U.S. patent application number 11/560456 was filed with the patent office on 2007-05-17 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 | 20070111770 11/560456 |
Document ID | / |
Family ID | 38119490 |
Filed Date | 2007-05-17 |
United States Patent
Application |
20070111770 |
Kind Code |
A1 |
Van Luchene; Andrew
Stephen |
May 17, 2007 |
Financing Options in a Virtual Environment
Abstract
The present disclosure provides novel video game methods and
systems for allowing players to make purchases including goods,
services and financial instruments in a virtual environment.
Methods and systems include means for trade within and between game
environments, virtual environments and games.
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: |
38119490 |
Appl. No.: |
11/560456 |
Filed: |
November 16, 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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11560456 |
Nov 16, 2006 |
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11279991 |
Apr 17, 2006 |
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11560456 |
Nov 16, 2006 |
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11355232 |
Feb 14, 2006 |
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11560456 |
Nov 16, 2006 |
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60727121 |
Oct 14, 2005 |
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Current U.S.
Class: |
463/7 |
Current CPC
Class: |
A63F 2300/513 20130101;
A63F 2300/807 20130101; A63F 2300/407 20130101; A63F 2300/5533
20130101; A63F 13/12 20130101; G07F 17/3255 20130101; G06Q 50/10
20130101; G07F 17/32 20130101; G06Q 30/04 20130101; G06Q 20/18
20130101; A63F 13/792 20140902; A63F 13/85 20140902; A63F 2300/575
20130101; A63F 2300/5513 20130101 |
Class at
Publication: |
463/007 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: providing a user interface that allows
access to a virtual exchange, wherein the virtual exchange is in
electronic communication with first and second virtual
environments, wherein the first virtual environment provides a
plurality of first environment assets; receiving a request via the
user interface from a player character to purchase a first
environment asset for use in the second virtual environment;
determining a value for the first environment asset; receiving the
determined value from the player character; and transferring the
first environment asset to the player character's possession for
use in the second virtual environment.
2. The method of claim 1, wherein the value of the first
environment asset is determined based on a conversion rate between
the assets of the first environment and the assets of the second
environment.
3. The method of claim 2, wherein the conversion rate is determined
based on one or more variables associated with each virtual
environment.
4. The method of claim 3, wherein a variable is the size of the
size of the economy of each virtual environment.
5. The method of claim 3, wherein a variable is the number of
player characters in each virtual environment.
6. The method of claim 3, wherein a variable is the amount of the
first virtual asset that is available in each virtual
environment.
7. The method of claim 3, wherein a variable is the amount of
production of the virtual asset that is available in each virtual
environment.
8. The method of claim 2 wherein the first and second virtual
environments have different currencies and determining the
conversion rate comprises determining a currency conversion rate
between the virtual environments.
9. The method of claim 1, wherein the virtual exchange is
accessible only to player characters who have a seat on the
exchange.
10. The method of claim 9, wherein the number of seats on the
virtual exchange is limited.
11. The method of claim 10, wherein a player character who owns a
seat on the virtual exchange can sell the seat to another player
character.
12. A system for selling and exchanging assets between game
environments comprising: a first game environment comprising a
plurality of first game environment assets; a second game
environment comprising a plurality of second game environment
assets; and a virtual exchange in electronic communication with the
first and second game environments; wherein the virtual exchange is
configured to: determine a value for a first game environment asset
in the second game environment; receive the value from a player
character in the second game environment; and transfer ownership of
the first game environment asset to the player character so that
the first game environment asset is available to the player
character for use in the second environment.
13. The system of claim 12 wherein the first and second game
environments have different currencies.
14. A system comprising: a virtual environment comprising a
plurality of virtual assets which can be purchased by player
characters in the virtual environment; and a virtual exchange
through which player characters can trade ownership of virtual
assets; wherein, access to the virtual exchange is limited to
player characters holding seats on the exchange.
15. The system of claim 14 wherein the number of seats on the
exchange is limited.
16. The system of claim 15 wherein a player character holding a
seat on the exchange may facilitate trades for player characters
who do not hold seats on the exchange.
17. The system of claim 16 wherein the player character holding a
seat on the exchange receives payment from the player characters
who do not hold seats on the exchange in return for facilitating
trades.
18. The system of claim 15 wherein seats on the exchange are
virtual assets which can be sold in the virtual environment.
19. The system of claim 15, wherein a player character who holds a
seat on the exchange can lose the seat upon the fulfillment of one
or more conditions.
20. The system of claim 19 wherein the virtual environment
comprises rules for interacting with the environment and a
condition is breaking a rule.
Description
Priority Claim
[0001] The following application is a continuation-in part of U.S.
patent application Ser. No. 11/380,489 and a continuation-in-part
of U.S. patent application Ser. Nos. 11/279,991, filed Apr. 17,
2006 and 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 of the embodiments of the invention.
[0006] FIG. 3 illustrates a method of opening an exchange according
to one embodiment of the invention.
[0007] FIG. 4 illustrates a method of creating an account with a
seat holder on an exchange according to one embodiment of the
invention.
[0008] FIG. 5 illustrates a method of selling an item on an
exchange according to an embodiment of the invention.
DETAILED DESCRIPTION
Definitions:
[0009] Unless stated to the contrary, for the purposes of the
present disclosure, the following terms shall have the following
definitions:
[0010] 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.
[0011] 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.
[0012] 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.
[0013] Total virtual obligation amount--the total amount of the
virtual financial obligation(s) associated with a player
character's account.
[0014] 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.
[0015] Virtual--shall mean in a video game environment or other
intangible space.
[0016] 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.
[0017] Virtual Creditor--shall mean a first player character or
other entity who is owed a virtual obligation by a second player
character.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] Character or "player character"--a persona created and
controlled by a player in a video game.
[0025] Avatar--the virtual representation of a player
character.
[0026] Character Account--an account that tracks character
attributes.
[0027] 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:
[0028] 1. A character score
[0029] 2. A virtual object
[0030] 3. The physical appearance of a character
[0031] 4. An emblem or mark
[0032] 5. A synthetic voice
[0033] 6. Virtual currency
[0034] 7. Virtual help points or credits
[0035] 8. The ability to join groups of other players at a later
time
[0036] 9. A score for subsequent matching of later game
parameters
[0037] 10. A relationship with another character
[0038] 11. A genetic profile or makeup
[0039] 12. A skill or skill level
[0040] 13. A ranking
[0041] Character Life--a fixed or variable, finite or infinite
period of virtual or real world time that a player character can
exist in a game environment.
