U.S. patent application number 11/696080 was filed with the patent office on 2008-08-21 for system and method to levy and collect taxes in a virtual environment.
This patent application is currently assigned to LEVIATHAN ENTERTAINMENT, LLC. Invention is credited to Raymond J. Mueller, Andrew S. Van Luchene.
Application Number | 20080200253 11/696080 |
Document ID | / |
Family ID | 39707154 |
Filed Date | 2008-08-21 |
United States Patent
Application |
20080200253 |
Kind Code |
A1 |
Van Luchene; Andrew S. ; et
al. |
August 21, 2008 |
System and Method to Levy and Collect Taxes in a Virtual
Environment
Abstract
A virtual environment in which players are charged and able to
charge taxes for various taxable activities. The tax may be levied
by a governmental authority or other entity or by one or more
characters in the metaverse. The tax may be imposed at the time of
a taxable activity, at periodic intervals, or upon the occurrence
of an event. The tax may be imposed for a specific purpose, e.g. to
create a fund to use as insurance against possible harms, threats,
or misdeeds, to protect the tax payers from impending or realized
threats, or for any or no reason.
Inventors: |
Van Luchene; Andrew S.;
(Santa Fe, NM) ; Mueller; Raymond J.; (Palm Beach
Gardens, FL) |
Correspondence
Address: |
GONZALES PATENT SERVICES
4605 CONGRESS AVE. NW
ALBUQUERQUE
NM
87114
US
|
Assignee: |
LEVIATHAN ENTERTAINMENT,
LLC
Santa Fe
NM
|
Family ID: |
39707154 |
Appl. No.: |
11/696080 |
Filed: |
April 3, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11676848 |
Feb 20, 2007 |
|
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11696080 |
|
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3232 20130101;
G07F 17/32 20130101; G06N 3/006 20130101; G07F 17/3255
20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: providing a metaverse wherein players
interact with each other and an environment via characters that are
physically manifested in the metaverse as avatars; maintaining a
virtual financial account for a character in the metaverse, wherein
the virtual financial account includes information related to the
current amount of available virtual funds in the character's
possession; monitoring the activities of the character in the
metaverse; determining if an activity is taxable; determining the
tax due for the activity; and levying the tax due against the
financial account.
2. The method of claim 1 further comprising determining if there
are sufficient funds in the virtual financial account to cover the
tax due.
3. The method of claim 2 further comprising assessing a penalty
against the character if there are insufficient funds in the
virtual financial account to cover the tax due.
4. The method of claim 3 wherein the penalty is assessment of a
real world currency fee against a real world financial instrument
associated with the player controlling the character.
5. The method of claim 1 wherein determining the tax due comprises
determining a tax rate.
6. The method of claim 5 wherein the tax rate is calculated in real
time based on an identified revenue generation goal.
7. The method of claim 5 wherein the tax rate is based on the total
wealth of the character.
8. The method of claim 5 wherein the tax rate is based on a player
attribute associated with the character, wherein the player
attribute is selected from the group consisting of: race, class and
skill set.
9. The method of claim 5 wherein the tax rate is based on the age
of the character.
10. The method of claim 5 further comprising determining whether
the character is a member of a guild and the tax rate is based on
the player's guild.
11. The method of claim 1 further comprising determining that the
character has created an item.
13. The method of claim 11 further comprising determining that
creating the item is a taxable activity.
14. The method of claim 11 further comprising determining that the
character has sold the item.
15. The method of claim 14 further comprising determining that
selling the item is a taxable activity.
16. The method of claim 14 further comprising: determining that a
second character has purchased the item; determining that
purchasing the item is a taxable activity; and levying a tax for
the purchase of the item against a financial account associated
with the second character.
17. The method of claim 5 wherein the tax rate determined by one or
more characters in the metaverse.
18. The method of claim 1 further comprising assessing the tax at
the time the taxable activity takes place.
19. The method of claim 1 further comprising assessing the tax at a
time after the taxable activity has take place.
20. The method of claim 1 further comprising assessing the tax when
the player controlling the character attempts to exit the game.
Description
PRIORITY CLAIM
[0001] The present application is a continuation-in-part of U.S.
patent application Ser. No. 11/676,848 "Virtual Environment with
Alerts" filed Feb. 20, 2007, which is incorporated by
reference.
BACKGROUND
[0002] The popularity and growth of online video games is dramatic
and continually increasing. Historically, many of these games were
single player versions, or were limited the number players in a
local or wide area network, including use of the Internet. Modern
versions of video games and virtual environments now provide for
massive multiplayer online games or MMOGs.
[0003] Several of these games now provide opportunities and
infrastructure for players to make or exchange virtual and/or real
currency, create and own property, including intellectual property
and other tangible and intangible assets, and convert these assets
including virtual currency, goods and services with actual
currency, goods and services.
[0004] Anytime there is real economic value to something, e.g.,
personal assets, there is also a need to provide some level of
protection to ensure security of those assets. In the real world,
governments are established to provide its citizens with a
reasonable degree of security for their assets, such as their
homes, cars, intellectual property, etc. The value of intangible
assets in the virtual world are no less valuable and are deserving
of similar protections in both the real and virtual worlds.
[0005] Despite the substantial expansion of the features,
functions, uses and applications of these massive, multiplayer
games, none have yet to develop, establish or enforce methods to
ensure the long-term economic viability of these virtual
environments nor for the general security of the assets
transferred, purchased or created within them by character players,
NPC's or the games themselves.
[0006] There is a need for an equivalent or improved virtual
governmental agency or system to provide asset registration and
protection. As any government requires revenues to sustain itself
and the services it provides, there is also a need to collect
revenues in the form of taxes or tariffs. Therefore, a method and
system to automatically or manually assess, levy, and collect taxes
is desirable.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 is a block diagram depicting a network according to
an embodiment of the present disclosure.
DETAILED DESCRIPTION
[0008] In a video game or a MMOG, it is vital that the assets used
within the game be protected. In a real world setting, governments
are established to provide such protections. Equivalents to such as
system are lacking in the virtual world, thereby forcing virtual
"citizens" i.e., player characters and/or game manufacturers to
seek real-world resolutions to disputes occurring in the virtual
world. In an embodiment of the present invention, game objects or
other assets (whether possessing real world value or not) are
protected by a virtual government, with virtual and real-world
enforcement methods.
[0009] To support the virtual government and to provide it with
sufficient power to deliver these protections, as with any real
world government, sources of revenues and the collection of these
revenues, i.e., Taxes, are necessary. Accordingly, according to one
embodiment of the present disclosure, player characters or Entities
may be assessed a Tax. The Calculated Tax Amount may be levied
against the appropriate entity(ies) and collected via manual or
automated methods, as described in greater detail below.
[0010] For the purposes of the present disclosure:
[0011] Turn--may include the completion of one "cycle of game play"
which may include any one or more of the following: the start and
end of one action, sequence of actions, or achievement of a goal,
and/or the completion of these by more than one player, and/or a
set or variable amount of game play time by one or more player
characters, and/or any point defined in a game or MMOG whereby one
or more Player Characters (and/or NPC's) ceases action and another
takes control, etc.
[0012] Tax--may include any compulsory or other financial
obligation including any payment, fine or involuntary fee levied
upon and/or paid by or extracted or otherwise collected from
individuals, character players, NPC's, game manufacturers or any
other Entity, to a third party, including other character players,
a government (real or virtual), e.g., to a federal, state, or local
government (real or virtual) or to functional equivalents of (real
or virtual) federal, state, or local governments, including cities,
tribes, secessionist movements or revolutionary movements,
dictators, monarchs, and like.
[0013] Tax Basis--may include the value upon which a tax is
calculated or determined, and may include any one or more of the
purchase price, development cost, market value, present value,
depreciated value, replacement value, or any other method to
determine an object's value and/or may include an income amount,
either onetime or periodic income, such as monthly or annual
income.
[0014] Tax Rate--may include either a percentage or fixed or
variable dollar amount.
[0015] Calculated Tax Amount--may include, for example, the product
of the Tax Basis multiplied by a Tax Rate, or any other total tax
amount as calculated by multiplying a Tax Rate times a Tax Basis,
or by adding up fixed or variable dollar Taxes for a given period
of time.
[0016] Governing Authority--may include any one or more Player
Characters and/or Entities and/or software routine(s), duly
established by any one or more of the majority or supermajority of
Player Characters, Entities, etc., and/or the game manufacturer,
and/or any other body appointed, anointed, elected or otherwise
charged with the duty and responsibilities to (including but not
limited to): a) Define Tax Basis and/or Rates, b) Establish Tax
Rules or Laws, c) Determine Total Taxes, Fines, Interest and/or
penalties, d) Collection of Taxes, e) imposition of other fines,
charges, fees, penalties, f) repossession of goods, objects, or
other assets including tangible and intangible property, g)
enforcing any one or more of the proceeding or any other laws,
taxes, etc.
