U.S. patent application number 11/559158 was filed with the patent office on 2007-04-19 for financing options in a virtual environment.
This patent application is currently assigned to LEVIATHAN ENTERTAINMENT, LLC. Invention is credited to Andrew Stephen Van Luchene.
Application Number | 20070087822 11/559158 |
Document ID | / |
Family ID | 46326577 |
Filed Date | 2007-04-19 |
United States Patent
Application |
20070087822 |
Kind Code |
A1 |
Van Luchene; Andrew
Stephen |
April 19, 2007 |
Financing Options in a Virtual Environment
Abstract
The disclosure provides novel video game methods and systems for
allowing players to purchase virtual goods and services using a
variety of purchasing options. Methods and systems include virtual
barter systems and means for financing purchases using real and
virtual credit and financing mechanisms.
Inventors: |
Van Luchene; Andrew Stephen;
(Santa Fe, NM) |
Correspondence
Address: |
GONZALES PATENT SERVICES
4605 CONGRESS AVE. NW
ALBUQUERQUE
NM
87114
US
|
Assignee: |
LEVIATHAN ENTERTAINMENT,
LLC
229B Johnson St.
Santa Fe
NM
87501
|
Family ID: |
46326577 |
Appl. No.: |
11/559158 |
Filed: |
November 13, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11380489 |
Apr 27, 2006 |
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11559158 |
Nov 13, 2006 |
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11279991 |
Apr 17, 2006 |
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11380489 |
Apr 27, 2006 |
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11355232 |
Feb 14, 2006 |
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11380489 |
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60727121 |
Oct 14, 2005 |
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60727121 |
Oct 14, 2005 |
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Current U.S.
Class: |
463/25 ;
463/1 |
Current CPC
Class: |
A63F 13/352 20140902;
A63F 2300/5513 20130101; A63F 2300/513 20130101; G07F 17/32
20130101; A63F 13/65 20140902; A63F 13/792 20140902; G07F 17/3255
20130101; A63F 2300/407 20130101; A63F 13/533 20140902; G06Q 30/04
20130101; A63F 13/34 20140902; A63F 2300/5553 20130101; G06Q 50/10
20130101; A63F 13/335 20140902; A63F 13/822 20140902; A63F 2300/575
20130101 |
Class at
Publication: |
463/025 ;
463/001 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: providing a virtual environment that is
accessible to one or more players; displaying items for sale in the
virtual environment; displaying the purchase price of the item for
sale in the virtual environment; allowing a player to use a virtual
financing agreement to purchase an item for sale in the virtual
environment; securing the virtual financing agreement with a real
world financial instrument; determining if the player has breached
a term of the virtual financing agreement; and if the player has
breached a term of the virtual financing agreement, charging a fee
to the real world financial instrument.
2. The method of claim 1, wherein the purchase price is displayed
in multiple currencies.
3. The method of claim 2, wherein the multiple currencies are real
and virtual currencies.
4. The method of claim 3, wherein the player can choose to pay in
real or virtual currencies or a combination thereof.
5. The method of claim 4, wherein if the player chooses the virtual
currency price, the virtual currency amount is debited from a
virtual currency account associated with the player.
6. The method of claim 4, wherein if the player selects the real
currency price, the real currency amount is charged to the real
world financial instrument.
7. The method of claim 2, wherein the purchase price in multiple
currencies is calculated based on a current exchange rate.
8. The method of claim 1 further comprising charging a periodic
finance charge to the real world financial instrument during the
life of the virtual financing agreement.
9. The method of claim 1 further comprising verifying that the real
world financing instrument contains sufficient credit or funds to
cover the purchase price before allowing the player to enter into
the virtual financing agreement.
10. The method of claim 1 further comprising, upon the player
entering into the virtual financing agreement, paying the seller
the full purchase price; and periodically charging a portion of the
purchase price plus a fee to a virtual financial instrument
associated with the player.
11. A virtual environment comprising: one or more characters able
to interact with the virtual environment; a user-interface
configured to provide access to virtual goods and services
available for purchase in the virtual environment; a database
configured to dynamically calculate terms for a virtual financing
agreement based on a character's action; a user interface
configured to present the dynamically calculated terms to a player
controlling the character.
12. The virtual environment of claim 11 further comprising a
user-interface configured to allow the player to accept, reject, or
counteroffer the terms of the financing agreement.
13. The virtual environment of claim 11 further comprising a system
configured to identify and track any accepted terms in the
financing agreement.
14. The virtual environment of claim 13 further comprising a system
configured to identify any breaches of the accepted terms by the
player.
15. A method comprising: providing a virtual environment that is
accessible to one or more players; displaying items for sale in the
virtual environment; embedding a financing module in the virtual
shopping cart of the virtual environment; wherein the financing
module: offers virtual finance options to purchasers of the virtual
items; secures the virtual finance options with a real world
financial instrument; and identifies whether the real world
financial instrument has sufficient funds to secure purchases made
by the purchasers.
16. The method of claim 15, wherein the finance option is an
installment plan.
17. The method of claim 15, wherein the finance option is a credit
card.
18. The method of claim 15 where the method further comprises
displaying a price for an item for sale.
19. The method of claim 18 wherein the currency in which the price
is displayed is dependant upon the specific character viewing the
item.
20. The method of claim 19 wherein the currency that is displayed
is based on a billing address associated with a player account for
the character.
Description
PRIORITY CLAIM
[0001] The following application is a continuation-in part of U.S.
patent application Ser. No. 11/380,489 which is a continuation in
part of U.S. patent application Ser. No. 11/279,991, filed Apr. 17,
2006 and Ser. No. 11/355,232, filed Feb. 14, 2006, which both claim
priority to U.S. Provisional Application Ser. No. 60/727,121
"Methods, Processes, and System to Enhance a Player Experience of a
Video Game" filed Oct. 14, 2005. Each of which is hereby
incorporated by reference in their entirety for all purposes.
BACKGROUND
[0002] Video games which are accessible to multiple players via a
server or peer to peer network are well known. For example,
hundreds of thousands of players access games known as massive
multi-player online games (MMOGs) and massive multi-player online
role playing games (MMORPGs). Players of these games customarily
access a game repeatedly (for durations typically ranging from a
few minutes to several days) over a 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 "winner" or "winning goal," but
instead attempt to create an enjoyable playing environment and a
strong player community.
[0003] It would be advantageous to provide improved methods and
apparatus for increasing the enjoyment and/or longevity of video
games including, but not necessarily limited to MMOGs and
MMORPGs.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] FIG. 1 is a block diagram depicting a network according to
an embodiment of the present disclosure.
[0005] FIG. 2 is a block diagram depicting a system 100 according
to one embodiment of the present invention.
[0006] FIG. 3 illustrates a method of being offered a financing
agreement according to one embodiment of the present invention.
[0007] FIG. 4 is a block diagram 300 according to one embodiment of
the present invention.
[0008] FIG. 5 is a block diagram depicting a system 240 according
to one embodiment of the present invention.
[0009] FIG. 6 illustrates a method of applying for a financing
option according to one embodiment of the present invention.
DETAILED DESCRIPTION
Definitions:
[0010] Unless stated to the contrary, for the purposes of the
present disclosure, the following terms shall have the following
definitions:
[0011] Credit Card--a credit instrument issued by a real or virtual
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 "Credit card"
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, lines of credit and the like.
[0012] Virtual credit card--a financial instrument issued in a
virtual environment that acts in the virtual environment for
virtual currency the way a real world credit card acts in the real
world for real currency.
[0013] Real Cash Value--the value in real dollars of the virtual
currency. This value can be determined by multiplying the value of
a virtual currency amount by the current exchange rate to real
dollars.
[0014] Total virtual obligation amount--the total amount of the
virtual financial obligation(s) associated with a player
character's account.
[0015] Virtual Contract--An enforceable agreement between a first
player character and either another player character, a game
server, or a third party. 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.
[0016] Virtual--shall mean in a video game environment or other
intangible space.
[0017] Virtual World--a world created in an online game such as
World of Warcraft, or a virtual community such as Second Life, Eve
or There.com.
[0018] Virtual Creditor--shall mean a first player character or
other entity who is owed a virtual obligation by a second player
character.
[0019] Virtual Credit Score--a score given to player characters in
a video game based on one or more of the following criteria: the
virtual assets they possess, the age of the character account, the
type of account, e.g. basic or premium, the available credit line
of the credit card associated with the account, the existing
virtual financial obligations of the player character account, the
player character's payment history including days to pay, amounts
overdue or delinquent, and/or the player character's real world
credit score, and/or the factors used in the real world to
determine a credit score.
[0020] Virtual Financial Account--a virtual account issued to a
player character by a virtual bank, game server or third party
where virtual cash can be deposited and withdrawn.
[0021] Virtual Financial Obligation--An 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 may require multiple payments over time. The
obligation may specify when payments and/or interest are due.
[0022] Virtual Financial Intermediary--Financial intermediaries are
institutions including depository institutions, contractual savings
institutions, and investment intermediaries which offer financial
products and services for use within the virtual environment. The
various financial intermediaries available in the virtual
environment may each serve different or overlapping purposes and
provide means for using, saving, borrowing and transferring
currency.
[0023] Virtual Financial Obligation Value--the in game value of the
obligation. For virtual cash the value may be stated as a virtual
and/or real 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 may be fixed or variable and
may also be set as a condition of the player contract and/or by the
game server or other entity.