[0042] Character Skills--game attributes inherent in or acquired by
a player character during game play such as, but not limited to:
the ability to cast (certain) spells, foretell the future, read
minds, use (certain) weapons, cook, hunt, find herbs, assemble
herbs into potions, mine, assemble objects into other objects, fly,
and/or enchant other player characters.
[0043] 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/or a player
and not by a player on a continuous basis.
[0044] 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: [0045] 1.
Completing all or part of a mission [0046] 2. Playing for a certain
period of time [0047] 3. Winning a match against another player
character or computer generated character [0048] 4. Reaching a
certain level or score [0049] 5. using or obtaining an ability or
technology [0050] 6. kill/death ratios [0051] 7. obtaining,
creating or modifying an object [0052] 8. solving a puzzle [0053]
9. accuracy with weapons [0054] 10. effective use of the proper
weapon [0055] 11. killing a certain character/creature [0056] 12.
getting through or to a certain geographic area [0057] 13.
decreasing or increasing Karma Points [0058] 14. getting, buying,
exchanging or learning a new skill or player attribute [0059] 15.
having a child [0060] 16. getting married [0061] 17. obtaining,
buying, trading, producing or developing raw materials [0062] 18.
producing goods or services [0063] 19. earning income [0064] 20.
earning a higher rank in an army [0065] 21. winning an election
among two or more player characters [0066] 22. achieving deity or
other status [0067] 23. improving player character status or caste
[0068] 24. assisting other player characters with any of the above
[0069] 25. speed of accomplishing or changing the rate or trends of
any or all of the above.
[0070] In-game Marketplace--shall mean a virtual environment where
Characters can exchange items, attributes, or any other
exchangeable game element.
[0071] Novice Player--shall mean a player that is identified as
requiring the help of an expert to complete a Game Parameter.
[0072] 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.
[0073] 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 personal, billing, and character account
information.
[0074] Player Attribute--shall mean any attribute that can be
applied to a player account. Player Attributes shall include, but
not be limited to: [0075] 1. Real Currency. [0076] 2. Discount of
monthly fees for playing game. [0077] 3. Monthly fee for playing a
game. [0078] 4. Interest rates for use of or borrowing real or
virtual cash amounts. [0079] 5. Global character attribute settings
for all characters created by player across multiple games. [0080]
6. Rewards for encouraging another player to signup to play.
[0081] Player to Player Contract--a real and/or virtual but binding
contract between player characters that allows the players to
provide or exchange game attributes to one another. Once a
player-to-player contract is established, the game server or
peer-to-peer network automatically distributes acquired game
attributes between the player characters based on the contract
conditions.
[0082] 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.
[0083] 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.
[0084] 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.
[0085] "Game Environment"--includes the concepts of a virtual
world, a region within a virtual world, and/or a sub-region with a
virtual world. Accordingly, the term "game environment" may refer
to an entire virtual community or a sub-set thereof. The term "game
environment" may also be used to refer to an instance of a virtual
world that is controlled by one or more servers working
together.
[0086] "Regional Game Environment"--a region or sub-region with a
virtual world or community such as a particular level or area
within the virtual world/community. Accordingly, a regional game
environment may have rules, regulations, currency/(ies),
government(s), assets, etc., that are the same or different from
other regional game environments in the same or different game
environments.
[0087] The term "variation" of an invention means an embodiment of
the invention, unless expressly specified otherwise.
[0088] 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.
[0089] The terms "including", "comprising" and variations thereof
mean "including but not limited to", unless expressly specified
otherwise.
[0090] The term "consisting of" and variations thereof mean
"including and limited to", unless expressly specified
otherwise.
[0091] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0092] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0093] The term "herein" means "in this patent application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0094] 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.
[0095] 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".
[0096] 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".
[0097] 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.
[0098] 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".
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] Various embodiments can be configured to work in a network
environment including a computer that is in communication (e.g.,
via a communications network) with one or more devices. The
computer may communicate with the devices directly or indirectly,
via any wired or wireless medium (e.g. the Internet, LAN, WAN or
Ethernet, Token Ring, a telephone line, a cable line, a radio
channel, an optical communications line, commercial on-line service
providers, bulletin board systems, a satellite communications link,
a combination of any of the above). Each of the devices may
themselves comprise computers or other computing devices, such as
those based on the 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.
[0109] 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
[0110] Massive multi player online games (MMOGs) or massive
multi-player role playing games (MMORPGs) are computer game which
are capable of supporting hundreds, thousands, or millions of
players simultaneously. Typically, this type of game is played in a
giant persistent 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.
[0111] 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 such as those herein described.
[0112] 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. In one
embodiment, such servers may include multiple games or multiple
virtual environments which may or may not be constructed to
interact with each other.
[0113] 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.
[0114] 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, mobile phones, and personal data assistants (PDAs).
[0115] 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. There may be multiple games
on one server, or multiple games on multiple servers connected to
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).
[0116] 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.
[0117] 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.
[0118] 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.
[0119] 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
and limit transactions to direct transfers between two characters
or a character and a business. Additionally, most virtual financial
systems limit players to a single virtual environment. This limits
the scope of transactions available and inhibits growth and
development of both the virtual economy and the virtual
environment, decreasing the depth and enjoyment of play
available.
[0120] Various embodiments of the invention address this issue by
providing mediums for engaging in more complicated transactions and
allowing for transactions across virtual environments, game
environments, game servers, games and gaming locations. This
increases the complexity of interactions between players thereby
increasing the enjoyment and longevity of the game(s).
[0121] Mediums for engaging in more complicated transactions may
take the form of an exchange. Such exchanges may be limited to a
single location, or may exist across game environments and/or
between virtual worlds and games. They may be entirely virtual in
that there is no physical representation of a building or other
facility where the exchanges take place, or they may have one or
more physical presences in a virtual environment. In one
embodiment, the location of the exchange may change periodically
based on predetermined criteria. For example, the virtual location
of an exchange may move from one virtual city to another virtual
city on a periodic basis, may move based on which city has the
highest population, may move based on the amount of wealth
accumulated in a particular environment, or may move according to
any other criteria as determined by the parameters of the game, the
game server, game owner, exchange owner or any combination thereof.
In another embodiment, exchanges may be accessed or exist outside
of the virtual worlds in which they trade, i.e. while not actively
engaged in playing a game.
