U.S. patent application number 12/113562 was filed with the patent office on 2008-09-11 for participant interaction with entertainment in real and virtual environments.
This patent application is currently assigned to DISNEY ENTERPRISES, INC.. Invention is credited to TERRY M. DOBSON, JASON GUENTHER, EDMOND J. HARO, ROGER S. HOLZBERG, EDWARD KUMMER, SETH MENDELSOHN, JEFF VORIS, PAUL YANOVER.
Application Number | 20080221998 12/113562 |
Document ID | / |
Family ID | 37568243 |
Filed Date | 2008-09-11 |
United States Patent
Application |
20080221998 |
Kind Code |
A1 |
MENDELSOHN; SETH ; et
al. |
September 11, 2008 |
PARTICIPANT INTERACTION WITH ENTERTAINMENT IN REAL AND VIRTUAL
ENVIRONMENTS
Abstract
A system of interaction between an electronic theme park
experience and live theme park interaction and activity earns
rewards. The interaction permits for rewards earned in the
electronic theme park experience to be redeemed in the live theme
park experience and vice versa. The electronic theme park and live
activity are interactive in real or delayed time through an
Internet connection. Activities on one or both of the live and
electronic formats are designed to drive increased player visiting
of the live and/or electronic versions. The Virtual Magic Kingdom
in some embodiments includes a virtual version of one or more of
theme parks such as the "Magic Kingdom" portion of Disney, Inc.'s
theme parks.
Inventors: |
MENDELSOHN; SETH; (TUSTIN,
CA) ; DOBSON; TERRY M.; (BURBANK, CA) ;
HOLZBERG; ROGER S.; (BURBANK, CA) ; VORIS; JEFF;
(LOS ANGELES, CA) ; HARO; EDMOND J.; (CANYON
COUNTRY, CA) ; KUMMER; EDWARD; (SANTA MONICA, CA)
; GUENTHER; JASON; (BELLEVUE, CA) ; YANOVER;
PAUL; (LOS ANGELES, CA) |
Correspondence
Address: |
DISNEY ENTERPRISES, INC.;c/o Marsh Fischmann & Breyfogle LLP
3151 South Vaughn Way, Suite 411
Aurora
CO
80014
US
|
Assignee: |
DISNEY ENTERPRISES, INC.
Burbank
CA
|
Family ID: |
37568243 |
Appl. No.: |
12/113562 |
Filed: |
May 1, 2008 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
11165772 |
Jun 24, 2005 |
7396281 |
|
|
12113562 |
|
|
|
|
Current U.S.
Class: |
705/14.12 ;
463/42; 705/14.14; 705/14.36; 705/14.39 |
Current CPC
Class: |
G06Q 30/0252 20130101;
G06Q 30/0226 20130101; G06Q 30/0239 20130101; G06Q 30/0209
20130101; G06Q 30/0236 20130101; G06Q 30/0212 20130101; G06Q 30/02
20130101 |
Class at
Publication: |
705/14 ;
463/42 |
International
Class: |
G07G 1/14 20060101
G07G001/14; A63F 9/24 20060101 A63F009/24 |
Claims
1. A system of interaction between an electronic theme park
experience and a live theme park, comprising: an interaction
permitting for rewards to be earned by a player in the electronic
theme park experience, wherein the rewards are to be redeemed in
the live theme park and wherein the interaction comprises the
player performing one or more activities based at least in part on
portions of the live theme park; a network accessible to couple the
electronic theme park experience and live theme park through the
network; a database, linked to the network, storing the earned
rewards; and at the live theme park, a rewards display on an
electronic device linked to the network indicating the earned
rewards associated with the player that may be exchanged for goods
or services at the live theme park.
2. The system of claim 1, wherein the electronic theme park
experience is implemented by an interactive game, the interactive
game being operable on an electronic device in communication with
the network and being viewable on a display, and further wherein
the activities and the earned rewards alter operation of the
interactive game.
3. The system of claim 2, further including an awards display
window in the interactive game configured to display the goods or
services for which the player may redeem the earned rewards at the
live theme park.
4. The system of claim 2, wherein the player in the interactive
game selectively adopts a unique identity, wherein ones of the
unique identities generated by the player while in the live theme
park comprise avatars with at least one characteristic not
available via the electronic theme park experience.
5. The system of claim 4, wherein the at least one characteristic
comprises a special ability provided to the avatars in the
interactive game.
6. The system of claim 2, wherein players of the interactive game
in the electronic theme park experience have the ability to invite
other players playing selectively in at least one of the live theme
park or in the electronic theme park experience to enter a selected
area of the interactive game associated with the players.
7. The system of claim 2, wherein rewards may be earned by playing
the interactive game in the live theme park including a charm
useable by the player in the electronic theme park experience to
alter the one or more activities.
8. The system of claim 2, wherein at least one of character
functionality and game level access is granted selectively to
players who access the interactive game in the live theme park
experience.
9. The system of claim 1, wherein the electronic theme park
experience is configured to increase the rewards in response to an
aspect of the player's activity in at least one portion of the live
theme park.
10. The system of claim 1, wherein the electronic theme park
experience provides a chat room for the player to communicate with
other players of with the electronic theme park experience over the
network.
11. The system of claim 1, wherein the player earns rewards in the
live theme park comprising a code used in the electronic theme park
experience to modify or access the activities, the rewards in the
live theme park being awarded for performing an action at the live
theme park.
12. A system of interaction between an electronic theme park
experience and a live theme park experience, comprising: a remote
terminal; a central controller in communication with the remote
terminal, wherein the communication is through a network
connection; a system configured to retrieve and display rewards of
a player accessing the remote terminal to participate in activities
in the electronic theme park experience; and a rewards database
accessible by the central controller and from which the rewards of
the player are retrieved, wherein the rewards comprise at least one
reward redeemable in the live theme park experience.
13. The system of claim 12, further comprising running an
interactive game on the remote terminal in the electronic theme
park experience, wherein the interactive game is at least partially
configured based on a reward earned in the live theme park
experience and retrieved from the rewards database.
14. The system of claim 13, wherein the interactive game is
configured to provide the player with access to a level that is
inaccessible without the at least one reward earned in the live
theme park experience.
15. The system of claim 13, wherein the interactive game comprises
an avatar associated with the player, the avatar being configured
at least in part based on participating in the live theme park
experience.
16. The system of claim 13, wherein the remote terminal is operable
to receive a code from the player and to modify operation of the
interactive game based on the code, the code being provided to the
player based on participation in an activity in the live theme park
experience.
17. A method of interaction between an electronic theme park
experience and a live theme park, comprising: assigning a unique
identifier to a person; awarding rewards to the uniquely identified
person for predetermined activities in the electronic theme park
experience, wherein the predetermined activities are performed by
the uniquely identified person during participation in an
interactive game served over a digital communications network; and
exchanging the rewards awarded to the uniquely identified person
for benefits available at the live theme park.
18. The method of claim 17, wherein the rewards are stored in
memory accessible at the live theme park via the digital
communications network based on the unique identifier, and the
method further comprises displaying the rewards on a display
provided at the live theme park.
19. The method of claim 18, wherein the benefits comprise goods and
services available at the live theme park and the step of
displaying the rewards further comprises displaying an amount of
rewards required for exchange for each of the goods and
services.
20. The method of claim 17, further comprising prior to the
exchanging printing a form or coupon indicative of the rewards and
wherein the exchanging of the rewards comprises, at the live theme
park, redeeming the form or coupon for the live theme park
benefits.
21. The method of claim 17, further comprising in the electronic
theme park experience the uniquely identified person selecting a
quest, the uniquely identified person performing the quest at the
live theme park, and awarding additional rewards to the uniquely
identified person upon completion of the quest.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. application Ser.
No. 11/165,772, filed on Jun. 24, 2005, which is incorporated
herein by reference in its entirety.
BACKGROUND
[0002] This disclosure relates to real world and virtual world
interaction particularly in the field of entertainment. The present
disclosure relates generally to awarding, accumulating and
redeeming rewards using an electronic system.
[0003] One exemplification of the disclosure is in relation to
theme parks, and in particular in relation to a theme park with
multiple different forms of entertainment centers.
[0004] A number of systems exist for awarding promotional
incentives to encourage purchases of goods or services. These
incentives have included specific award items or discount offers
from catalogs, based on the volume of activity in an account. Other
promotional systems have involved discounts on goods or services
offered by third parties. For example, discount coupons have been
offered for airline tickets based on a minimum level of investment
at a bank or savings and loan. Holders of bank cards have been
offered discounted or free air travel based on a certain level of
activity using a general purpose charge card or have been credited
with frequent flier miles based on activity in a charge card
account. Stores or businesses also issue their own charge cards and
award store credit based upon amounts charged to the card.
