U.S. patent application number 11/932177 was filed with the patent office on 2008-05-01 for electronic trading card.
Invention is credited to Tyler Peppel.
Application Number | 20080102910 11/932177 |
Document ID | / |
Family ID | 39330917 |
Filed Date | 2008-05-01 |
United States Patent
Application |
20080102910 |
Kind Code |
A1 |
Peppel; Tyler |
May 1, 2008 |
Electronic Trading Card
Abstract
A system for the application of a trading card metaphor to a
disassociated computer program and the unique design of several
hardware and software systems supports and enhances collecting,
trading, game playing, and creating of digital electronic trading
cards by taking the traditional trading card metaphor and uniquely
updating and enhancing it for application in consumer digital
media. An electronic hardware and software architecture for
electronic trading cards (ETCs) has a number of components that
function together as a system that support making electronic
trading cards, trading electronic trading cards, activities (such
as game playing) with electronic trading cards, and collecting
electronic trading cards. The ETC format is embodied in the
components of the electronic trading card system, which are
designed to generate and accept a common proprietary electronic
trading card format, so that, for example, a card created in a
card-making application can be recognized by an electronic trading
card album. The card format supports both scarcity and
authenticity, which are essential to card collecting and trading,
within a disassociated computer code segment.
Inventors: |
Peppel; Tyler; (Tiburon,
CA) |
Correspondence
Address: |
GLENN PATENT GROUP
3475 EDISON WAY, SUITE L
MENLO PARK
CA
94025
US
|
Family ID: |
39330917 |
Appl. No.: |
11/932177 |
Filed: |
October 31, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
09735586 |
Dec 12, 2000 |
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11932177 |
Oct 31, 2007 |
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Current U.S.
Class: |
463/1 |
Current CPC
Class: |
G06Q 10/06 20130101;
G06Q 30/02 20130101; G07F 7/08 20130101; G07F 17/0014 20130101 |
Class at
Publication: |
463/001 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer implemented game apparatus, comprising: a plurality
of electronic trading cards embodied in an electronic format that
expresses a trading card metaphor that supports content scarcity
and content authenticity, each of said electronic trading cards
stored in a computer readable medium and adapted for operation with
at least one corresponding computer game program for use in
connection with a game play segment; wherein at least one of said
electronic trading cards is uniquely identified with information
used in connection with the computer game program; at least one of
said electronic trading cards used in connection with the
generation or display of multimedia content; and at least one of
said electronic trading cards comprises data that is used in
connection with a game play segment of said computer game program.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a divisional of U.S. Ser. No. 09/735,586
filed Dec. 12, 2000.
BACKGROUND OF THE INVENTION
[0002] 1. Technical Field
[0003] The invention relates to the storage and dissemination of
information in an electronic format. More particularly, the
invention relates to the dissemination of such information based on
scarcity and authenticity.
[0004] 2. Description of the Prior Art
[0005] Paper trading cards have been popular for over 100 years.
Over the course of several generations, children and adults have
enthusiastically collected and traded sports cards. Over the last
15 to 20 years the content of trading cards has expanded to include
cartoon characters (e.g. The Lion King), fantasy figures (e.g. Star
Trek, Dungeons and Dragons), role playing games, wildlife, and even
famous criminals.
[0006] Very few children's activities have had the
generation-after-generation acceptance and popularity of trading
cards. Throughout their history, the patterns of use and technology
of trading cards have remained constant. Cards have been printed in
color on cardboard, serially numbered and sold in retail stores,
and more recently in specialty trading card stores. Trading card
collecting magazines are published worldwide and trading card
conventions are held in all major US cities. Paper cards are even
traded over the Internet.
[0007] The fundamental appeal of trading and collecting scarce but
inexpensive trading cards is an international phenomenon. Trading
cards are very popular in Japan and in Europe, and although they
contain content of local interest, the ways they are sold,
collected, and traded are very similar to the United States.
Children buy cards and attempt to collect a complete series of a
particular type of card. They trade with their friends to fill gaps
in a card series and augment their collections. Within the last
5-10 years, trading card games have emerged (such as Magic--The
Gathering) that combine the game play of traditional card games
with the activity of trading card collecting. In existing trading
card games, the completeness of your card collection gives you
advantages in the game against other players.
[0008] In parallel with this strong continuing consumer interest in
trading cards, several trends have recently become apparent in
consumer multimedia technology: [0009] Consumer purchases of
multimedia equipped personal computers and advanced video game
systems have been escalating rapidly. The multimedia computer is
poised to take its place as the heir to the video game and VCR as a
major focal point of family leisure. At the same time, video game
systems are growing in capabilities and becoming almost
computer-like in their functionality as they add stereo sound
capabilities, CD-ROM drives, and writable data storage. [0010] The
number of subscribers to consumer on-line services is growing
rapidly. Consumers are becoming educated and familiar with the
concept of "cyberspace" where distance is not a factor in sharing
E-mail and other digital data with fellow subscribers. [0011] Data
compression technology is becoming affordable and accessible to
consumers. Data compression techniques are becoming common features
of consumer media and computer products. [0012] The capacity of
digital storage media is increasing as prices fall. Floppy discs,
optical storage, and hard drives are all holding more data at lower
and lower cost. [0013] A generation of electronically-literate
children is coming of age. Today's children in the trading card age
range (i.e. 8-14 years of age) are familiar and comfortable with
electronic environments. They've grown up in a world of
sophisticated electronic special effects in movies, complex video
games which challenge their game playing skills and more recently,
multimedia computers with modems and CD-ROM drives.