[0017] Grievance Types--may include any type of complaint one or
more Player Characters and/or NPC's and/or Entities may lodge
against one or more related or third party Player Characters and/or
NPC's and/or Entities including, but not limited to any one or more
of the following types: a) failure to perform according to an
executed contract, b) failure to deliver a good, object or service
when promised or as planned, c) making false or fraudulent
statements in a contract or binding agreement, d) libel or slander,
e) destruction of property, f) violation of any valid law, ruling,
court order, game rules, or any other rule, law or ordinance then
validly in effect, g) delivery of a good, object or service with
poor quality or workmanship, including build quality, materials
quality, software design flaws or errors, or h) any other failing
that results in lost income, wages, skill levels and/or use of the
good, object or service, or any portion or measurable percentage of
usage or effectiveness of same.
[0018] Entity--may include any one or more of a Character Player,
NPC, game manufacturer, software developer, in-game business, or
any other individual or entity that interacts with or plays a game,
or provides or manufactures game objects or any other game (real or
imaginary, or virtual) assets, or any individual or groups of
individuals or groups of Character Players, that create or
otherwise generate real or virtual currency (or money) or other
value (tangible or intangible). If only Player Character or Entity
is referenced, it may mean Player Character and/or Entity.
[0019] Virtual Title may include a software module or application
or any portion thereof and/or a record in a database that
indicates, stores, tracks or otherwise documents the virtual owner
or owners of one or more virtual items. In an embodiment, c.
Characters cannot use a virtual item unless they are first
registered on the virtual title. A fee can be paid to transfer
title of the item to another character.
[0020] Virtual Activity may include any activity of a player or
player character that can be measured by the game server or other
application.
[0021] Notification methods may include but are not limited to:
[0022] a. Email message [0023] b. Telephone or cell phone [0024] c.
Instant Message [0025] d. Text Message [0026] e. Physical Mail
[0027] f. Writing a record or entry to a file or database [0028] g.
Voice mail message [0029] h. Pager [0030] i. Graphic, text or audio
message delivered by the game on screen to the receiving player
and/or delivered by another character, or NPC [0031] j. Any
combination of any of the above.
[0032] Alert may include the transfer or storage of information or
otherwise communicating with, by, between or among any two or more
of the following, including, but not limited to any real or
virtual: a) players, b) game owners, c) game or other servers, d)
player characters, e) NPC's, f) exchanges, g) game devices or
controllers, h) cell phone or other communications hardware and/or
networks, i) databases, j) software applications, k) legal
agencies, 1) governing bodies, m) software interfaces, n) and/or
any combination of any of the above, which may be initiated by
and/or based upon an alert event or other action. Examples of
systems in which alerts may be used in connection with virtual
environments and metaverses are described, for example, in U.S.
patent application Ser. No. 11/676,848, which is incorporated by
reference above.
[0033] Virtual Purchase Total may include the total virtual cash or
cash equivalent needed to purchase a virtual item or attribute at
or from a virtual shop or bank in a MMPOG.
[0034] Alert Event may include any change in, of or to any
condition or state, and includes any action, opposite action,
unexpected action, desire for action, or failure to act, and thus
Alert Event includes, but is not limited to any one or more of:
[0035] 1. When or after any one or more variables or data changes
or is expected or is about to change within a game application,
service, API, communications network or one or more databases, or
database variables or element, e.g., a balance is reached or
exceeded, including, but not limited to: [0036] a. time a player or
character account has been active or inactive [0037] b. number of
complaints or compliments by other players/characters for a given
player/character [0038] c. amount of time and/or quality and/or
number of times a player or player character has provided
assistance or other help or tutelage to another player and/or
player character [0039] d. amount of time and/or quality and/or
number of times a player or player character spends managing,
directing or otherwise controlling one or more NPC's [0040] e.
attributes and virtual assets or debts of the player/character
[0041] f. player or character total or frequency of purchases of
virtual cash outside or within the game environment [0042] g.
number of loans and contracts that the character has outstanding
and/or their balances [0043] h. payment history and timeliness of
payments for any loans or other payment obligations, e.g., tax or
other fee payment history [0044] i. guild or family of the player
or character [0045] j. number of times the character has defaulted
or paid timely on a loan or other contract [0046] k. age of the
player account [0047] l. age of the player [0048] m. real world
credit scores, points, creditworthiness or payment history [0049]
n. experience level of the player or one or more of his characters
[0050] o. annual income of the player or one or more of his
character [0051] p. payment history of the character [0052] q.
production level of the character, e.g., ability or historical
performance in producing objects within the game [0053] r. Current
assets or liabilities, e.g., net worth of a player character [0054]
s. The number of active characters in a player account [0055] t.
The size of the character's guild or family in the game environment
[0056] u. The age of the account of the player [0057] v. The
virtual transaction volume of the character or player [0058] w.
Membership status of the character, e.g., premium member vs. basic
member of the video game or credit card holder status, e.g., gold
or platinum members [0059] x. Age of the video game or credit card
account, [0060] y. Killing monsters in a game environment [0061] z.
Joining a Guild in a game environment [0062] aa. Completing a quest
in a game environment [0063] bb. Solving or completed a game
parameter in a game environment [0064] cc. Paying a bill timely
[0065] dd. Failure to pay a bill when due [0066] ee. Randomly
[0067] ff. Any activity or outcome or expected or desired or
undesirable outcome within the game or associated with the player's
and/or the any one or more of the player character's financial
condition (real or virtual) and/or the credit card(s) and/or credit
line(s) [0068] gg. How many times the player or player character
requests credit or such credit is checked or held or is otherwise
encumbered [0069] hh. A range of amounts or values or reaching or
falling below a threshold associated with any of the above (as
appropriate) [0070] ii. When or after information is transmitted
and/or shared (e.g. via a communications package or other
mechanism) between two or more applications, game services,
servers, financial institutions, or any other entities, e.g., a
message sent between two servers to settle a debt or payment.
[0071] jj. When or after a step or procedure (e.g., of software, a
script, a user-defined process) is executed, e.g. when a penalty or
interest amount is charged to an account, or an action is taken by
or within a game. [0072] kk. When or after an application or
service (e.g., a software service) is started, paused, stopped,
proceeds to a certain point, or is changed. [0073] ll. When or
after an item becomes or may become available for use or sale by an
NPC or Player Character and/or at any given point during
construction of the item, e.g., at a construction milestone. [0074]
mm. When or after a character has reached or may reach a certain
level or has started and/or completed a certain mission or game
objective or goal within a mission. [0075] nn. When or after a
player has obtained or may obtain or fails to obtain a certain
attribute or resource. [0076] oo. When or after a player is logged
into or out of the game or another participating game, e.g., when a
friend logs into a particular game, and/or when a player remains
logged in or out for a given period of time. [0077] pp. When or
after a character or NPC has been created, modified, harmed, killed
or destroyed in a game, and/or some other action is taken by or
otherwise affects or should have affected one or more player or
player characters. [0078] qq. When or after a player's account or
any attribute of any player character is and/or any of his
financial data or other information that may be or should have been
changed, added to or removed, lost or damaged. [0079] rr. When or
after a price, fee, tax, or other financial amount changes or
should have changed (e.g., increases or decreases or is established
or eliminated, or is expected, calculated or projected to change).
[0080] ss. A trend changes or should or should not have changed or
is expected to change, e.g., a particular rate of spending
increases or decreases. [0081] tt. A battle or wager is or should
or should not have or is expected to be started, won or lost, or an
interim objective is achieved or is not achieved. [0082] uu. An
object or service should or should not be or is made available for
sale or the price changes or is about to or is otherwise expected
to change. [0083] vv. A marketing offer should or should not be or
is generated, determined or presented. [0084] ww. A player should
or should not or otherwise joins or retires from a game. [0085] xx.
A player fails to or completes a task, level, challenge, duty,
service, mission, etc. [0086] yy. A new game or version of an
existing game should or should not be or is brought online or
offline or is available or not available for play. [0087] zz. A
game should or should not be or is or is expected to be turned off
for servicing or is no longer available for play (temporarily or
permanently, to some, certain or all players). [0088] aaa. A tax
amount or rate should be, should not be or is created, changed,
deleted, reached, falls below or increased or decreased by an
amount or percentage or may soon change or is expected to change.
[0089] bbb. An item or object is expected to and/or should or
should not be or is otherwise identified, stolen, found, created,
bought, sold, encumbered, used, deployed, returned, compromised,
modified or destroyed. [0090] ccc. One more players and/or servers
and/or applications wishes, determines or requests or should or
expected to wish, determine or request to notify another one or
more players and/or servers and/or applications via an alert
message or messages and/or when or if a player responds or fails
(or should fail) to respond to an alert. [0091] ddd. When a player
is expected or should or should not be or is logged in to a system
(e.g., the virtual world, an external instant messenger system).