[0122] Exchanges are mediums for buying and selling. In one
embodiment, the exchange may be a primary market. A primary market
is a market for the initial offering of any kind of good including
a security. Issuers of securities include commercial companies,
government agencies, local authorities and international and
supranational organizations (such as the World Bank or a virtual
equivalent), and governing entities. Through securities, capital is
provided to the issuing entity by investors who purchase the
securities. The securities themselves may then be traded between
investors and speculators on a secondary market. A secondary market
is a market for any kind of used goods and may exist for all types
of assets in a virtual environments. Secondary markets improve the
liquidity of investments, increasing the likelihood that
investments will occur and thereby adding to the growth of the
virtual economy. In another embodiment, an exchange may trade both
primary and secondary assets.
[0123] Exchanges may function by any means useful in exchanging
assets. In one embodiment, an exchange may function as an auction
market in which all characters and institutions wishing to trade
must congregate in one area of a game environment and announce the
prices at which they are willing to buy or sell. Such announcements
may take place using instant messaging, screen alerts, or any other
type of localized announcement. In another embodiment, an exchange
is a dealer market. In a dealer market, the dealers hold an
inventory of the asset and are then ready to buy or sell with
market participants. Transactions may be conducted through instant
messaging, electronic mail, order matching systems, or other
electronic systems. An exchange may also be a Dutch auction or
descending price auction, in which an asset is initially offered at
a high price and then the price is lowered in increments until a
buyer is found.
[0124] The laws, rules, regulations and precedence of a virtual
exchange(s) may be based, solely or in part upon any one or more or
a combination of the laws, rules, regulations and precedence of the
United States of America and/or any foreign country, and or those
of the American Stock Exchange, New York Stock Exchange, NASDAQ,
London Stock Exchange, Tokyo Stock Exchange, Euronext, Toronto
Stock Exchange, Frankfurt Stock Exchange, Hong Kong Stock Exchange,
Madrid Stock Exchange (BME Spanish Exchanges), SWX Swiss Exchange,
Milan Stock Exchange (Borsa Italiana), Australian Stock Exchange,
Bombay Stock Exchange, Shanghai Stock Exchange, Johannesburg
Securities Exchange, and/or Bovespa, Brazil. Additionally, there
may be a central governing authority within the virtual world or
between virtual worlds which is responsible for governing formation
and management of exchanges. In another embodiment, the laws,
rules, and regulations of an exchange are composed by the founders
of the exchange.
[0125] An exchange may sell all types of assets real or virtual,
including securities, commodities or derivatives belonging to one
or more virtual environments, game environments, worlds or games;
or may require that the assets meet particular criteria before they
can be listed on the exchange. In one embodiment, an exchange
provides a means for trading real and/or virtual goods and
services. Such trades may take the form of real and/or virtual
barter, trade, or currency. For example, real currency or virtual
currency could be used to purchase real or virtual items listed on
an exchange. In one embodiment, a player could list a real computer
they are willing to trade for virtual assets such as, for example,
100 planks of virtual wood. In another embodiment, an exchange
could specialize in financial products. Such financial products may
be virtual securities, commodities, and derivative products such as
options and futures. Some exchanges may trade stocks in virtual
companies. Other exchanges may trade virtual stocks in real
companies. Another exchange may trade virtual commodities. In yet
another embodiment, an exchange may sell virtual game attributes.
Additionally, an exchange may limit transactions to the assets of a
particular world, game or environment.
[0126] In a further embodiment, exchanges may be limited to a
particular type or group of types of asset(s), for example, player
characters or avatars, in game resources or attributes, player
created game items, stock of a virtual business including preferred
and convertible stock, in game currency, bonds of a virtual
business, bonds of a virtual government, virtual currency, game
attributes created by player characters, game attributes created by
the game server or NPCs, virtual natural resources, virtual
exchange seats, virtual stock of in game businesses, virtual stock
of in game environments, virtual securitized obligations, contracts
between player characters, labor of certain skill types and levels,
blueprint licenses, blueprint assignments, songs, videos, images,
products, software applications and/or libraries, languages, SDKs,
tools, objects or portions thereof, interface specifications,
assistance with missions, personal services, or any other type of
asset including services that may be created or used within a
virtual environment.
[0127] Securities may be traded on a stock exchange, share exchange
or both. Stock exchanges are effective in raising capital for
businesses, mobilizing savings for investment, facilitating company
growth, redistributing wealth, corporate governance, creating
investment opportunities for small investors, allowing governments
to raise capital for development projects and are a barometer of
the economy of a particular virtual environment.
[0128] Commodities and derivatives such as options and futures may
be traded on a commodity or futures exchange. A commodity or
futures exchange may trade derivatives including, but not limited
to, futures, forwards, options and swaps on items such as
commodities, equities or bonds, interest rates, exchange rates, or
indices. Derivatives may also be traded on a derivative exchange or
over-the-counter.
[0129] The exchanges may have additional criteria for listing an
asset beyond the type of asset. For example, an exchange may
require a certain amount of an asset be available, or have a
certain monetary value, that a business be of a particular size,
have a particular number of shareholders, a particular trading
volume, a particular market value, particular earnings, a
particular volume, particular valuation, particular cash flow,
particular shareholder equity, or any other criteria the
exchange(s) wishes to establish for assets to be traded. In
addition, there may be standards that are required to be maintained
in order for the assets to continue being listed on an exchange. In
another embodiment, an exchange may trade everything.
[0130] The exchanges for use within and between virtual worlds,
game environments, and games may be in existence at the formation
of the game, or may be formed during the game by one or more
players or player characters, real world financial institutions,
real world exchanges or other legal entities. Moreover, the
exchanges may be run by the game manufacturer, the owner(s) of the
server upon which the game resides, player characters, other real
or virtual legal entities, any other duly authorized or
un-authorized third parties or a combination of these. There may
additionally be a governing entity responsible for overseeing the
exchanges.
[0131] Exchanges may be formed by any means suitable for providing
exchanges. Such exchanges may be established and accessible both
within and outside of virtual environments and may be formed by the
game server, game owner, a character or group of characters, a
player or group of players, real world financial institutions, real
world exchanges or other legal entities, a third party or any
combination thereof. In one embodiment, the exchange is organized
as a mutual organization owned by members. In another embodiment,
the exchange is a corporation.
[0132] In one embodiment, the rules for forming an exchange are
governed by the parameters of the virtual environment in that there
may be a virtual government or other controlling entity including
real world controlling entities such as the game manufacturer or
server owner and/or real or virtual laws that may dictate the
number of exchanges or the types of exchanges in existence at any
one time or the requirements for formation and/or dissolution.