[0014] Although these trends may seem loosely related, they
converge in a potential product opportunity to create systems for
disassociated consumer multimedia, i.e. multimedia products that
allow consumers to browse, create, collect, and exchange
disassociated pieces of multimedia data. Almost all multimedia
software is published today as large, monolithic collections of
data that can only be browsed by the consumer--much like the analog
publishing model of books and movies.
[0015] The trends mentioned above create the potential for
electronically literate consumers to take advantage of data
compression and affordable high-density storage to create, collect,
and exchange disassociated pieces of multimedia information using
their multimedia personal computers and video game systems.
Collecting and exchanging can occur on physical media such as high
density floppy discs or on on-line systems. Early manifestations of
this opportunity are seen today in electronic mail and children's
electronic paint programs which allow graphics to be created on
screen by consumers.
[0016] Various alternative format greeting cards and related
systems are known in the art. See, for example U.S. Pat. No.
5,120,589, Collectible Promotional Card, which is a method of
printing a photographic image on the laminate; U.S. Pat. No.
5,282,651, Trading Cards and Method of Concealing and Revealing
Information, which discloses trading cards that are interactive
with the user by concealing under a secondary show under a coating,
i.e. it is a form of a scratch card; and U.S. Pat. No. 5,036,472,
Computer Controlled Machine For Vending Personalized Products Or
The Like, provides an electronic vending machine that allows one to
compose a greeting card, and then print it on the spot, i.e. it is
a machine for vending greeting cards or personalized customized
products at the point of sale. Thus, the '472 patent provides a
series of electronic forms from which one can select a desired
greeting card format and enter personalization information into the
form.
[0017] Other art that provides a background for the invention
includes: U.S. Pat. No. 4,890,229, Electronic Baseball Card,
discloses a calculator that stores sports information; U.S. Pat.
No. 5,056,029, Method and Apparatus for Manufacturing and Vending
Social Expression Cards, discloses a system for point-of-sale card
manufacturing and vending; U.S. Pat. No. 5,356,151, Scale Model
Game, discloses a game board. U.S. Pat. No. 5,338,043,
Cryptographic Guessing Game, discloses a puzzle game which one of
several players can play, and that includes cyphertext and indicia,
where the cyphertext is an encrypted message that may include
hidden information; U.S. Pat. No. 5,091,849, Computer Image
Production and System Utilizing First and Second Networks for
Separately Transferring Control Information and Digital Image Data,
discloses a computer imaging system used to produce animation.
[0018] Additionally of interest are related U.S. Pat. Nos.
4,951,203, Computer Card, and 4,965,727 Computer Card. The '203
patent discloses a greeting card created, and readable, by a
digital computer, and that requires a magnetic medium means, such
as a magnetic card or magnetic disk, for storing a plurality of
messages and a plurality of audio selections. The message can be a
visual message that is displayed in connection with the
reproduction of audio information. The message must include a
control file that is used to configure the source computer. Thus,
the '203 patent discloses a multimedia format in which audio and
video are linked with a run time module and stored on a magnetic
medium for use in a computer system.
[0019] The '727 patent discloses a system for processing and
supervising a plurality of composite intercourse and social
communication selections of a product. The "supervising" element of
the '727 disclosure is directed to perception by the recipient of
the continuous generation of a design, message, and audio output
under the supervision of the computer operating system to provide a
plurality of multi-media outputs in synchronization, rather than
one at a time. The greeting card generated is used to communicate a
personal message to another being in a social atmosphere that
consists of a preprinted picture and a preprinted message, with an
audio portion such as a musical selection added.
[0020] The entire interpersonal social communication is stored on a
fixed medium in one location. A computer greeting card thus
generated can be used at that location as is and modified to
improvise a user-created message of a special emotional meaning
between the user and the recipient of the greeting card. If the
recipient is at a remote location, the user may mail the fixed
medium to the recipient. The recipient then inserts the
interpersonal social communication into a computer, and the
computer produces a synchronized audio/visual presentation.
SUMMARY OF THE INVENTION
[0021] The invention provides a system for the application of a
trading card metaphor to a disassociated computer program and the
unique design of several hardware and software systems which
support and enhance collecting, trading, game playing, and creating
of digital electronic trading cards. Thus, the invention takes the
traditional trading card metaphor and uniquely updates and enhances
it for application in consumer digital media.
[0022] The invention includes an electronic hardware and software
architecture for electronic trading cards (ETCs). The invention has
a number of components that function together as a system that
support making electronic trading cards, trading electronic trading
cards, activities (such as game playing) with electronic trading
cards, and collecting electronic trading cards.
[0023] The Electronic Trading Card format is embodied in all
components of the electronic trading card system. These components
are designed to generate and accept a shared proprietary electronic
trading card format, so that, for example, a card created in a
card-making application can be recognized by an electronic trading
card album. The card format is also important because it supports
the concepts of scarcity and authenticity (essential to card
collecting and trading) within a disassociated computer code
segment.
