U.S. patent application number 12/967960 was filed with the patent office on 2011-04-14 for online games integrated with an online green mall.
Invention is credited to KATHERINE CARGILL.
Application Number | 20110086712 12/967960 |
Document ID | / |
Family ID | 43855284 |
Filed Date | 2011-04-14 |
United States Patent
Application |
20110086712 |
Kind Code |
A1 |
CARGILL; KATHERINE |
April 14, 2011 |
ONLINE GAMES INTEGRATED WITH AN ONLINE GREEN MALL
Abstract
An online gaming method for integrating offline and online
activities. The method may include using a game server to receive a
player identification code from one of the client devices that is
operated by a game player, and the code may he provided to the
player when they purchase a toy or product (e.g., a plush animal
representing an endangered species). The method includes providing
the client device access to an online game when the player
identification code is verified and also includes storing in
memory/data storage a player record for the game player. Then, the
method includes receiving data indicating performance of an offline
activity by the game player such as completion of a quantity of
exercise. The game server then acts to modify the online game based
on this received offline activity data such that performance of the
offline activity is integrated into play of the online game.
Inventors: |
CARGILL; KATHERINE;
(BOULDER, CO) |
Family ID: |
43855284 |
Appl. No.: |
12/967960 |
Filed: |
December 14, 2010 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
12560123 |
Sep 15, 2009 |
|
|
|
12967960 |
|
|
|
|
61286614 |
Dec 15, 2009 |
|
|
|
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/79 20140902;
A63F 13/71 20140902; A63F 2300/575 20130101; A63B 2225/50 20130101;
A63F 2300/5573 20130101; A63B 2024/0096 20130101; A63F 13/215
20140902; A63F 2300/5506 20130101; A63B 71/0622 20130101; A63B
2024/0065 20130101; A63F 2300/535 20130101; A63F 2300/609 20130101;
A63B 2220/17 20130101; A63B 2230/06 20130101; A63F 13/65 20140902;
G07F 17/32 20130101; G07F 17/3255 20130101; A63B 2225/20 20130101;
A63F 13/85 20140902; A63F 13/60 20140902; A63B 24/0059
20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An online game method, comprising: with a game server, receiving
a player identification code from a client device operated by a
game player; providing the client device access to an online game
served by the game server when the player identification code is
verified; storing a player record for the game player in data
storage accessible by the game server; receiving data indicating
performance of an offline activity by the game player; and
modifying the online game based on the received data, whereby the
performance of the offline activity is integrated into play of the
online game, further comprising, prior to the modifying of the
online game data based on the received data, receiving an
authentication input comprising a voice portion and a wild species
sound portion and authenticating the received authentication input
as being provided by a particular sender based on comparison with a
biometric voice print.
2. The method of claim 1, wherein the player identification code is
associated with a product purchased by the game player.
3. The method of claim 1, wherein the offline activity is performed
at a sponsor facility, wherein the player identification code is
processed to verify the game player is present at the sponsor
facility, and wherein a communication device at the sponsor
facility transmits the offline activity performance data to the
game server with the player identification code.
4. The method of claim 1, wherein the offline activity comprises a
health-related activity and wherein the modifying of the online
game based on the received data includes increasing a health status
of an avatar linked to the game player.
5. The method of claim 4, wherein the modifying of the online game
comprises awarding virtual currency to the game player and further
comprising receiving a request from the game player to use the
virtual currency in the online game to affect game play.
6. The method of claim 5, further comprising receiving a request
from the game player to use the virtual currency to receive an
offline reward.
7. The method of claim 1, wherein the authentication input is
received from the game player.
8. The method of claim 7, wherein the authentication input is
received from a third party verifier.
9. A game server, comprising: means for serving an online game to a
plurality of client devices; means for receiving data from the
client devices based on performance by game players of offline
activities; means for authenticating an identity of a provider of
the received data; and means for modifying the online game based on
the received offline activity data when the identity of the data
provider is authenticated, wherein the authenticating means
comprises a biometric voice print processing mechanism and wherein
the data provider inputs a vocal input comprising an animal
sound.