[0024] Billing Information--shall mean any information pertaining
to billing a player for playing a game, accessing a game,
purchasing goods or services, or any other reasons. Billing
information may include such real world information as a billing
address, credit card account number, bank account number, pay pal
account number or other payment facilitator, or the account number
of any other financial entity providing a real world credit line or
any other payment-related information.
[0025] Character or "player character"--a persona created and
controlled by a player in a video game.
[0026] Avatar--the virtual representation of a player
character.
[0027] Character Account--an account that tracks character
attributes.
[0028] Character Attribute--any quality, trait, feature or
characteristic a particular Character can have that is stored in
the corresponding Character Account. Character Attributes may
include, but are not be limited to: [0029] 1. A character score
[0030] 2. A virtual object [0031] 3. The physical appearance of a
character [0032] 4. An emblem or mark [0033] 5. A synthetic voice
[0034] 6. Virtual currency [0035] 7. Virtual help points or credits
[0036] 8. The ability to join groups of other players at a later
time [0037] 9. A score for subsequent matching of later game
parameters [0038] 10. A relationship with another character [0039]
11. A genetic profile or makeup [0040] 12. A skill or skill level
[0041] 13. A ranking [0042] 14. Or any combination of the above or
[0043] 15. A change or rate of change to any or all of the above or
any other attribute of a player or player character [0044] 16. A
future right to create, encumber, purchase or sell any one or more
of the above or any other object [0045] 17. A financial object or
instrument, including a bank or other balance in real or virtual
currency
[0046] Character Life--a fixed or variable, finite or infinite,
random or dynamic period of virtual, real world, or any other
combination of time and/or number of turns or other measuring unit
that a player character can exist in a game environment, including
any renewals or extensions, e.g., reincarnation or "extra lives,"
etc.
[0047] Character Skills--game attributes inherent in, developed or
acquired by a player character during game play or otherwise such
as, but not limited to: the ability to cast (certain) spells, hide,
grow, shrink, read, write, program, listen, speak, foretell the
future, read minds, use (certain) weapons, sell, create,
manufacture goods, provide services, cook, shoot, hunt, trap,
operate businesses, find herbs, gather food or drink, perform, run,
walk, crawl, jump, teleport, transmutation, assemble herbs into
potions, mine, learn, create chemical compounds, invent, heal,
diagnose, treat illness or wounds, raise the dead, train others,
publish, assemble objects into other objects, fly, and/or enchant
other player characters.
[0048] Computer Generated (CGC) or Non-Player (NPC) Character--any
character that is controlled by the game system and/or a computer
program and/or rules established by the game system and not by a
player on a continuous basis.
[0049] Game performance parameter--any aspect of a Video Game by
which a player character's performance can be measured. Game
Parameters shall include, but not be limited to: [0050] 1.
Completing all or part of a mission [0051] 2. Playing for a certain
period of time [0052] 3. Winning a match against another player
character or computer generated character [0053] 4. Reaching a
certain level or score [0054] 5. using or obtaining an ability or
technology [0055] 6. kill/death ratios [0056] 7. obtaining,
creating or modifying an object [0057] 8. solving a puzzle [0058]
9. accuracy with weapons [0059] 10. effective use of the proper
weapon [0060] 11. killing a certain character/creature [0061] 12.
getting through or to a certain geographic area [0062] 13.
decreasing or increasing Karma Points [0063] 14. getting, buying,
exchanging or learning a new skill or player attribute [0064] 15.
having a child [0065] 16. getting married [0066] 17. obtaining,
buying, trading, producing or developing raw materials [0067] 18.
producing goods or services [0068] 19. earning income [0069] 20.
earning a higher rank in an army [0070] 21. winning an election
among two or more player characters [0071] 22. achieving deity or
other status [0072] 23. improving player character status or caste
[0073] 24. assisting other player characters with any of the above
[0074] 25. speed of accomplishing or changing the rate or trends
and/or as compared with past performances of the player or those of
other players or player characters or NPC's in the past or
simultaneously with the player or otherwise of any or all or any
combination of the above.
[0075] In-game Marketplace--shall mean a virtual environment where
Characters can exchange items, attributes, or any other
exchangeable game element. Exchanges may be made using any one or
more of (including but not limited to) real or virtual currency,
bartering, debt or any other means of exchange.
[0076] Novice Player--shall mean a player that is identified as
requiring the help of an expert to complete a Game Parameter or
that has relatively few hours of playing experience as compared
with other players or that regularly underperform or that would be
otherwise considered a novice based upon or as determined by any
one or more of: a) the game server, b) two or more other players,
c) a majority of players, d) a supermajority of servers.
[0077] Player--shall 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
Virtual Environment, and/or that can authorize a NPC to act on the
player's behalf. A player can also be any person that plays a Video
Game.
[0078] Player Account--shall mean an account on the Video Game
Central Server or within a peer-to-peer network that contains a
Player profile including, for example, personal, billing, and
character account information.
[0079] Player Attribute--shall mean any attribute that can be
applied to a player account. Player Attributes shall include, but
not be limited to: [0080] 1. Real or Virtual Currency. [0081] 2.
Discount of monthly fees for playing game. [0082] 3. Monthly fee
for playing a game. [0083] 4. Interest rates for use of or
borrowing real or virtual cash amounts. [0084] 5. Global character
attribute settings for all characters created by player across
multiple games. [0085] 6. Rewards for encouraging another player to
signup to play, or [0086] 7. A Player Attribute may include any
Character Attribute
[0087] Player to Player Contract--a real and/or virtual but binding
contract between player characters that allows the players to
provide or exchange game, character or player attributes to one
another. Once a player-to-player contract is established, the game
server or peer-to-peer network automatically distributes acquired
attributes between the player characters based on the contract
conditions.
[0088] Video Game--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.
[0089] Video Game Consul--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.
[0090] Video Game Central Server--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. Such connections may be direct as in a connection with the
device, or via a local network or via a wide area network or other
connection methods such as a WAN, or the Internet or VPN.
[0091] Video Game Environment--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.
In certain embodiments, the Video Game Consuls are an integral part
of the Video Game Central Server.
[0092] The term "variation" of an invention means an embodiment of
the invention, unless expressly specified otherwise.
[0093] A reference to "another embodiment" 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.
[0094] The terms "including", "comprising" and variations thereof
mean "including but not limited to", unless expressly specified
otherwise.
[0095] The term "consisting of" and variations thereof mean
"including and limited to", unless expressly specified
otherwise.
[0096] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0097] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0098] The term "herein" means "in this patent application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0099] The phrase "at least one of", 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 "at least one of a
widget, a car and a wheel" 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.
[0100] The phrase "based on" does not mean "based only on", unless
expressly specified otherwise. In other words, the phrase "based
on" describes both "based only on" and "based at least on".
[0101] The term "represent" and like terms are not exclusive,
unless expressly specified otherwise. For example, the term
"represents" does not mean "represents only", unless expressly
specified otherwise. In other words, the phrase "the data
represents a credit card number" describes both "the data
represents only a credit card number" and "the data represents a
credit card number and the data also represents something
else".
[0102] The term "whereby" 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 "whereby" is used in a
claim, the clause or other words that the term "whereby" modifies
do not establish specific further limitations of the claim or
otherwise restricts the meaning or scope of the claim.
[0103] The term "e.g." and like terms means "for example", and thus
does not limit the term or phrase it explains. For example, in the
sentence "the computer sends data (e.g., instructions, a data
structure) over the Internet", the term "e.g." explains that
"instructions" are an example of "data" that the computer may send
over the Internet, and also explains that "a data structure" is an
example of "data" that the computer may send over the Internet.
However, both "instructions" and "a data structure" are merely
examples of "data", and other things besides "instructions" and "a
data structure" can be "data".
[0104] The term "determining" 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 "determining" encompasses a wide variety of
actions and therefore "determining" 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, "determining" can include
receiving (e.g., receiving information), accessing (e.g., accessing
data in a memory) and the like. Also, "determining" can include
resolving, selecting, choosing, establishing, and the like. It does
not imply certainty or absolute precision, and does not imply that
mathematical processing, numerical methods or an algorithm process
be used. Therefore "determining" can include estimating,
predicting, guessing and the like.
[0105] 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.
[0106] A "processor" 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.
[0107] The term "computer-readable medium" 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.
[0108] 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, Bluetooth.TM., 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] Furthermore, in any database described, the required data
may reside directly in the described database and/or the database
may contain one or more pointers or other information necessary to
retrieve the required information from another database. Such
additional database may or may not be controlled or otherwise be
associated with the game or database in question. For example, in
the case of a player's credit information, a database may be
created to physically store all required information, or certain of
the information may be retrieved from a third party database, such
as Equifax's databases, using information necessary to access and
retrieve such player character credit information, e.g., player
character's name, address, social security number, credit card
numbers, etc.
[0114] 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,
and/or 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 Intel.RTM. Pentium.RTM. or Centrino.TM.
processor, that are adapted to communicate with the computer. Any
number and type of devices may be in communication with the
computer.
[0115] 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.
Description
[0116] Massive multi player online games (MMOGs) or massive
multi-player role playing games (MMORPGs) are computer games which
are capable of supporting hundreds, thousands, or millions of
players simultaneously. Typically, this type of game is played in a
persistent virtual world where the game continues playing
regardless of whether or not real players are logged in. Players
commonly access these games through a network such as the Internet,
and may or may not be required to purchase additional software or
hardware in order to play the game. Such networks allow for people
all over the world to participate and interact with each other in a
virtual environment. The present disclosure provides systems and
methods which contribute to the evolution and longevity of such a
game.