SUMMARY OF TIRE DISCLOSURE
[0005] The present disclosure relates to a theme park environment
in a live sense and in an electronic sense. There are at least one
and preferably many remote terminals connected through the Internet
to a web site. The site may also be connected with live activities
being undertaken at the theme park in real time. An interactive
game can be played with players at the park through the Internet
connection. Rewards earned in the electronic format of the theme
park can be transferred to or redeemed in the live format or vice
versa.
[0006] A system of networked computers at various remote or At Home
locations is connected with a web server that can be connected with
computers at the theme park. These terminals can all communicate
with a central control center. Each of the networked computers
records and transmits data relating to activities at the remote At
Home users. The central control center then uses the data in
combination with previous performance data to provide rewards in
goods or services to the program participants.
[0007] Methods and apparatus for networking or associating a
plurality of electronic devices such as systems to a common
controller and awarding, tracking and managing rewards based upon
account activity of a player who has a unique identifier. When the
player accesses the theme park activities in the live, namely In
Park, there are predetermined rewards which are redeemable when the
system is later accessed At Home. Rewards can also be earned and
then redeemed in the opposite fashion.
[0008] The At Home theme park experience permits for the theme park
live experience to be emulated by a player. As such the electronic
player can develop different experiences to more or less mimic live
theme park activities, for instance different lands in the park. A
player can develop an online identity for the electronic version of
the theme park experience.
[0009] There is provided a business method to drive attendance at a
theme park utilizing a virtual multiplayer game that simulates
areas in the theme park. A player can win a code that can be used
in the virtual game by attending the real world theme park. For
instance, a player can buy a hat in the real world theme park that
provides the player with a code that the player can then utilize
when playing the virtual game at home to get a hat in the virtual
game.
[0010] A player can also obtain codes or redeem points towards a
prize in the real world based on game play in the virtual game. For
instance, the player can earn points towards a pin or hat in the
real world. In another aspect, the player obtains special
abilities, such as magical effects by playing the virtual game at a
terminal in the theme park. The player may also obtain certain
prizes for creating the virtual character at a theme park
terminal.
[0011] In one form the disclosure concerns Disney's Virtual Magic
Kingdom. This is an online, preferably free, multi-player game that
lets participants experience the magic of Disney Theme Parks from
home. (Disney, Main Street, Disneyland, Magic Kingdom, Virtual
Magic Kingdom, Tomorrow land, Fantasyland are Trademarks of Disney,
Inc.). Virtual Magic Kingdom will sometimes be referred to herein
as VMK. Participants can experience being inside of Disney's
virtual world and can create their own experiences, control their
online character, and interact with players from around the
globe.
[0012] Preferably this is not directed to any one theme park. The
virtual theme park can borrow or use signature elements from many
theme parks. This serves as an online extension of different theme
parks, and preferably the Disney theme park experience
worldwide.
[0013] A participant preferably visits a Disney theme park and
enhances the chance to win prizes, magic spells and surprises. Such
a visit thereby enhances the on line visit to the virtual theme
park and game play at that park.
DRAWINGS
[0014] The above-mentioned features and objects of the present
disclosure will become more apparent with reference to the
following description taken in conjunction with the accompanying
drawings wherein like reference numerals denote like elements and
in which:
[0015] FIG. 1 is a block diagram of a system according to the
present disclosure.
[0016] FIG. 2 is an embodiment of a display in which the
preferences for a character in the virtual system are chosen.
[0017] FIG. 3 is an embodiment of a display for a virtual layout of
a theme park.
[0018] FIG. 4 is an embodiment of a display of one of the areas
selected in the embodiment of FIG.
[0019] FIG. 5 is a screen shot of one embodiment of a game that can
be played within the virtual layout.
[0020] FIG. 6 is a screen shot of players in the virtual world
interacting in a virtual dance hall.
[0021] FIG. 7 is a screen shot of a virtual room in which players
can make a selection to obtain instructions to go on a quest in the
theme park.
[0022] FIG. 8 is a screen shot of one of the quests that can be
chosen from the virtual room illustrated in FIG. 7.
[0023] FIG. 9 is a screen shot of a shopping display that allows
the user in the virtual world to purchase items.
[0024] FIG. 10 is a screen shot of guest rooms that the user in the
virtual world can enter.
[0025] FIG. 11 is a screen shot of a mail display that is utilized
in the virtual world to communicate with others in the virtual
world.
DETAILED DESCRIPTION
[0026] The Virtual Magic Kingdom (VMK) creates a virtual complement
to at least a portion of a theme park. A massively multiplayer game
world is created where users can socialize, collect personal items,
and play games. The activity in the real environment or real world
is termed "In Park". The activity in the virtual environment is
termed "At Home".
[0027] The disclosure is directed to an At Home game that drives In
Park visitation. In one embodiment, merchandise codes are utilized
to drive In Park visitation. This selectively yields virtual
merchandise at home. An In Park creation of an avatar is
selectively special or creates enhancements or provides bonuses for
At Home inventory. This may, for instance, permit the printing of
forms and/or coupons At Home that are redeemable in the theme parks
in an In Park environment.
[0028] A system of interaction between an electronic theme park
experience and a live theme park experience comprises an
interaction permitting for rewards earned in at least one of the
electronic theme park experience to be redeemed in the live theme
park experience or for rewards earned in at least one of the live
theme park experience to be redeemed in the electronic theme park
experience. There is a network accessible to connect the electronic
theme park and live theme park such as to be interactive in real or
delayed time through the network. Activities and rewards on one or
both of the live and electronic theme parks are designed to drive
increased player attendance at the live and/or electronic versions
of the theme park.
[0029] The system includes an interactive game, the game being for
operating on a computer and for being viewed on a window of a
display on a screen in the live theme park and in the electronic
theme park. At least one subject of the window of the electronic
version and for the live theme park includes the interactive
game.
[0030] The system includes the display of rewards or benefits
obtainable at the live or electronic theme park, the rewards or
benefits being earned in the other of the live or electronic theme
park. An awards display window is configured to display a plurality
of awards for which a player may redeem rewards. The system is
configured to increase the rewards in response to an aspect of a
player's activity in at least one of the theme park formats.
[0031] Other features of the system provide a chat room for players
to communicate with other players on-line with the electronic theme
park. The system permits each player in the electronic network to
selectively adopt a unique identity, the unique identity being
selectively related to a character of the live theme park. Also the
system permits individual players to design and modify selected
areas in the electronic theme park adopted by them. The system can
permit players of an electronic theme park to have the ability to
invite other players playing selectively in at least one of the
live theme park or in the electronic theme park to enter a selected
area of the theme park of the players.
[0032] There is provided a system of interaction between an
electronic theme park experience and a live theme park experience.
There are remote terminals and a central controller; and the remote
terminals are in communication with the central controller. The
system is configured to retrieve and display rewards of a player
accessing the remote terminal. There is a rewards database
accessible by the central controller and from which the rewards of
the player are retrieved, and the remote terminal is in
communication with the central controller through a network
connection.
[0033] Also provided in this disclosure is a method of interaction
between an electronic theme park experience and a live theme park
experience comprising interactively awarding rewards. A unique
identifier is assigned to a person; rewards, being goods or
services, are awarded to the uniquely identified person for
predetermined activities involving transactions at an electronic
theme park experience or the live theme park experience. The
redemption of rewards for goods or services to the uniquely
identified person is for predetermined activities at the other of
the electronic theme park experience or live theme park from which
the reward was earned.
[0034] VMK provides fans with a family oriented, friendly, and safe
place to meet other people, chat and play games. A main target
group of the VMK is preferably "tweens" (pre-teenagers) and teens,
between the ages of 8-14 years old.
[0035] The Magic Kingdom constitutes public and personal spaces or
"rooms." In one embodiment, the layout of the Magic Kingdom
includes a mixture of the different theme parks, mostly resembling
California Disneyland. The public spaces are themed according to
the various lands and attractions within the Magic Kingdom. Players
use a navigator within the "virtual map" to directly jump between
locations, walk around the park from one area to the next, or use a
Monorail for transportation.
[0036] The public spaces of VMK (Fantasyland, Tomorrow land, etc.)
selectively contain several multi-user games. The players can spend
their time in public spaces or they can create their own personal
rooms, which they can personalize. These personal rooms also
reflect the themes of the various lands within the amusement park,
with Main Street being the default theme.
[0037] Players can possess a variety of items, which are
selectively titled "Charms." A charm can represent a pin, a
furniture item, an article of clothing, or a magic spell. To
increase the relative value of a charm, certain charms are more
difficult to acquire, and other charms are only available to those
players that physically visit the parks. Charms can also be traded
between players.