10. The game server of claim 9, wherein the data provider is a
third party verifier differing from a game player associated with
the offline activities.
11. The game server of claim 9, wherein the online game comprises
an avatar associated with each of the game players and wherein the
modifying of the online game comprises modifying a health state of
one of the avatars based on the received data.
12. The game server of claim 11, wherein the received data
comprises information indicating completion of an exercise-based
activity.
13. The game server of claim 12, wherein the health state comprises
a virtual weight or virtual muscle tone of the one of the
avatars.
14. The game server of claim 9, wherein the modifying of the online
game comprises providing a quantity of virtual currency to the game
player associated with the received data.
15. The game server of claim 14, wherein the modifying of the
online game further comprises applying a portion of the virtual
currency toward a reward within the online game served to the game
player.
16. An online game method, comprising: presenting a product to a
game player, wherein a player ID code is associated with the
product; operating a game server to provide the game player access
via a client device to an online game based on entry of the player
ID code; operating the game server to receive data defining an
offline activity completed by the game player; and operating the
game server to modify the online game served to the game player
based on the defined offline activity, further comprising prior to
the operating of the game server to modify the online game,
performing voice-based authentication of a provider of the offline
activity data including processing a digital data input received
from a wireless communication device.
17. The method of claim 16, wherein the online game is modified by
associating a quantity of virtual currency with the game
player.
18. The method of claim 17, further comprising receiving an order
from the game player for a reward using the quantity of virtual
currency and, in response, delivering the reward to the game
player.
19. The method of claim 17, further including determining the
quantity of virtual currency exceeds a predetermined invitation
amount and, in response, presenting the game player with an
invitation to access an online mall.
20. The method of claim 16, wherein the digital data input includes
a wild species sound generated by the provider.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of U.S. Provisional
Application No. 61/286,614, filed Dec. 15, 2009, and the
application is a continuation-in-part of application Ser. No.
12/560,123, filed Sep. 15, 2009. Both of these applications are
incorporated herein by reference in their entirety.
BACKGROUND
[0002] 1. Field of the Description
[0003] The present description relates, in general, to
social-interaction sites and games hosted via a communications
network such as Web or Internet-hosted video games, and, more
particularly, to systems, devices and methods for providing a
social interaction and game over a digital communications network
that integrates offline activities with online game play and other
activities such as earning and using wards.
[0004] 2. Relevant Background
[0005] There is a growing fascination and participation worldwide
with online games that are played over some form of a computer or
communications network such as the Internet. In general, the
expansion of online gaming has reflected the overall expansion of
computer networks from small local networks to ubiquitous access to
information from networks including game-based applications with
desktop computers, laptop, netbook, and other portable computers,
and wireless communication devices including personal digital
assistants and wireless/cellular phones. Online games may range
from simple text-based games to games incorporating complex
graphics and virtual worlds populated by many players
simultaneously. Many online games have associated online
communities that make online games a form of social activity or
interaction for the players or participants.
[0006] Many websites now provide free games to attract first time
and repeat visitors. In this regard, as the World Wide Web or "Web"
developed and browsers became more sophisticated and were provided
on nearly every network-ready client device, people started
creating browser video games that used a web browser as a client
application. Simple single player games were made and served
(web-hosted/based) that could be played using a web browser via
Hypertext Markup Language (HTML) and HTML-scripting technologies,
and, more recently, the development of web-based graphics
technologies such as Flash and Java have allowed browser games to
become more complex (e.g., resulting in proliferation of Flash
games and Java games). One example of such browser-based games are
pet and animal-based games in which a player cares for a pet in an
ongoing manner, and these pet-based games are very popular amongst
younger players or online garners.
[0007] Most online games have been provided merely to attract and
entertain garners. There remains a need for online games and
systems that are useful for providing players incentives to
participate in socially desirable activities. For example, it may
be useful to provide online games that encourage the online garners
to exercise. In other cases, it may be desirable to provide a fun
and compelling set of educational data such as by providing
information pertaining to the global or local environment and
actions that can be taken to care for the environment such as to
save a species of animals, insects, or nearly any living creature
("wild species") or their habitats.