[0092] eee. When a date and/or time approaches, is reached or is
past. [0093] fff. When a virtual auction should or should not or
does start or is ending or has ended. [0094] ggg. When an item
within a virtual auction should or should not or does come up for
bid or has been sold or has not been sold. [0095] hhh. When payment
is made or is or will, or should or should not become due for a
virtual purchase or on any loan and/or when one or more payments
are missed, or based upon a payment term, condition or type. [0096]
iii. When a loan penalty or interest is or should or should not be
applied. [0097] jjj. When or after a reward or point should or
should not be or is assigned to a financial account or when or
after a certain threshold is or should or should not be reached,
e.g., when a player accrues sufficient points to purchase a desired
item. [0098] kkk. When a player should or should not or is expected
or otherwise opens, closes or applies for a loan and/or makes or
fails to make a payment on a loan and/or makes the wrong or
unexpected payment on a loan. [0099] lll. When the credit score,
credit history or risk profile of a player or player character is
updated or changed or changed a certain percentage. [0100] mmm.
When or after one or more player characters, NPC's or any other
real or virtual person or item moves from one (real or virtual)
position to another, or from one position to a specific position,
or plans to use, applies for, is expected to use or fail to use, or
uses one path vs. an expected or required path, or deviates from
one path to another path, or proceeds faster or slower than
required or expected or not at all. [0101] nnn. The negative or
opposite of any one or more of the forgoing. [0102] ooo. A partial
occurrence or greater occurrence or outcome of any one or more of
the forgoing. [0103] ppp. A change in the rate or frequency of any
one or more of the forgoing. [0104] qqq. And/or any one or more or
any combination of any of the above, which are collectively
referred to as an "alert event".
[0105] Credit Card--includes 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.
[0106] 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.
[0107] 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.
[0108] Total virtual obligation amount--includes the total amount
of the virtual financial obligation(s) associated with a player
character's account.
[0109] 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, and U.S. patent application Ser. Nos. 11/279,991,
11/621,050, 11/355,232, abd 11/624,662 each of which are hereby
incorporated by reference in its entirety.
[0110] Virtual World--may include a world created in an online game
such as World of Warcraft, or a virtual community such as Second
Life, Eve or There.com.
[0111] Virtual Creditor--may include a first player character or
other entity who is owed a virtual obligation by a second player
character.
[0112] Virtual Credit Score--may include 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.
[0113] Virtual Financial Account--may include 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.
[0114] Virtual Financial Obligation--may include an agreement by a
player character or entity to pay one or more game attributes to
another player character, entity or game server.
[0115] Virtual Financial Intermediary--may include institutions
such as, but not necessarily limited to, 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.
[0116] Virtual Financial Obligation Value--may include the "in
game" or virtual value of an obligation. For virtual cash (or other
currency) the value may be stated as a virtual and/or real cash (or
other currency) 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.
[0117] Billing Information--may include any information pertaining
to billing a player for activities related to a game or virtual
environment, including, but not necessarily limited to, playing the
game, accessing the game, purchasing goods or services, etc.
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.
[0118] Character or "player character"--may include a persona in a
video game that is created and controlled by a player.
[0119] Avatar--the virtual representation of a player
character.
[0120] Character Account--may include an account that tracks
character attributes.
[0121] Character Attribute--includes 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: [0122] 1. A character score
[0123] 2. A virtual object [0124] 3. The physical appearance of a
character [0125] 4. An emblem or mark [0126] 5. A synthetic voice
[0127] 6. Virtual currency [0128] 7. Virtual help points or credits
[0129] 8. The ability to join groups of other players at a later
time [0130] 9. A score for subsequent matching of later game
parameters [0131] 10. A relationship with another character [0132]
11. A genetic profile or makeup [0133] 12. A skill or skill level
[0134] 13. A ranking
[0135] 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.
[0136] Character Skills--includes 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.
[0137] Computer Generated (CGC) or Non-Player (NPC)
Character--includes any character that is created and/or 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. Under some circumstances, NPCs may be
initially created or controlled by a player for limited periods of
time.
[0138] Game performance parameter--includes 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: [0139] 1.
Completing all or part of a mission [0140] 2. Playing for a certain
period of time [0141] 3. Winning a match against another player
character or computer generated character [0142] 4. Reaching a
certain level or score [0143] 5. using or obtaining an ability or
technology [0144] 6. kill/death ratios [0145] 7. obtaining,
creating or modifying an object [0146] 8. solving a puzzle [0147]
9. accuracy with weapons [0148] 10. effective use of the proper
weapon [0149] 11. killing a certain character/creature [0150] 12.
getting through or to a certain geographic area [0151] 13.
decreasing or increasing Karma Points [0152] 14. getting, buying,
exchanging or learning a new skill or player attribute [0153] 15.
having a child [0154] 16. getting married [0155] 17. obtaining,
buying, trading, producing or developing raw materials [0156] 18.
producing goods or services [0157] 19. earning income [0158] 20.
earning a higher rank in an army [0159] 21. winning an election
among two or more player characters [0160] 22. achieving deity or
other status [0161] 23. improving player character status or caste
[0162] 24. assisting other player characters with any of the above
[0163] 25. speed of accomplishing or changing the rate or trends of
any or all of the above.
[0164] In-game Marketplace--a virtual environment where Characters
can exchange items, attributes, or any other exchangeable game
element.
[0165] Novice Player--any player who would generally be considered
to be a "beginner" at playing the game, includes, for example, a
player that is identified as requiring the help of an expert to
complete a Game Parameter.
[0166] Player--a person who controls a character in a video game or
other virtual environment; includes 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.
[0167] Player Account--a database, file, program, or the like that
maintains player related information including, but not limited to,
personal, billing, and character account information. The database,
file, program etc. may be computer implemented and may reside on a
Video Game Central Server or within a peer-to-peer network that
hosts or manages a video game or other virtual environment.
[0168] Player Attribute--includes any attribute that can be applied
to a player account. Player Attributes shall include, but not be
limited to: [0169] 1. Real Currency. [0170] 2. Discount of monthly
fees for playing game. [0171] 3. Monthly fee for playing a game.
[0172] 4. Interest rates for use of or borrowing real or virtual
cash amounts. [0173] 5. Global character attribute settings for all
characters created by player across multiple games. [0174] 6.
Rewards for encouraging another player to signup to play.
[0175] Video Game--a game played on a Video Game Console that may
or may not be networked to a Video Game Central Server or within a
peer-to-peer network. A video game may also include a metaverse or
virtual environment in which players are able to interact with each
other and/or the environment, without necessarily competing against
each other or any thing.
[0176] Video Game Console--a device that allows a player to access
a video game. A video game console may, but does not necessarily,
comprise 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.
[0177] Video Game Central Server--a CPU, memory and permanent or
temporary storage that is in communication with or capable of
communicating with multiple Video Game Consoles so that multiple
players can access and play a video game. The multiple players may
or may not be in different locations.
[0178] 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.
[0179] 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.
[0180] Referring to FIG. 1, a network system 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.
[0181] 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.
[0182] 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).
[0183] Some or all of video game 17 can be stored on central server
20. Alternatively, some or all of video game 17 may be stored on
the individual video game devices 18. Typically, the video game
devices are able to communicate with one another. Such
communication may or may not be facilitated by central server 20.
Accordingly, a player 19a accessing video game 17 via game device
18a may be able to play with a player 19b accessing video game 17
via game device 18b. As shown, it may be possible for multiple
players (e.g. 19c, 19d) to access central server 20 via the same
game device (e g. 18c).
[0184] 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.
[0185] 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.
[0186] 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.
[0187] As stated above, according to an embodiment of the present
disclosure, player characters or Entities are assessed a Tax. The
Calculated Tax Amount is levied against the appropriate entity(ies)
and collected via manual or automated methods, such as those
described below.
[0188] For example, after each "Turn" in a game, a Tax may be
levied and the Tax Basis might be the difference in net worth of a
Player Character before and after a Turn. Other examples include
Taxes based upon any one or more of: a) The gross or net income of
one or more Player Characters, or other Entities, b) The number or
value of objects created, or c) The number of hours or value or
charges associated with services rendered by one Entity to another
Entity during a Turn, or at set or variable times or dates during
game play.
[0189] The Tax Basis, Tax Rate or Amounts and/or the Total
Calculated Tax Amount(s) may be fixed and/or variable and may be
assessed at any time, including at the beginning, middle or end of
the Game or any Turn, all depending upon or based on the taxing
authority's need or desire for revenue. The need for revenue may be
driven, for example, by a desire from a government entity to
provide adequate protection to the Player Characters, or other
related or third party Entities. However, alternative motives,
including greed, infrastructure creation, etc. or no motive at all
may exist.