[0038] The average players' activities in the Magic Kingdom can
include socializing with other players, collecting and trading
charms, competing for high scores in the multi-user games, and
personalizing their own rooms.
[0039] The disclosure is further exemplified in reference to the
following examples.
Lands Inside VMK
[0040] The Main Street U.S.A..RTM. area in VMK, much like in the
real Disney parks, is themed after small town America and is the
gateway to the other magical lands. In the VMK Main Street,
U.S.A..RTM. area you can stop in the Main Street Music Club to mix
your own theme park music, then spin your mix at the Club for
everyone to enjoy. There are shops from which to acquire unusual
furniture to decorate a player's own virtual room.
[0041] The Adventure land.RTM. area is a realm made up of the
world's far-off places and uncharted regions where you can
experience a new, very interactive twist on the classic Jungle
Cruise attraction.
[0042] In the Fantasyland.RTM. area enchanted tales adapted from
classic Disney animated films come to life. This is a place for
your character to acquire rare and special magic spells. This is a
place where you can play the Castle Fireworks Game.
[0043] The VMK can also include the Frontierland.RTM. and
Tomorrowland.RTM. areas where new multi-player games feature the
Haunted Mansion and Space Mountain.RTM. attractions.
Live in the Kingdom
[0044] VMK lets you experience the magic of Disney Theme Parks from
anywhere in the world. Explore the hidden mysteries of Adventure
land, travel back in time down Main Street, U.S.A., take an
enchanted journey into Fantasyland or conquer a bold adventure in
Tomorrowland while being at home.
Build Your Character
[0045] A player can choose from many hairstyles and clothing
ensembles. Remixing Disney costumes is possible to create one's own
unique look. Change your appearance instantly and as often as you
like. More fun is possible if a player wins one of the magic
special effects.
Design Your Own Room
[0046] Players can create their own room in the Kingdom when you
join the game. The more you hang out and play, the more credits you
get to spend on furnishings. A huge selection of stuff is provided
to collect and trade--from pirate thrones to futuristic teleporters
to hippo carpets and many other surprises.
Hunt for Hidden Mickeys
[0047] As a player walks around the Virtual Magic Kingdom,
different hidden Mickey Mouse (silhouettes of Mickey Mouse's head)
("Hidden Mickeys") in the Hidden Mickey Quest can be found and a
snap with your in-game camera is possible to win exclusive VMK
material.
Compete in Multi-Player Games
[0048] Players can battle with friends or rivals in the Pirates of
the Caribbean Game. Players can compete to be the best fireworks
designer by competing in the Castle Fireworks Game. The fun of VMK
is multiplied by thousands of players from around the world who are
experiencing the magic with other players.
Games to Play
[0049] Pirates of the Caribbean Game: Rip cannon fire at your
enemies, loot hidden treasures and battle Caribbean forts when you
team up with other invaders as the captain of your own pirate
ship.
[0050] Jungle Cruise Photo Safari Game: Brave the untamed rapids of
the Jungle Cruise on your quest for wild animals in the Jungle
Cruise Photo Safari Game. Capture them with your VMK camera and
earn points for every animal you photograph. It is an adventurous
photo safari that earns you more stuff for your room with every
safari.
[0051] Castle Fireworks Game: Test your reaction time in this game
of quick clicks where you compete against hundreds of other people
to become the greatest fireworks master. Explode a display of light
and sound.
[0052] Street Party Music Game: Mix and play your own music and
create a rockin' music jam just off Main Street, U.S.A..RTM. in the
Street Party Music Game. Open the easy-to-use mixer to create your
own tracks. Play your music for the crowd jammin' in the alley.
VMK at the Disneyland.RTM. Resort or at Walt Disney World.RTM.
Resort
[0053] An in-park visitor to VMK Central in Disneyland.RTM. park at
Disneyland.RTM. Resort or at the Magic Kingdom.RTM. Park at Walt
Disney World.RTM. Resort can play VMK online, begin VMK Quests, or
redeem prizes at this location. VMK characters created inside
Disneyland.RTM. park or the Magic Kingdom Park.RTM. receive an
exclusive "Born in Park" icon in its profile, giving that character
"special" status.
VMK Quests
[0054] Guests that visit VMK Central can select from a collection
of Quests cards to answer during their day inside the park. The
Quest is like a trivia treasure hunt where guests are challenged to
find hidden facts about the park throughout their day. Each Quest
contains 3 levels of questions (easy, medium, and hard). Guests
"scratch off" their answers and bring the card back to VMK Central
to redeem for prizes. Prizes are based on how many levels were
completed correctly and how many quests were completed.
[0055] The prizes, for instance, are collectable trading cards,
which contain a secret code that can be entered online to receive
cool virtual gear, magic spells and fun surprises to enhance VMK
game play. There can be a VMK bracelet similar to the "Live Strong"
style of bracelet. The VMK version glows in the dark. It also
contains a secret code. Another prize is a one-of-a-kind VMK tour
at Disneyland.RTM. Park and the Magic Kingdom.RTM. Park: players
who earn the tour can bring their family on this 90 minute
adventure and get behind-the-scenes scoop on what is happening with
VMK, plus a collection of trading cards and secret codes to take
home.
[0056] Guests who purchase selected items at participating
Disneyland.RTM. Park and Magic Kingdom.RTM. Park locations can
receive a card with a unique secret code that can be redeemed
online for a special and exclusive virtual accessory for VMK.
[0057] In VMK, each player is represented by an avatar, a human
character in the game. The engine used to visualize the avatars is
an avatar engine, modified to utilize the graphic assets used in
VMK. A player creates their avatar when first logging into the
game, and the created avatar is stored in a player database.
Information collected and stored about each user includes: avatar
name, and avatar slogan/mission statement.
[0058] The avatar registration system considers information about
avatars. Account information such as email address and user age is
handled by the Disney Global Registration system. If the avatar
name chosen by the user is already taken, the game suggests
additional naming variations, easing the registration.
[0059] Players can customize the avatar's looks by choosing a set
of clothes, which are then used to visualize the avatar's looks.
The clothing available to users is predetermined. Users can open an
avatar profile ("ID card") of other users. The profile will include
basic statistical information about the other user. The data is
represented using icons.
[0060] Special avatar profile data is created for avatars created
from kiosks in Disney theme parks. This data can be used to
identify the avatar that has been created in-park. The location
creation data will be provided to the Game Engine by the Global
Registration's account handling system.
[0061] The information shown in the profile can include: different
levels of achievement for each multi-user game; has been on the
winning team at least one game; has been on winning team at least
fifty times and been overall game winner at least once; has been
the best player of the week at least once.
Integration with Disney Global Registration System
[0062] The VMK registration process integrates with Disney's Global
Registration system, allowing people to use the same user ID and
data In VMK as in other Disney sites using Global Registration
system. New users register an account into the Global Registration
system, which then passes the user to the game engine with a
session ID that can be quelled to result in a SWID (Global
Registration user ID). The game engine detects if the SWID is a new
or existing user. In the case of a new user, the system prompts for
a name and forces choosing the avatar's looks. In the case of an
existing user, the user is simply logged onto the VMK. The
technical integration between VMK and Global Registration is done
via an XML-RPC interface.
Public Spaces, Rooms and Screens
[0063] A room (and screen) refers to a single location in the VMK
virtual space, which is visible on the user's computer screen at
one time. The screens cannot scroll, which means each "screenful"
of graphics function as a whole. An example of a screen is one room
in Habbo. In VMK, one room can be a user's own guestroom or a part
of the park such as the Hub on Main Street. The screens can be
linked together so that users can walk from one screen to the
other, thus creating a sense of a larger space.
[0064] VMK can include two different graphics scales for the
screens. The smaller scale (small avatars) is used in public areas,
which represent the park and the larger scale (bigger avatars)
graphics are used for users' own rooms. The graphics scale is
chosen so that same avatar graphics can be utilized for both scales
by means of scaling down the larger scale graphics to fit the
smaller scale.
[0065] Alternatively there can be only one scale of graphics, which
would be utilized for both public spaces and the private rooms.
This would allow wider use of graphic assets and enables making the
private rooms closer to the part setting than the large scale,
which enforces quite small rooms.
Navigator
[0066] The Navigator allows players to pass from one room to the
other within the VMK game. The Navigator is available in the game
navigation, regardless of where the user currently resides in the
game, and allows the user to jump to any other space in the game
instantly. The Navigator is divided into a public space navigator
and a guest room navigator.
Navigating to Public Spaces
[0067] The public spaces are accessed using a visualized map of the
Virtual Magic Kingdom. The players choose an area on the map. After
choosing the area, a more accurate representation of that area is
shown (zoom). The player can then choose a room in that area and be
transported to the location, given that there is free space
available in the chosen room.