SUMMARY
[0008] The inventor wanted to ensure that subscribers of an online
service, such as a Wild Webbies or similar site, are able to take
their on-line experience in "going Green" that may be learned from
its game applications and other activities (described in the
following Background, Summary, and/or Detailed Description and
corresponding figure) and relate them to the "real world" as much
as possible. This interest is to help reduce global warming and
individual carbon footprints. The inventor also wanted to encourage
online subscribers to "buy Green" from green manufacturers and
retailers to support those industries that want to protect the
health of our planet.
[0009] To this end, the inventor established "Green Bucks" that can
be earned on a website by playing Green games and completing other
activities (e.g., as described below and with reference to the
figures). The Green Bucks can be traded-in by subscribers or online
game players/participants for discounted dollars that can be
applied in a virtual Green Mall. In other words, in the described
method, the method does not involve allocating "real dollars" to
subscribers. However, in the sense that subscribers can buy
products and services at a discount, only (or mainly) offered on
our website, they are saving money. The method (and systems
implementing such a method) may store in memory or define/set a
predetermined amount of Green Bucks that a subscriber must earn to
enter the Green Mall and/or be invited to visit the Green Mall.
When that amount has been reached, the subscriber is invited into a
virtual Green Mall located on (or provided via) a website to go
shopping at an unlimited number of Green retailers offering
Green-only products and services. To some extent, this procedure
follows the popular system followed by Collective Buying companies,
except instead of only showcasing one retailer, located in a
specific geographic location per day, as they do, Wild Webbies'
described method and system offers over a hundred "Green-only"
retailers on a single website or partnering websites, and these
Green retailers may be located across the country or around the
world.
[0010] In some embodiments, the Green retailer has a preset,
discounted price at which they are willing to offer their products
or services. The subscribers (e.g., players of the described games
and activities) shop the Mall and pick those Green retailers of
their choosing at the discounted price set by the Green retailer.
The subscriber can spend all, or only a portion, of their Green
Bucks. If they spend all of their Green Bucks, they must (in some
embodiments) go back to the website and play more Green Games and
complete other activities until they can again be invited into our
Green Mall. When the subscriber has made their purchase(s), they
are emailed a discounted coupon that they can use at anytime in the
future.
[0011] This process in which subscribers (e.g., online game players
or participants) may use their Green Bucks (or game points) that
are earned by playing online (Green) games and the like on a web
site or in a Green Mall will be further understood based upon the
following description of the online game method and system. In some
cases, the earned points/bucks may be used in an online mall that
is used to pool and/or present products (e.g., Green or
environmental-friendly products and services) that may be
discounted as initially presented in the Mall and/or discounted
based on the number of Green Bucks (e.g., more points may be used
to obtain a bigger discount (such as an online coupon, a
downloadable discount receipt/coupon, or the like) from one of the
service/product providers in the Green Mall).
[0012] The present invention addresses the above and other problems
by providing an online gaming method that includes providing a game
server serving an online game (such as a game with environmental
and health related themes) to client devices over a communications
network (such as the Internet). The method may include using the
game server to receive a player identification code from one of the
client devices that is operated by a game player or gamer, and the
code may be provided to the player when they purchase a toy or
product (e.g., a plush animal representing an endangered species
(e.g., a wild species that may be nearly any living creature such
as, but not limited to, an animal or an insect). The method
includes providing the client device access to an online game when
the player identification code is verified (e.g., is the code found
in a database of codes associated with sold/adopted toys). The
method may also include storing in memory/data storage a player
record for the game player and then receiving data indicating
performance of an offline activity by the game player. The game
server may then act to modify the online game based on this
received offline activity data such that performance of the offline
activity is integrated into play of the online game.
