about each player character that participates, or is able to participate, in a game. Accordingly, it will be understood that according to some types of games, a single player may create and control more than one player character. Examples of information the player character database may maintain include, but are not limited to: character name, virtual cash currency preferences, real cash currency preferences, virtual cash account, account number, account balance, and virtual item ID. Of course it will be understood that for many of these information categories, a given player character may have multiple entries. For example, a given player character may have any number of attributes which could be tracked and maintained by the player character database.
Currency exchange database 54 may include information such as currency types and exchange rates.
Item database 56 may include information about the various items that are available for use in the game. Examples of information the item database may maintain includes item identification, item descriptors, and item attributes.
Market database 58 includes information about the items that have been offered for sale/barter/etc. in the game. Examples of information the market database may maintain includes item ID, item value, quantity available, and the items for which exchange is available.
The following paragraphs describe various methods and steps therein according to the present disclosure:
Establishing a Contract
Enforcing a Contract
Locking Player Character Accounts and Liquidating Assets
Generating Warning Message if Virtual Obligation Cannot be Met
Disabling Selling Virtual Assets If Player Character has Virtual Obligations
Periodic Check of Credit Card Validity
Credit Card Upselling During Contract Initiation
Credit Card Upselling During Player Set Up
Providing a Choice Between Virtual Cash or Credit Card Charge
Real cash charge to credit card for virtual loan payment or rental
Selecting Multiple Currency Options
Paying for a Virtual Item
Creating an Exchange Offer
Fulfilling an Exchange Offer
Of course it will be appreciated that the systems methods described herein are provided for the purposes of example only and that none of the above systems methods should be interpreted as necessarily requiring any of the disclosed components or steps nor should they be interpreted as necessarily excluding any additional components or steps.
The invention is described with reference to several embodiments. However, the invention is not limited to the embodiments disclosed, and those of ordinary skill in the art will recognize that the invention is readily applicable to many other diverse embodiments and applications. Accordingly, the subject matter of the present disclosure includes all novel and nonobvious combinations and subcombinations of the various systems, methods and configurations, and other features, functions, and/or properties disclosed herein.
Where a limitation of a first claim would cover one of a feature as well as more than one of a feature (e.g., a limitation such as âat least one widgetâ covers one widget as well as more than one widget), and where in a second claim that depends on the first claim, the second claim uses a definite article âtheâ to refer to the limitation (e.g., âthe widgetâ), this does not imply that the first claim covers only one of the feature, and this does not imply that the second claim covers only one of the feature (e.g., âthe widgetâ can cover both one widget and more than one widget).
Each claim in a set of claims has a different scope. Therefore, for example, where a limitation is explicitly recited in a dependent claim, but not explicitly recited in any claim from which the dependent claim depends (directly or indirectly), that limitation is not to be read into any claim from which the dependent claim depends.
When an ordinal number (such as âfirstâ, âsecondâ, âthirdâ and so on) is used as an adjective before a term, that ordinal number is used (unless expressly specified otherwise) merely to indicate a particular feature, such as to distinguish that particular feature from another feature that is described by the same term or by a similar term. For example, a âfirst widgetâ may be so named merely to distinguish it from, e.g., a âsecond widgetâ. Thus, the mere usage of the ordinal numbers âfirstâ and âsecondâ before the term âwidgetâ does not indicate any other relationship between the two widgets, and likewise does not indicate any other characteristics of either or both widgets. For example, the mere usage of the ordinal numbers âfirstâ and âsecondâ before the term âwidgetâ (1) does not indicate that either widget comes before or after any other in order or location; (2) does not indicate that either widget occurs or acts before or after any other in time; and (3) does not indicate that either widget ranks above or below any other, as in importance or quality. In addition, the mere usage of ordinal numbers does not define a numerical limit to the features identified with the ordinal numbers. For example, the mere usage of the ordinal numbers âfirstâ and âsecondâ before the term âwidgetâ does not indicate that there must be no more than two widgets.
When a single device or article is described herein, more than one device/article (whether or not they cooperate) may alternatively be used in place of the single device/article that is described. Accordingly, the functionality that is described as being possessed by a device may alternatively be possessed by more than one device/article (whether or not they cooperate).