[0190] If the motive is to protect a population, the amount of
protection available within an MMOG or other game may depend upon
the amount of Tax revenues collected and available to provide such
protections.
[0191] The Tax Rates may be automatically calculated and assessed
or the rates may be pre-established by the game manufacturer,
and/or by the players themselves, either under a democracy, wherein
each Entity may have equal or disproportional voting rights, and/or
under a representative government, whereby the Player Characters or
other Entities vote for a smaller subset of Player Characters who,
in turn, make decisions on behalf of their constituents.
[0192] In an embodiment, Tax Rates are automatically determined by
first determining the level of total tax revenues required to
provide sufficient insurance or guarantees that any given Player
Characters' objects or other in-game assets are adequately
protected. In this case, the system multiplies the total value of
all assets times a rate to purchase third party, real-world
insurance, in sufficient quantity to protect all game assets.
Sufficient insurance may be purchased to guard any one or more of
the game's or Character Player's: a) hardware, b) software, c)
assets, e.g., game objects, d) income sources, e) virtual or game
based insurance, f) escrowed funds, assets, etc., g) outcomes of
game or Character Player, or NPC or other Entity supplied goods,
objects, services, funds transfer, insurance, and the like, and/or
h) any other tangible or intangible asset, including, but not
limited to a patent, service, trade name or trademark, song,
software component or module, report, information, data, whether
real or imaginary or otherwise.
[0193] In another embodiment, Tax Rates are fixed by the game
manufacturer and periodically levied and collected from the Player
Characters all according to rules, times and rates established by
the game manufacturer.
[0194] In yet another embodiment, Tax Rates are established, either
one time, or periodically by the Player Characters and/or their
representatives and collected at the times and from the Entities
determined by the Player Characters and/or their duly authorized
representatives.
[0195] According to one embodiment, however calculated, levied and
apportioned, when joining a game or MMOG, players, characters
and/or other entities, agree to be bound by the terms and
conditions that have been established, whomever by.
[0196] Furthermore, these agreements may include cross-game
enforcement and recognition provisions. In such cases, the Player
Characters and/or other Entities may agree that income, debts,
taxes, etc., generated in one game, may be delivered, assessed or
collected in another game. For example, if a Player Character fails
to pay any debts or Taxes when due in one game, that game may
submit a request for payment from any other games that have
similarly agreed to be bound by these terms and conditions, and,
assuming adequate financial means are present in said second game,
payment may be manually or automatically transmitted from one game
to the other.
[0197] According to an embodiment, players, characters, and/or
entities may agree to be bound by the terms and conditions of the
game as established and/or as revised from time-to-time. In some
embodiments, this acknowledgment is created as a "real world"
contract wherein players, characters and/or other entities, agree
to secure their financial obligations, using a credit card or other
real world financial instrument(s). This may be a credit instrument
issued by a third party financial institution such as Visa or
MasterCard, or it may be any other trusted financial institution,
including, banks, insurance companies, or perhaps new institutions
established by the game manufacturers and/or players or other
entities.
[0198] According to an embodiment, enforcement or collection of a
Tax from a Player Character or other Entity may be accomplished by
any one or more of: a) a charge against the Player Character's (or
applicable Entities') credit card, b) repossession of an asset,
game object or part of an asset or game object, c) prevention of
further use of an asset or object or part of an asset or object, d)
eviction from a property or depriving a Player Character or Entity
the use or access to a property or part of a property or structure
or part of a structure, e) suspension of authorized access to all
or part of the game space and/or access to any other participating
game or MMOG in a network of games, f) a lien on an asset, g)
preclusion of a Character Player or other Entity from continuing to
provide a good or service or collection of any income or other
compensation for any such goods or services, removing real or
virtual currency from a Character Player's or other Entities' game
accounts (e.g., bank accounts, or scores), or i) by causing the
death of a Player Character or other Entity or by threatening or
performing any of the aforementioned actions within the game and/or
any other third party game that is participating in a network of
games or MMOG's wherein the Player Character and/or third party
Entity maintains any form of tangible or intangible assets and/or
where additional credit or other financial instruments are
accessible.
[0199] According to some embodiments, in the event that a Player
Character or third party Entity is delinquent on any payment when
due, in addition to the collection methods defined above,
collection may be effected by: a) submission of the debt to a
collection agency (real or imaginary), in which case, the debt may
be collected from the indebted party from real world sources of
income, and/or from real sources within the game or from those of
other participating games. Exemplary systems and methods for
effecting a virtual collection agency are described, for example,
in U.S. patent application Ser. No. 11/693,549, which is hereby
incorporated by reference.
[0200] An example of the use of a tax within a game might be as
follows: In Second Life, if a Player Character creates a new object
for another Player Character, the first Player Character might
charge $100 LD for the Object. In this example, the majority of
Player Characters (or the Second Life game itself) has determined
that, on average, ten percent of goods and services turn out to be
fraudulent and/or defective, therefore a Tax Rate of 10% is
assessed on all financial transactions. Therefore, in this example,
the first Player Character (or alternatively the second Player
Character) is assessed a Tax of 10% of the total transaction, or,
$10 LDs. This fee is collected at the time of the transaction from
the owing Player Character and kept in a general or segregated
fund. These funds may then be used in the future by the game to
provide security or assurances for other Player Character
transactions.
[0201] In one embodiment, in the event that a Player Character
discovers that a good, object or service does not satisfy the
original commitment, that Player Character may lodge a complaint
against the Player Character providing the good, object or service.
The Player Character providing such good, object or service may
then respond to the complaint and respond to an arbiter or other
body established, such as a court, to determine which Player
Character's position holds true.
[0202] In the event that the Player Character who supplied the
good, object or Service is found at fault, any one or more actions
may be taken including, but not limited to,: a) remit the funds to
the Player Character not at fault, b) levy a fine or Tax against
the at fault Player Character, c) impose additional charges or
fines for damages or punitive damages, d) collect funds and/or
fines and/or damages using a credit card or other financial
instrument and/or from real or imaginary currency or funds
maintained in an account of the at fault Player Character, e)
temporarily or permanently preclude the at fault Player Character
from creating, selling or otherwise providing said goods, objects
and/or services, and/or temporarily or permanently banning said
Player Character from providing any goods, objects or services, f)
temporarily or permanently preclude the at fault Player Character
from receiving income, funds or other remuneration from any other
Player Characters or Entities, or g) any other form of fine,
penalty, or modification to the at fault Player Character's ability
to play the game or any affiliated game, and/or reduce that at
fault Player Character's skill or performance levels, h) repossess
the at fault Player Character's goods or objects or other tangible
or intangible property to pay a debt, fine or damages, i) collect
additional fines or Taxes to compensate the other Player Character
for time or lost revenues and/or legal fees, etc., or j) any
combination of any two or more of these actions.
[0203] In the event that the Player Character who ordered the good,
object or service is found to have made a false or otherwise
unfounded claim any one or more actions may be taken including, but
not limited to: a) Charge the accusing Player Character for time or
wages lost, damages, legal and/or court fees, etc, or the amount
requested in a counter claim, if any, or b) Record the event in the
Player Character's database, or c) Preclude or prevent the Player
Character from filing any further grievances for a specified period
time, which time may or may not be pre-established or set by the
game manufacturer or the majority or supermajority of other Player
Characters or based upon the severity of the false claim, or the
amount of the claim, or a percentage of the claim, etc., or d)
temporarily or permanently preclude the at the Player Character
from receiving income, funds or other remuneration from any other
Player Characters or Entities, or e) any other form of fine,
penalty, or modification to the Player Character's ability to play
the game or any affiliated game, and/or reduce the Player
Character's skill or performance levels, f) repossess the Player
Character's goods or objects or other tangible or intangible
property to pay a debt, fine or damages, g) collect additional
fines or Taxes to compensate the other Player Character for time or
lost revenues and/or legal fees, etc., or h) any combination of any
two or more of these actions.
[0204] According to some embodiments, if a Governing Authority is
unable to collect any amount when due from a Player Character,
Entity, defendant or complainant, it may impose and/or enforce
other penalties, including, for example, preventing further game
play (either temporarily, or until all fines are paid with interest
and any other charges, or permanently), and/or reducing or
otherwise impeding the Player Character or Entities' ability to
effectively play the game (temporarily or permanently or until such
time as all fines and penalties have been collected, or for any
other proscribed period of time), and/or repossess objects, goods,
or other tangible or intangible property.
[0205] Accordingly, system 10 may be configured to perform the
various functions described above may incorporate one or more
servers capable of running any number and/or combination of
software modules configured to perform various tasks. Exemplary
combinations of servers and software modules useful for the
presently-described system include:
[0206] A Central Server hosting or in electronic communication
with: [0207] 1. Game Program [0208] 2. Game Databases [0209] 3.