[0013] In the online game method, the offline activity may be
performed at a sponsor's facility and the player identification
code may be processed by the sponsor's computer system (e.g., a bar
code reader or the like that provides the code to a look up
mechanism) to verify the game player is actually present at the
sponsor's facility and that they have completed the particular
offline activity. The sponsor's system may also be operated to
conununicate the offline activity data for the game player to the
game server, which provides further verification that the activity
was completed. The offline activity may include a health-related
activity (such as exercise, visiting a doctor, weighing oneself,
and so on), and the modifying of the online game data may include
increasing/decreasing a health status of an avatar/character in the
online game associated with the game player (e.g., make an avatar
more muscular and/or thinner in response to exercise). The
modifying of the online game may also include awarding virtual
currency (or green bucks) to the game player (e.g., updating their
player record or their bank records to show an increase in
available virtual bucks/dollars/currency/points), and then the
method may include receiving a request from the game player to use
the virtual currency to affect a change in the online game or to
use the virtual currency for an offline reward (e.g., a coupon for
a discounted product or service from a sponsor or a donation to a
preferred charity, a player's saving account having more than a set
amount of Green Bucks may be detected or tracked and result in the
player being sent a digital invitation to visit an online mall or
Green Mall, and so on).
[0014] The method may also include only performing the modifying
step after authenticating a sender of the offline activity data by
comparing authentication input made up of a voice portion and a
wild species sound portion (e.g., an animal noise, an insect sound,
and so on) with a previously received/stored biometric voice print
(which also is of a person making a particular wild species sound
or noise so not just voice authentication is being performed but
also requiring a match or similarity to a wild species sound or
noise). The authentication input may be received from the game
player operating their client device (e.g., making an animal or
insect sound into their computer device using Skype or similar
technologies, making an animal sound into their iPhone or other
wireless/wired communication device, and the like) and/or from a
guardian or other third party verifier (e.g., to make the input
more trusted so as to make activities performed to earn the green
bucks more valuable/useful).
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] FIG. 1 illustrates a computer system or network according to
one embodiment of the present invention that is configured with
microprocessors/CPUs that run or execute software or code devices
to perform online game functions described herein;
[0016] FIG. 2 illustrates a flow diagram for a process for
integrating an offline activity with online gaming activities that
may be performed by operation of the system of FIG. 1;
[0017] FIGS. 3A-3C show screen shots of an online game or game site
GUI that may be presented during operation of the system of FIG. 1
showing offline activity (such as exercise) on a portion of an
online game such as on the fitness/health of a player's avatar or
game character; and
[0018] FIG. 4 illustrates a screen shot of an online game
environment or game site GUI that may be served to a client device
during operation of the system of FIG. 1 showing locations or
portions of a game environment that may he visited or accessed to
participate in an online gaming experience.
DETAILED DESCRIPTION
[0019] The present invention is directed toward a method and
computer system for providing an integrated online and offline game
experience. Briefly, a game player or participant may purchase a
toy or other item at a brick and mortar store or an online store
and be provided access (such as via a toy ID, an online game site
address/link and password, and the like) to a web site and/or
online game. The game player may be incentivized to perform
activities to earn rewards. The activities may be online such as by
playing an online game, visiting game sponsor/partner websites, and
so on and/or may be offline such as exercising, visiting a game
sponsor/partner physical store or facility (such as a zoo, museum,
theater, or the like), performing an outdoor activity (such as
cleaning up trash along a river, counting animals in a park, and
the like), and other, typically, outdoor activities. The activities
may be tracked and/or entered or logged into the online game where
rewards are determined for the player, and the rewards may be
awarded based on earned points or "green bucks" that are stored in
an online or virtual bank account for the player. The player may
then cash in their points or green bucks for the rewards such as
products of a sponsor, coupons for use toward purchases (e.g.,
discounts useful toward otherwise conventional purchases of
products/services or offers to buy not provided to all of the
public, and so on), donations for a charity or group (or for use in
causing another entity to make a donation), and so on. The
following discussion begins with a description of one useful system
for implementing aspects of the invention and then continues with
processes or methods that may be provided with such a system such
as to integrate offline fitness or environmental activities into an
online game.