[0117] The herein described aspects and drawings illustrate
components contained within, or connected with other components
that permit play in the virtual environment. It is to be understood
that such depicted designs are merely exemplary and that many other
designs may be implemented to achieve the same functionality. Any
arrangement of components to achieve the same functionality is
effectively associated such that the desired functionality is
achieved. FIG. 1 provides an exemplary network which may be used to
support a virtual environment.
[0118] Referring to FIG. 1, a network 10 according to one
embodiment includes a central server 20 in communication with a
plurality of video game playing units 18. Those of ordinary skill
in the art will appreciate that any number of video game playing
units may be in communication with the central server. Typically
the number of video game playing units changes at various times as
players join games and as players stop playing games. Similarly,
more than one server may operate to coordinate the activities of
the video game playing units, as is well known in the art.
[0119] Central server 20 may comprise any computing device (e.g.,
one or more computers) capable of communicating with other
computing devices. The server 20 typically comprises a processor
which is in communication with a storage device, such as an
appropriate combination of RAM, ROM, hard disk, and other well
known storage media. Central server 20 may comprise one or more
personal computers, web servers, dedicated game servers, video game
consoles, any combination of the foregoing, or the like.
[0120] Each video game device 18 may comprise any device capable of
communicating with central server 20, providing video game
information to a player, and transmitting the player's desired
actions to the central server. Each video game device typically
comprises a processor which is in communication with a storage
device, such as an appropriate combination of RAM, ROM, hard disk,
and other well known storage media. Suitable video game devices
include, but are not limited to, personal computers, video game
consoles, hand held gaming devices, mobile phones, and personal
data assistants (PDAs).
[0121] Some or all of video game 17 can be stored on central server
20. Alternatively, some or all of video game 17 may be stored on
the individual video game devices 18. Typically, the video game
devices are able to communicate with one another. Such
communication may or may not be facilitated by central server 20.
Accordingly, a player 19a accessing video game 17 via game device
18a may be able to play with a player 19b accessing video game 17
via game device 18b. As shown, it may be possible for multiple
players (e.g. 19c, 19d) to access central server 20 via the same
game device (e g. 18c).
[0122] Regardless of whether video game 17 is stored on central
server 20 or video game devices 18, server 20 is typically
configured to facilitate play of the game between multiple game
players.
[0123] Those having skill in the art will recognize that there is
little distinction between hardware and software implementations.
The use of hardware or software is generally a choice of
convenience or design based on the relative importance of speed,
accuracy, flexibility and predictability. There are therefore
various vehicles by which processes and/or systems described herein
can be effected (e.g., hardware, software, and/or firmware) and
that the preferred vehicle will vary with the context in which the
technologies are deployed.
[0124] At least a portion of the devices and/or processes described
herein can be integrated into a data processing system with a
reasonable amount of experimentation. Those having skill in the art
will recognize that a typical data processing system generally
includes one or more of a system unit housing, a video display
device, memory, processors, operating systems, drivers, graphical
user interfaces, and application programs, interaction devices such
as a touch pad or screen, and/or control systems including feedback
loops and control motors. A typical data processing system may be
implemented utilizing any suitable commercially available
components to create the gaming environment described herein.
[0125] While virtual environments as previously described allow for
interactions between players, the amount and depth of interaction
may be limited by the parameters of the game. For example, most
virtual environments generally lack sophisticated financial
systems. This shortcoming limits sales and purchases of goods and
services to trade or barter systems or very rudimentary purchasing
systems which do not have the ability to conduct multi-person
transfers or offer multiple purchasing and selling options to
interested parties. This limits the ability of the economy of the
virtual environment to expand; limiting transactions to immediate
exchanges, and decreasing the depth of play available.
[0126] Various embodiments of the invention address this issue by
providing easy to use, yet sophisticated means for acquiring goods
and services in a virtual environment. Such means allow for complex
transactions by players and increase the complexity or richness of
interactions between players thereby increasing the enjoyment and
longevity of the game.
[0127] Characters in a virtual environment are frequently desirous
of goods or services including game aspects, virtual items, virtual
services such as assistance with solving missions, and virtual
attributes to facilitate their play and increase their enjoyment of
the game. Such goods or services can be offered by any means
generally used in the real world to provide goods or services such
as through a virtual store or business, an auction, advertisements,
listings, postings, mailings whether virtual or real,
solicitations, individual character offerings, etc. Real
representations of virtual items may also be acquired both in the
virtual environment and the real world.
[0128] In one embodiment, a shopping character may browse available
goods and services and/or all possible goods and services. The
shopping character may be able to view the item through a screen or
pop up window, or other means of viewing virtual items, may view a
description of the item, may purchase the item based on the name,
or may randomly purchase items that may or may not be of value.
[0129] According to one embodiment, the purchase price of an item
may be displayed to the user in one or more real or virtual
currencies. The currency displayed by player-defined and/or
player-dependant. For example, the player may indicate which
currencies he would like to see displayed. The player may make a
currency display selection at any suitable time including, but not
limited to, the time of purchase, or during an initial character
set up period. Alternatively or additionally, the game system may
employ certain default currency display settings. For example, the
game system may identify a default real world currency for display
based on the billing address supplied by the player. For example,
the player's real world billing address is listed as being in
France, the price of any items the player considers purchasing may
be displayed in Euros.
[0130] If an item meets the needs or desires of the shopping
character, the shopping character may opt to acquire the item. The
good or service may be purchased outright, obtained through trade
or barter, or acquired through a financing agreement. Once the good
or service is purchased, regardless of means, it may then be
transferred to the virtual inventory of the character. In some
embodiments, for example in a layaway type purchase, there may be a
delay in the transfer of the item to the character's inventory. A
single transaction may take place between two or more
characters.
[0131] In one embodiment, the good or service is purchased
outright. Such a purchase may be accomplished using real and/or
virtual currency. The price of the good or service may be fixed,
negotiable, or subject to market forces. For example, in an
auction, the price of the good is variable depending on the number
of characters who are interested in the item. In most stores, the
price of an item may be fixed based on the calculations of the
store owner. In sales such as garage sales, second hand
transactions, or direct character to character transactions, the
price may be negotiable.
[0132] In another embodiment, the good or service is acquired
through a trade or barter transaction. Such transactions may take
place according to any means used to exchange goods and services.
In one embodiment, one party may directly trade or barter with
another party. In another embodiment, the barter or trade may take
place through an exchange intermediary. In yet another embodiment,
multi-way barter transactions are facilitated.
[0133] An exchange intermediary may be, for example, a local
exchange trading system. A local exchange trading system uses a
local credit unique to the exchange trading system so that direct
swaps do not need to be made. For instance, a character may earn
local credit by performing a service for one character and spend
the local credit later by buying a good from a different character
in the same network. Transactions are recorded in a central
location open to all members such as in Exchange Trading Database
120 in FIG. 2. Exchange trading systems may also extend between
virtual worlds, such that the local credit of the exchange trading
system can be earned in one game and used in another game.
[0134] In another embodiment, an exchange trading system is managed
by the game server, a group of two or more player characters, or a
third party facilitator. The game server may accept any items
offered by the purchaser. In one embodiment, the game server may
only accept items from the player character that are in demand. A
database, such as item database 118 may be created listing all
items or services available for use within the virtual environment.
Another database may be created listing all goods or services that
characters are seeking. Alternatively, or jointly, a database may
be created listing items that characters are willing to sell. Such
databases may exist independently or may be cross-referenced to
each other. In another embodiment, such database(s) may reside in
whole or in part at the game server or game consuls or a
combination of these, e.g., each player may maintain a local
database or a local database of pointers to yet another database.
Characters or players may view such listings, or may be notified
when a match or a near match occurs. Such notification may occur
through electronic mail, virtual mail, regular mail, instant
messaging, screen alerts, cell or regular phone messages, pager or
any other type of notification commonly used in a real or virtual
environment. According to one embodiment, Exchange Trading Database
120 may be configured to create transactions using some or all of
the following method steps: [0135] 1. Receive request to post item;
[0136] 2. Verify demand for item; [0137] 3. Post item; [0138] 4.
Sell item to interested buyer; [0139] 5. Post credit to account of
seller.
[0140] In another embodiment, a seller may have a list of items
which are acceptable for trade. The particular goods or services in
which the seller is interested may be stored by any means
applicable, for example in Exchange Trading Database 120. Such
information may be stored using some or all of the following method
steps: [0141] 1. Receive a virtual item to be sold or exchanged
from a first player character. [0142] 2. Receive a list of virtual
items that can be exchanged for the first virtual item. [0143] 3.
Store Exchange Offer. If another player expresses interest in the
stored item, either by submitting a list of items sought, or
through browsing a listing of items offered for sale or exchange,
or through any other means, such as advertising that brings an item
listed for sale or exchange to the attention of an interested
party, the game server, exchange server or other database server
may fulfill an exchange offer using all or some of the following
steps: [0144] 1. Receive a request to purchase a first virtual item
from a first player character. [0145] 2. Determine that first
virtual item has an exchange offer from a second player character.
[0146] 3. Determine that the first player character has a second
virtual item that can be exchanged for the first virtual item.
[0147] 4. Output exchange offer to first player character. [0148]
5. If offer is accepted, transfer second virtual item to second
player character and first virtual item to first player
character.