[0024] ETCs have a proprietary data format made up of a number of
components, including:
a) ETC Header Identification, i.e. an ASCII string which uniquely
identifies the ETC and a lock and key mechanism to limit access and
impose password protection if desired;
b) ETC Graphic Identification, such as audio visual logo, copyright
notice, company information;
c) Multimedia Data, such as animation, video, pictures, sounds,
text;
d) Pointers to external data and programs embedded in scripts which
trigger the display of external media or run external
applications;
e) Utility Programs, such as copy protection, printing,
telecommunications protocols, self destruction (erasing)
routines;
f) Applications, including incomplete linkable code segments,
games, puzzles, and utilities; and
g) User Writable Area for personalization, ASCII messages, voice
recording, score keeping.
BRIEF DESCRIPTION OF THE DRAWINGS
[0025] FIG. 1 is a diagram of an electronic trading card data
format according to the invention;
[0026] FIG. 2 is a block diagram of a user trading card trading
environment according to the invention;
[0027] FIG. 3 is a block diagram of a trading card activity model
according to the invention;
[0028] FIG. 4 is a block diagram of a user trading card game
products model according to the invention;
[0029] FIG. 5 is a block diagram of a user trading card album
products model according to the invention;
[0030] FIG. 6 is a flow diagram of an electronic trading card
architecture according to the invention;
[0031] FIG. 7 is a flow diagram of an electronic trading card
trading model according to the invention;
[0032] FIG. 8 is a block diagram of an electronic trading card
architecture according to the invention;
[0033] FIG. 9 is a flow diagram of an end user model for the
creation of electronic trading card according to the invention;
[0034] FIG. 10 is a flow diagram of an electronic trading card
movie linking model according to the invention;
[0035] FIG. 11 is a flow diagram of an electronic trading card
linking model according to the invention; and
[0036] FIG. 12 is a flow diagram of an electronic trading card
collector's album model according to the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0037] The invention provides a system for the application of a
trading card metaphor to a disassociated computer program and the
unique design of several hardware and software systems which
support and enhance collecting, trading, game playing, and creating
of digital electronic trading cards. Thus, the invention takes the
traditional trading card metaphor and uniquely updates and enhances
it for application in consumer digital media.
[0038] The invention provides an electronic hardware and software
architecture for electronic trading cards (ETCs). The invention has
a number of components that function together as a system that
support: [0039] making electronic trading cards; [0040] trading
electronic trading cards; [0041] activities (such as game playing)
with electronic trading cards; and [0042] collecting electronic
trading cards.
[0043] Runtime Engine. Another important component of the ETC
architecture is a separate runtime engine that must be present in
the local computing device for a user to view and interact with an
ETC. The runtime engine is a compact assembly code program that is
made up of functions used by most ETCs: media handlers and display
routines, a timing mechanism, display management, and input
handlers.
[0044] The Electronic Trading Card Format. FIG. 1 is a diagram of
an electronic trading card data format according to the invention.
The card format is a global concept embodied in all components of
the electronic trading card system. These components are designed
to generate and accept a common proprietary electronic trading card
format, so that, for example, a card created in a card-making
application can be recognized by an electronic trading card
album.
[0045] The card format is also important because it supports the
concepts of scarcity and authenticity (essential to card collecting
and trading) within a disassociated computer code segment.
[0046] The ETC Data Format. ETCs have a proprietary data format 26
made up of a number of components: [0047] ETC Header Identification
23, i.e. an ASCII string which uniquely identifies the ETC and a
lock and key mechanism to limit access and impose password
protection if desired. [0048] ETC Graphic Identification 25, such
as audio visual logo, copyright notice, company information. [0049]
Multimedia Data 27, such as animation, video, pictures, sounds,
text. [0050] Pointers to external data and programs embedded in
scripts which trigger the display of external media or run external
applications 44. [0051] Utility Programs 28, such as copy
protection, printing, telecommunications protocols, self
destruction (erasing) routines. [0052] Applications, including
incomplete linkable code segments, games, puzzles, and utilities
39. [0053] User Writable Area 29 for personalization, ASCII
messages, voice recording, score keeping.
[0054] Media Independence. In all cases, the ETC software is
optimized to be as media-independent as possible, meaning it
depends as little as possible on any media-specific data formats.
ETCs are intended to be transportable across a wide range of
digital media, including CD-ROM, networked servers, fixed discs,
floppy discs, data cards, writable optical storage, and RAM.
[0055] Platform Independence. In all cases, the ETC software is
optimized to be as platform-independent as possible, meaning it
depends as little as possible on any machine specific routines or
functions. ETCs are intended to be transportable across a wide
range of digital computing platforms including personal computers,
video game machines, set-top boxes, personal digital communicators,
and handheld computing devices. For purposes of the discussion
herein, a set top box is defined as a networked or non-networked
computing device which uses a consumer television set as a display
monitor.
[0056] FIG. 2 is a block diagram of a user trading card trading
environment according to the invention. In the figure, a user 30,
31 has access to trading cards in various formats, including
purchased cards 32, created cards 33, promotional cards 34, and
game cards 35. The cards are stored and accessed in various media,
including on-line media 36, physical media 37, and paper media
38.