[0020] FIG. 1 illustrates a system 100 that may be used to provide
an online game that is integrated with offline player activities.
The system 100 may include numerous client devices 110 that
garners, players, or participants (not shown) may use to
communicate in a wired or wireless manner via digital
communications network 130 with a game server 160. The client
device 110 may take the form of nearly any electronics or
communication device that is useful for communicating digitally
over a network (such as the Internet/a local or wide area network,
a cellular/wireless communication network, a satellite
communication-based system, and the like), and the client device
110 may be a computer, a cell/wireless phone or communication
device, or the like. For example, the client device 110 may be a
personal computer or other electronic device using a browser or
other mechanism to access the website provided by game server 160,
which may present a game in Java or other format/language such as
in Flash animation format.
[0021] The client device 110 may include a microprocessor 112 for
controlling input/output (I/O) device 114 such as keypads, touch
screens/pads, a mouse, a video game controller, voice command
systems/software, microphones, speakers, and the like that may be
used by a game player to enter data/information, to play a game, or
to otherwise interact with a website provided by server 160 (e.g.,
to enter pass codes, to enter input to play an online game, to
provide audio commands or information, and so on). The client
device 110 may also include a monitor screen 118 that is used by
the microprocessor 112 to present a game interface or graphical
user interface (GUI) 118 (which may be served by game server 160
during an online game). An exercise monitor 120 may be used in some
embodiments of the system 100 that can be used to communicate
exercise data 124 to the client device 110, which may then transfer
this exercise data 124 to the game server 160 for use in
determining player points/green bucks (e.g., a pedometer 120 may be
inserted into a USB port of the device 110 to communicate a number
of steps 124 taken by a player and the number of steps (or length
of activity/exercise) may be converted into a number of earned
points or green bucks).
[0022] The system 100 may include a point-of-purchase/sale system
140 such as a physical store or facility at which a player may
purchase a toy or other item/product 150. The toy 150 for example
may be a stuffed or plush toy such as a wild animal, an endangered
species, or the like. The toy 150 may include a data area 152 that
provides a toy identification (ID) and/or game data 154, such as an
address or link (e.g., a URL) to a website served by game server
160 over network 130 and/or a password/code that may be used by the
player to access a particular website or online game (e.g., to
allow the user to play an online game after purchasing a toy/item
150). A player ID badge (or card such as a smart card) 156 may be
issued to the player with the toy 150 and may include readable data
in a data element storage 158 such as in a barcode, a RFID tag, a
chip, a magstripe, or other that may be used to identify the player
and/or link them to the toy 150. For example, the player may carry
the badge/smart card to sites/facilities of sponsors, participants,
or the like as shown at system 141 where a reader 151 may be used
to identify the player such as to confirm that a player attended an
environmental or health presentation or visited a zoo or the
like.
[0023] The point-of-purchase system 140 may include a
CPU/microprocessor 142 that may be used to manage I/O devices 144,
hardware such as reader 149 (which may be used to read data from
element 158 of the badge 158) and to run/execute one or more
software modules. For example, the system 140 may include a game
interface module 146 that allows the point-of-purchase system 140
to interact with game server 160 such as to register a purchase
with the game server 160. Such interaction may include activating a
toy 150 or its ID 152 for use in accessing a game. The interaction
may also include reading data 158 with reader 149 and linking this
information regarding a player's ID with the toy 150 and creating a
player record 190 in the game server 160. The interaction may also
allow a purchaser to enter particular data or make selections at
the point-of-purchase 140 such as to link their toy/item 150 with a
particular sponsor/participant system 141 (such as to link their
earned green bucks with a particular reward provider) or with a
particular charity/group/cause such as to designate where a portion
of the sales prices will go, where all or a portion of their earned
rewards will go, and the like, as is describe in detail below. The
system 140 may further include a website operation/ordering module
148 that may be used to allow players to purchase (e.g., with a
discount received in exchange for Green Bucks earned in online
games of skill, by performing offline tasks, and so on) the
toys/items 150 online or using their client devices 110 via the
network 130 (e.g., the toy 150 may be shipped or delivered to the
player if ordered remotely rather than purchased at a physical
store or location).