[0149] In an embodiment, items stored may have a virtual or real
currency value associated with it. In this manner, bartering is
facilitated and simplified. Players may search listings of items by
name, type, or other identifiers or by such valuation. A valuation
may be stored that is determined by the game server, another value
may be assigned by the owner of the item, while yet a third value
might be determined based upon a free market or exchange. In this
fashion "currency equivalents" may be established so as to speed
negotiations, exchange, bartering, bartering among multiple parties
and/or with transactions with multiple otherwise dissimilar items
and/or any combination of these, e.g., multiple dissimilar items
being partially bartered, partially traded for currency among
multiple unrelated players.
[0150] Such transactions can be conducted between any number of
characters, for example a first character may have an item a second
character wants and a second character may have an item a third
character wants while the third character may have an item the
first character wants. A transaction such as that outlined above
could be conducted between all three players so that each player
obtains the item(s) they desire. Alternatively, each item could be
held by a server and the value of the item converted to a virtual
currency which could be used to purchase goods and services on that
server. In addition, or in the alternate, players can trade items
using a mix of bartered items, currencies, promises to pay,
promises to perform services, etc.
[0151] In one embodiment, the server or exchange trade facilitator
may convert the item to a common currency at a fixed price, or the
price/local credit may fluctuate based on the demand.
Alternatively, the game server or other facilitator may auction the
item and credit the offering player with the amount acquired from
the auction. Such an auction may have a reserve price or may not
include a reserve. All barter and trade transactions including
those mediated by exchange trading systems may be used alone, or in
combination with other forms of payment. In the event an exchange,
trading post, or bartering system is used and hosted or provided by
a third party or the game server or any other player(s), there may
be a fee for conducting such transactions. Such fees may be paid in
real or virtual currency. Such fees may be collected before,
during, or after the transaction. Fees may be based upon the value
of the items exchanged, or a percentage of the total transaction,
or may be a fixed fee. Such fees themselves may be paid through
barter or other methods as described herein.
[0152] According to one embodiment, player characters and other
in-game entities may have access to one or more virtual financial
institutions such as a virtual bank. Virtual banks are described,
for example, in co-pending U.S. patent application Ser. No.
11/535,585, "Financial Institutions and Instruments in a Virtual
Environment," filed Sep. 27, 2006 and Ser. No. 11/421,025
"Financial Institutions and Instruments in a Virtual Environment"
filed May 30, 2006, each of which is hereby incorporated by
reference. Such virtual banks may be able to provide characters
access to currency in one or more different virtual or real world
denominations. Furthermore, a virtual bank, financial institution,
or other entity may be capable of converting currency from one
denomination to another. One or more fees may be charged for such
currency denomination conversions.
[0153] If a buyer does not have enough currency to purchase an item
outright, or does not have an item of sufficient value to barter or
trade, or if the player simply prefers not to use his currency,
items or future promises to perform a service or deliver an item,
or for any other reason or no reason, a financing option may be
used. Financing options may be any type of financing used in the
real world, including, but not limited to, rentals, leases,
installment plans, rent to own agreements, lease purchase
agreements, hire purchase agreements, closed-end lease agreements,
credit purchases including credit cards or other credit
instruments, any means generally used to finance goods or services
in the real world, or any combination thereof.
[0154] Financing options may be requested or offered at any time
during the game. They may be established prior to making purchases
such as through virtual or real credit cards, debit cards, lines of
credit, etc. or offered during or after a purchase is initiated in
the form of installment plans, hire purchase plans, rentals,
leases, installment plans, rent to own agreements, lease purchase
agreements, closed-end lease agreements, "store" credit cards or
other credit arrangements.
[0155] According to one embodiment, a finance option may be
dynamically calculated based on, for example, factors such as the
price of item the character wishes to purchase, characteristics of
the character wishing to make the purchase, the availability of the
item the character wishes to purchase, etc. Accordingly, as these
factors may well fluctuate from transaction to transaction, the
finance options offered may similarly fluctuate.
[0156] According to another embodiment, the game server may control
which entities are allowed to offer and arrange financing
agreements. For example, an entity may be required to have a
license in order to offer financing agreements. Licensing may be
controlled, for example, by the game server, game manufacturer, one
or more players, or any other real or virtual entity or group of
entities. Licenses may or may not be available for purchase and/or
resale. The number of licenses in a given virtual environment may
or may not be limited or controlled.
[0157] Similarly, the game server or other intra- or extra-game
entity may control which characters or entities in the virtual
environment may receive financing offers and/or enter into
financing agreements. For example, as described in greater detail
below, a character may be required to have a real world credit card
on file and may further be required to authorize that the real
world credit card can be used as a guarantee against any financing
agreements entered into by the character before the character is
allowed to receive financing offers or enter into a financing
agreement.
[0158] An exemplary system 100 configured to provide the virtual
environment described above is shown in FIG. 2. As shown, system
100 may include a game server 102, a financial agreement server 104
and a Credit Server 106.
[0159] Game server 102 may include multiple databases, including,
for example, a Player Database 110, Player Character Database 112,
Financing Agreement Database 114, Market Database 116, Item
Database 118, and Exchange Trading Database 120. Financial
Agreement Server 104 may include a Financial Agreement Database
122, an Interest Rate Determination Program 124, a Financing Offer
Database 126, an Exchange Rate Determination Program 128, a Fee
Determination Program 130, a Collateral Database 132, and an
Insurance program 154. Credit Server 106 may include a Lock Credit
Line Program 140, a Ping Credit Line Program 142, a Release Credit
Line Program 144, an Account Database 146, an Escrow Database 148,
a Margin Database 150, and a prohibit Sale of Virtual Assets
Program 152.
[0160] In another embodiment, the financing module is integrated,
embedded or is otherwise in communication with anything that is or
can promote or offer such financing, including, but not limited to
the game server or game consul and/or any one or more players or
characters or NPC's that serves as a/an: a) banker b) lender, c)
broker, d) salesman, e) wholesale or retail business, f) financing
agency, g) online or virtual business, or any other entity or
application that provides or can provide a financing option. For
example, in one embodiment, a financing module is integrated or
embedded in the virtual shopping cart of a virtual environment.
Such a module may be activated automatically when an item is placed
in the shopping cart as seen in FIG. 3, or may be turned on or off
by the character making the purchase, the seller, or third party
providing the service. For example, some characters may opt not to
be offered financing agreements or certain financing agreements. In
another embodiment, financing agreements may be separately applied
for by the purchaser as in FIG. 6 or offered prior to the placement
of a good or service in a virtual shopping cart, for example when a
character account is created.
[0161] For example, in one embodiment, once a player places an item
in the virtual shopping cart, a financial agreement may be
generated using exemplary system 300 in FIG. 4. Such a system may
include a central server 310, a Finance Agreement Generating
Program 312, a Finance Agreement Enforcement Program 314, an Asset
Liquidation and Redistribution Program 316, a Credit Card upsell
program 318, and a Virtual Cash to Real Cash Exchange Program 320.
In one example, Finance Agreements may be generated using Finance
Agreement Generating Program 312 which may use some or all of the
following steps: [0162] 1. Receive a request to purchase an in game
item. [0163] 2. Generate and output one or more virtual offers to
finance the item of interest. [0164] 3. Receive an acceptance of a
finance offer from the player character. [0165] 4. Retrieve or
request a credit card or other financial guarantee instrument from
the player character. [0166] 5. Establish and store financing
contract information, including one or more of the credit
information, payment amount, the number of payments, the dates for
each payment and/or the means to calculate any one or more of the
forgoing. [0167] 6. Output virtual item to player character (or
provide a key or other means for player character to retrieve or
otherwise take possession of the item.
[0168] In one example, a player character wins an auction for a
virtual item on an in game auction site run by the game server, or
a third party or another character or characters in a virtual
world. The winning bid is 200LD, which has a U.S. dollar value of
$20.00. The in game site has agreed to have the finance option
module embedded in its checkout page. Based on factors described
herein, the finance module calculates and presents one or more
finance agreement offers to the buyer: 40LD a month for 6 months,
25LD a month for 12 months or 15LD a month for 24 months. If the
buyer accepts one of the offers, the credit card associated with
the player account is "pinged" to ensure there is an adequate
balance and a virtual financial agreement is created. The seller is
paid 200LD plus a 10LD fee and the buyer is given the virtual
product. On a specific date of each month, the player character is
notified that a payment is due. If the payment is not made, the
player may be given the option to pay the obligation with real or
virtual cash or the credit card associated with the account is
charged the real cash value of the payment plus an optional
processing fee and/or penalties. In addition or in the alternate,
the player may establish that payments be made automatically so as
to avoid any such processing, late or other fees and penalties.
[0169] According to another embodiment, multiple entities may offer
competing financing terms to a buyer. The offers may vary on terms
and include any number of incentives. The buyer may then accept any
offer or reject all of them. Accordingly, the buyer may be
presented with a pop-up window or other user-interface that allows
the buyer to review any and all financing offers and then accept or
reject them as desired. The user-interface may be provided to the
buyer at any suitable time including, for example, when a character
enters a store, accesses a list of available items, signs into the
virtual environment, places an item in a shopping cart, in response
to a request from the buyer, etc.
[0170] According to some embodiments, the buyer may be allowed to
make a counter offer in response to an initial or subsequent
financing offer. The buyer and financing entity may then engage in
negotiations in order to reach a satisfactory agreement. Moreover,
either the buyer or the financing entity may be provided with a
means by which they can automatically accept or reject offers or
counter offers based on identified criteria.