Similarly, where more than one device or article is described herein (whether or not they cooperate), a single device/article may alternatively be used in place of the more than one device or article that is described. For example, a plurality of computer-based devices may be substituted with a single computer-based device. Accordingly, the various functionality that is described as being possessed by more than one device or article may alternatively be possessed by a single device/article.
The functionality and/or the features of a single device that is described may be alternatively embodied by one or more other devices which are described but are not explicitly described as having such functionality/features. Thus, other embodiments need not include the described device itself, but rather can include the one or more other devices which would, in those other embodiments, have such functionality/features.
Numerous embodiments are described in this patent application, and are presented for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any sense. The presently disclosed invention(s) are widely applicable to numerous embodiments, as is readily apparent from the disclosure. One of ordinary skill in the art will recognize that the disclosed invention(s) may be practiced with various modifications and alterations, such as structural, logical, software, and electrical modifications. Although particular features of the disclosed invention(s) may be described with reference to one or more particular embodiments and/or drawings, it should be understood that such features are not limited to usage in the one or more particular embodiments or drawings with reference to which they are described, unless expressly specified otherwise.
The present disclosure is neither a literal description of all embodiments of the invention nor a listing of features of the invention which must be present in all embodiments.
Neither the Title (set forth at the beginning of the first page of this patent application) nor the Abstract (set forth at the end of this patent application) is to be taken as limiting in any way as the scope of the disclosed invention(s). An Abstract has been included in this application merely because an Abstract of not more than 150 words is required under 37 C.F.R. § 1.72(b).
The title of this patent application and headings of sections provided in this patent application are for convenience only, and are not to be taken as limiting the disclosure in any way.
Devices that are described as in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise. On the contrary, such devices need only transmit to each other as necessary or desirable, and may actually refrain from exchanging data most of the time. For example, a machine in communication with another machine via the Internet may not transmit data to the other machine for long period of time (e.g. weeks at a time). In addition, devices that are in communication with each other may communicate directly or indirectly through one or more intermediaries.
A description of an embodiment with several components or features does not imply that all or even any of such components/features are required. On the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention(s). Unless otherwise specified explicitly, no component/feature is essential or required.
Although process steps, algorithms or the like may be described in a sequential order, such processes may be configured to work in different orders. In other words, any sequence or order of steps that may be explicitly described does not necessarily indicate a requirement that the steps be performed in that order. On the contrary, the steps of processes described herein may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non-simultaneously (e.g., because one step is described after the other step). Moreover, the illustration of a process by its depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, does not imply that the illustrated process or any of its steps are necessary to the invention, and does not imply that the illustrated process is preferred.
Although a process may be described as including a plurality of steps, that does not imply that all or any of the steps are essential or required. Various other embodiments within the scope of the described invention(s) include other processes that omit some or all of the described steps. Unless otherwise specified explicitly, no step is essential or required.
Although a product may be described as including a plurality of components, aspects, qualities, characteristics and/or features, that does not indicate that all of the plurality are essential or required. Various other embodiments within the scope of the described invention(s) include other products that omit some or all of the described plurality.
Unless expressly specified otherwise, an enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are mutually exclusive. Therefore it is possible, but not necessarily true, that something can be considered to be, or fit the definition of, two or more of the items in an enumerated list. Also, an item in the enumerated list can be a subset (a specific type of) of another item in the enumerated list. For example, the enumerated list âa computer, a laptop, a PDAâ does not imply that any or all of the three items of that list are mutually exclusiveâe.g., an item can be both a laptop and a computer, and a âlaptopâ can be a subset of (a specific type of) a âcomputerâ.
Likewise, unless expressly specified otherwise, an enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are collectively exhaustive or otherwise comprehensive of any category. For example, the enumerated list âa computer, a laptop, a PDAâ does not imply that any or all of the three items of that list are comprehensive of any category.
Further, an enumerated listing of items does not imply that the items are ordered in any manner according to the order in which they are enumerated.
In a claim, a limitation of the claim which includes the phrase âmeans forâ or the phrase âstep forâ means that 35 U.S.C. § 112, paragraph 6, applies to that limitation.
In a claim, a limitation of the claim which does not include the phrase âmeans forâ or the phrase âstep forâ means that 35 U.S.C. § 112, paragraph 6 does not apply to that limitation, regardless of whether that limitation recites a function without recitation of structure, material or acts for performing that function. For example, in a claim, the mere use of the phrase âstep ofâ or the phrase âsteps ofâ in referring to one or more steps of the claim or of another claim does not mean that 35 U.S.C. § 112, paragraph 6, applies to that step(s).