Navigating to Guest Rooms
[0068] The Guest Rooms are listed as a textual list, sorted by
activity in the room. Users can search for room names by entering a
text string. Only Guest Rooms where the owner is present are listed
in the Navigator and can be entered by other users.
Chat
[0069] VMK allows users to communicate with each other via
chatting. When entering those messages they will appear as "speech
bubbles" atop the avatars' heads. Avatars are not able to hear the
messages of avatars further away; instead their messages appear
garbled.
[0070] The default mode for chatting is "canned chat." Canned
Chatting is implemented with a predictive/dictionary-based input
system. The chat database can include approximately 1,000-2,000
words (to be provided by Disney) which users are allowed to use in
messages. When typing letters, users see the available words for
those letter combinations and can select a particular word to be
included in the message. This list can be updated at any time using
the VMK back-end tools. The list will be downloaded by the client
software on startup, meaning the client uses a list for the
duration of a single log in even if it is updated during the log
in. The server updates the list immediately, however, and
immediately starts to enforce the new list.
[0071] Users have the additional ability to enable free textual
chatting with other users. Free chatting enables with a parental
consent form. A user wishing to enable free chatting gets a parent
with a credit card to sign a waiver document and to enter the
credit card info as proof of age. An automatic backend system
processes the application and upon successful completion enters the
free chat consent into the user database.
[0072] Users with both canned chat and free chat status available
can access essentially all spaces in the game. Canned/free chat
status is displayed as an icon next to the avatar, as well as in
the Avatar Profile view.
[0073] Users with canned chat can see a) messages from other canned
chat use; and/or b) messages from free chat users, which only
contain words from the allowed word list. This ensures that friends
can talk with each other, even if one of them is a canned chatter
and another one a free chatter. Free chat users will be able to see
messages from everybody. Non-approved words will be rendered as
black boxes to the canned chat users.
Emoticons
[0074] Users are available to express their feelings using
emoticons, e.g., icons for different emotions. Emoticons will
include smiling, sadness, frowning etc. Emoticons are selected from
a menu and displayed on pores raised atop the avatars' heads.
Messaging
[0075] VMK features an in-game instant messaging system called the
Messenger. Available via a console button in the game navigation,
the Messenger allows users to send Instant messages to each other.
Messaging between users is subject to the same restrictions as
chatting. The default mode is a canned message, using the same
system as the chat system. The instant messenger honors the same
chatting preferences (canned versus free) as chatting. The messages
can only be sent between two users if they are marked as friends.
Marking someone as a friend works by requesting the other user to
accept you as a friend (choose the other user in game, click "ask
to be your friend button"). The requestee is then notified of the
request on his/her console. If the user accepts, the users are now
linked as friends. Both parties are free to remove the friend
linking at anytime, at which point the link will be lost in both
directions.
Help and Tutorial System
[0076] The user interface contains an icon, which lets the user
open a simple menu-driven help system. The help system interface
includes a host character. The help content is written as if the
host is speaking with the end user. This is expected to make
reading the help easier for the younger users. Upon first entering
the game, a tutorial is activated. The tutorial is implemented
using the help system Interlace and goes through the following
features: 1) navigating in VMK; 2) creating the user's first room;
3) instructions on how to start collecting charms, including
information about getting rewarded for visiting the parks; 4)
Trading; 5) communicating with other guests; 6) Avatar Creation
& Modification; and 7) tips for starting the game play (first
two weeks).
[0077] The game has a menu-driven help system, available anytime by
clicking on the help icon. The menu system includes popular help
topics, and answers to FAQs. The help menu also allows users to
request help from system administrators and/or moderators. The help
request is shown for all moderators and administrators who are
logged onto the game at the time the request is sent.
Credits (Rewards)
[0078] In one embodiment, the player has a credit account. The
credits are used as a currency in VMK. Players are awarded credits
for having spent time in VMK and for visiting the real Disney
Parks. The economy of VMK is tied to credits. Players are not able
to trade credits. Trading is restricted to trading charms only.
Players can redeem charms back to credits at a flat low rate.
Prices for the items are changeable with the administration tools.
Currency is represented in a wallet or similar concept, menu that
is openable at any time. The menu tells the user their current
account balance and links to instructions about getting more
credits.
Charms (Rewards)
[0079] In one embodiment, players can possess various items and
abilities in VMK including magic spells, furniture, clothing, and
pins. VMK has one common metaphor, which can be used for dealing
with all these different types of possessions, even the very
abstract ones. The metaphor will act as a vehicle for trading and
collecting the possessions. The objects are called "charms". Charms
are handled using an Inventory screen.
[0080] The Charm Inventory is the tool players use to manage their
possessions. When opened, the inventory provides a user interface,
which lists every item the user possesses, except for items the
user has used to furnish his rooms. Each separate type of
item--pins, furniture, magic effects and clothes--have a separate
area in the Inventory. In the Inventory, the items have the
following representations: pins are represented by the picture of
the pin; furniture is represented with a smaller picture of the
item; Magic Effect is a symbolic picture representation of the
effect; and others are presented by a frame of the cloth
images.
[0081] The inventory can be opened when the user is in private or
public rooms and not playing a game. The inventory allows users to
sell items back for a small flat fee. System administrators can
mark types as non-sellable.
[0082] When the players are in one of the public rooms or their own
guestroom, they can open a charm product catalog, which lists all
charms, which are available for purchase and let users spend their
credits for purchasing charms. Some rare charms are not available
for purchase. The rare items can be acquired only by going to
Disneyland or other Disney parks or by participating in the VMK
world. A product catalog is built from catalog pages, which contain
the products available for sale. VMK can contain multiple catalogs,
which are built from a common set of catalog pages. This will allow
building special catalogs, which have only a small set of items for
sale. These catalogs can be specified to be openable only in
certain locations of the park.
[0083] Charm trading with other users is possible when a user
clicks on another user's avatar and then clicks the "trade" button
in the VMK interface. Next, a trading dialog appears. Users can
then drag items into the dialog from their inventory, cancel the
trade, or mutually accept the trade. Bartering is handled by having
the dialog open and chatting about the items in trade while
changing the trading dialog contents. This allows users to make
proposals and counterproposals about the trade.
[0084] Charm types include furniture items, which means any items,
which can be placed to a room for the purpose of furnishing the
room; furniture allows players to personalize their own rooms. The
furniture is built in sets. Three basic sets are built along with a
themed set for each land. Each set includes between five and ten
furniture items. Base sets of furniture should contain chairs,
tables, sofas, beds, or "dividers." Dividers allow players to
modify the layout of their rooms. For example, in Habbo, the bar
desk pieces are extremely popular objects since they allow players
to customize a generic room layout Furniture can be anything that
is not a pin, item of clothing or magic effect. It could be a
sword, a light chaser, ride vehicle or trophy. Some items are
interactive such as dice. The item interactivity will only change
the item's graphics and no menu-driven functionality is created for
the items. The items are handled by double-clicking the item. For
example, double-clicking a dice will cause the dice to produce a
random number.
[0085] Food storage item which, when double clicked, shows a short
animation and the user then receives a temporary food item into the
avatars hand. The food item will automatically disappear after a
while. The feature can for example be used to create a fridge,
which gives users ice cream, or a drink dispenser, which gives
users soda.
[0086] A Randomizer when activated first displays an animation and
then shows a randomly selected end animation frame, which is
pre-drawn.
[0087] Can is used to create a dice, which first rotates and then
stops to show a number. Animation player is turned on or off by
double-clicking. When on, it will loop through a set of animation
frames. When off, it will show one frame in the place of the
animation. Can may be used for example to create a television set
or a fireplace.
[0088] Gate: when double-clicked will open or close. When open, the
gate will let users pass through, when closed will prevent walking
to the same square.
[0089] Teleporter: when purchased, the user receives a pair of
teleporters. If both are placed to a guestroom and one of the
teleporters is double-clicked, the user's avatar walks into the
teleporter, an animation is played, and the user is transported
into the other teleporter. The two teleporters can be placed into
different rooms, which will allow linking rooms.
[0090] Pins include a simple pin collector system. The user can
acquire pins by purchasing them from the item catalog or get them
as rewards. The pins appear in the user's inventory, from which the
user can choose to wear up to five ten pins at any time (e.g., very
rare or otherwise special pins). When a user's ID card is opened,
the card will show the pins worn by the user at that time. The list
of pins is determined during the design phase of the project. Pins
can also be displayed in a guest's room by putting them onto the
room walls like posters.
Magic Effect
[0091] Magic Effects are charms, which can be triggered to perform
a visual or aural effect. Ideally the effects are tied to the
iconography found in the parks. Each individual Magic Charm effect
has one function. An example Magic Effect charm could be a Haunted
Mansion effect which allows the user to turn his avatar transparent
for a short moment.