[0171] It should be appreciated that additional fees, including
some or all the fees described herein, may be payable, for example,
to an entity offering the financing option, such as the game
manufacturer or a real world third party that has created a
financing module that is compatible with and/or accessible to
characters within the virtual environment. Such fees may be charged
on a per transaction basis, as a percentage of the finance option
agreed upon, or using any other means.
[0172] Alternatively or additionally, financing agreement-related
fees may be paid to the seller of the goods or services. Again,
such fees may be charged on a per transaction basis, as a
percentage of the finance option agreed upon, or using any other
means. In this case, the seller may or may not be the originator of
the finance offer.
[0173] Furthermore, financing companies may offer various
incentives to sellers to encourage the sellers to provide financing
offers to buyers. Incentives may include, for example, different up
front and/or revenue share fees or other virtual or real world
benefits.
[0174] Such a system 300 may further include any number of suitable
databases. For example, it may include a Player Database 322, a
Player Character Database 324, a Finance Agreement Database 326,
and a Virtual Financial Intermediary Database 328.
[0175] Financing agreements may provide financing for part, or all,
of the amount due. The financing offered may include virtual cash,
real cash, or combinations thereof. Regardless of when they are
offered or how they are generated, sellers or third parties
offering financing agreements may offer such agreements to some or
all purchasers. For example, financing agreements, or particular
types of financing agreements, or particular terms in financing
agreement may be only offered to characters who meet particular
criteria, including, but not limited to, creditworthiness of the
character or player, the credit history of the player, the virtual
and/or real credit history of the character applying for the loan,
the real world credit lines available to the requester; past
delinquency rates; the length of time the character has existed;
the skill level of the character and/or player; the assets
(tangible or intangible) held by the character; as well as any
other type of information typically used in evaluating credit
worthiness of a borrower; market forces, real world financial
indicators, virtual world financial indicators, the bank or other
lending entity's current portfolio (real or virtual), the growth
rate of the game, the type of player account, inflation rates, the
purpose of the financing, or other financial evaluators. In one
embodiment, the bank may verify the character's virtual credit
score. In another embodiment, the lender may verify the player's
real world credit score or a combination or real and virtual credit
scores. Virtual and real credit scores may be based on information
such as the types of bills owed by the character/player, the
timeliness of payments, loans outstanding, credit lines available,
length of credit history, new credit applications, income, marital
status, length of time playing the game, information regarding
creditworthiness, or any combination of the above. Alternatively,
financing agreements may be offered to every character.
[0176] Information regarding the players or the player character
for use in determining offers may be stored by any means applicable
including, for example in player database 322 and player character
database 324. Player database 322 may include information about
each player who accesses the game. This information may be provided
to the game sever by a player when the player registers to play the
game, or at any other suitable time or using any suitable means.
Examples of player information include, but are not limited to:
player character ID, character personal information, player
character billing or financial information, character real currency
account information, and player character(s).
[0177] Player character database 324 may include information about
each player character that participates, or is able to participate
in a game. Accordingly, it is understood that a 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, character nickname or handle, virtual
cash currency preferences, virtual cash account, account number,
account balance, and virtual inventory. Of course it will be
understood that for many of these information categories, a given
player character may have multiple entries. For example, each
character may have multiple accounts and/or attributes.
[0178] The terms of the financing agreement may be determined by
the lender, including the seller, the game server, the owner of the
server, by agreement between the characters, or by any other party
to the negotiations. The terms may include such things as the
amount to be financed, the type of collateral or other guarantee
that will be required, the interest rate for the agreement, the
term of the agreement, the payment schedule for the agreement, any
fees or penalties that may be incurred, an annual percentage rate,
or any combination thereof. In one embodiment, the character may be
able to vary one or more of the terms of the financing agreement
such as interest rate, due date, grace period, penalties, service
charge, transferability, fees, automatic repayment, payment of
other obligations, and exchange value. In the event the player
character is permitted to change one or more of the terms of the
financing agreement, the system may adjust certain or all of the
other unmodified terms. For example, if the character requests or
otherwise changes the due date, the lender or the system may change
the interest rate accordingly. In another embodiment, the terms are
dictated by the lender or game server.
[0179] Information regarding the terms of the agreement may be
stored by any means applicable, for example in Finance Agreement
Database 326. Finance Agreement Database 326 may include
information about any virtual agreements entered into by player
characters. Examples of information the database may maintain
include, but are not limited to: agreement ID, player character ID,
Player character type, agreement type, collateral, and finance
agreement obligation(s). Of course it will be understood that for
many of these information categories, a given finance agreement may
have multiple entries. For example, a given agreement entered into
by a given player character may have numerous obligations which can
be tracked and maintained by the finance agreement database.
Examples of finance agreement 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 security
item(s) or amounts, obligation grace period, obligation warning
message, and default rules.
[0180] In one embodiment, a limit on the amount that may be
financed at any one time or by a given character or player may be
set by a) the game manufacturer, b) the owner(s) of the server(s)
upon which the game resides, c) one or more player characters, d)
market forces, e) negotiation among the affected parties, f) the
player character's virtual or real net worth, g) debt to equity
ratio, h) total virtual amount, i) total monthly payment amount, j)
other financial constraints established by the lender, or k)
virtual or real world rules and regulations, 1) the player
character's real or virtual income, or m) any other player
character attribute, or n) any combination thereof. Such limits may
apply to the borrower, the lender, or both.
[0181] When interest is expressed in an item, i.e. upon viewing,
selection, at checkout or at any other appropriate time, one or
more options of financing agreements or terms of financing
agreements may be presented to the character. If the character
accepts a virtual finance option, the selling entity is credited
the full amount of the purchase or as otherwise agreed by the
parties to the negotiation. Additionally, the seller may receive a
portion of the fees and interest charged by the financing module or
other lending agent. Such fees may be a flat fee, and/or a
percentage of the fees and/or interest charged by the financing
module. The fees and interest may be paid to the seller at any time
determined by the agreement between the seller and the owner of the
financing module. For example, the fees and interest may be awarded
when the financing agreement is executed, periodically as they are
paid by the purchaser, or after completion of the financing
agreement.
[0182] In one embodiment, the financing agreement offered is an
installment plan. Payments may be made at regular intervals until
the principal and interest are paid in full. In one embodiment, a
deposit may be required along with an initial payment. In another
embodiment, a deposit may not be required. The intervals at which
payments occur may be dictated by the seller or may be chosen by
the purchaser. In one embodiment, the intervals may be altered
during the term of the agreement. In another embodiment, the
intervals are fixed for the duration of the agreement. In one
embodiment, the seller retains the item until all installments are
paid, for example, as in a "layaway" plan. In another embodiment,
the goods or services are immediately transferred to the buyer.
[0183] In another embodiment, the item may be rented. The rental
agreement may be explicit, implied, or written. The rental
agreement includes the parties, the property, the term of the
rental, and the amount of rent for the term, the type and frequency
of payments. A rental may or may not require a deposit to be held
pending the return of the item. Such a deposit may or may not earn
interest which may be awarded to the renter upon completion of the
rental or retained by the rental agent.
[0184] In one embodiment, the financing option may be a rent to own
agreement. A "rent to own agreement" is a means for acquiring
ownership over time without acquiring debt. In such an agreement,
the item will be owned by the buyer when the rental term is
completed. The item may also be returned by the buyer at any time.
Such agreements may require down payments, credit verification, or
other form of security to guarantee the agreement. In another
embodiment, a final payment (e.g., $1 or 10% of the original sales
price) may be required to effect transfer title from the owner to
the buyer.
[0185] In another embodiment, the financing option may be a hire
purchase agreement. In a "hire purchase agreement," the contract
allows the buyer to hire the goods for a monthly rent. When a sum
equal to the original full price plus interest has been paid in
equal installments, the buyer may then exercise an option to buy
the goods at a predetermined price (usually a nominal sum) or
return the goods to the seller. Such agreements may require down
payments, credit verification, or other form of security to
guarantee the agreement.
[0186] In a further embodiment, the financing option may be a
closed-end lease agreement. A closed-end lease allows a person the
use of property for a fixed term, and the right to buy that
property for the agreed residual value when the term expires. The
item being leased may not be owned by the lessor, the lessor may
acquire the property from a third party for a certain amount with
the lessee providing an offset amount against the capitalized cost
and the lessor's cost of financing the purchase. The total lease
cost may then be paid in a lump sum or amortized over the term of
the lease with periodic payments.
[0187] The owner of the good or service may further permit a
purchase to be made on credit. In one embodiment, the owner may
delay payment for the particular good or service until a later
date. Payment may be made in combination with other types of
financing, such as delaying the start date of an installment plan,
or payment may be due in full upon the later date, or any
combination thereof.
[0188] In a further embodiment, the seller, game server or third
party may allow the buyer to apply for a credit card to secure the
financing agreement or to be used instead of an alternate financing
agreement. Such a credit card may be provided similarly to real
world store credit cards, where an application is completed and may
be granted on the spot. In another embodiment, there may be a delay
in processing the application. In another embodiment, such a credit
card may be a "secured credit card." Offers may be generated by any
means applicable, for example by credit card upsell program 318
using some or all of the following steps: [0189] 1. Receive request
to initiate a virtual financing agreement. [0190] 2. Output offer
to register for a credit card to secure the transaction. [0191] 3.