[0057] FIG. 3 is a block diagram of a trading card activity model
according to the invention. In the figure, the card trading
activity 40 takes place via a floppy disk, on-line service, or any
other digital medium. Card trading includes various card activities
41, such as games and puzzles, sending and receiving mail, and
learning; card making 42, such as making new cards, editing
existing cards, and saving cards to various media, such as a floppy
disk or paper; and card collecting, such as organizing cards for
trading and build card albums, such as theme albums and on-line
albums.
[0058] FIG. 4 is a block diagram of a user trading card game
products model according to the invention. In the figure, a user 30
has access to several electronic card products, including clue
cards 50, code cards 51, sports cards 52, and character cards 53.
The cards are used in various activities, such as problem solving
games 54, adventure games 55, sports games 56, and movie linking
games 57. These products operate in the context of a card trading
environment and may be combined, for example an adventure game
involving character cards that include clues for playing the
game.
[0059] FIG. 5 is a block diagram of a user trading card album
products model according to the invention. In the figure, a user
30, has access to various card products, including purchased cards
60, created cards 61, promotional cards 62, and game cards 63. The
cards are collected and provide the basis for assembling a card
album. Card albums may be created in the form of electronic album
books 64, theme albums 65, on-line albums 66, and game albums
67.
[0060] ETC Scarcity. Scarcity is an essential component of the
traditional trading card metaphor and it is preserved and
significantly enhanced in the ETC invention. ETCs offer a number of
new ways to generate card scarcity: [0061] User Skills. Users can
solve a puzzle within the ETC and in so doing so, effect a change
in the ETC which makes it rarer. For an example of this see the ETC
Series Games below [0062] Timing. Timing can be used to generate
scarcity in ETCs in a number of ways: [0063] ETCs can self-destruct
(self erase) after a given time has elapsed; [0064] cards can be
made available for limited times on on-line systems; [0065] ETCs
can be time stamped. Of an already rare type of ETC, the rarest
might be the one with the earliest time stamp. [0066] Copy
Protection. Copy protection limits the number of times an ETC can
be copied. Counterfeit ETCs can be detected by using
public-key/private-key encryption. [0067] Limited Manufacturing.
When combined with copy protection, limited manufacturing of ETCs
is a simple way of generating scarcity. [0068] Random Distribution
of Partial Sets. In keeping with the existing paper trading card
metaphor, random partial sets of a series of cards can be
distributed. For example, of a series of 10 ETCs, one starter kit
for the series might contain ETCs 3, 8, 2, and 9. Another kit might
contain 1, 4, 5, and 10. Another kit might contain 6, 7, 3, and 9.
All these kits look identical to the user, who has no way of
knowing which cards were contained in the starter kit being
purchased.
[0069] FIG. 6 is a flow diagram of an electronic trading card
architecture according to the invention. In the figure, an ETC is
originated by manufacture (200) or by user creation (210). The ETC
is distributed through such channels are on-line posting (220),
retail sales (222), promotional collateral (224), and bundled with
other products (226). The ETC is then used for various activities
(as discussed briefly above and in greater detail below), including
assembly into games and activities (230), linkage into digital
albums (232), trading with others (234), linkage into digital
movies (236), and making or editing of ETCs (238).
[0070] Electronic Trading Cards On-Line. On-line capability is a
very important aspect of the ETC invention. When combined with
unique software programs that are part of this invention, on-line
systems support browsing, trading, buying and selling, auctioning,
group and individual collecting, and group and individual creation
of ETCs.
[0071] FIG. 7 is a flow diagram of an electronic trading card
trading model according to the invention. To use ETC capabilities
on-line, a resident card file is accessed (100) when the user
connect his computer to a remote computer or server (110) that
contains ETC files and utilities. After providing a valid password
(120), the user enters the card trading area (130). Utilities are
simple stand alone programs that allow users to browse, organize,
and display cards. The user may dial in from any device that offers
the functionality of a computer terminal, e.g. a personal computer,
a set-top box which effectively turns a television into a computer
terminal, or an advanced video game system which does the same.
Once connected to the remote computer by established protocols, the
user can access ETC files and utilities which support the browsing
(142), trading, buying and selling (141), auctioning, group and
individual collecting, group and individual creation of ETCs, and
on-line card-related discussions (140). The user is able to move
from one area to another by selecting a hyper text link or menu
branching (180), (190), (160). In the card trading area (141), a
user may post a card wanted notice (15) or perform similar such
transactions. In the browser (142), a user may browse various cards
(143), check card pricing (144), check card scarcity (145), and
purchase cards (146). When the user has completed his visit to the
on-line trading area, he may log off (170).
[0072] ETC collecting on-line significantly extends the traditional
metaphor for paper trading card collecting. With access to a
computing device and network connection, users are able to browse
remote databases in search of particular ETCs and execute purchases
and trades of ETCs with individuals and companies worldwide.
[0073] Important aspects of the ETC on-line experience are: [0074]
a worldwide network of ETC trading sites accessible to companies
and individuals; [0075] the concept of scarcity and authenticity in
regard to an electronic ETC file; and [0076] the ability for
geographically separate individuals to form ad hoc alliances for
trading and collecting.