[0092] The effects could include sound effects, such as folly
sounds and visual effects, such as invisibility and firework-like
illusions. The effects can be used in personal and public rooms,
provided the player has the necessary charm required. The
multi-player games require all the processing capability of the
client and thus the effects cannot be used during the games.
[0093] The effects are expendable and when a charm has been used,
it cannot be used again immediately. The Idle time during which a
charm cannot be used varies depending on the charm. The magic
effects are triggered in a separate magic menu, which will show a
pictorial representation of the effects, the user possesses. Beside
each effect pictogram, information about the effect status is
shown.
Clothing
[0094] The game avatar's clothing/looks are separated into 5
categories: head, face, upper body, lower body and shoes. Certain
articles of clothing for each group will be unisex, clothing for
both boys and girls. When choosing the clothes for the avatars,
some clothes will offer a selection of colors. The skin color of
the characters is defined by the color of their face, which is
selectable in the avatar customization menu.
[0095] A base set of clothes is available to all players. Players
can also own clothing as charms, when choosing a character's
appearance, the player can choose from additional clothes based on
the Clothing Charms. The clothes become available in the avatar
creation tool immediately when the user acquires the piece of
clothing. The clothing will be created as a set of shapes, which
have multiple color choices each.
Base Sets of Inventory
[0096] Multiple sets of Base Inventory packages are created
providing avatars with different amounts of inventory (depending on
where they were created). These sets include, but are not limited
to:
1. At Home--Standard Inventory
[0097] 2. In Park--larger Inventory 3. Partner Location--Standard
plus limited Special Inventory
4. Guest Rooms
[0098] VMK users can create and furnish their own guest rooms. The
room layouts resemble various locations within the Virtual Magic
Kingdom. Upon registration, the user can only use the main street
theme when creating a room and create one room only. A mechanic
will be created which limits the number of rooms and themes that
can be used by the player in the room selection. Traveling to and
between personal rooms s handled by using the Navigator. Each
guestroom is only accessible to a user when the owner of the room
is present in the room. Administrators are able to set certain
rooms to be only accessible by the In Park users.
[0099] Guest room themes and layouts of the guest rooms are themed
according to themes found in the parks. Players can furnish their
own Guest Room by using Furniture/item charms, and Pins. The player
can pick up the Furniture Charm from his Inventory and drop it into
the room. The furniture can be moved and some furniture can even be
stacked. Only the room owner and system administrators can pickup
and move furniture placed in rooms. If a user drops a piece of
furniture in someone else's room, a warning dialog is displayed
that explains that this will in effect give the furniture to the
room owner.
Camera
[0100] The camera lets players choose art area of the screen to
photograph, which can be toned in sepia colors and can be saved as
a photo in the user's inventory.
[0101] If a player possesses a camera, he/she will have a camera
button available in the client interface. Clicking the camera
button will open the camera interface. The photos can then be saved
in the inventory and additionally placed on the wails of the user's
guestroom. The stored camera pictures may not, in some cases, be
shared by other applications due to technical issues with accessing
the data in standard formats. The camera requires that the user
possesses virtual film to take the pictures. Film can be bought
from the Charm Catalog. The camera itself is not expendable, but
film will be expended by one frame for each picture taken. Users
are also able to purchase a photo album from the Charm Catalog. The
album can be placed into the user's guestroom. Pictures can be
added to the album by dragging the picture from the user's
inventory to the top of the album. Double-clicking the album will
open the album, which will then show the contained photos and the
photo captions one by one. Users can shuffle through the photos
contained in the album. A user can have multiple albums, each of
which can contain a separate set of photos.
Multiplayer Games
[0102] VMK contains several multiplayer games, allowing players to
play against each other in games themed after popular rides and
lands in Disney theme parks. Signup-rooms (preshow) for the
multi-player games are located within the rooms of the public
areas. One of the rooms in each public space will contain a notice
board on which people can sign up for a game. When a sufficient
number of players have signed up, the garners are transported to
the game arena for the duration of the game. In some embodiments,
there will be multiple pre-show rooms for each game type, which may
be provided or enabled when creating the layouts for the rooms to
allow access to the instanced rooms provide multiple doorways. Each
different multi-user game can have multiple concurrent games with
separate player teams running at any given time. The number of
document games will be limited to a fixed amount, determined by the
hosting resources and modifiable anytime in the future.
[0103] Game winners are rewarded. The whole team will get a small
reward, the best player will get a reward and daily best players
will get extra bonuses. Winners will be informed via messaging, and
won items/credits will appear in their inventories. The games high
scores are stored and made viewable for the players. Both
individual and team scores are saved to promote team play. The high
scores are published on the VMK website. The pre-show sign-up rooms
for each game have a link to the high scores so that players will
have easy access to the game scores. The games either utilize a
room layout, which has been specially made for the game, or reuse
existing public rooms as the game space.
Disney/Non-Player Characters (NPCs)
[0104] Virtual Magic Kingdom contains many computer-controlled
Disney characters. The NPCs serve multiple purposes: They provide a
source of income for the players, in the form of charms and/or
credits. They provide a way to spend time and interact with other
characters in the game without having to depend on other players.
They give autographs, which are stored in an autograph book. Guests
can take a picture of themselves with the NPC with the camera. They
help guide guests and answer questions through the content
published in the discussion menus. Since discussions with the
characters work with "canned" chatting, the discussions are
menu-driven. When initiating a discussion with an NPC, the player
is presented with the NPCs initial comment, after which the player
has a menu of choices from which to decide how to respond to the
NPC. Turn-by-turn the discussion continues, until the player or the
NPC ends the discussion.
[0105] Users can own an autograph collection book. The book is
available for purchase in the charm catalog. If a user possesses an
autograph book, every time the user talks to an NPC, the NPC's
autograph appears in the user's autograph book if it isn't already
present. The autograph images are the same size as the Camera
pictures and the autograph collection book is implemented by
reusing the photo collection books. The autograph can contain a
pre-rendered image (full color picture of the NPC and it's
autograph) and a caption (for example, the time of getting the
signature).
[0106] An editor is used for creating the discussion dialogue. The
dialogue script defines a few special commands, which, when
activated, can be used to give the player a charm. The NPC's have
limited memory capacity, which enable logical discussion flow with
individual players for the duration of the player's visit to the
NPC's room. If more than one player is talking to the NPC
simultaneously, each player experiences a unique conversation, as
if the other discussions are not taking place, a live
moderator/administrator with appropriate privileges can take over
the control of an NPC. The controller will then be able to walk
into the NPC's room and discuss with the end users with the
standard chatting functionality.
Parades
[0107] The Main Street has one room dedicated for signing up for
the parades (Parades pre-show room). The room is accessible by 25
users total. When a parade is not in effect, live floats, which are
part of the parade, are in the room. Each float has room for five
users who can climb on board. The first user to mount the float is
on the driver's seat. An area in predetermined screens is reserved
for the parade during the parade time. The avatars that are in that
screen automatically walk out of the reserved area when the parade
is set to start. When the parade starts, the floats move out to
Main Street and slowly move through parade route. As the floats go
over the edges of each screen they are moving through, they appear
on the next screen. Once the floats go over the edge of the last
screen, they appear back in the parade's pre-show room.
Fireworks
[0108] VMK fireworks system has two modes, one for editing the
fireworks and one for playing back the fireworks. The editing
happens by entering a room with a fireworks editing console, which
will start the editor for the user. The editor has a selection of
different fireworks shapes with several color options each. The
user can select a total of 12 pieces of fireworks. After the
fireworks have been selected, the user can "shoot" the rockets in a
sky view. The order and timing in which the rockets are shot is
stored. The fireworks graphics is implemented using a dynamic
particle system, which utilizes colored bitmap graphics as the
particles. This allows the use of Disney-specific graphics as parts
of the visuals; for example, a rocket might explode to a bunch of
tiny small Mickey-ears shapes. Each user can have one show stored
at any time. The design of the fireworks is viewable in the editor
as a preview. Editing the show is possible, and there is a viewing
room when all users see the show.
[0109] For playing back the fireworks, there is another room, which
will have a podium onto which one user can climb onto at one time.
The room is constructed with a distorted perspective so that a
small area in the front of the room is walkable by the users in the
room and the back of the room will be used for playing back the
fireworks. As someone enters the podium, the user's fireworks show
starts. The other users present in the room can vote thumbs up or
thumbs down during the show.
[0110] A line of the next 10 guests to play their fireworks show
will be on screen. A display shows the name of the guest's
fireworks show currently playing, along with the number of thumbs
up. The final thumb count is stored and the users who got the most
thumbs up during a day will be rewarded. The user also gets a small
reward each time they play out their fireworks. A scoreboard show
the best 20 scores of the day, week, month, and all time.