Receive acceptance of the offer including player billing
information. [0192] 4. If credit card application is accepted, bind
virtual financing agreement with new credit card. [0193] 5. If
credit card application is denied, output request to player
character to provide alternate financial guarantee instrument.
[0194] In another embodiment, such credit cards may be offered upon
creation of a game account using some or all of the following
steps: [0195] 1. Receive request to create new player or character
account. [0196] 2. Output offer to register for a credit card,
including an upfront virtual benefit if offer is accepted. [0197]
3. Receive acceptance of offer, including player billing
information. [0198] 4. Submit credit card application for approval.
[0199] 5. If credit card application is accepted, issue credit
card, set up player account with credit card, and store virtual
benefit with player account. [0200] 6. If credit card application
is denied, output request for alternate financial guarantee
instrument to secure virtual transactions.
[0201] For any of the financing options described herein, such
financing option or agreement may also provide for certain charges
or fees for currency conversion. For example, in the event that an
amount of virtual currency is loaned, if the value of the virtual
currency changes during the term of the loan, the total loan amount
due or each payment due may be modified to reflect such changes in
the value of the virtual currency as compared with another virtual
or real currency as required by the financing agreement.
[0202] Incentives or virtual benefits to open an account can take
any form designed to entice a player or character to apply for an
in game credit card. For example, the incentive could be in the
form of a preferred interest rate, an extended grace period,
virtual cash back, reduced or no fees for the credit card or for
game play for a prescribed period, or points towards or useful for
the purchase or to acquire game parameters or attributes. In one
embodiment, 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
amount along with any applicable fees or penalties. As long as that
amount is less than $50, then the player is not obligated to pay
off the balance on the credit card.
[0203] Financing agreements, regardless of type, may include fees
for the financing options including, but not limited to, interest
payments, exchange fees, servicing fees, credit verification fees,
processing fees, insurance fees, application fees, late payment
fees, prepayment fees, penalties, taxes, currency conversion, etc.
Fees may also be levied for the right to offer or use or assign
financing agreements. For example, a player or business interested
in providing financing options may be required to have a premium
account or may be required to pay a one time or recurring flat fee,
per transaction fee, a fee based on a percentage of the
transaction, the current or estimated depreciated value of the
purchased item or good, or any combination of the above.
[0204] Fees such as interest rates may be fixed in that the rate
does not change for the duration of the game or segment of the
game. Alternatively, in another embodiment, the interest rate may
be pegged to a floating real world or virtual world interest rate,
a percentage thereof, or an interest rate plus or minus a
particular sum (i.e. prime +/-2%). In another embodiment, interest
rates may be determined in whole or in part by a currency exchange
rate, e.g., during the term of a loan, any change in the exchange
rate of two or more related virtual currencies and/or between a
real and the loan virtual currency may cause a change in the
interest rate. An exemplary real world interest rate would be the
three month U.S. Treasury bill yield to maturity. In another
embodiment, the interest rate may be determined by market forces
such as exchanges in the virtual or real world or other economic
indicators. Said interest rates may further be established or
determined by any suitable method including, but not limited to, a)
the game manufacturer, b) the owner(s) of the server(s) upon which
the game resides, c) one or more player characters, d) market
forces, e) negotiation among the affected parties, f) the
availability of funds, g) the current or predicted real or virtual
credit score of the player, h) the current ratio of bank funds on
deposit vs. the total amount of loans, i) payment performance, j)
adherence to loan restrictions or other terms, k) number of initial
or subsequent defaults on loans by the player character, l) real or
virtual credit scores, m) any other financial or other terms as
determined by the lender and agreed upon by the borrower, n) by any
real world or virtual rule, law or regulation, or o) any
combination of the above. Interest rate calculations and interest
rates for a particular agreement may be calculated by any means
applicable, for example using Interest Rate Program 124.
[0205] Financing options may require collateral or some other form
of guarantee. The guarantee may be any form of asset or financial
instrument, whether real or virtual that can be used to underwrite
a default or otherwise secure or guarantee the financing option.
Such guarantees may include a real or virtual credit card number,
bank account number, brokerage account number, PayPal account
number or that of another third party facilitator, prepaid card
number, credit line from a bank or other lending institution, debit
card number, or other monetary account, e.g., a stock, mutual fund
or other financial accounts. Additionally, collateral may be
provided by permitting billing to an account owed to a third party,
for example, a cell phone account such as one offered by Cingular
Wireless, a standard telephone account such as one offered by Qwest
Communications, an Internet Service Provider Account such as one
offered by EarthLink, a cable account such as one offered by
Comcast, or a DSL account such as one offered by Qwest
Communications. The collateral or guarantee may be provided by the
buyer or by a third party for example, a co-signor, or the third
party may be independent of the transaction. Collateral may be an
item, which the game or other entity may prevent or forbid the
sale, destruction, encumbrance, or transfer of said collateral
until such time as the loan is partially or fully repaid.
[0206] Information regarding guarantees may be stored by any means
applicable. In one embodiment, such information is maintained in
whole or in part in Virtual Financial Intermediary Database 328.
Virtual Financial Intermediary Database 328 may include information
related to the methods and financial instruments used to guarantee
Financial 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 Financing Agreement number. It will
be appreciated that any of these categories of information may
include subcategorizable information and/or formulae. 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 finance agreement information
may include sub-categories of information including character ID,
finance agreement amount, payment(s), interest rate, and credit
card number.
[0207] In one embodiment, the guarantee is an escrow account. The
buyer or provider of the guarantee delivers an asset(s) to a third
party to be held in trust pending a contingency or the fulfillment
of a condition or conditions in a financing agreement such as the
payment of a purchase price. Upon the occurrence of the event, the
third party holding the asset(s) will deliver the asset to the
proper recipient. For example, assets of the purchaser may be held
in escrow to guarantee payment. When payment is complete, or at
some other mutually agreed upon point in the payment cycle, i.e.
when some fraction of the payments are made, the assets are
released back to the purchaser. If the purchaser fails to make the
payments, the assets may be liquidated to compensate the buyer. In
another embodiment, the asset being purchased and the purchase
payment may both be put in escrow to be released at some mutually
agreed upon time or condition. In one embodiment, items held in
escrow can be exchanged for other items of similar or greater
value. In another embodiment, items placed in escrow must remain in
escrow until completion of the financing agreement.
[0208] In another embodiment, the guarantee may be provided by a
margin account. Margin is collateral deposited to cover the credit
risk of a counter party. Such an account may be opened by the
purchasing character, a financial entity, the game server, or a
third party character. In one embodiment, such an account is
provided to a character once certain game attributes, skills or a
particular level have been obtained. In another embodiment, a third
party character may "vouch" for another character, providing
virtual credit or some other form of collateral to guarantee the
payments of the buyer.
[0209] In one embodiment, the collateral is a real world credit
line, credit card, or bank account. The real world credit line,
credit card, or bank account may be associated with the player
account for that particular character, or the character may opt to
enter a different credit line, credit card, or bank account. The
player may indicate the amount of collateral in the form of the
real world credit line, credit card, or bank account he is willing
to allocate to secure the financing agreement. According to one
embodiment, real world credit lines, credit cards, or bank accounts
can be frozen by the virtual business, game server or financial
intermediary and/or just periodically "pinged" to ensure their
validity and that sufficient credit or cash is available to
underwrite the financing agreement. The continuing availability of
the real world credit line, credit card, or bank account may be
determined by any means applicable. According to one embodiment,
Ping Credit Line program 142 may be configured to complete some or
all of the following steps: [0210] 1. Determine that a player
character has an outstanding virtual financing agreement. [0211] 2.
Determine real and virtual cash value of the financing agreement.
[0212] 3. Retrieve credit card associated with financing agreement.
[0213] 4. Ping credit card for the outstanding real cash value of
the financing agreement amount. [0214] 5. If credit equal to
financing agreement amount is not available, [0215] 6. Liquidate
virtual assets of player character equal to virtual cash value of
virtual financing agreement. [0216] 7. Deposit virtual cash in
seller's account to pay off financing agreement.
[0217] In the event the real world credit line, credit card, or
bank account securing the financing agreement is cancelled or
closed, the system could receive notification that the real world
credit line, credit card, or bank account is no longer valid. Upon
notification that the credit line, credit card, or bank account is
no longer valid, the financial intermediary, system, game owner,
server owner, or other debt holder may require payment in full of
the remaining amount in the financing agreement, require the player
to provide a new credit line, require additional collateral to
secure the financing agreement, secure a secondary line of credit
which was previously provided or may be secured from other player
characters, notify other characters of the opportunity to purchase
a financing agreement, foreclose on virtual assets held by the
defaulting character, freeze the virtual accounts of the character
or player, or any combination thereof.
[0218] The lock on the real world credit line may be released when
the financing agreement is completed. According to one embodiment,
Release Credit Line program 144 may be configured to: [0219] 1.
Receive indication that final payment of virtual financing
agreement has been received. [0220] 2. Retrieve credit card
associated with virtual financing agreement. [0221] 3. Notify
credit card issuer to release credit line.