[0077] Browsing an ETC trading center. Listings of ETCs which are
either resident on the server or have been listed there as
available by other users or card manufacturers can be browsed and
mail can be exchanged between potential buyers and sellers of
cards. On-line card trading centers might be of any scale, from two
users trading back and forth, to thousands of trades in progress
simultaneously, creating an exciting, highly charged
atmosphere.
[0078] Group and Individual Collecting of ETCs on-line. ETCs are
offered for free, for promotional purposes, for sale or for trade
on computer servers worldwide. Collectors with access to those
servers through commercial services, such as CompuServe or America
On-line, and non-commercial services, as the Internet, can search
to find ETC files they are interested in collecting and then trade
for or purchase those ETC files (see below). Ad hoc teams can be
formed to collect ETCs competitively against other teams.
[0079] On-line collecting activity can take several forms: [0080]
connecting to a single sever location and downloading ETCs; [0081]
successfully following a trail of clues regarding the location of a
series of ETCs. For example, a user purchases the first card in a
series, ETC "A" in an ETC trading card shop. On ETC "A" there is a
clue which leads the user to the on-line location of ETC "B". ETC
"B" contains a clue as to the location of ETC "C" and so on; and
[0082] competing with other groups and individuals to find missing
ETCs in a series and complete a collection on-line. This is
somewhat like a virtual scavenger hunt. The first group or
individual to complete the series by posting all cards in the
series in a location on-line wins.
[0083] The relationship between on-line ETCs and ETCs available on
physical media. Relationships between on-line ETCs and ETC products
available on physical media are assumed in the ETC invention. These
relationships are manifested in several ways: [0084] file format
compatibility; [0085] lock and key security systems so that only a
specific ETC found on line can be placed in a specific local in a
collector's album program, for example; [0086] a consistent look
and feel in terms of visual and audio design.
[0087] A complete series of ETCs might be offered as individual
cards across several media, with some of the cards only available
in a commercial product series starter kit on CD-ROM, some of the
cards offered as promotional give-aways or bundled with related
product purchases, such as toys or movie tickets, and some of the
cards available only on-line. To complete the series the user must
find the series ETCs in a number of disparate locations and bring
them together within an ETC collector's album program created for
the series.
[0088] ETC scarcity on-line. ETC scarcity on-line can be generated
by offering ETCs for a limited time, or at a limited number of
places, or both. For example an announcement such as this might be
posted on-line: "A rare "Blue Wizard Diamond" ETC will be offered
at (phone number) for 5 minutes at midnight July 22nd, Tokyo time.
Only the first 1000 collectors to log on will be able to download
the card." These example numbers, dates, and times are arbitrary.
Additional scarcity could be generated by adding further
conditions, such as making a password necessary, even if the user
has logged on at the specified time and place.
[0089] Buying and Selling of ETCs on-line. Buying and selling is
very similar to Trading (below) except that instead of exchanging
ETCs for other ETCs, currency is exchanged for ETCS: [0090] users
can negotiate via electronic mail or other means; [0091] users can
post offers to buy and sell at specific locations. Offers are then
stored and forwarded to owners of cards when they log onto the
system (silent bidding); and [0092] cards can be offered for sale
at live, real time auctions with bids submitted by simultaneously
connected users.
[0093] Trading of ETCs on-line. Trading can be accomplished through
communication between users of an on-line system in a number of
ways: [0094] users can negotiate via electronic mail or other
means; [0095] users can post offers for trades at specific
locations. Offers are then stored and forwarded to owners of cards
when they log onto the system (silent bidding); and [0096] cards
can be offered for trade at live, real time auctions with bids
submitted by simultaneously connected users.
[0097] Physical ETC Trading. In addition to the on line trading
mentioned above, ETCs may traded in more traditional, low-tech
ways. Single or multiple ETCs may be copied onto writable media and
the media exchanged physically. To enhance this activity, adhesive
labels for portable writable media, such as floppy discs, are
included with ETC products. Completed ETC/paper card hybrids
(described below) may also be traded physically.
[0098] ETC/Paper Trading Card Hybrids. The ETC invention has a
functional relationship to paper trading cards. In fact, a special
type of incomplete paper trading card is a component of the ETC
invention.
[0099] Paper incomplete-cards are sold bundled with ETC products
and also sold separately. The incomplete-cards are designed in
formats that allow them to be used in common computer printers.
These incomplete-cards are unique in that they are paper trading
cards but some aspect of their printed information is missing. The
missing information is provided through the use of a computer-based
ETC product. When the information is found, it can be printed onto
designated areas of the card in a printer attached to the computing
device in which the ETC program is resident. In this way,
disassociated information from the ETC computer program completes
the incomplete paper card, creating a hybrid ETC/traditional paper
trading card.
[0100] This ability to create hybrid ETC/paper trading cards has
several applications within the ETC invention: [0101]
Personalization of the incomplete cards with names, messages,
secret codes, and pictures; [0102] Updating information, such as
current sports statistics which were not available when the
incomplete card was originally printed; [0103] Revealing clues for
a game. An incomplete card might show an image of a map, but trails
on the map are missing. During an ETC Adventure Game (described
elsewhere herein) a player may earn the right to print on the
incomplete map card. When the ETC incomplete-card of the map is
passed through the printer, the ETC program resident in the
computing device prints a trail on the map, showing the safest way
over the terrain; and [0104] As a means of generating scarcity. In
some cases, hidden information must be found or puzzles solved
within an ETC program before the incomplete card can be completed.