Monorail
[0111] In one embodiment, VMK contains a Monorail, an additional
means of navigating through the game as well as additional space
for chatting, trading, and meeting friends. The monorail includes
two rooms, which are linked in a slightly different way from the
usual linking. One room in each land allows the users to access the
Monorail Station. In the Monorail Station, a Monorail train arrives
every 30 seconds. The train stops for a moment, during which users
can walk into the Monorail Train Car. Each Train Car can hold up to
20 people at one time. Ten instances of the trains will be active
at any time and appear on the stops sequentially.
[0112] Each VMK Land has a room, which has a doorway to an instance
of a Monorail Station. The trains travel sequentially from one stop
to the other, allowing users to travel from one part of the park to
the other by using the train. The instancing of the train and the
stations allows for more user capacity with less graphics
production work as a total of five copies of the station and 10
copies of the train are activated simultaneously.
Quests/Hidden Mickey Quest
[0113] Users can sign up for a quest in the VMK. The quest gives
users a list of tasks like a scavenger hunt. Each task can be
either a mission to shoot a photo of a certain place in VMK using
the camera or finding an NPC character, talking to the NPC, showing
up at a location, playing a game, or acquiring a ten. Each quest
specifies a limited amount of time during which the user has to
perform all the tasks. If the user is successful in performing all
the tasks, the user is rewarded with some credits and/or a charm.
When a quest is active, the user sees a quest icon in the VMK user
interface. Flicking the icon opens a dialog, which lists the tasks
for the current quest. Each task notes whether the task has been
completed or not.
Music and Sound
[0114] Each area of VMK has distinct sound schemes, with music,
ambient sounds and effects combined into an aural landscape. Sound
schemes are composed in a way that they enhance the gaming
experience. The sounds are constructed from a set of sound loops
played in a semi-random fashion. The sounds resemble the sounds
heard in the parks. Ideally the same recordings are used. There is
a preference setting in the user interface for changing volume and
switching audio on and off.
[0115] Integration
[0116] Account registration process. To simplify the registration
process, there is only one account for the users, which is then
used for authentication. This account contains the user's
authorization credentials (username and password) and personal
information such as birth date. Registration and authentication
(including age verification) will be performed via the Disney
Global Registration System. After authenticating users, the access
passes to the game engine, which will only handle the avatars, and
the data related to an avatar such as the charms in the avatar's
possession. Each avatar would equal one SWID and all XML-RPC
requests would identify the users with the SWID or a session
ID.
In-Park Playing and Avatar Creation
[0117] In one embodiment, in-park playing will serve two distinct
audiences: people who haven't played VMK before and people who
have. The first In-Park show is projected to run for the first 6
months after launch, and, it is conceived, that new shows will
follow on 6-month intervals. A concept for the players who have
already played VMK is that in-park playing allows the players to
see and use new features before the home users. The Implementation
of the concept will be partly integrated into the product and
partly created as a feature of the physical space where VMK is
presented in park.
In-Park Hosted Show
[0118] There is an in-park hosted 15-30 minute show meant to guide
new users into playing VMK. From the point of creating a client,
which allows the show to operate, the show script is assumed to be
materially as follows:
1. Video promo to hype the game provided by Disney. 2. Intro by
host of high-concept (birds-eye of whole park) (Disney). 3. Build
an avatar interactive. Host chooses a guest to turn into an avatar.
A live shot of the guest is displayed on the big screen, juxtaposed
against the guest's matching avatar as it's being built. Other
guests begin making theirs and host switches the big screen display
between guest stations to showcase the variety. 4. Tour of host's
personal room. Guests are prompted to click on "My Guest Room" in
the navigator and shown how to go to the host's room. The host's
room is themed like the Haunted Mansion and he encourages everyone
towards elementary navigation by choosing a seat around the coffin
table. He opens his inventory and adds a Madame Leota crystal ball
head. She tells them that we can make our own versions of the rides
by collecting props and teleporting from one room to the next in
ride vehicles. With that, the host says, "Follow the leader" and
steps inside one of many Mansion-themed vehicles that connect to
the next room that's does homage to the familiar Grand Ballroom
scene from the ride. 5. Tour of a Fantasyland Gardens public space.
To show guests yet another way to navigate, the walking-tour
continues through doorways that connect these 3 consecutive
screens. Along the way we see a series of character meet and
greets, and, in each instance, the host shows us different ways of
saying hello. 6. Alice In the Tea-Cup room and the host quickly
types a greeting in the chat window. 7. Dumbo fly by and the host
shows everyone how to wave. 8. Belle dancing and everyone Joins In,
then holds up an emoticon for how they're feeling so far. 9. Tour
of the Emporium on Main St. The host introduces the idea of virtual
shopping by showcasing pins, charms and furniture in different
parts of the store. The host informs the participants they may be
rewarded at the end of the show with credits, which they can use to
shop at home. 10. Multiplayer finale game in one of the following
locations (sequencing these throughout the day). Breaking into
multiple rooms to play against at-home players where necessary.
In-Park Special Features
[0119] The VMK players who log onto the game in the park will have
the following "special" abilities. Magic effects will be available
to the in-park users one release before they become available to
home users. The in-park users automatically gain access to all
magic effects when they log on in the park. In the first release of
the game, the home users won't have access to magic at all--the
magic is restricted to in-park players only. With the second
release, the home users can possess the first five magic effects
and the in-park players will gain access to the next five effects.
If a multiplayer game which has multiple levels, is started in the
park, the in-park player who starts the game has access to a level
which isn't available to the home users. Since these games
undoubtedly are very popular, the only way to guarantee immediate
access to such a game will be to visit the park. In addition to the
above features, the DLR and WDW spaces, which are built in the
park, could have a feature about upcoming features of the game.
In-Park Registration
[0120] The in-park spaces where VMK can be played include computers
meant for registering a new character in VMK. These computers are
equipped with a printer. When an avatar is on one of these
computers, the VMK client prints a nicely designed slip to the
user, which contains a picture of the user's avatar and a special
code, which the user can then use back at home for a reward.
Park Pass Codes
[0121] When visiting the Disney theme parks (and possibly through
other means), people can get alphanumeric codes, which can be
redeemed against something of value in the VMK. The code can be
part of a park ticket, a Fast Pass, a special VMK print slip, a
shop receipt etc. The something of value can be a combination of:
VMK Credits, VMK Charms, some VMK status indicator such as "Born in
park" signifier. The code itself is a unique identifier of a
transaction, which can contain the objects mentioned above. The
information about the contents of the codes is owned and controlled
by Disney.
[0122] When a user wants to redeem a code, the game engine contacts
a Disney API and requests a list of actual contents of the code.
The preferred standard for the integration is XML-RPC. The call to
Disney will include the SWID of the user who is requesting the code
and the code.
[0123] The reply from Disney can be: 1. A list of objects and/or
statuses that should be given to the user. 2. Message indicating
there was a non-fatal error in redeeming the code, such as for
example the code has already been redeemed or that the user has
exceeded a limit of how many codes can be redeemed. 3. Message
indicating there was a fatal error in processing the redemption and
that the user should try again later. There is a list of
identifiers for the credits, charms and other statuses, which is
used to compose the reply message.
[0124] Statistical information can be determined, updated, and/or
output on a monthly basis detailing for instance player
characteristics, number of unique characters (daily, weekly,
monthly), from parks & which park, from outside parks,
Geographical Location--Country, ZIP code, total number of
characters, average length of time onsite, popularity of public
spaces, most popular spaces, least popular spaces, popularity of
multiplayer games, etc.
Billboards
[0125] The public spaces of VMK can contain a billboard, which can
load a non-animated GIF file over http from a web server and
display the contents of the image on the billboard. The images are
prepared to match the size and shape of the billboard.
[0126] The back end tools of VMK allow the system administrators to
change the URL from which each space loads the image, which is then
displayed to all users who come to the space. The back end tools
also allow for tracking of the performance of billboards, i.e.
impressions and click thru rates.
Teaser Site Can Include Different Features.
[0127] Avatar builder with a functional avatar builder. The teaser
site links to the Disney Global Registration process, which allows
the users to create a Disney, account. After the account creation,
the users are directed to the Avatar Builder which allows the user
to create an avatar which is then linked to the Disney provided
Global Registration SWID. The users are then are notified of the
opening of the VMK and are able to use their registered accounts
and the linked avatars on the service. Characters created during
this phase get special charms and clothing, depending in whether
the avatar is created At Home or In Park.
[0128] Guests are able to enter pass codes for access to clothing
items and inventory items to be used when the game launches. The
guests see a list of items they get at the launch, based on the
entered codes. The clothes represented by the redeem codes are
available immediately.