Billing Program [0210] 4. Credit Program [0211] 5. Tax Program
[0212] 6. Notification Program [0213] 7. Enforcement Program
[0214] A Game Console hosting or in electronic communication with:
[0215] 1. Game Program
[0216] System 10 may further include a number of databases
configured to store and associate the various types of data that
are used by the system to perform the functions described above.
Exemplary databases useful for the presently-described system
include:
[0217] Player or Entity Database [0218] 1. Player GUID [0219] 2.
Player Name [0220] 3. Player Address [0221] 4. Player
Billing/Collections Information [0222] 5. Player Character GUID(s)
1-N
[0223] Character Database [0224] 1. Character GUID [0225] 2. Asset
Registry w/Value 1-N [0226] 3. Saved Game Result(s) 1-N [0227] 4.
Fines/Penalties Due 1-N [0228] 5. Grievance ID [0229] 6. Penalty
Amount Due [0230] 7. Penalty Due Date [0231] 8. Interest If Overdue
[0232] 9. Other Penalties if unpaid
[0233] Grievance Types Database [0234] 1. Grievance Type ID [0235]
2. Grievance Type Title [0236] 3. Grievance Type Descriptor [0237]
4. Fines/Penalties For At Fault Player 1-N [0238] 5. Other
Penalties If Fines Not Paid 1-N
[0239] Case Database [0240] 1. Case GUID [0241] 2. Complainant GUID
1-N [0242] 3. Defendant GUID 1-N [0243] 4. Grievance Type 1-N
[0244] 5. Complainant Case Notes [0245] 6. Defendant Case Notes
[0246] 7. Notices 1-N [0247] 8. Outcomes and Penalties 1-N
[0248] Laws/Rules Database [0249] 1. Law or Rule GUID [0250] 2. Law
or Rule Title [0251] 3. Law or Rule Descriptor [0252] 4. Law or
Rule Fines, Penalties, Consequences 1-N [0253] 5. Law or Rule
Interpretation Guidelines 1-N
[0254] Accordingly, a system such as that described herein will be
configured to perform various functions, such as those described
above, by performing various method steps in order to accomplish
one or more given tasks. Non-limiting examples of methods that may
be performed by a system and the steps that the system may execute
in order to perform these methods are described below:
[0255] Enforce tax penalties: [0256] 1. Receive Grievance from one
or more Player Characters, NPC's or Entities (individually or
collectively a "complainant"). [0257] 2. Determine grievance type
lodged against any one or more Player Characters, NPC's or Entities
(individually or collectively the "defendant") [0258] 3. Receive
the complainant's case [0259] 4. Receive the defendant's response
[0260] 5. Determine the at fault player Character or Entity, or
percentage of fault among multiple complainant's and/or defendants.
[0261] 6. Determine the Tax, fine or other charges/penalties [0262]
7. Notify all parties [0263] 8. Record the outcome and total
charges, fines, penalties, etc. [0264] 9. Receive or Collect the
charges, fines, penalties, etc. or [0265] 10. Enforce other
penalties.
[0266] Enforce and Levy Taxes [0267] 1. Determine Tax Basis [0268]
2. Determine Tax Rate [0269] 3. Determine Tax Frequency [0270] 4.
Determine Calculated Total Tax [0271] 5. Notify Player Character
and/or Entities of Tax [0272] 6. Receive or Collect the Tax or
[0273] 7. Enforce other penalties for non-payment of Tax(es)
[0274] According to another embodiment, the present disclosure
provides methods and systems to provide access to a massive multi
player online game in exchange for monthly virtual cash payments
that are secured with a real world credit card. For example, a game
provider or third party service charges its players a percentage
virtual tax or commission based on some or all of one or more or
any combination of the player's: activity, property, assets,
skills, account type, family, and/or credit history in the game.
This charge may be applied in lieu of or in addition to charging a
fixed monthly or other fees to play. For example, Player Characters
produce attributes that, when sold (or traded, disposed of or
modified), can be taxed by the game environment. Player Characters
may also receive income from services or as otherwise provide by or
generated within the game, which income may also be taxed by the
game. Virtual currency can be converted into real currency using an
exchange.
[0275] The system tracks activity and charges virtual taxes on that
activity. For example, at the end of each month, or any other
determined interval(s), the system determines if the taxes
collected are adequate to partially or completely offset the
monthly or other fees due (if any). In one embodiment, if the
virtual taxes collected are adequate, i.e., equal to or greater
than the fees due from a given player, the player's account is
flagged as having been paid. In another embodiment, any excess fees
paid are returned in whole or in part to the player. Conversely, if
the virtual taxes are inadequate, a virtual or real currency value
is assigned to the virtual tax amount owing and that amount is
subtracted from the minimum fee due. The real or virtual currency
remainder is then charged to the player's credit card or other
financial account on file and/or the player may be notified prior
to such charge to permit said player the opportunity to pay the
remainder using virtual or real currency and/or to select a credit
card or other financial instrument other than the default or
registered credit card(s) on file.
[0276] In an embodiment, the system may alert one or more players
or other entities via use of an alert system. For example, the
system might alert a player that an unpaid tax is or will be coming
due. In another embodiment, the system might alert a player that he
has overpaid his taxes and/or has sufficient excess fees paid to
permit the purchase of one or more items from a catalog. Methods
for sending such alerts are disclosed in further detail later on in
the present disclosure.
[0277] Taxes can be calculated, assessed, charged, levied or
generated, or virtual credits can be given for any one or more of
the following activities, including but not limited to: [0278] 1.
time, matches, battles, activities or turns played or partially
played in the game world and/or between or among multiple video
games or other applications [0279] 2. creation, modification, use,
transfer, disposal or destruction (in part or in whole) loss,
theft, and/or registration or creation or transfer or modification
of title or other activities involving or related to any tangible
or intangible attributes, assets, income, loss, gain, liabilities
or items that are acquired, deposited, transferred, disposed of or
destroyed (in whole or in part), sold or traded, bartered or
otherwise affected in the game world and/or between two or more
game worlds or applications, and/or the real world and/or any
combination thereof [0280] 3. virtual or real currency acquired,
generated, counterfeited, deposited, withdrawn, lost, stolen,
disposed of or destroyed (in whole or in part), transferred, sold
or traded in the game world or between the game and real world,
and/or between two or more game worlds or applications or any
combination thereof [0281] 4. creation, trade, acceptance,
disposal, destruction, acquisition, modification, registration,
transportation, transferal, loss, theft, storage, expansion,
renewals or extensions of any one or more of, including, but not
limited to any new or used tangible or intangible attributes,
including items, assets, liabilities, performance obligations,
currency (real or virtual), avatars, property, life, skills or any
abilities, potions, spells, names, clans, families, parents,
children, accounts, financial instruments and the like and/or any
delivery or acceptance or loss or benefit of or from/to any
service. [0282] 5. time, matches, battles, activities or turns
started, used, completed or missed or partially missed when the
player was otherwise required or generally expected to play [0283]
6. messages or any communications between two or more players,
player characters, NPC's, or information processing services, e.g.,
news or other information services, cell phone companies, Internet
providers, game server owners, the game or games themselves, etc.,
said communications may be in any form including e-mail, instant,
voice or text messages, recordings, data storage, transfers of
items, objects, attributes, news stories, video, audio, or any
other data or tangible or intangible property, such as data
transfer between a player and another player or game to game or
between one or more players and one or more games. [0284] 7.
creating, writing, modifying, or use of any video game or other
software application(s), and/or any database or other information
contained in any such video game or software application, and/or
any communications between two or more video games and/or player
characters between two or more video games, video game consuls, or
between a video game or player character [0285] 8. creation,
providing or use of any game servers or game consuls or permission
to time spent or access or use of same or any applications or
hardware associated with said game servers or consuls.
[0286] In addition or in the alternate, any actual revenues (real
or virtual) received by individuals, player characters, NPC's,
avatars or other entities (whether tangible or intangible), a tax
is charged on the part or the entire amount received.
[0287] In certain embodiments of the present invention a ceiling or
cap may be established to limit the total tax paid for any given
transaction and/or over a certain period of time, e.g., a maximum
tax amount per turn, hour, day, month or year.
[0288] In another embodiment, the taxes are calculated and are not
compared with any target or other total tax due or expected,
instead or in addition, the game simply charges and collects the
taxes based upon any one or more of the methods disclosed herein.
In such cases, the amount of taxes collected may be less than,
equal to or greater than the fees that may otherwise be charged to
a player on a periodic basis, e.g., monthly payment options.
[0289] In yet another embodiment, players are given a choice when
they sign up as to which payment method they prefer, e.g., via
taxes or via fixed or variable monthly fees, or taxes, plus fees,
etc., or any combination of these options. In one embodiment,
players may not change their preferences after the start of play,
while in other cases, players may be given the option to change
their payment method once, or more than once. When making such
changes, players may or may not be offered the same or similar
options and/or such options may be offered but at a different price
point than the original offer(s).