These regulations may impose certain requirements that must be met
prior to the formation of an exchange. Such requirements may
include, for example, the ability to pay a given fee, holding
requirements, asset requirements in the virtual environment,
procurement of various suitable skills by the requesting group,
character type limitations, size of guild, age of avatar,
experience level of avatar, virtual or real net worth of an avatar
or player, etc. In such a case, only those requests that come from
an entity that is able to fulfill any imposed requirements will be
granted a permit, if one is available, as explained in further
detail below.
[0133] According to some embodiments, the virtual environment, game
environment, a particular government, or a virtual land area
governed by the game environment or by player characters may limit
the number of exchanges that can exist in that environment or that
may trade assets from that environment or for use in that
environment. Accordingly, an exchange may be required to apply for
a permit to operate in a particular location or in a particular
virtual environment. There may be a limit on the number of exchange
permits that can be given out at any particular time in a virtual
environment. In some embodiments, if an exchange closes or becomes
inoperable, the exchange permit may be forfeited and revert to the
governing entity such that it is available to a new entity desirous
of forming an exchange, or it may be sold by the player
character(s) or other entity that owns it. The game server and any
government formed by the game server or by a group of player
characters may charge a tax or fee each time a permit is issued or
resold. Such fees could be up front, periodic, a percentage of
transactions, or any combination thereof.
[0134] The amount of the exchange permit fee may be determined
using any method suitable for the virtual environment. It may be
established by the game itself, the owners or manufacturers of the
game, the game server, the owners of the server, a plurality of a
predetermined number of players in existence at the time of the
creation or acceptance of the permit, by real and/or virtual law,
or any combination thereof. In one embodiment, fees may be based on
a portion of the virtual fees generated on the exchange.
[0135] According to one embodiment, game server 35 may be
configured to create a virtual exchange using some or all of the
following method steps: [0136] 1. Receive a request from a player
character, group of player characters, or one or more third parties
to create an exchange. [0137] 2. Determine if there is an available
permit for the exchange based on the game environment and the
player characters. [0138] 3. If there is an available permit
determine and output a permit fee. [0139] 4. Receive an acceptance
and payment for the permit fee. [0140] 5. Create new exchange in
the business format specified by the player character
requesters.
[0141] In another embodiment, such as in the method depicted in
FIG. 3, a certain minimum number of players decide to form
Exchange. The game server 35 verifies that the requisite number of
players would like to form an exchange. If the minimum number of
members are not available, the organizing committee may solicit
additional members. The solicitation of members may take place in
any type of forum useful for disseminating such
information/requests. For example, the organizers may send out a
mass e-mail, post an advertisement, directly contact friends,
publish a notice, or any other type of means aimed at contacting
interested parties. In an alternative embodiment, player characters
may indicate that they are interested in becoming members of an
exchange and may or may not choose to specify the type of exchange
they are interested in supporting.
[0142] Once the minimum number of members has agreed to form an
exchange, they may determine the type of assets to be traded, the
structure of the exchange, the number of seats on the exchange, and
draw up a charter. They may also apply for an exchange permit.
[0143] The minimum number of members, the type of assets,
structure, qualification of members, qualification of traders, or
number of seats on an exchange may be determined 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) the organizing
committee, e) charter, f) law or regulation, and/or g) any
combination of the above. Information regarding the formation of an
exchange may be stored by any means desired, for example on
Exchange database 40 and may comprise information such as, for
example:
[0144] 1. Exchange ID
[0145] 2. Exchange Type
[0146] 3. Exchange seats 1-n
[0147] 4. Allowable assets 1-n
[0148] 5. Exchange seat price
[0149] 6. Maximum exchange seats allowed
[0150] 7. Exchange seats issued
[0151] 8. Remaining exchange seats available
[0152] 9. Exchange seat qualifying conditions 1-n
[0153] The request may be made and received using any suitable
method within the virtual environment. For example, the request may
be sent via email, instant message, or via an on-screen request
system. The request may be processed automatically by the server,
by a paid or voluntary player or staff member, or though a
combination of the above.
[0154] In another embodiment, an exchange is formed outside of a
game. Such an exchange may be formed on a network, or as a separate
entity for exchanging virtual assets. Such exchanges may use real
or virtual world currency in order to buy and sell virtual assets.
They may be represented in virtual environments, or exist solely
outside of the game.
[0155] Exchanges may also be established between game environments.
Such game environments can be different geographical locations in
the same virtual environment, or may be located in entirely
different virtual environments or games. In one embodiment, a
character may buy a game environment and configure rules for other
player characters to play in that game environment. In another
embodiment, every character in a game environment may have created
a certain amount of measurable virtual wealth. The value created in
the game environment could be traded on an exchange. Thus, game
environments with healthier economies can trade for more value than
game environments with weaker economies. Alternatively, a game
environment may issue and offer shares in the game environment.
[0156] Game environments may be registered on an exchange using any
means applicable. In one embodiment, game environments may be
registered using some or all of the following method steps:
[0157] 1. Receive a request to register a game environment on the
exchange.
[0158] 2. Determine if game environment qualifies to be registered
on the exchange.
[0159] 3. Register the game environment on the exchange.
[0160] Once an exchange is in existence, transactions may take
place on the exchange. In one embodiment, anyone can buy or sell on
an exchange. In another embodiment, it may be necessary to have a
seat on an exchange or an account with someone who has a seat on
the exchange in order to buy or sell on the exchange.
[0161] The founding members of an exchange may have seats on the
exchange or may allow the seats to be offered to other characters
or third parties. The number of seats available may be included in
the charter or may be determined by other factors such as the size
of the exchange, the volume of trading, the number of listings on
the exchange, or any combination thereof. In one embodiment, a seat
on an exchange may be granted when a character attains certain
goals, levels, skills or other parameters established by a) the
game owner, b) the game server, c) the charter of the Exchange, d)
any other governing rules or regulations for the Exchange. In
another embodiment, exchange seats may be randomly allocated to
players once a game server or game environment has reached certain
predetermined criteria, for example a certain population. In a
further embodiment seats on an exchange may be bought and sold. For
example, seats on an Exchange may be bought or sold using some or
all of the following steps.
[0162] 1. Receive a request to purchase an exchange seat.
[0163] 2. Generate an exchange seat value.
[0164] 3. Output an exchange seat value.
[0165] 4. Receive acceptance of exchange seat value from
player.