Website
[0129] The website includes all Customer Service forms which are
used to contact the customer service representatives of the Magic
Kingdom:
Website Content
Home Page
What is VMK?
[0130] For kids For parents Screenshots/video clip(s)
What's New
[0131] Event schedule
User Support
Tutorial
Game Help
Tech Support
Merchandise Support/Code Help
Community
[0132] Newsletter type content created by Community Managers
Awards & Accolades
Shared Content Creation
Design Templates
[0133] 3D templates Bitmap templates
Further Exemplifications and Features of the Disclosure
[0134] Virtual Magic Kingdom is a free multi-Player game, where you
can have a Disney Theme Park experience and hang out with your
friends. While it is designed to be enjoyed by Guests of all ages,
many VMK Players are between the ages of 8-14, so VMK needs to be a
safe, non-threatening environment.
[0135] This is a multi-Player game experience. Disneys Virtual
Magic Kingdom, an entire magical virtual world in which Players
from around the globe interact in exciting Theme Park environments,
is currently available as a Sneak Preview to a limited number of
Guests. Currently being tested for a full-scale launch this summer,
this exciting new adventure by Disney brings the Theme Park
experience into your home.
[0136] Disney's Virtual Magic Kingdom launches a great talent
search. Talent scouts are checking out the Guest rooms of VMK in
search of the most interesting and fun-filled Guest-styled rooms.
Players demonstrating creative and stylish use of Guest rooms will
be awarded special recognition within this new massive multi-Player
game. Selected room creators get an exclusive pin, stacks of extra
credits and a big kudos on the VMK Web site.
[0137] Players are offered magical spells to give them extra powers
while playing VMK. Each spell gives you a unique chance to show off
your ability while in the VMK world. There are four magic spells in
effect in the Kingdom: Teleportation Magic, Dancing Infemo Magic,
Invisibility Magic and Fireworks Magic. Acquire one and you may
soon find yourself burning up the stage in the Street Party Music
Game lobby or casually teleporting around the place. These magic
spells are all available now in It's a Small World Imports, the
Fantasyland.RTM. shop.
[0138] You're in Control. VMK Players can chat with one another.
For your safety and comfort, a feature is in place to protect you
from harassment by other Players. If another Player is saying or
doing something that makes you uncomfortable, simply exit the area
or room where the other Player is. If the other Player persists,
just click the Character and select the ignore button and you won't
see another word they type. If they're already in your list of
friends, you can easily remove them, to stop receiving any messages
from that Player.
[0139] All of the top Players earn pins to show off in their
profile, as well as stacks of extra credits, and exclusive
furnishings, magic effects and costumes.
[0140] Show Off Your Room. We've got talent scouts in the Kingdom
looking for the coolest Guest rooms. Think you've got design flair?
Then style your room and you may soon be spotted.
[0141] Become a Game Designer. Some of the most popular Guest rooms
in VMK are game rooms, where the owners give away their own VMK
goodies to the Players who earn their races or quizzes. You can
create your own games, using nothing more than furniture, the room
description and your own wild imagination.
[0142] Pin Collectors Take Note. You can win exclusive pins in the
game by finding Disney Characters like The Yeti and Esmeralda the
Fortune Teller, and snapping photos of Hidden Mickeys.
[0143] What Is a VMK Quest? A Quest is a challenge that takes place
in a real Disney Theme Park. You follow clues to discover secrets
that will "Unleash the Magic" of VMK by giving secret codes to
exclusive powers and prizes.
[0144] Print out a Quest at home and bring it with you on your next
visit to Disneyland.RTM. park at Disneyland.RTM. Resort California
or at the Magic Kingdom.RTM. Park at Walt Disney World.RTM. Resort
Florida Once you complete your in-park Quest, bring your completed
form to VMK Central (it's marked on your Theme Park map) to get
your secret codes and more. Some of the best and most rare rewards
can ONLY be gotten this way. VMK Central is also a place where you
can pick up new and different Quests with special rewards attached
to each one. In case you forget to bring a Quest from home, you can
always get one here.
[0145] Explore Adventure land. Discover the mysteries of the
Haunted Mansion. See Disney Theme Parks in a whole new way as you
play these fun-filled games and add even more magic to your VMK
experience.
[0146] Play VMK at a Disney Theme Park. VMK is more than an online
experience. You cannot only play from home, you can also play while
at a Disney Theme Park. Visit VMK Central while you are in
Disneyland.RTM. Park at Disneyland.RTM. Resort in California or at
the Magic Kingdom.RTM. Park at Walt Disney World.RTM. Resort in
Florida to play VMK online or begin your VMK Quest.
[0147] Be a Born Winner! Get Main Street credit Any VMK Character
created inside Disneyland.RTM. Park or the Magic Kingdom.RTM. Park
will receive an exclusive "Born in Park" icon in its profile.
[0148] Get Cool Stuff! Take the challenge of In-Park Quests to earn
sought-after, exclusive VMK accessories. Get stuff that can only be
earned while you are a Guest at Disneyland.RTM. park or the Magic
Kingdom.RTM. park. You'll be the envy of the Kingdom.
[0149] Pay Once. Play Twice. Purchase selected items at a Disney
Theme Park and receive an exclusive virtual accessory for VMK.
[0150] Check Out the Latest. It's never the same magic twice. Every
time you visit a Disney Theme Park there's something new to do.
With never-ending new attractions, magical shows and exciting
places to eat at Disneyland.RTM. Resort and Walt Disney World.RTM.
Resort, it's hard to experience everything in one visit.
[0151] VMK Central. Get to the heartbeat of VMK when you visit
Disneyland.RTM. park or the Magic Kingdom.RTM. Park at Walt Disney
World.RTM. Resort. VMK Central is home to the VMK Quests and a
source of information for you to discover all that VMK offers.
Explore this whole new virtual world and play games with players
all over the globe. Extend your magical experience into the Theme
Parks by challenging yourself with one of the VMK Quests. There is
so much to do, come to VMK Central to have all your questions
answered.
[0152] Save the Universe at Disneyland Park. Blast off to "infinity
and beyond" as you join Buzz Lightyear in "Buzz Lightyear Astro
Blasters," an interactive and intergalactic battle against the Evil
Emperor Zurg. The fate of the universe is in your hands as you
pilot your Star Cruiser through the treacherous terrain while
zapping enemy targets and racking up points.
[0153] Whenever the game is open, there is VMK Staff on hand to
help Players. VMK Staff is carefully selected and fully trained
staff members. Players can ask VMK Staff for help at any time by
clicking on HELP in the game. VMK Staff will then either send them
a message or join them in the game to help hem. Conversations in
all parts of VMK are logged and can be monitored at any time
without warning. Questionable behavior may be reported to
appropriate authorities. Conversation in the Kingdom is limited to
a pre-defined dictionary of acceptable words and is monitored on a
periodic basis. Only words that appear in the VMK dictionary are
useable by Players. This only includes words considered suitable
for the game. This filters out swearing, racist and sexist terms
and other words unsuitable for children. It also filters out e-mail
addresses, phone numbers and small town names. In addition to these
measures, we also work bard to educate members about being safe in
the game and online in general.
[0154] The drawings illustrate a rewards system having a central
controller to coordinate and control activities and data transfer
among the various links to theme park, awards distributors, on-site
games, off-site games, rewards databases, and Internet servers.
[0155] The display may be implemented through a single display, or
group of displays and coupled, directly or indirectly, to a common
central controller such as through a local area network ("LAN")
and/or through a wide area network ("WAN"). Alternatively, multiple
central controllers may have access to a common rewards database.
Single or group displays and housings would particularly be useful
in a theme park In Park, or At Home, where a variety of customers
are passing or spending money and may desire to play a game.
[0156] With the system as illustrated, multiple communication lines
from the central controller may be coupled to the display
controller of a game to relay and modify display data. The
communication lines may include, without limitation, electronic or
other data transferring cable (including optical as well as
electrical), radio frequency wave transmissions including cellular
frequency transmissions as well as microwave, satellite dish
frequencies, etc., phone lines (again both optical and electrical)
and the like, such as is common with remote communication
systems.
[0157] Hardware or software included within the virtual theme park
software and other game software may fix the function and displays
on the computer. A player's rewards may be retrieved at the game
location through the central controller from a rewards database
associated with the central controller when a player accesses the
virtual theme park software. As used herein, the term "remote"
means and includes sites using communication lines to communicate
one or more signals with a single site.