The more difficult the problem to be solved, the more scarce the
completed card. Incomplete cards could also be completed in stages
through multiple passes through the printer, as stages or levels of
an ETC game are solved.
[0105] Trends cited above note the growing popularity of multimedia
personal computers and video game systems among consumers. When
combined with a unique software program that is a part of this
invention, these systems can become platforms for the end-user
creation of electronic trading cards. Electronic card creation, as
taught by the invention, significantly extends the metaphor of
traditional paper trading cards, where card creation is not
feasible for the individual end-user.
[0106] FIG. 8 is a block diagram of an electronic trading card
architecture 10 according to the invention. A content database 12
provides multi-media source data for card generation and
activities, and includes animation and video information 15, text
17, pictures 19, and sound 21. A card creation environment 14
provides user access to the content database 12 through a graphic
user interface that implements the visual design of the card
creation environment 16. Electronic trading cards generated in the
card creation environment 14 may be transferred on-line via and
on-line output engine 18, in electronic format stored on a floppy
disk via a floppy output engine 20, and in paper format via a paper
output engine 22. The resulting finished ETC (E-card) 24 may then
be used a part of an electronic trading card activity (discussed in
greater detail below).
[0107] One important feature of the invention is the provision of
an integrated electronic trading card architecture that may produce
electronic trading cards that incorporate any desired content in a
consistent format, such that the act of trading is seamless and
trivial exercise without regard to content. Therefore, the
invention provides the various reusable modules discussed above, as
shown on FIG. 1 by the key 13, to which any desired unique content
may be added (e.g. sports material, entertainment material), as
shown by the key 11.
[0108] End User Creation of ETCs. FIG. 9 is a flow diagram of an
end user model for the creation of electronic trading card
according to the invention. In the figure, a user obtains access to
an ETC card making product (300) and chooses ETC content materials
from a database within the card making product (310). Such content
materials can include athletes, cartoon characters, fictional
characters, reference and educational materials, historical
figures, movie actors, collectible items, games, personal
photographs, maps, products for sale, museum pieces, and
nature.
[0109] The user then organizes and/or edits the ETC contents (320)
and previews the ETC (330). If the user is satisfied with the ETC
(340), he may optionally add user data (350), password protection
(360), and links to another ETC (370). The user then copies the
finished ETC to a writable medium or posts the ETC on-line
(380).
[0110] If the user is not satisfied with the ETC (342), he
continues to edit (320) and preview (330) the ETC until he is
satisfied (340).
[0111] The invention includes an electronic trading card making
engine, which is a software program hereafter called the ETC-making
engine. This engine is a platform-independent software program
authored in C++ that allows users to select from digital libraries
of content materials, e.g. photographs, text, sound effects, music,
animation, illustration and motion pictures, to create customized
and or personalized electronic trading cards. Users may invoke
built-in copy protection functions to create scarcity and use
password protection in conjunction with public/private key
encryption to allow recipients of the card to confirm the
authenticity and source of the ETC.
[0112] By interacting with a graphical user interface, commercial
creators of ETCs as well as end-users can organize, sequence, and
customize content materials from the digital content libraries. The
ETC-making engine then compiles the associated files into an ETC
which conforms to the proprietary ETC file format. The resulting
ETC is then saved and/or copied to writable storage media, and/or
transmitted through computer or telecommunications networks to
facilitate ETC collecting, trading, or gaming activities, which are
described below.
[0113] The ETC-making engine and content database. An important
concept of this design is the independent and modular nature of the
ETC-making engine and associated content database. Once content
materials are digitized into pre-specified digital formats, they
can be loaded into the ETC-making engine database without
modification to the ETC-making engine itself. This supports fast
and efficient creation of ETC-making products using a wide variety
of content materials such as athletes, cartoon characters,
fictional characters, reference and educational materials,
historical figures, movie actors, collectible items, games,
personal photographs, maps, products for sale, museum pieces, and
nature.
[0114] ETC-based Activities. The ETC architecture supports number
of card-based activities, primary among them being games:
[0115] ETC games. ETC games are distinct from existing computer or
video games in that the game architecture includes disassociated
components in the form of ETCs. Examples of this functionality:
[0116] ETC Adventure Games. ETC adventure games are similar in
structure to existing video and computer games except for a unique
distinction: they require ETCs to move the action of the game
forward and in some cases also generate ETCs in the course of a
game.
[0117] Disassociated ETCs can serve a number of functions in an
adventure game: [0118] to offer clues, hints or other special
properties that give the owner of the ETC an advantage when playing
the game; [0119] to augment an existing game with additional levels
of play, characters or other game elements; and [0120] as a reward
or as proof that a player has solved a level of play in the
game.
[0121] As an example, a user might purchase an ETC adventure game
on CD-ROM. This game is structured with increasing levels of
difficulty. As clues are collected and each level of the game is
solved, a previously hidden ETC is revealed which gives a clue to
the next level of play. When all levels of the game are solved, the
user has a complete set of ETCs from that game that prove each
level was solved and are time stamped and personalized with the
user's name or other personal data.