[0166] 5. Receive payment from purchaser.
[0167] 6. Issue exchange seat to purchaser.
[0168] In yet another embodiment, seats on an exchange may be
traded on the Exchange. In a further embodiment, exchange seats
could be auctioned. In another embodiment, owners of exchange seats
may be forced to sell their seat. Such a forced sale, could for
example, take place if the owner commits fraud or violates rules
governing the exchange.
[0169] Anyone may be allowed to own an exchange seat, or characters
may be required to meet certain criteria before they are allowed to
own seats on exchanges. In another embodiment, anyone may own a
seat on an exchange, but certain qualifications must be met in
order to trade using the seat. In a further embodiment, players
and/or characters may only be able to hold seats on one exchange at
a time, or on one exchange per virtual environment or game
environment at a time.
[0170] Information regarding owners of seats may be stored by any
means applicable. In one embodiment, such information may be stored
in player character database 80 and include information such as
character ID, player ID, character assets, exchange seat owner
account number, and exchange seat number. Corresponding player
information may be stored by any means applicable including player
database 70 and may include information such as, but not limited
to, player ID, player billing information, player personal
information, player exchange seat ID.
[0171] The possession of a seat on an exchange allows the holder to
buy and sell on that particular exchange. The seat holder may buy
or sell assets on the exchange directly, or may lease the seat to
another party. In one embodiment, a seat holder may hire a NPC or
another character such as a contractor or financial services
consultant to manage his seat on the exchange. An exchange member
may also act as a broker for other characters. In order to act as a
broker, an exchange member may be required to meet certain
qualifying criteria. For example, in order to act as a broker, it
may be necessary to have acquired particular skills, reached a
particular level, be of a particular type of character, have a
certain virtual or real world net worth, have transacted a certain
number of times, have transacted a particular virtual cash volume
on an exchange through a third party, have adequate real or virtual
credit available to them, or have any other qualifying criteria as
determined by the exchange or game server, or any combination
thereof.
[0172] Characters who wish to trade on an exchange that requires
membership but who do not own a seat may apply for an account with
a seat holder or broker. Such an account may be opened using some
or all of the following method steps:
[0173] 1. Receive a request from a character to create an
account.
[0174] 2. Determine account fee structure.
[0175] 3. Output fee structure to player character.
[0176] 4. Receive acceptance of fee structure.
[0177] 5. Create account.
[0178] The rules and regulations governing such an account may be
dictated by the broker holding the account, or may be regulated by
the rules of the exchange, the game server, game owner, charter,
local governing entity, overseeing governing entity or any other
applicable rules and regulations.
[0179] A seat holder or other broker may institute regulations
regarding accounts as well. For example, a broker may only open
accounts for characters who meet particular criteria such as, for
example, 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 account, the real world credit lines
available to the requester; the length of time the character has
spent or been in existence in the virtual environment; the skill
level of the character and/or player; the assets held by the
character; as well as any other type of information typically used
in evaluating credit worthiness. In one embodiment, the broker may
verify the character's virtual credit score. In another embodiment,
the broker may verify the player's real world credit score. 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, character type, information
regarding creditworthiness, or any combination of the above. One
embodiment of a method of opening an account with an exchange seat
owner is shown in FIG. 4.
[0180] A broker may charge fees for trading. Such fees may be a
monthly fee, a per transaction fee, fees generated by the spread
between the buy and sell, a percentage fee based on the total
transaction amount, fees based on the type of transaction, or any
combination thereof. Additionally, there may be taxes or other
government fees that may be charged to an account. Fees may also be
charged for the right to own a seat on an exchange, to have an
exchange account or to conduct transactions on an exchange. For
example, only premium accounts may be able to trade on an
exchange.
[0181] Whether the account is with an exchange or with a broker,
there may be different types of accounts and different transactions
that can occur using different types of accounts. For example, some
accounts may permit the trading of particular types of assets.
Other accounts may permit the trading of all types of assets. There
may be limits placed on the amount of a particular asset that can
be bought or sold during a specified time period, or no limits at
all. In one embodiment, accounts may have limits on the types of
transactions that can occur. For example, some exchanges may not
permit trading in futures and options. Other exchanges may not
permit margin trading or margin accounts. In yet another
embodiment, some exchanges may permit the trading of real world
goods and services for virtual goods and services. In a further
embodiment, accounts may increase the type or variety of
transactions available based on the skill level or other criteria
of the character holding the account.
[0182] The types of accounts available in a particular virtual
environment or on a particular exchange or with a particular broker
may include cash, margin, option, and discretionary accounts. A
cash account requires all purchases to be paid for by the
settlement date. In one embodiment, funds must be in the account
before a buy order is placed. In another embodiment, payment may be
made within a specified time period, i.e. by the settlement date.
Such accounts may be opened with no deposit, or may require a
certain amount of goods or currency be placed in the account prior
to the execution of trade orders.
[0183] In a margin account, a character is lent cash to make the
purchase on the exchange. The loan is collaterized by the assets in
the account held by the broker or exchange. If the value of the
assets drops sufficiently, the owner of the account may be required
to deposit more cash or sell asset positions in order to bring the
collateral to a specified level. If the owner of the account is
unable to meet the cash requirements, the account may be
liquidated, collateral seized, or a credit line associated with the
account such as a credit card or a third party facilitator such as
a paypal account can be charged.
[0184] An option account is a type of brokerage account that allows
you to trade options (i.e., puts and calls on stocks, bonds,
commodities, futures, etc.). To open this type of account,
acknowledgment of the risks associated with derivative instruments
may be required. In one embodiment, an option account or option
trading may require additional security to support the account such
as a higher credit limit on the credit line securing the account or
an additional credit line including, but not limited to, a credit
card or third party facilitator account such as a paypal account
that could be charged in the event of a default.
[0185] In a discretionary account, a broker may make trades without
notifying the character who owns the account. For example, the
broker may pool virtual assets of account holders and make trades
on their collective behalf.
[0186] Accounts may be funded using real or virtual assets from one
or more virtual environments, game environments, or games. Assets
may be valued using conversion tables, rates or factors. Such
conversion mechanisms permit the valuation of items between games,
between time periods within games, between game environments, or
between different geographic areas in the same game. Conversion
rates may include currency exchange rates as well as trade
exchanges. Currency exchanges may include the exchange of real
currency for virtual currency and vice versa as well as the
exchange of different types of virtual currency for each other both
within a particular virtual environment, game environment, game or
locations within a game and between virtual environments, game
environments, games and/or locations within games. There may also
be a universal currency for which local currencies can be traded.