[0290] Taxes on the virtual or real value of game attributes
created, acquired, traded, disposed of and/or sold (or otherwise)
by a player can be applied in real or near real-time, on a per
session, or other periodic basis, e.g. per turn, hourly, daily,
weekly or monthly, such application may be on a "cash" or an
"accrual" basis. The system can retrieve a periodic log of all
attributes (or any other tangible or intangible item) that are
either acquired, created, gathered, traded, disposed or destroyed
(in whole or in part), deposited, transferred, bartered, modified,
improved, and or sold and apply a tax rate to the attributes to
determine a tax value or tax due. In one embodiment, when amounts
are due, a credit line may be pinged or held until such amounts are
actually paid. In the event the amounts due are not paid, the
credit card is charged for all or part of the outstanding amounts
due.
[0291] Tax rates may be fixed or variable. For example, tax rates
may be a fixed percentage for all players regardless of income, or
the rates may increase for those at higher income levels, i.e., a
progressive tax. In another example, the rates may be fixed for
certain transactions, e.g., a sales tax rate of 7% may apply to all
sales of goods and/or services, but income tax rates may vary by
income, or class, or age, or any other one or more characteristics.
In yet another example, sales tax rates may be higher and/or a new
or additional tax may be calculated and assessed when or if the
business is transacted between two or more game servers or video
game applications, with a portion of the tax revenues going to each
of the affected game servers or applications or other entities. In
another embodiment, rates may be different for salaried income as
opposed to a sale of goods or services. Rates may be flat, e.g.,
10% at all income levels or progressive, as with the current US tax
system. Rates may vary depending upon the age, skill level or other
attributes of the player, and/or the player's avatar, clan,
ranking, membership level (e.g., gold vs. platinum player), fixed
or variable game play rates, e.g., a player that pays a fixed fee
of $50 per month to play the video game, may have lower income
taxes than a player that pays only $25 per month to play. Taxes may
be random, flat, regressive or progressive.
[0292] Taxes may change over time, i.e., increase or decrease. Such
changes may be determined by any one or more of the following,
including, but not limited to: random chance, the game owner, the
game software, rules or genetic algorithms, simple majority or
super majority vote of two or more players or player characters or
NPCs, or other forms of governance, e.g., via a dictator, king,
queen, despot, president, governor, tax collector, congress,
senate, etc., or any combination of the foregoing, etc. Said
changes may be designed to maximize revenues for the game owner, or
to maximize or optimize game play, or to encourage or discourage
additional players or growth of the game or the game's economy, or
to extend or shorten game play, or to enforce rules and regulations
or to relax such rules and regulations, or to encourage or retard
the growth of part or all the virtual economy and/or inflation or
exchange rates of any real or virtual currencies, or other
financial instruments and/or to affect the current or expected
future value of any one or more of any properties, financial
accounts, real estate, assets, liabilities, game or other
revenues.
[0293] Information and/or Taxes may be reported, distributed and/or
shared with or between the game server, owners, players, video
games, applications, local governing bodies and/or with any other
real or virtual governing body, e.g., any virtual or real world
local, State or Federal agency, e.g., the US IRS. Prior to
inserting, trading, creating, encumbrance of or otherwise acquiring
or disposal or destruction of all or any part of any new or other
object, attribute player or player character, or other tangible or
intangible item or currency or other financial instrument into a
game, the player may be required to divulge the source of the item
(including, for example, its title history, etc.) and the amount
paid or promised to be paid or other terms and conditions for the
item (etc.). This way, deals that may be conducted in whole or in
part "outside the virtual space" or without the knowledge or
participation of the virtual space, are controlled as if they
occurred partially or entirely within the virtual space. In one
embodiment, only items that have a verifiable history (i.e., have
existed only within the game and/or within other games that support
or provide for such tracking, control and history or title) or
title are permitted to be acquired, encumbered, traded, sold, used,
stolen, transferred, created, bartered, etc., within the system.
The system (and/or other compatible systems, e.g., a system that is
certified and complies with established rules) could track what
each player reports and identify any anomalies, which may be an
indicator of fraudulent activities. E.g., most people buying a tank
offline (i.e., outside the game environment) are paying $2 each.
Then, a player starts logging in new tanks saying he only paid
$0.10 or, conversely $20 each. This may not necessarily mean there
is fraud, but an investigation is indicated.
[0294] In addition or in the alternate, all or some items that are
sold or acquired outside of the game must be registered and various
information may be recorded, for example, the selling price,
time/date of the transaction, names of affected parties, values
paid or received and/or other information may be automatically
recorded. In addition or alternatively, the game may establish
minimum or maximum market values or acceptable ranges for
individual, groups or classes of items. Such minimums, maximums or
ranges may or may not be based upon actual or reported valuations
and/or actual values as determined or witnessed or experienced
within the virtual game space. Such valuations may also be adjusted
from time to time for no reason or for any one or more of the
following reasons (as may be determined by the any one or more of
the game owners, developers, the game itself, or by any vote or
otherwise agreed upon by either the parties in control of such
terms and conditions and/or by those affected by such terms and
conditions), including, but not limited to: inflation rates,
arbitrary times/amounts, randomly, game GDP growth rates, actual
transactions for specific items or classes of items or groups of
items, or across all items, taxes, changes in exchange rates,
changes in growth rate objectives, by vote (simple majority or
super majority) or via votes by an elected body or representatives
granted the power and authority to recommend and/or impose such
changes, or based upon the last actual selling or purchase or
barter price or the highest, lowest, average, weighted average,
moving weighted average, or most recent price of the item or any
other mathematical calculation imposed by any authorized or
governing body, or via any method(s) of calculation including
neural nets, genetic algorithms or other statistical methods
designed to optimize or otherwise generally control or determine
tax rates, methods and other variables, and/or any combination of
the forgoing.
[0295] All items created in a game can also automatically have a
virtual title generated or updated for them. A character may be
required to associate his name with the title in order to use
(and/or sell, dispose of, barter, create, etc.) the item. A fee for
registering the virtual title with the character can be charged to
the player character and treated as virtual taxes. In an
embodiment, such title tracking system or providence is automated
and contained within the game itself. In another embodiment, part
or all of such a title system resides outside of the game, but is
otherwise in communication with the game. Such communications may
be persistent or on a transaction or other periodic basis.
[0296] The player can be given the option of paying a monthly fee
with "world cash," or with virtual currency taxed to his characters
or account or other authorized entity, e.g., his bank or accounting
firm or other third party. In an embodiment, when the player logs
in, logs out, or at any other prescribed time(s), a screen notifies
him if he has enough tax credits to pay for his monthly fee and/or
to continue play. The player can elect to use the credits to pay
for his monthly fee, or to save the credits, which can be used for
other purposes, such as purchasing items in a catalog. A player may
pay any fees when due with real or virtual cash, tax credits, or
any combination of these options. In one embodiment, the video game
or game server automatically deducts taxes when due from the
player's real or virtual financial accounts. In another embodiment,
the tax system resides in part or in whole outside the game, and
serves one or more games. In this manner, a single taxing system
can serve several or numerous video games, sharing revenues among
them as agreed upon by the game owners or as determined by the tax
system.
[0297] The real or virtual cash payment can have a monthly or other
periodic limit. For example, once a character has earned $30 worth
of virtual tax credits in a month, the taxes are no longer charged
to his character account for that month.
[0298] In addition or in the alternate, as a player's activity
increases in the game environment, his tax rate can decline. For
example, a player who generates up to 1000 units of virtual credit
could be taxed 10%, 1001-2000 8%, 2001-5000 5%, and so on.
[0299] All or just selected characters associated with a given
player account can or may be required to contribute to the tax
payment amount.
[0300] In another embodiment, if taxes are not automatically
collected, and/or if the player character has insufficient real or
virtual funds (or credit lines) to pay taxes (and any interest or
penalties, if any) when due, the player character may suffer from
one or more of the following penalties including, but not limited
to temporary or permanent: restrictions to play the game or part of
the game, damage or other loss to an item, player character, points
awarded, restricted access to, or use of or partial loss of any
assets, items, game space, missions, characters, avatars, skills,
communications abilities, etc., or temporary or limited play, such
as slower character movement (or speed of communications) or
response times, limited access to services or income, e.g., a
garnishing of wages until the tax debts (plus interest if any) are
collected in part or in full, artificial "lag" imposed on the
player or the player character(s) of the player, or any other
penalties or restrictions determined by the game owner, game server
or any other authorized entity, e.g., an elected official, body,
bank, agency, etc.