[0222] Alternatively, as payments are made on the financing
agreement, a percentage of the real world credit line may be
released in proportion to or in some other ratio with the amount
paid. In this example, the real world credit line held is reduced
as the financing agreement is repaid, instead of waiting for the
entire financing agreement to be repaid, thus freeing real world
credit lines for other purposes. Such a release could be managed by
any means available. According to one embodiment, Release Credit
Line program 144 may be configured to: [0223] 1. Receive indication
that a periodic payment of virtual financing agreement has been
received [0224] 2. Retrieve credit card associated with virtual
financing agreement [0225] 3. Notify credit card issuer to release
an equal or other determined portion of the credit line. Such
programs could also be used on virtual credit cards or other
monetary accounts.
[0226] According to one embodiment, during registration a player
may be able to opt in to using the credit card to which monthly
player fees are charged as security for any virtual obligations
incurred in the virtual environment. According to a further
embodiment, only those characters whose players have opted in with
a credit card on file are eligible to receive virtual financing
offers and/or enter into virtual financing agreements.
[0227] In calculating the amount to be secured, factors such as
game growth rates, taxes, inflation and/or exchange rates, credit
worthiness of the character or player, purpose of the financing
agreement, the amount of debt the character has outstanding or any
combination thereof may be considered in determining the total
amount to secure on the real world credit line. Such determinations
and evaluations may be made by a) the game manufacturer, b) the
owner(s) of the server(s) upon which the game resides, c) one or
more player characters, d) market forces, e) negotiation among the
affected parties, f) the seller, g) any combination of the
above.
[0228] In one embodiment, the amount of a real world credit line to
be frozen can be based on the exchange rate of virtual currency for
real currency. According to another embodiment, the exchange rate
could be one for one. Alternatively, the exchange rate may be based
on the exchange rate at the time of the formation of the financing
agreement. It may also be based on the exchange rate at the time
the player's credit card is charged. In another embodiment, the
exchange rate may be adjustable for the term of the financing
agreement.
[0229] In another embodiment, a player can purchase a play time
card that allows them to play for a specific period of time. A
portion of the credit on the card may be frozen to secure virtual
obligations in the game environment. In one embodiment, said play
time card may be replenished or reinstated, i.e., when the card has
an amount less than the original amount, an amount may be added to
the balance to bring the balance back to the original amount or
some other amount.
[0230] Regardless of the method of purchasing or financing,
payments, whether in currency or barter, must be made. In one
embodiment, a character may agree to perform services in exchange
for other goods or services. In another embodiment, a good or
service may be paid for with a combination of other goods,
services, currency and/or financing agreement. In yet another
embodiment, payment for a good or service may be made in virtual
cash. In a further embodiment, payment may be made in real cash.
Payment may also be made by transferring money from an account
whether virtual or real. Such an account may be a bank account such
as a checking of savings account, a money market account, a
brokerage account, a prepaid card, an account with a third party
facilitator such as PayPal, a credit card account, from a credit
line with a bank or other lending institution, or other monetary
account. The account may belong to the player, player character, or
a third party. Payments may also be made using any combination of
two or more of the forgoing payment options.
[0231] Transfers may be made by any means generally used to
transfer funds between accounts including real or virtual checks,
debit cards, credit cards, pre-paid cards such as play time cards
or smart cards, real or virtual wire transfers, electronic
transfers, bill payment services, third party facilitators such as
PayPal, financial transfer companies such as Western Union, or any
combination of these.
[0232] Payment may be due up front, or may be made periodically.
Payment may be made manually, in which case the character submits
each payment individually, or automatically, in which the game,
bank server, store server, or other facilitator automatically
removes funds from the character's account or charges the player's
real world credit line when payments are due. For example, payments
can be made automatically using some or all of the following steps:
[0233] 1. Determine that a virtual or other obligation of a player
character is due. [0234] 2. Determine real cash value of
obligation. [0235] 3. Retrieve credit card associated with player
character. [0236] 4. Charge real cash value of obligation to credit
card. In one embodiment, the character can elect to make payments
with a fixed real cash value amount that may or may not be
guaranteed against currency fluctuation. If either (i) the player
account does not have adequate funds for the payment amount or (ii)
the player character does not pay the invoice sent by seller or
payment facilitator, then a real cash value can be determined for
the virtual payment amount and charged to the credit card or other
credit line associated with the player character. Additionally,
characters may be notified when payments are due. Such notification
may take the place of email or other mail, instant messaging,
screen alerts, or any other type of notification generally used
within the parameters of the virtual world. Such notification may
be made to either the character or the player.
[0237] In one embodiment, once a request to make a payment is made,
some or all of the following method steps may be used: [0238] 1.
Receive a request to make a payment. [0239] 2. Retrieve or receive
real cash and virtual currency options for the player character.
[0240] 3. Generate two or more amounts for the payment based on the
currency options. [0241] 4. Output amount(s). [0242] 5. Request
information regarding account for payment. [0243] 6. Debit amount
from selected account. Payment information may be stored by any
means applicable, for example in virtual item payment database
246.
[0244] In one embodiment, the game server, or other database can
itself advance credit such that purchases are aggregated to a fixed
amount and then charged to a real world credit card, debit card,
third party facilitator, real world bank account or other monetary
account or any combination of these in a lump sum. In another
embodiment, a real world credit card, debit card, third party
facilitator, real world bank account or other monetary account may
be charged a set amount and the amount may be held either in a
virtual bank or other database and drawn upon for purchases within
the virtual world until such time as the fixed amount is depleted.
Once the amount is depleted, the credit card, debit card, third
party facilitator, real world bank account or other monetary
account may be charged an additional fixed amount which may be
drawn upon by the character.
[0245] In order to make a payment using currency, it may be
necessary to exchange real currency for virtual currency or vice
versa. It may also be necessary to change real currencies for each
other or virtual currencies for each other. For example, a specific
seller may only accept U.S. Dollars, therefore anyone desiring to
purchase the seller's product or services using an alternate
currency such as the Euro, would need to exchange Euros for dollars
in order complete the transaction. Similarly, a seller may only
accept a particular type of virtual currency such as that of a
particular township or city-state in the virtual world. A character
from a different location in the virtual world may be required to
exchange virtual currency or real currency for the specific
currency accepted by the seller. In one embodiment, the character
must provide currency in the requested denomination. In another
embodiment, the seller may provide a list of acceptable currencies.
For example, the server may receive a request to set up currency
options from a character, retrieve available virtual and real cash
options, output options, receive option selection, and store option
selection with player character account for future transactions. In
a further embodiment, a character may request that all prices be
displayed in a particular currency. Such a preference may be
enacted by any means applicable, for example using Currency
Selection Preference program 248.
[0246] The exchange rate for virtual for virtual currency or
virtual for real currency may be fixed in that the rate does not
change for the duration of the game or segment of the game.
Alternatively, the exchange rate may be variable. Such a variable
exchange rate may be pegged to a floating real world exchange
relationship, for example the U.S. dollar/Japanese yen spot
exchange rate, a percentage thereof, a plus or minus adjustment
thereof, some other economic indicator, or a combination thereof.
The exchange rate may also vary depending on the country of origin
of the player, or may be fixed to a particular real world currency,
i.e., all exchange rates are quoted in dollars. In another
embodiment, the exchange rate may be floating and determined by
market forces such as the relative demand for virtual currency
versus real world currency, or the relative demand of particular
types of virtual currency. Said exchange rates may further be
established or determined by any suitable method including, but not
limited to, by a) the game manufacturer, b) the owner(s) of the
server(s) upon which the game resides, c) one or more player
characters, d) market forces, e) law or regulation of the game or
within the real world, f) negotiation among the affected parties,
or g) any combination of the above. Information regarding the
exchange rates may be stored by any means applicable. In one
embodiment, they may be stored in currency exchange database 254.
In another embodiment, they may be stored in Exchange Rate Database
126. In yet another embodiment, the rates may be retrieved from
existing systems or networks or via third parties that maintain
such conversion information.
[0247] An exemplary payment system 240 configured to provide the
virtual environment described above is shown in FIG. 5. Such as
system may include a Central Server 242, a Currency Exchange
Program 244, Virtual Item Payment Program 246, Currency Selection
Preference Program 248. Such a system may further include any
number of possible databases including, but not limited to, Player
Database 250, Character Database 252, Currency Exchange Database
254, Item Database 256 and Market Database 258.
[0248] Player database 250 may include information about each
player who accesses the game or links to such information residing
in third party databases. 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
billing information, character real currency account information,
and player character(s).
[0249] Player character database 252 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.
[0250] Currency exchange database 254 may include information or
links to such information such as currency types and exchange
rates. Item database 256 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 258 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.
[0251] In another embodiment, characters may create their own
exchanges such that currency is exchanged at a rate that differs
from the posted or other exchange rate(s). 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. This may occur for a
variety of reasons including when a character desires to avoid
transaction fees or when a character does not want to go through a
financial intermediary. Certain currencies may also be at a premium
i.e. the use of U.S. dollars as hard currency vis-a-vis a currency
that fluctuates wildly.
[0252] In a further embodiment, the game may control the use of the
proceeds of the financing agreement. In one example, the game
server, bank server, or business server could prohibit the player
character from converting an amount of virtual cash or assets equal
to, or greater or less than, the financing agreement amount into
real cash. In a further example, the game server, bank server or
business server could prohibit the player character from reselling
or otherwise encumbering the virtual assets purchased with the
financing agreement until such time as the virtual financing
agreement is repaid. For example, the server could block the sale
of assets below a minimum level using some or all of the following
steps: [0253] 1. Determine a total virtual obligation amount for a
player character. [0254] 2. Set a minimum virtual asset limit for
the player account based on the total virtual obligation amount.