Such universal currency may be universal to a particular game
environment, virtual environment, or multiple game environments or
virtual environments. Accounts may additionally need to be secured
by a 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.
[0187] The exchange rates for virtual-for-virtual currency,
virtual-for-real currency, virtual assets for real assets, real
currency for virtual currency, virtual assets for virtual assets,
or real assets for virtual assets may be fixed in that the rate
does not change for the duration of the game or segment of the
game. Alternatively, the exchange rates 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. In one
embodiment, the exchange rate received by a player or character may
depend on the rating such as the credit rating of the player or
character.
[0188] With each type of account, there are multiple types of
transactions that can take place on the exchange. For example,
transactions may include, but are not limited to, market orders
including, but not limited to, market with protection orders,
bracketed buy order, bracketed sell order, sweep to fill order;
contingency order, not held order, stop loss orders, stop limit
orders, limit orders, stop orders, fill or kill orders; short
selling, options including puts and calls, futures.
[0189] A market order is an order to buy or sell a stock
immediately at the best available current price. A market order may
be modified to decrease the volatility or otherwise limit the
transaction. For example, a market order may be placed as a "market
with protection order" in which a market order is canceled and
resubmitted as a limit order if the price of the asset moves
dramatically after the character places the order. The limit on the
limit order is placed at around the current market price as
determined by a broker. This type of order adds a protective
measure, helping the character ensure his or her market order will
not be completed at a price that is far off from the market price
at the time of the order. The order may also be placed as a
"bracketed buy" order in which a buy order is accompanied by a
"sell limit" order above the buy order's price and a "sell stop"
order below the buy order's price. These three component orders
will all be set at a price determined by the character entering the
order. The "bracketed buy" order allows the character to lock in
profits with an upside movement and prevent a downside loss over a
certain size. The order may also be a "bracketed sell" order in
which a sell order on a short sale is accompanied by a "buy stop"
order above the entry price of the sell order and a "buy limit"
order below the entry price of the sell order. A "Box Top" order
may also be placed. In a "Box Top" order, a buy or sell order is
made at the best market price. If the order cannot be completely
filled, a limit order is placed for the remaining shares at the
price at which the filled portion was executed. An order may be
placed as a "Sweep to fill" order in which the broker splits an
order into numerous parts comprising the best prices and amounts at
that price currently offered on the market for speedier order
execution. In another embodiment, a "Fill or kill" order may be
placed. In a "Fill or kill" order, a transaction must be executed
immediately and completely or not at all. An order may also be
placed as an "All or None" order. An "All or None" order ensures
that a character obtains the entire requested quantity of the asset
or none at all. In a further embodiment, a "Good Till Cancelled"
order may be placed. A "Good Till Cancelled" order remains active
until cancelled. In some embodiments, there may be limits on the
length of time an order can stay open. Orders may also be set to
expire at the end of the trading day. If it is not filled by the
end of the day, it will be cancelled.
[0190] Orders may also be placed as contingency orders in which the
order is executed only when certain conditions are met. In one
embodiment, a contingency order may depend on the potential
purchaser's ability to sell a different security in his or her
portfolio to free the funds to make the purchase. In another
embodiment, an options contingency order's execution may depend on
the price of the options' underlying asset.
[0191] In another embodiment, a "not held" order may be placed.
With a not held order, a market or limit order gives the broker or
trader both time and price discretion to attempt to get the best
possible price.
[0192] A limit order is an order to buy or sell a certain amount of
assets at a particular price or better. There may or may not be
time limit placed on the order. If the time limit is exceeded, the
order may expire. The order may be placed as a "Limit on open"
order in which a limit order to buy or sell shares at the market
open if the market price meets the limit condition. Alternatively,
the order may be placed as a "Limit on close" order in which a
limit order is placed to buy or sell shares near the market close
only if the closing price is trading better than the limit
price.
[0193] In another embodiment, a "stop loss" order may be placed.
With a "stop loss" order, an order placed with a broker to sell a
security when it falls to a certain price.
[0194] An order may also be placed as a "stop limit" order. With a
"stop limit" order, the order will be executed at a specified price
(or better) after a given stop price has been reached. Once the
stop price is reached, the "stop limit" order becomes a limit order
to buy (or sell) at the limit price or better.
[0195] In a further embodiment, a stop order may be placed. With a
stop order, the order is executable once a set price has been
reached and it is then filled at the current market price.
[0196] Some accounts or exchanges may permit short selling. In a
short sale, a security that the seller does not own is sold on the
assumption that the seller will be able to buy the asset at a lower
price than the price at which they sold short.
[0197] Accounts or exchanges may also permit options trading.
Options offer the buyer the right, but not the obligation, to buy
(call) or sell (put) an asset at an agreed-upon price during a
certain period of time or on or after a specific date. There is
typically an up-front, non-refundable premium that the buyer pays
the seller to obtain the option rights.
[0198] Futures trading may also be permitted. Futures are a
financial contract obligating the buyer to purchase an asset (or
the seller to sell an asset), such as a physical commodity or a
financial instrument, at a predetermined future date and price.
Futures contracts detail the quality and quantity of the underlying
asset; they are standardized to facilitate trading on a futures
exchange. Some futures contracts may call for physical delivery of
the asset, while others are settled in cash.
[0199] In another embodiment, transactions may be made using the
over the counter market. Such transactions include derivative
products such as swaps, forward rate agreements, and exotic options
and may be made independently or through a broker.
[0200] Swaps are over the counter derivatives which may be highly
customized. In a swap, two counterparties exchange one stream of
cash flows against another stream. Such cash flows may be
calculated over a notional principal amount. Swaps may be
reassigned to third parties, but are not generally traded on
exchanges. In one embodiment, the swap may be an interest rate
swap. In another embodiment, the swap may be a total return swap.
In yet another embodiment, the swap may be an equity swap.
[0201] A forward rate agreement is a forward contract in which one
party pays a fixed interest rate, and receives a floating interest
rate equal to a reference rate. The payments are calculated over a
notional amount over a certain period, and netted, i.e. only the
differential is paid when the termination date arrives. The
reference rate is fixed one or two days before the termination
date, dependent on the market convention for the particular
currency.