[0122] ETC Interactive Movie Games. FIG. 10 is a flow diagram of an
electronic trading card movie linking model according to the
invention. In the figure, a series of disassociated ETCs are linked
to a digital movie, i.e. any form of motion picture, such as a
narrative, animation, and documentary motion picture. The user
gains access to an ETC digital movie product (600) and access to
specific ETCs that are linkable to the movie product (610). While
watching the movie, the user is prompted to link specific ETCs to
the movie (620). If the user links the ETC to the movie, previously
hidden aspects of the movie are unlocked and/or new information
from the ETC is added to the movie (630). If the user does not
respond to the prompt the movie may continue playing without the
ETC data, or the movie may stop until the specific ETC is linked
(632). When all of the ETCs that are specific to the album are
linked to the movie, the user receives a reward (640) that may
include such items as the ability to see previously hidden data,
seeing their name in the credits of the movie, and gaining access
to promotional materials (650).
[0123] An ETC interactive movie released in digital format requires
disassociated ETC plot and character cards to advance or effect the
plot of the movie. ETC interactive movies may be created by
restructuring existing popular movies or may be new movies
especially produced with ETC enhancement in mind. Because the movie
is released as digital data, it is possible to create ETC video and
sound that is compatible with the movie data format and can be
inserted into it.
[0124] Example. A movie is released in digital format. As released,
the movie plays in a linear fashion from beginning to end. However,
if the user adds specific ETC plot or character cards to the movie
at specified points in the story, the story is enhanced by: [0125]
the addition of new scenes; [0126] changes in the direction and
outcome of the narrative; [0127] the appearance of new elements in
existing scenes; and [0128] the appearance of new characters in
existing scenes.
[0129] Example. An electronic "Diamond Card" could effect the plot
by placing a gigantic diamond in a certain scene. The diamond then
distracts a greedy character who steals it. If the diamond is not
placed in the scene there is no distraction and no theft. An
electronic "Key Card" could allow an otherwise trapped prisoner to
escape. In a two-player scenario, each player could use their
"Warrior" cards to add soldiers to each of two opposing armies that
are about to fight in a battle scene. The addition of soldiers via
ETCs determines the outcome of the fictional on-screen battle.
[0130] Character cards can renew a movie. Once an audience grows
familiar with a movie, a disassociated ETC movie card released
after the movie could be added and cause surprising changes in the
story.
[0131] ETC Series Games. Example. These cards distributed as a
series of increasingly difficult puzzle challenges, with each ETC
in the series containing a unique software puzzle. As you solve
each puzzle, a score number displayed on the card increments and
hidden clue graphics are revealed. Since attaining high scores are
difficult, the higher the score, the scarcer the card. However, if
the user makes a mistake when solving the puzzle the score
decrements, or in the case of serious errors the card
self-destructs and erases itself. The game is won when a user has a
complete, unbroken series of cards with all puzzles completely
solved and maximum scores displayed. When the user wins the game
they earn the privilege of personalizing the ETC game cards with
their name or other personal data.
[0132] ETC Linking Games. FIG. 11 is a flow diagram of an
electronic trading card linking model according to the invention.
In the figure, a series of three disassociated ETCs, "A", "B", and
"C" are liked. The user first obtains the ETC "A" (400), and then
finds means to obtain the ETC "B", directions for which are hidden
on ETC "A" (410). The user obtain ETC "B" and links it to ETC "A"
(420). the combination of ETCs "A" and "B" reveals the means to
obtain ETC "C" (430). The user then obtains ETC "C" and links it to
ETCs "A" and "B" (440), for which the user obtains a reward for
completing the "ABC" ETC series (450). The reward may include such
items are the ability to view previously hidden material, the
ability to generate a first card for a new linked ETC series, and
access to promotional materials (460).
[0133] Example. A complete game, or game in progress, is
distributed as disassociated code segments in the form of a series
of ETCs. As the user collects ETCs in the series, they link
together automatically and the resulting game grows, becoming
deeper, more robust, and more complex. The scale of ETC linked
games can range from games built from a series of as little as two
ETCs or as many as hundreds that are developed, distributed,
collected, and assembled into a game which grows and constantly
evolves over a period of years. When the user wins the game they
earn the privilege of personalizing the ETC game cards with their
name or other personal data.
[0134] ETC Collecting. FIG. 12 is a flow diagram of an electronic
trading card collector's album model according to the invention. In
the figure, a series of disassociated ETCs are linked to an ETC
digital collector's album. The user gains access to an ETC digital
collector's album product (500) and gains access to specific ETCs
that are linkable to the album product (510). The user links the
ETCs into specific locations in the digital album (520) and
continues to obtain ETCs that are specific to the album (530). As
the user progresses in linking ETCs to the album, previously hidden
sections of the album are unlocked (540). When all of the ETCs that
are specific to the album are linked to it, the user receives a
reward (550), which may include the ability to see previously
hidden information, the ability to generate the first card of a new
ETC series, and access to promotional materials (560).