[0301] According to an embodiment, third parties can rent server
space from the game provider and provide this structure to other
players in the game. In one embodiment, the game server may charge
a monthly virtual or real fee to the third party or other player,
who then sells play time on the game server to other players. All
or part of the fees paid can be in virtual or real dollars, that
are secured with a real world credit card that is charged if the
virtual fees collected in a given month are not adequate to cover
the specified monthly fee.
[0302] In one embodiment, a player may be given the option of
paying a periodic fee with cash, services or with virtual money
taxed to his characters or via a credit card or other financial
instrument. For example, the fee could be free for 10% of the
virtual cash collected in a given month with a fixed minimum. In
addition or in the alternate, the fee could be half price for 7% of
the virtual cash in a given month with a fixed minimum. In another
embodiment, the character has to pay a minimum monthly virtual cash
amount, or his credit card is charged a minimum monthly fee.
[0303] In one embodiment, all the characters associated with a
given player account can contribute to the monthly payment.
Alternatively, it may be the voluntary or involuntary duty of less
than all the characters associated with a given account to make
such payments. In the event that a limited number of players do not
make payment(s), the final amounts owed may fall to those not
generally required to make such tax payments, which payments may
also include penalties and/or interest.
[0304] In another embodiment, a character may be given a reduced
monthly fee or a monthly fee credit for the amount of time he
manages NPCs and/or provides other services in or to the game
environment.
[0305] A third party server or third party entity, as opposed to
the game server, can charge the periodic fee or any other fee
disclosed herein.
[0306] Accordingly, the presently described system may comprise a
plurality of various hardware and/or software components. It will
be understood that a nearly unlimited number of variations are
possible and that such description is intended to provide a
non-limiting example of an implementation that could be utilized
but should not be used to define the entire scope of the
invention.
[0307] Accordingly, system 10 may be configured to perform the
various functions described above may incorporate one or more
servers capable of running any number and/or combination of
software modules configured to perform various tasks. Exemplary
combinations of servers and software modules useful for the
presently-described system include: [0308] 1. A Game Server [0309]
a. Player Activity/Event Tracking Program [0310] b. Fee
Determination Program [0311] c. Virtual Title Program [0312] d.
Currency Conversion Program [0313] e. Periodic Billing Program
[0314] f. Alerts Program [0315] 2. Exchange Server [0316] a.
Currency Conversion Program [0317] b. Item Exchange Program [0318]
3. Real World Billing Account Server [0319] a. Player Billing
Program [0320] b. Revenue Distribution Program [0321] 4. Game
Server Franchisee Server (for third parties who rent game space
from game server) [0322] a. Franchise Monitoring Program [0323] b.
Player Activity Tracking Program [0324] 5. Billing Provider Server
[0325] a. Periodic Billing Program [0326] b. Revenue Distribution
Program
[0327] System 10 may further include a number of databases
configured to store and associate the various types of data that
are used by the system to perform the functions described above.
Exemplary databases useful for the presently-described system
include:
[0328] Game Server [0329] 1. Player Database [0330] a. Player ID
[0331] b. Player Personal Info [0332] c. Player Real Currency
Account Information [0333] d. Player Character Name 1-n [0334] e.
Account created date/time [0335] f. Characters Owned or Controlled
ID 1-n [0336] 2. Player Financial Information Database [0337] a.
Player ID [0338] b. Fee Plan/Preferences [0339] c. Player Billing
Information [0340] 1. Credit Card(s) 1-n [0341] 2. Billing
Preference [0342] 3. Account type [0343] 4. Currency Preferences
[0344] d. Player Account Balances 1-n [0345] 1. Current Amount
Due--Total [0346] a. Details 1-n i. Date/Time ii. Due From ID iii.
Due Amount iv. Due Currency v. Terms and Conditions [0347] 2.
Current Amounts Owed--Total [0348] a. Details 1-n i. Date/Time ii.
Owed by ID iii. Owed Amount iv. Owed Currency v. Terms and
Conditions [0349] 3. Financial Transaction History 1-N [0350] a.
Transaction ID [0351] b. Date/Time of Transaction [0352] c. Type
[0353] d. Amount [0354] 3. Player Character Database [0355] a.
Character ID [0356] b. Character Name [0357] c. Title ID [0358] d.
Character Attributes 1-n [0359] e. Character Rules 1-n [0360] f.
Virtual Cash Currency Preferences 1-n [0361] g. Real Cash Currency
Preferences 1-n [0362] h. Virtual Cash Account 1-n [0363] 1.
Account Number 1-n [0364] 2. Account Balance 1-n [0365] i. Real
Cash Account 1-n [0366] 1. Account Number 1-n [0367] 2. Account
Balance 1-n [0368] j. Credit Card Account 1-n [0369] 1. Account
Number 1-n [0370] 2. Account Balance 1-n [0371] k. Virtual Item ID
1-n [0372] 4. Currency Conversion Database [0373] a. Currency ID
[0374] b. Currency Description [0375] c. Usage Rules 1-n [0376] d.
Exchange Rate/Date 1-n [0377] e. Exchange Fees 1-n [0378] 5. Player
Character Activity Database [0379] a. Player Character Name/ID 1-n
[0380] b. Date/Time/Duration of Activity [0381] c. Activities 1-n
[0382] 1. Activity Name [0383] 2. Activity Type [0384] 3. Quantity
1-N [0385] 4. Quality [0386] 5. Narrative/Additional Info 1-N
[0387] 6. Outcomes 1-N [0388] 6. Tax Rule Rate Database [0389] a.
Tax Rule ID 1-N [0390] 1. Applies To--Item/Activities IDs 1-n
[0391] a. Application Rules 1-N i. Tax Name ii. Tax Method iii. Tax
Rate iv. Default Currency [0392] 7. Franchisee Database [0393] a.
Franchisee ID 1-N [0394] 1. Name [0395] 2. Player, Character or
other Owner Ids 1-n [0396] 3. Ownership Percentages [0397] 4.
Personal Information [0398] 5. Terms and Conditions [0399] 6.
Financial Data [0400] a. Billing Information [0401] b. Currency
Preferences [0402] c. Payment Terms [0403] d. Revenue Sharing Terms
[0404] 8. Virtual Transaction Database [0405] 9. Transaction ID
[0406] a. Date/Time [0407] b. Type of Transaction [0408] c. Player
ID 1-n [0409] 1. Character ID 1-n [0410] 2. Title ID 1-n [0411] d.
Third Party ID 1-n [0412] e. Franchisee/or other ID 1-n [0413] f.
Financial Data [0414] 1. Bill To ID, Date & % 1-n [0415] 2.
Bill From ID, Date & % 1-n [0416] g. Terms Data [0417] 1.
Creation/Use Rules [0418] 2. Payment Terms [0419] 3. Interest Terms
[0420] 4. Penalty Terms [0421] h. Item ID 1-n [0422] 1. Item Title
ID 1-n [0423] i. Other Transaction Data (varies based on
transaction type) [0424] 10. Virtual Item Database [0425] a. Item
ID [0426] b. Item Title ID [0427] c. Item Description [0428] d.
Free Form Notes 1-n [0429] e. Item Attributes 1-n [0430] f. Item
Rules (i.e., construction, use, disposal, restrictions, etc.)--1-n
[0431] g. Financial Information [0432] 1. Original Cost [0433] 2.
Original Currency Type [0434] 3. Improvements 1-n [0435] 4.
Lifespan [0436] 5. Health [0437] 6. Damage [0438] 7. Depreciation
[0439] 8. Current Value [0440] 9. Current Value Currency Type
[0441] 10. Liens 1-n [0442] 11. Loans 1-n [0443] 11. Virtual Title
Database [0444] a. Item Title ID [0445] b. Item ID [0446] c.
Original Creator/Player ID and Ownership % 1-n [0447] d. Created
Date [0448] e. Current Owner/Player ID and Ownership % 1-n [0449]
f. Manifest Data [0450] 1. All Previous Owners/Player IDs (1-N)
[0451] 2. Original Ownership Percentages 1-n [0452] 3. Remaining
ownership interest percentages [0453] 4. Remaining Liens/Loans
outstanding 1-n
[0454] Exchange Server [0455] 1. Currency Conversion Database
[0456] a. Currency ID [0457] b. Currency Description [0458] c.
Usage Rules 1-n [0459] d. Exchange Rate/Date 1-n [0460] e. Exchange
Fees 1-n [0461] 2. Fee Database [0462] a. Fee ID [0463] b. Fee
Description [0464] c. Fee Amount/Calculation Method [0465] d. Fee
Usage Rules 1-n
[0466] Real World Billing Account Server [0467] 1. Player Account
Database [0468] a. Player ID [0469] b. Player Personal Info [0470]
c. Player Real Currency Account Information [0471] d. Player
Financial Account Information [0472] e. Player Games Played Id 1-n
[0473] 1. Player Character Name 1-n [0474] a. Account created
date/time [0475] b. Characters Owned or Controlled ID 1-n i. Player
Billing Information 1. Credit Card(s) 1-n 2. Billing Preference 3.