With respect to a means or a step for performing a specified function in accordance with 35 U.S.C. § 112, paragraph 6, the corresponding structure, material or acts described in the specification, and equivalents thereof, may perform additional functions as well as the specified function.
Computers, processors, computing devices and like products are structures that can perform a wide variety of functions. Such products can be operable to perform a specified function by executing one or more programs, such as a program stored in a memory device of that product or in a memory device which that product accesses. Unless expressly specified otherwise, such a program need not be based on any particular algorithm, such as any particular algorithm that might be disclosed in this patent application. It is well known to one of ordinary skill in the art that a specified function may be implemented via different algorithms, and any of a number of different algorithms would be a mere design choice for carrying out the specified function.
Therefore, with respect to a means or a step for performing a specified function in accordance with 35 U.S.C. § 112, paragraph 6, structure corresponding to a specified function includes any product programmed to perform the specified function. Such structure includes programmed products which perform the function, regardless of whether such product is programmed with (i) a disclosed algorithm for performing the function, (ii) an algorithm that is similar to a disclosed algorithm, or (iii) a different algorithm for performing the function.
The present disclosure provides, to one of ordinary skill in the art, an enabling description of several embodiments and/or inventions. Some of these embodiments and/or inventions may not be claimed in this patent application, but may nevertheless be claimed in one or more continuing applications that claim the benefit of priority of this patent application. Applicants intend to file additional applications to pursue patents for subject matter that has been disclosed and enabled but not claimed in this patent application.
1. A method comprising:
providing a virtual environment that is accessible to one or more players;
receiving a purchase request for a desired virtual item from a player;
providing a virtual currency price for the desired virtual item to the player; and
providing a real currency price for the desired virtual item to the player.
2. The method of claim 1 wherein the step of providing a real currency price comprises converting the virtual currency price into a real currency price based on a current exchange rate.
3. The method of claim 1 further comprising receiving a selection of either the virtual currency price or the real currency price from the player.
4. The method of claim 3 wherein if the player selects the virtual currency price, the virtual currency amount is debited from a virtual currency account associated with the player.
5. The method of claim 3 wherein if the player selects the real currency price, the real currency amount is charged to a credit card associated with the player.
6. The method of claim 1 further comprising providing a list of virtual items the player could trade in exchange for the desired virtual item.
7. The method of claim 6 further comprising receiving an offer from the player to exchange a virtual item owned by the player for the desired virtual item.
8. The method of claim 7 further comprising determining a value for the virtual item offered by the player.
9. The method of claim 8 further comprising comparing the value for the offered virtual item with the value for the desired virtual item.
10. The method of claim 9 further comprising allowing the player to make up for any shortfall in the value of the offered virtual item compared to the desired virtual item with virtual or real currency.
11. The method of claim 3 where if the player selects the virtual currency price, the virtual currency is paid with a virtual loan.
12. The method of claim 3 where, if the player selects the virtual currency price, the virtual currency is paid with a virtual financing option.
13. The method of claim 3 where, if the player selects the virtual currency price, the player is offered an option of taking out a virtual loan.
14. The method of claim 3 where, if the player selects the virtual currency price, the player is offered a virtual financing option.
15. The method of claim 1 further comprising tracking purchases by the user where the user has selected the real cash currency up to a threshold amount and, when the threshold amount is reached, charging the sum of the purchases to a credit card associated with the player.
16. The method of claim 1 further comprising charging a first amount to a credit card associated with the player to create a real currency account for the player and debiting any real currency purchases from the player's real currency account.
17. The method of claim 16 further comprising charging the first amount to the credit card when the real currency account is depleted.
18. A user-interface in a virtual environment comprising:
a purchase screen comprising:
at least one virtual item for sale;
a real currency purchase price for the virtual item; and
a virtual currency purchase price for the virtual item.
19. The user-interface of claim 18 wherein the purchase screen further comprises a list of one or more virtual items that could be offered to trade for the virtual item for sale.
20. The user-interface of claim 18 further comprising a user-selectable option that allows the user to select the types of currencies that are displayed by the purchase screen.