[0202] An exotic option is a derivative which has features making
it more complex than commonly traded products. For example, exotic
options may include, but are not limited to barrier, constant
proportion portfolio insurance, cliquet, lookback, a variance swap,
an Asian option, a Russian option, a game option, a Parisian
option, a binary option or a chooser option. A barrier option is a
type of financial option where the option to exercise depends on
the underlying crossing or reaching a given barrier level. Constant
proportion portfolio insurance is a capital guarantee derivative
security that embeds a dynamic trading strategy in order to provide
participation to the performance of a certain underlying asset. A
lookback option is a path dependent option where the option owner
has the right to buy (sell) the underlying instrument at its lowest
(highest) price over some preceding period. A variance swap is a
financial derivative whose payoff is equal to the difference
between the square of annualised realised volatility (that is, the
annualized realized variance), of returns on the underlying price
over that period and a fixed quantity. An Asian option is an option
where the payoff is not determined by the underlying price at
maturity but by the average underlying price over some pre-set
period of time. A Russian option is a lookback option which runs
for perpetuity. That is, there is no end to the period into which
the owner can look back. A game option or Israeli option is an
option where the writer has the opportunity to cancel the option he
has offered, but must pay the payoff at that point plus a penalty
fee. The payoff of a Parisian option is dependent of the amount of
time the option has spent above or below a strike price. A binary
option (also known as a digital option) pays a fixed amount or
nothing at all, depending on the price of the underlying instrument
at maturity. A chooser option gives the purchaser a fixed period of
time to decide whether the derivative will be a vanilla call or
put.
[0203] The types of orders and the amounts traded may be limited by
the exchange, the game server, the broker or the type of account
held by the character. For example, characters may need a
particular credit score or provide a certain type of guarantee,
such as a real world financial instrument, in order to have a
margin account. Some exchanges may only allow market orders.
Characters may be limited in the amount of a particular item which
they are allowed to acquire at one time. Additionally, exchanges
may be closed if trading drops below a certain percentage. Trading
may also be restricted if the number of open buy or sell orders on
a particular asset exceeds some predetermined threshold.
[0204] Exchanges may be open all the time or only at particular
times. For example, they may follow the schedule of real world
exchanges, or a similar schedule according to a virtual world
calendar in which they are closed on certain virtual holidays or at
certain hours of the day. Additionally, specific characters or
types of characters may only be able to trade during certain times
of days, days of a week, or during certain months or other specific
time periods as determined by the game, game server, exchange
owners, broker, or any combination thereof. In another embodiment,
certain assets may only be available to be traded at particular
times or on particular exchanges at particular times. In a further
embodiment, exchanges are open twenty-four hours a day, every
day.
[0205] According to one embodiment, once an account is opened,
whether through a broker or with the exchange itself, characters
may place buy and sell orders. Open offers may be stored by any
means applicable, for example in Exchange Open Offers Database 50.
Such a database could contain information such as:
[0206] 1. Offer ID
[0207] 2. Offer type
[0208] 3. Offer posting date
[0209] 4. Offer expiration date
[0210] 5. Offer Item
[0211] 6. Offer Quantity
[0212] 7. Offer Price.
[0213] Exchange open offers may additionally be associated with the
character or player submitting the offer. Such information could be
stored in Exchange Open Offer Database 90 and include information
such as the character ID, offer ID, offer type, offer posting date,
offer expiration date, offer item, offer quantity, and offer
price.
[0214] Offers may include offers to buy, trade or sell. Offers may
also list items in multiple currencies both real and virtual, and
may include a reserve price, below which it will not be sold.
Offers and/or exchanges may include conversion rates, tables or
factors which may take into account the value of things in a
particular environment. For example, a gallon of oil may be
converted to two gallons of oil when traded from a first game
environment, such as War Craft, to a second game environment, such
as Second Life. In another embodiment, a barrel of oil may be
converted into 1000 thistle seeds within a game environment, and/or
a barrel of oil may be converted to 5000 thistle seeds when
exchanged between two games. In a further embodiment, assets may
have different values in different game environments. For example,
1000 units of wood in one game environment may be worth 700 units
of wood in another game environment. Conversion rates may be fixed,
on an automated trading system, or as determined by an exchange on
the open market or any combination thereof. For example, conversion
rates may be based on a comparison of the economies of the two game
environments, the number of player characters in each environment,
the amount of a particular virtual asset available in a particular
game environment, the amount of production of a virtual asset in
the game environments or on any other number of market forces or
comparable factors. In another embodiment, exchanges may require
that all offers be placed using a particular currency, requiring
offers to be converted to that currency before they are listed. In
a further embodiment, offers may be limited to valuations of a
particular virtual environment, game environment, or using a
universal valuation.
[0215] Information affecting conversion rates, exchange rates,
interest rates, or any other types of exchanges between games and
game environments may be collected and displayed according to any
means applicable. According to one embodiment, such data is
automatically gathered on a regular basis and displayed in a
comparison or rating chart.
[0216] In order to be listed, an item may need to meet certain
criteria. For example, it may need to be the type of asset that is
sold on that particular exchange; it may require a sale price, or a
reserve price, or the price may vary according to market forces; it
may need to be authenticated; it may need to be unique (i.e. no
other items can be listed currently or previously on exchange that
match the unique profile of a particular virtual item); it may
require insurance; it may need a description, whether written or an
image; or any other criteria as determined by the exchange, broker,
governing body, or combination of thereof. In one embodiment, an
item for sale may be analyzed using some or all of the method steps
in FIG. 5. Items on Exchanges may additionally be sold using some
or all of the following method steps.
[0217] 1. Submit order to sell a virtual asset.
[0218] 2. Determine if asset is authentic.
[0219] 3. Determine if the asset can be sold on the exchange.
[0220] 4. List asset on exchange.
[0221] Once an item is listed, offers may be received regarding
purchasing the item. The transaction may then include some or all
of the following additional method steps.
[0222] 1. Receive purchase request.
[0223] 2. Determine fees.
[0224] 3. Receive fees.
[0225] 4. Transmit item to buyer.
[0226] 5. Transmit payment to seller.
[0227] In one embodiment, requests to purchase an item may be
posted regardless of whether an item is available or there is an
open offer. Such offers may be received by potential sellers,
and/or may be posted on an exchange. Such a transaction may use
some or all of the following steps:
[0228] 1. Receive a request to purchase an item.
[0229] 2. Fill request to purchase an item.
[0230] 3. Receive funds for purchasing an item.
[0231] If enough funds are not available in an account to purchase
an item, the item may be purchased on margin if the account is
authorized for margin transactions. Alternatively, purchases may be
charged to a monetary account, for example, 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, or
through some type of financing agreement. In one embodiment, if
there are insufficient funds in the account, the transaction may be
completed using some or all of the following steps:
[0232] 1. Retrieve secondary account associated with character.