[0158] The virtual theme park software display and interaction may
also be implemented through an Internet or Intranet server as an
Internet or Intranet display to be viewed by at least one Internet
browser. In this way, connection to a game and accumulation of
rewards, may be accomplished with only a connection to the server
through a conventional phone or other data transmission line,
digital signal line ("DSL"), T-1 line, coaxial cable, fiber optic
cable, or other connection known in the art. Enhanced bandwidth of
digital wireless communications may render such technology suitable
for some or all communications according to the present disclosure,
particularly if such communications are encrypted. Higher data
transmission speeds may be useful for enhancing the sophistication
and response of the display and interaction with the player.
Players may access an Internet virtual theme park site from any
location where an Internet connection and computer, or other
Internet facilitator for instance "WebTV" boxes, are available.
Through computers and increased speed of Internet connections,
there are increased opportunities for players to play and increase
their rewards remotely, namely At Home as well as in the theme
park, namely in In Park situations.
[0159] Once a player has selected and confirmed a reward for which
the player would like to redeem rewards, the central controller
then contacts a theme park controller to automatically provide the
award selected by the player. From the player's unique identifier,
which is associated with information related to the player or
provided by the player, such as a password, PIN or other identifier
for security purposes, a theme park may send the selected reward to
the player. A player may redeem the rewards for an award directly
from the theme park or Internet site, or by phone. By providing
each theme park with access to a common reward database, reward
totals may be immediately updated as rewards are redeemed or
accumulated at any location. A rewards database, or another
database associated with the central controller, may store not only
a player's rewards profile or total in association with the
player's unique identifier.
[0160] A system typically includes a microprocessor or other
computer having a central processing unit ("CPU") and memory. The
computer may be coupled to a number of peripheral devices such as,
by example only, a display screen (e.g., a cathode ray tube
("CRT"), plasma display, liquid crystal display ("LCD"), and/or a
display based on light emitting diodes ("LED")), possibly having a
touchscreen input, and/or buttons, keys or other user input
devices. In some situations this system can be a TV monitor, and
the electronics associated with that monitor. Alternatively a
special computer device can be provided to operate with a
conventional TV, which can be an analog or digital TV unit.
[0161] Systems can also be coupled to one or more other computers
such as a central computer of a theme park, e.g. via a network and
link, modem and the like. The virtual theme park game parameters,
such as how, when and where particular images will appear on the
display screen, how the game works and how to operate the various
elements are operably coupled to the computer, are stored in the
memory.
[0162] The Internet also includes theme park or game host sites
offering displays similar to those found in conventional systems.
Generally, to play an Internet virtual theme park program or game,
a software file is downloaded to a player's computer or terminal.
This is used to install the necessary software for the virtual
theme park experience and games and/or access the theme park or
game host Internet site. Internet systems may be accessed using an
identification code or name to identify a specific player. Thus, a
player may access a system such as a theme park game through the
Internet. Initiating a system can be done as simply as by inputting
a user name and/or password.
[0163] The system may be used to access the Internet. Rather than
using a personal computer as an Internet portal, a machine, or
computer on a stand-alone basis or through a server, is configured
for communication with the Internet. Such communication may
comprise a continuous, secure link to a remote server is
associated, or to an on-line theme park catalog of awards serving
the display of the machine to provide examples of awards redeemable
for rewards, to websites of the theme park operators or others.
[0164] The window or display segment of the display includes a
rewards display to indicate the total rewards accumulated to date
by the current player. As used herein, the term "rewards"
contemplates a non-monetary tally having value, which may be
exchanged for goods or services at the other of the In Park or At
Home experience from which the reward is earned.
[0165] The system display shows information relating to theme park
to encourage players to like and buy theme park merchandise or use
theme park services. The information shown in the theme park
activities display may comprise either still or moving images,
pictures or words, or combinations thereof. The theme park
activities display shows material, which may be rotated from theme
park to theme park.
[0166] The rewards display can indicate the rewards required to
exchange for the item or services shown. A player is encouraged to
continue play so that the rewards will increase towards the higher
value required for the displayed award or awards. From the display
exhibiting the rewards, rewards may be redeemed by a player at that
particular game for a desired displayed item once a reward has been
reached.
[0167] Players may accumulate rewards through a variety of gaming
and non-gaming activities. A significant concern and desire is for
players to become familiar with the virtual theme park experience.
Moreover, the theme park experiences may award rewards for
non-gaming activities, both where money is spent, and where it is
not. This can encourage customers to shop more at their stores or
websites, a theme park may award rewards for spending money in the
sponsors' stores or websites, or using the sponsors' services or
products. Additionally, a theme park may award rewards for
customers merely visiting locations where products are sold or
used. This approach may also encourage customers to visit the other
of the Virtual Theme park experiences even though the rewards are
awarded simply based upon the customer's presence. For example, by
awarding rewards for time spent in a theme park land, a theme park
awards rewards to all attendees at an event in the land.
[0168] Systems may be configured to award rewards for combinations
of activities. Such factors may include, the duration or frequency
of theme park visitation; the amount of money or rewards exchanged;
a pattern of player behavior such as patronizing certain
businesses, Internet sites, or other locations. By awarding
additional reward award combinations to those players who act in
ways a theme park desires, players are encouraged to patronize
particular parks. Rewards may be awarded in greater quantities to
those patronizing a theme park within a selected group. For
example, a group of theme parks may be identified, and those
individuals patronizing at least some number of the theme parks
within a given time period can receive a rewards "multiplier", such
as 1.2, for all rewards earned during that period.
[0169] So long as a customer has a unique identifier, theme parks
are able to award rewards, and thus encourage customer behavior in
real time, anywhere the theme park can access the rewards database,
or alternatively, record the customer's number and activity. With
respect to theme park encouraging behavior, when a player
approaches a display and desires to play the game, it is necessary
for the player to enter a unique identifier, so the game can access
the player's reward total. There are many methods of indicating a
player's unique identifier including bar codes, magnetic encoded
data strips, "smart" cards with embedded microchips, personal
identification numbers ("PIN"), "Bluetooth" technology electronic
communicator, and any other form of identity verification
including, magnetic, physical (i.e., thumb print, retinal scan,
etc), digital, electronic or optical. The "Bluetooth" technology
may be used to indicate the player's identification through as a
small, short range, low-power, unlicensed, wireless transmitter or
transceiver to a corresponding receiver or transceiver within a
game. Through this, a player need only approach a game and the game
will automatically register the player's identity and rewards
total. Bar codes, magnetic encoded data strips and "smart" cards
would require additional game attachments to read the player's
identification from identification cards presented by the player.
PIN entry may be accomplished within a portion of a window for a
touchscreen, or through an external PIN entry device such as a
keyboard, keypad or cursor manipulating device such as a touch pad,
roller ball or mouse.
[0170] Because n system display may be displayed through an
Internet server, players may play theme park games using their
rewards from home, work, or even other locations, as facilitated by
the increased availability and bandwidth of digital and cellular
phones and other wireless technology.
[0171] A player of a non-garning system may use rewards as credits
for the game. In this way, theme park management chooses to award
rewards for a variety of activities, such as visiting sponsors'
Internet sites or stores. The rewards accumulated by a player may
then be used for entertainment rather than for redeeming toward
specific award items.
[0172] As used herein, the term "Internet" is one form of network
and is distinguished from a dedicated or proprietary network such
as a LAN network or WAN, network. The disclosure would operate with
networks generally. The term network includes by way of example a
form of communications system and includes plurality of mutually
remote sites having the capability of communicating digital
information, at least in part, through communication channels owned
or controlled by third parties and being directed and, where
necessary, relayed by servers or other suitable apparatus. Such
communication channels may include, without limitation, electronic
or other data transferring cable (including optical as well as
electrical), radio frequency wave transmissions including cellular
frequency transmissions as well as microwave, satellite dish
frequencies, etc., phone lines (both optical and electrical) and
the like, such as is common with remote communication systems.
[0173] As used herein, the term "system" means and includes not
only completely systems including a display driven responsive to a
signal. The term "system" also means and includes portable games,
which may be physically connected to a host system by a permanent
or removable connection, or which may be connected or in
communication therewith using wireless technology. Further, the
term specifically includes, without limitation, conventional,
existing electronic or electromechanical machines to which may be
added an electronic display. Other embodiments involving different
forms of displays, communications methods and multiple circuit
boards may also be used. The term "system" also means and includes
an apparatus according to the present disclosure, which includes
features other than electronic ones.
[0174] While the apparatus and method have been described in terms
of what are presently considered to be the most practical and
preferred embodiments, it is to be understood that the disclosure
need not be limited to the disclosed embodiments. It is intended to
cover various modifications and similar arrangements included
within the spirit and scope of the claims, the scope of which
should be accorded the broadest interpretation so as to encompass
all such modifications and similar structures. The present
disclosure includes any and all embodiments of the following
claims.
* * * * *