Account type 4. Currency Preferences ii. Player Account Balances
1-n 1. Current Amount Due--Total a. Details 1-n i. Date/Time ii.
Due From ID iii. Due Amount iv. Due Currency v. Terms and
Conditions [0476] 2. Current Amounts Owed--Total [0477] a. Details
1-n i. Date/Time ii. Owed by ID iii. Owed Amount iv. Owed Currency
v. Terms and Conditions [0478] 3. Financial Transaction History 1-N
[0479] a. Transaction ID [0480] b. Date/Time of Transaction [0481]
c. Type [0482] d. Amount
[0483] Game Server Franchisee Server [0484] 1. Franchisee Database
[0485] a. Franchisee ID Number [0486] b. Franchisee Name [0487] c.
Franchisee Billing Information [0488] d. Games Supported 1-N [0489]
e. Servers Supported 1-N [0490] 2. Activity Database [0491] a.
Activity ID [0492] 1. Time/Date [0493] 2. Transaction Type [0494]
3. Amount [0495] 4. Description [0496] 5. Game ID [0497] 6. Server
ID
[0498] Accordingly, a system such as that described herein will be
configured to perform various functions, such as those described
above, by performing various method steps in order to accomplish
one or more given tasks. Non-limiting examples of methods that may
be performed by a system and the steps that the system may execute
in order to perform these methods are described below:
[0499] Determine and Apply Real World Fee Based on Player Activity
and Player Billing Preferences [0500] 1. Load Databases [0501] 2.
Receive and Store Player Billing Preferences [0502] 3. Track Player
Activity [0503] 4. Determine and Store Fee Due based on Activity,
Fee or Tax Tables [0504] 5. Charge Fee Due to Player Real World
Account (periodic limit, multi character) [0505] 6. Notify Player
of fee due (email, on log in, etc)
[0506] Distribute Fees [0507] 1. Retrieve Fee/Tax Collected [0508]
2. Determine parties who are entitled to fee/tax and amount of fee
they are entitled to [0509] 3. Allocate fee/tax to appropriate
parties based on rules
[0510] Create Virtual Title for Virtual Items [0511] 1. Receive an
indication that a virtual item has been created [0512] 2. Generate
a registration number [0513] 3. Assign registration number to
virtual item
[0514] Create new virtual title and Store virtual item registration
number with title [0515] 1. Determine fee due for item creation
and/or registration [0516] 2. Charge fee to item creator account
[0517] 3. Output registration number to item creator
[0518] Update Virtual Title Database [0519] 1. Receive an
indication that a virtual item has been sold [0520] 2. Determine
fee(s) due from item buyer and/or seller [0521] 3. Charge fee(s)
due to appropriate entities [0522] 4. Register new item owner
[0523] 5. Transmit item registration number to new item owner
[0524] Other exemplary programs or modules that may be employed by
a system according to the present disclosure include the following
programs which may have the following capabilities:
[0525] Setup/Maintain Databases and Player Activity/Event Tracking
Program (Primary Routine) [0526] 1. Load Databases and Rules
Databases [0527] 2. Receive indication that tracking event has
occurred [0528] 3. Execute Periodic Billing Program [0529] 4.
Execute Revenue Distribution Program [0530] 5. Execute Virtual
Title Program [0531] 6. Execute Alerts Program [0532] 7. Update
Databases
[0533] Periodic Billing Program [0534] 1. Determine if event is
taxable [0535] 2. If taxable, determine tax amount due [0536] 3.
Send tax notice (if applicable) [0537] 4. Collect tax (if
applicable) [0538] 5. Execute Currency Conversion Program (if
required)
[0539] Revenue Distribution Program [0540] 1. Determine if
collected tax/or other revenues, fees or duties should be
shared/distributed and to whom or when [0541] 2. Notify Affected
Parties (if applicable) [0542] 3. Execute Currency Conversion
Program (only if and as required) [0543] 4. Distribute Collected
Taxes/Funds as and when required
[0544] Virtual Title Program [0545] 1. Determine if title should be
created, changed or deleted [0546] 2. Create, change or delete
Virtual Title as required [0547] 3. Notify all affected Parties (if
applicable)
[0548] Currency Conversion Program [0549] 1. Determine if currency
conversion is required [0550] 2. Calculate currency conversion
rates [0551] 3. Determine currency conversion fees, duties or
tariffs [0552] 4. Collect fees, duties or tariffs for currency
conversion (if applicable) [0553] 5. Execute Revenue Distribution
Program (if and as required)
[0554] According to yet another embodiment, certain player
characters can assign variable tax rates to other player characters
that they are affiliated with.
[0555] A player character can be affiliated with other player
characters by, for example: [0556] 1. Being the head of a guild
[0557] 2. Being a government official of a city [0558] 3. Being the
player character with the highest level or rank [0559] 4. Being in
possession of certain game attributes [0560] 5. Being in a certain
place in the game environment
[0561] A player character can assign tax levels to other player
characters based on, for example: [0562] 1. The total or per turn
wealth of a player character [0563] 2. The race, class, and skills
of a player character [0564] 3. The age of a player character
[0565] 4. The level of a player character [0566] 5. Whether a
player character is in possession of certain game attributes [0567]
6. Whether a player character is in possession of a certain
technology or skill [0568] 7. The size of a player character's
family [0569] 8. The citizenship of player character [0570] 9. The
guild of a player character [0571] 10. The number of NPCs employed
by a player character [0572] 11. The land parcels owned by a player
character
[0573] Taxes can also be taken at different rates based on various
game attributes acquired by a player character. These attributes
include, but are not limited to: [0574] 1. Raw materials generated
by the player character or NPCs employed by him [0575] 2. Land
parcels owned by a player character [0576] 3. Days or hours worked
by a NPC hired by the player character [0577] 4. The virtual money
obtained by a player character
[0578] Taxes can be charged, for example, when a game attribute is
obtained, on a per turn basis, on an escalating or declining scale
over time, as payments over time with interest, and/or when a
character dies and passes his game attributes on to other player
characters.
[0579] Exemplary types of taxes include, but are not limited to:
[0580] 1. Sales Tax [0581] 2. Labor Tax [0582] 3. Land Tax [0583]
4. Employment Tax [0584] 5. Capital Gains Tax [0585] 6. Luxury
Tax
[0586] According to various embodiments, game attributes that are
sold by a player character can be taxed immediately, or taxes can
be waived if a new or qualifying game attribute is purchased with
the proceeds of the sale.
[0587] Alternatively, the game server can assign variable tax rates
to the various transactions player characters can make with each
other and NPCs
[0588] Taxes can be applied, for example: [0589] 1. in real time,
[0590] 2. every x virtual or real time period, [0591] 3. when a
player character logs out of game play, [0592] 4. when a player
character enters a certain section of the game environment, [0593]
5. when a player character interacts with another player
character
[0594] According to another embodiment, when virtual currency is
converted, a percentage is taken by the game environment as taxes.
Furthermore, when virtual currency is converted, a 1099 or other
appropriate tax reporting document may be printed by the game
environment and filed or electronically filed with the virtual
government
[0595] When interpreting the terms in the disclosure or claims, the
term "variation" of an invention means an embodiment of the
invention, unless expressly specified otherwise.
[0596] 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.
[0597] The terms "including", "comprising" and variations thereof
mean "including but not limited to", unless expressly specified
otherwise.
[0598] The term "consisting of" and variations thereof mean
"including and limited to", unless expressly specified
otherwise.
[0599] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0600] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0601] The term "herein" means "in this patent application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0602] 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.
[0603] 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".
[0604] 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".
[0605] 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.
[0606] 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".
[0607] 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.
[0608] 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.
[0609] 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.
[0610] 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.
[0611] 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.
[0612] 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.
[0613] 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.
[0614] 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.
[0615] 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.
[0616] 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,
or a combination of any of the above). Each of the devices may
themselves comprise computers or other computing devices, such as
those based on the Intel.RTM. Pentium.RTM. or Centrino.TM.
processor, that are adapted to communicate with the computer. Any
number and type of devices may be in communication with the
computer.
[0617] 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.
[0618] 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.
[0619] 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.
[0620] 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).
[0621] 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.
[0622] 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.
[0623] 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).
[0624] 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.
[0625] 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.
[0626] 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.
[0627] 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.
[0628] 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).
[0629] 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.
[0630] 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.
[0631] 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.
[0632] 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.
[0633] 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.
[0634] 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.
[0635] 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".
[0636] 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.
[0637] 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.
[0638] 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.
[0639] 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).
[0640] 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.
[0641] 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.
[0642] 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.
[0643] 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.
* * * * *