[0233] 2. Determine a real cash value for the virtual purchase.
[0234] 3. Charge real cash value to secondary account.
[0235] 4. Convert real cash to virtual cash and deposit in purchase
account.
[0236] 5. Withdraw virtual cash from purchase account.
[0237] A record of each transaction may be stored by any means
applicable. In one embodiment, each transaction could be stored in
an Exchange Transaction Database, for example in Exchange
Transaction Database 60. Such a database could store information
such as.
[0238] 1. Order ID
[0239] 2. Order Buyer
[0240] 3. Order Seller
[0241] 4. Order Date
[0242] 5. Order Price
[0243] 6. Order Type
[0244] 7. Order terms and conditions
[0245] In another embodiment, such transactions could be associated
with the character in Exchange Transaction Database 100. Such a
database could include information such as character ID, character
inventory, order ID, order date, order, price, order type, and/or
authentication number.
[0246] Players may establish alerts to notify them of transactions
on a virtual exchange. Alerts may be established to monitor the
number, type, price, trends, volume, volatility, or any other
parameter of interest for the transaction of one or more assets.
Such alerts may be sent by any means applicable including, but not
limited to, e-mail, text mail, voice messaging, and/or screen
alerts.
[0247] Limits may be placed on items being exchanged, bought, sold,
or converted. Such limits may be placed by the game server, game
owner, local government, local governing body, overseeing governing
body, broker, or any combination thereof. For example, the game
server may set a maximum trade amount per time period for currency
or particular resources within the game environment and between
game environments. Limits may be established based on the total
amount of a resource available in a game parameter, the amount per
player character of a resource available in a game parameter, the
amount of open buy orders for a resource in a game environment, the
amount of open sell orders for a resource in a game environment, or
any other factors and/or rules and regulations that are established
for controlling exchanges and currency fluctuations.
[0248] In some embodiments, there may be guarantees to ensure the
transactions go through and to maintain the validity of the
exchange. In one embodiment, exchanges are the only place in the
game environment where delivery is guaranteed. In another
embodiment, if a seller cannot fill an order or a buyer cannot pay
for an order, the owner of the exchange seat must do so in his
stead. If the owner of the exchange seat cannot do so, all of the
members of the exchange are responsible for filling the order. In
yet another embodiment, items listed on an exchange may be placed
in escrow until sold and/or payment may be placed in escrow when a
buy order is placed. In a further embodiment, all transactions may
be insured. A character who owns a seat on an exchange or the
exchange itself may purchase insurance to cover orders initiated by
the holders of accounts he brokers. Such insurance may be purchased
from other player characters, insurance companies, or other third
parties. Rates for insurance may depend on the number of accounts
managed, the size of the transactions, the types of assets traded,
the creditworthiness of the account holders, the types of accounts
or transactions permitted, a combination thereof or any other
factor that may effect the risk that a transaction would not be
fulfilled. In a further embodiment, anyone who wishes to sell an
item on an exchange must provide insurance or some other guarantee
that the item can be provided. In another embodiment, transactions
may be underwritten by providing collateral. Collateral 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. Additionally, collateral may be provided by
permitting billing to an account owed to a third party, for
example, a cellphone 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, 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 such as an insurer. If the seller is not able to
deliver the item, the market value of that item and/or a penalty
may be charged against the collateral. In one embodiment, the
seller is required to fill the order, regardless of the current
market price. If a character cannot fill or pay for the order, they
may be precluded from further transactions for a set period of time
or until delivery or payment is made. Characters who fail to fill
their side of the transaction may also be assessed a penalty, or
charged a premium on all future transactions. Such penalties or
premiums may be applied to a virtual or real world financial
instrument.
[0249] In another embodiment, goods could come with a warranty. If
the goods wear out or otherwise fail, they could be replaced or the
purchase price or some fraction thereof refunded.
[0250] Assets exchanged may require verification of authenticity.
Such verification may be a digital signature or a unique identifier
such as a real or virtual bar code or ID tag number. In one
embodiment, each game server may create and attach a unique
identifier to virtual assets. When an item is exchanged, its
identifier may be verified prior to completion of the transaction.
If the identifier is incorrect, the item may be returned to the
seller or destroyed. In another embodiment, each asset in a
character's inventory is assigned a unique identifier. If the
inventory item identifier and the seller do not match, the item is
returned to the seller or destroyed. In one embodiment, a seller
attempting to exchange fraudulent assets may be assessed a
penalty.
[0251] Items may have multiple identifiers, all or some of which
may be verified. For example, each item created in a particular
environment may have an identifier. When an item is purchased, it
may be assigned a new identifier or have the old identifier in some
way associated with the new owner. Items that are traded between
environments may have identifiers from each environment. In one
embodiment, authenticity could be determined using some or all of
the following steps: [0252] 1. Receive a virtual asset to post on
exchange. [0253] 2. Input identifier of asset. [0254] 3. Determine
if identifier is valid [0255] 4. Determine if asset with that
identifier has previously sold on any other exchange. [0256] 5.
Determine ownership. [0257] 6. If identifier and ownership match
and are valid, post item on exchange.
[0258] Items may additionally have expiration dates. For example,
futures may expire. In transactions of assets that have an
expiration, verification that the item or contract has not expired
may form an additional or separate method step. Such verification
may occur by any means applicable. For example,
[0259] 1. Receive a request to sell a futures contract from a first
player character.
[0260] 2. Determine if date of contract has expired.
[0261] 3. If date of contract has not expired, retrieve or generate
a contract price.
[0262] 4. Output contract price to first player character.
[0263] 5. Receive acceptance of contract price from a second player
character.
[0264] 6. Transfer contract to second player character.
[0265] 7. Transfer contract price, minus fees to first player
character.
[0266] 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, and 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 types of financial transactions.
[0267] 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. 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.
Conclusion
[0268] 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.
[0269] 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.
[0270] 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).
[0271] 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.
[0272] 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.
[0273] 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).
[0274] 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.
[0275] 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.
[0276] 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.
[0277] 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.
[0278] 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).
[0279] 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.
[0280] 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.
[0281] 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.
[0282] 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.
[0283] 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.
[0284] 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.
[0285] 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".
[0286] 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.
[0287] 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.
[0288] 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.
[0289] 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).
[0290] 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.
[0291] 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.
[0292] 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.
[0293] 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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