[0255] 3. Disallow selling of any player character assets below the
virtual asset minimum. Control of the use of proceeds could be
maintained by any means applicable, for example through Finance
agreement Enforcement Program 314.
[0256] In the event that a character becomes delinquent in his
payments, a warning may be issued. According to one embodiment, a
grace period may be granted if a payment is not made on the
specified date or sufficient funds are not available in an account
from which a withdrawal is to be made. Warnings may be delivered by
any means that would notify a player and/or character, including,
but not limited to, in game or real world a) alerts, b) instant
messaging, c) e-mail, d) voice mail, e) postal mail, or f) text
messages. For example, some or all of the following method steps
could be used to generate a warning if an account cannot be charged
as required: [0257] 1. Determine that a virtual obligation cannot
be paid with a virtual account associated with a player character.
[0258] 2. Determine a real cash value for the virtual obligation.
[0259] 3. Retrieve credit card associated with player character.
[0260] 4. Attempt to charge real cash value of virtual obligation
to credit card. [0261] 5. If attempt fails, output warning message
to player character.
[0262] In the event that a grace period is not issued or expires
and the account remains delinquent, the character and/or player may
have one or more limitations imposed upon his actions in the
virtual world by a) the bank, b) the game manufacturer, c) the
owner(s) of the server(s) upon which the game resides, d) one or
more player characters e) the seller, f) any related or affected
parties, or g) any combination thereof. According to one
embodiment, the delinquent player may be prevented from obtaining
any further financing whether from a bank, a business or another
player. In another embodiment, the delinquent player may be blocked
from converting virtual currency to real currency. In a further
embodiment, a lien may be imposed upon the assets of the character
or player. In yet another embodiment, the delinquent character may
be excluded from transacting certain types or all business, owning
certain types or any land, or engaging in other contracts within
the virtual world, or may suffer other penalties in addition to or
in lieu of the forgoing, penalties may include, but are not limited
to, loss of play time, damage or hit points, loss of an avatar or
clothing or a name, loss of an attribute or item, virtual illness,
visible affliction, higher prices to purchase goods, services or
items in the future (forever or for some prescribed period), etc.
Furthermore, the visual or audible appearance or behavior of a
player's avatar may be altered if a player fails to fulfill his
virtual financial obligations. For example, the avatar may have to
wear certain items like a ball and chain or begin any conversation
with the phrase, "I don't pay my bills."
[0263] Additionally, or alternatively, the assets of the delinquent
player may be seized and sold to cover the debt. In one embodiment,
the financed asset is merely returned to the seller. In another
embodiment, the character or player is additionally assessed a
penalty. In a further embodiment, more than the asset financed is
seized. 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. The real world credit line or other
guarantee used to secure the debt may also be charged in real world
currency to cover the amount due. In one embodiment, upon
delinquency, the entire amount of the financing agreement may
become immediately due. For example, some or all of the assets
could be liquidated using Asset Liquidation and Redistribution
Program 316. Such a program may use some or all of the following
steps: [0264] 1. Determine that a virtual obligation cannot be paid
with a virtual account associated with a player character. [0265]
2. Determine a real cash value for the virtual obligation [0266] 3.
Retrieve credit card associated with player character. [0267] 4.
Attempt to charge real cash value of virtual obligation to credit
card. [0268] 5. If attempt fails, lock virtual assets of player
character account. [0269] 6. Post and sell virtual assets on
appropriate in game marketplace or exchange. [0270] 7. Retrieve
virtual creditor list. [0271] 8. Determine the percentage of player
character asset value due to each virtual creditor. [0272] 9.
Transmit the appropriate percentage of asset value to each virtual
creditor.
[0273] In another embodiment, the virtual representation of the
character such as an avatar can be altered to indicate that the
character has a delinquent account. For example, a virtual
collection agent could trail the avatar around, or a ball and chain
could be attached to the foot of the avatar, or a warning could
float over the head of the avatar, or the color or other
characteristic of the avatar could change, e.g., the avatar's
clothing may partially or completely disappear, or the avatar could
start leaving footprints wherever it goes, making it easier for the
lending company or enemies to track down the avatar, etc. In a
further embodiment, if a payment is missed, any preferential terms
may be subject to change. For example, the interest rate could
increase, payment terms could accelerate, guaranteed exchange rates
could become variable, caps on interest or exchange rates could be
removed, additional collateral may be required, part of the debt
may need to be settled with a payment or through a complete or
partial liquidation of assets, etc. Such changes could be
controlled by any means applicable, for example through Finance
Agreement Enforcement Program 314. Such changes may be made
immediately or only after providing a notice or warning to the
delinquent player.
[0274] In another embodiment, debts such as financial agreements
may be insured by the seller or the buyer. One example of this
would be payment protection insurance. Payment protection insurance
provides an income to maintain a borrower's debt repayments in the
event of an accident, sickness, death or any other cause for
default that prevents them from working, or paying their debts when
due, e.g., due to unemployment. Such insurance typically pays debts
for a specific amount of time. According to one example of this
embodiment, in the event of a default, the insurance policy pays
the debt; however the defaulting character's rating would be
lowered and/or future policies rejected outright and/or other
penalties as hereinabove defined. If an insurance company (real or
virtual) pays the debt, the insurance company could seek
restitution from the defaulting player character and/or impose or
cause to be imposed any penalties as provided herein above or as
otherwise provided by the game server, game owner, lending entity,
etc. Such information may be stored by any means applicable. In one
embodiment, insurance agreements are generated by insurance program
134. Such a program may use some or all of the following steps:
[0275] 1. Receive a request from a first player, [0276] 2. Store
and output a virtual contract to insure to the first player [0277]
3. Receive an offer to accept the contract, including at least one
virtual insurance premium amount from a second player character.
[0278] 4. Receive an acceptance of the virtual insurance premium
amount from the first player character. [0279] 5. Retrieve or
receive a guarantee from both the first and second player
character. [0280] 6. Activate virtual insurance contract and store
credit card numbers with contract. [0281] 7. When virtual premium
is due, charge premium amount to account requested by first player
character.
[0282] A secondary market for finance agreements may also be
created. In the secondary market, groups of finance agreements can
be bundled and sold to other entities. Such transactions may be for
the remaining amounts owing or any other amount as agreed to by the
parties.
[0283] Types of transactions may be limited by the level of
participation of the player or player character. Such limitations
could depend upon the skill, experience, attributes, items owned by
the player and/or sophistication of the authorized user and/or the
player's real or virtual credit score and/or real or virtual
current or predicted income levels. For example, players may
advance through different levels of play and after achieving
certain benchmark standards or having an account established for a
particular length of time, they may be granted wider access to
financial intermediaries and the services provided by such
intermediaries.
[0284] It will be appreciated that while, for the sake of
discussion, these databases have been described separately, the
data in these and any other suitable databases could be merged into
a single large databases and/or maintained separately in additional
databases, or in other structures besides a database, e.g.,
pointers to data in one or more third party databases. Moreover,
any such databases could be independent or linked, and the data in
these databases could be stored centrally on a server or separately
on game devices and/or by one or more third parties.
Conclusion
[0285] 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. Furthermore, it will be understood that while
various embodiments are described, such embodiments should not be
interpreted as being exclusive of the inclusion of other
embodiments or parts of other embodiments.
[0286] 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 as are reflected in the range
of real world financial institutions, instruments and activities.
Accordingly, the subject matter of the present disclosure includes
all novel and nonobvious combinations and subcombinations of the
various systems, methods configurations, embodiments, features,
functions, and/or properties disclosed herein.
[0287] 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 "at least one widget" 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 "the" to
refer to the limitation (e.g., "the widget"), 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., "the widget" can cover both one widget and more than one
widget).
[0288] 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.
[0289] When an ordinal number (such as "first", "second", "third"
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 "first widget" may
be so named merely to distinguish it from, e.g., a "second widget".
Thus, the mere usage of the ordinal numbers "first" and "second"
before the term "widget" 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 "first" and "second" before the term
"widget" (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 "first" and "second" before the term "widget"
does not indicate that there must be no more than two widgets.
[0290] 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).
[0291] 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.
[0292] 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.
[0293] 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.
[0294] 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.
[0295] 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. .sctn. 1.72(b).
[0296] 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.
[0297] 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.
[0298] 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.
[0299] 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.
[0300] 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.
[0301] 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.
[0302] 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 "a computer, a laptop, a PDA"does not
imply that any or all of the three items of that list are mutually
exclusive--e.g., an item can be both a laptop and a computer, and a
"laptop" can be a subset of (a specific type of) a "computer".
[0303] 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 "a computer, a laptop, a PDA" does not imply that
any or all of the three items of that list are comprehensive of any
category.
[0304] 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.
[0305] In a claim, a limitation of the claim which includes the
phrase "means for"or the phrase "step for" means that 35 U.S.C.
.sctn. 112, paragraph 6, applies to that limitation.
[0306] In a claim, a limitation of the claim which does not include
the phrase "means for" or the phrase "step for" means that 35
U.S.C. .sctn. 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 "step
of" or the phrase "steps of" in referring to one or more steps of
the claim or of another claim does not mean that 35 U.S.C. .sctn.
112, paragraph 6, applies to that step(s).
[0307] With respect to a means or a step for performing a specified
function in accordance with 35 U.S.C. .sctn. 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.
[0308] 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.
[0309] Therefore, with respect to a means or a step for performing
a specified function in accordance with 35 U.S.C. .sctn. 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.
[0310] 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.
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