[0135] ETC collecting is strongly supported by a number of features
of the ETC invention discussed elsewhere in this document,
including ETC scarcity, authenticity, compatibility with consumer
on-line services, and the ETC Header Identification. ETC collecting
is also supported by another unique feature of the invention,
Electronic Trading Card Collection Albums. These albums are
software programs designed to allow end users to integrate specific
disassociated ETCs into an electronic album as they build a
collection of ETCs. Although all ETC albums share this basic
functionality, a number of unique attributes related to the content
of the ETCs can be built into the albums: [0136] ETC Sports Albums
can also be sports games where teams are collected with each team
member on their own disassociated ETC. When enough team members are
collected, sports games can be played which use data on the
disassociated ETCs and simulate an actual contest between the ETC
team members collected. This concept is also directly applicable to
a "War Game" ETC album; [0137] ETC Key Albums are albums that
reveal new features as segments of a collection are successfully
completed. One example is an on-screen representation of a
mysterious place, such as a haunted castle. As specific
disassociated ETCs are collected, they can act as keys and reveal
additional rooms in the castle. Each room has it's own series of
ETCs that must be collected and stored in the room before the next
room in a sequence of rooms can be opened. Besides revealing hidden
areas of the castle, other events can be triggered by collected
ETCs such as an animation that tells a story or the revelation of a
phone number that the user may call to qualify for a discount on
other ETC products; [0138] Other examples of albums that require
ETCs that are keys to reveal new features are ETC albums based on
journeys or geographical explorations, where incremental stages of
the journey or subjects of the exploration are revealed as specific
ETCs are collected, and ETC albums based on accumulating knowledge,
where each ETC represents an incremental piece of knowledge needed
to perform a larger task, such as launching a rocket. As ETCs are
collected the user accumulates knowledge and progresses toward the
goal of launching the rocket. When the collection is complete, the
rocket is launched; and [0139] Utilitarian ETC albums. These albums
are software programs that are more prosaic in appearance and are
used for the simple management and collection of any number from a
few up to thousands of disassociated ETCs that an end user has
collected.
EXAMPLES
Card Collecting Scenario
[0140] 1. Tim puts an ETC "collector's Album" CD into his
multimedia player. Each album comes with a unique assortment of
"starter cards" for the collection. This album is in the form of a
haunted house, where each room requires a specific set of cards to
complete the collection.
[0141] 2. Tim needs one more card to complete the twelve card
Dungeon Set.
[0142] 3. He finds the missing card at a local trading card
store.
[0143] 4. Completing the Dungeon Set makes Tim eligible for a
special award. The prisoner shows Tim the details.
[0144] 5. Next week Tim's friend Jerry gives him a rare Movie Card
at school. Tim's friends have been searching for this card for
weeks and Jerry is the first to find it. (It was hidden in an ETC
game called Castle Quest.)
[0145] 6. Some electronic albums have movies on them, and the
missing cards unlock key scenes from the movie. The person who
originally finds the missing movie card in its hiding place can
personalize it. That way, their name always appears in the credits
of that movie when it is played.
Card Activity Scenario.
[0146] 1. Jason puts an ETC "Castle Quest" game into his CD-ROM
drive. In Castle Quest, players solve puzzles having increasing
levels of difficulty. When each level is solved, the player can
print out a card proving they have solved the current level and
giving a clue to the next level.
[0147] 2. Jason has solved four levels of the game and printed the
first four clue cards. the clue cards come pre-printed in color
along with the game. When Jason feeds them through his printer, his
name and the date and time appear on the card. He is now working on
level five.
[0148] 3. Jason finally solves level five and escapes from the
tower! He prints out the level six clue card.
[0149] 4. On the card there is a map of Dark Valley. When Jason
feeds the card through his printer a special route appears printed
on the valley.
[0150] 5. After three weeks Jason solves all ten levels of Castle
Quest.
[0151] 6. He now has a set of ten completed Castle Quest
cards--each personalized with his name. Only those who have solved
Castle Quest have such a set of ten clue cards. Jason is the envy
of his friends at school.
Card Trading Scenario.
[0152] 1. Julie and Kristin trade their favorite ETCs on a floppy
disc. They are each trying to make a full set of their favorite
cards.
[0153] 2. They can also trade on-line with kids all over the world.
Some cards have phone number built in and dials them on
command.
(Michael: #3 below is kind of an unrelated idea. Will it weaken the
application?)
No!
[0154] 3. Some very special cards come with their own display
system, so the "card" is a small plastic case housing software, a
battery, a CPU, and LCD display.
[0155] 4. ETC files can also be output onto paper cards, traded,
and used in card games, much like traditional paper trading
cards.
End User Card Making Scenario.
[0156] 1. Emily wants to make a special personal ETC for her friend
Amy. She puts a Card Maker CD with her favorite characters into her
multimedia player.
[0157] 2. She goes to the Magic Writing Desk where she will
assemble and personalize her card. First, she chooses a format and
setting for her card. She decides Amy's card will be a Game
Card.
[0158] 3. She adds a character from her favorite TV show. The
character says "Hello from your best friend."
[0159] 4. Emily picks a Tarot game from an assortment of small
games that will fit on cards.
[0160] 5. She types a secret message, hidden inside the animated
magic heart where Amy will find it.
[0161] 6. Emily puts the card on a floppy disc and prints a special
label for the disc on colorful preformatted sheets that come with
the Card Maker program.
[0162] Although the invention is described herein with reference to
the preferred embodiment, one skilled in the art will readily
appreciate that other applications may be substituted for those set
forth herein without departing from the spirit and scope of the
present invention. Accordingly, the invention should only be
limited by the Claims included below.
* * * * *