[0024] The system 100 includes a game server(s) 160 that functions
to provide an online game and social interaction website that is
accessible via the network 130 by game players using the client
devices 110. The game server 160 includes a CPU 162 that runs 110
devices 164 for system/website administration, runs/executes
software to provide the game/website including the game control
module 166, and manages storage/retrieval of game-related data in a
data storage 174 (which may be local and/or remote). The game
control module 166 includes code and algorithms to provide the game
functionality described herein.
[0025] In some cases, the module 166 may include a fitness
determination mechanism 168 that may be used to track player data
related to exercise, fitness, and health activities and to
translate this information into reward points/bucks and/or fitness
levels of an avatar or game character associated with the player.
The module 166 may also include an earnings
monitoring/determination mechanism 170 that may cause the CPU 162
to monitor or determine reward points or virtual currency ("bucks")
a player (or their avatar) have earned via online activities and/or
offline activities. For example, the mechanism 170 may operate to
store and update bank records 180 in data storage 174 that may
include a record for each player that includes a player ID 181, the
earned reward points/bucks 182, any interest 183 that may have
accumulated for saving or delaying spending or using the earned
bucks/rewards 182, and a total amount 184 of the rewards/bucks
available for use by the player (such as to receive discount offers
or coupons for use at an online or brick-and-mortar store). The
module 166 may also include a screen/game image generator(s) 172
for providing the website pages, game GUI, and game animation/play
sequences that are served over network 130 to client devices 110
(as shown as game GUI 118 in monitor screen 116 representing a
player that has used their toy ID and/or player ID to access the
website of the game server 160).
[0026] The data storage 174 may be used to store records 176 for
various rewards available to players of an online game provided by
server 160/module 166. For each reward, a green buck value or
number of points 177 may be provided or defined to indicate how
many bucks a player must have to obtain or "purchase" the reward
176. The rewards may vary to practice the system 100 and may be
products from a sponsor/partner (e.g., actual products such as
other toys, clothes, music, and the like). In other cases, the
rewards 176 may be donations to charity or organization (e.g., a
number of green bucks may be associated with a donation value (such
as a particular number of U.S. dollars) to a charity selected by
the game provider or player from a list of charities/groups
associated with an online game), with the donation being paid by
the game provider (e,g., as a portion of the earnings from
advertising or the like), by a sponsor, or by other sources of
funds.
[0027] Data storage 174 may also store records 178 for game
sponsors/partners that may include information such as a link to
their website that may be presented by the game server 160 as part
of a game in game GUI 118. Players may be encouraged to visit a
sponsor's website where they may purchase the sponsors
products/services (such as by receiving a digital invite (e.g. a
popup window, an e-mail message, and so on after their bank records
180 indicate they have reached a preset amount of total bucks 184
to be invited to a Green Mall or to a particular web site/location
of a sponsor of the web site or its game(s)). The players may be
able to earn green bucks/game rewards simply for visiting the web
site and/or for making purchases. In other cases, purchases
resulting from this type of linking to a website of a sponsor 178
may also be tracked and may result in an automatic donation to
charity/organization associated with the online game or one that
has been selected by the player. For example, data storage 174 may
also be used to store records 179 for a set of charities or
organizations (such as environmental non-profit groups), and a
player may associate themselves (or their avatar/game characters)
with such charities/organizations 179. Then, when the player earns
a donation through sponsor visits/purchases, through game play,
and/or through offline activities, the donation may automatically
by credited or transferred to the charity/organization. In other
cases, links to the charity/organization's website may be provided
in a game GUI 118 using data in record 179, and a player may be
able to learn about the charity/organization during game
play/activities and/or be able to earn points/green bucks for
visiting the website (or performing some activities while at the
website such as providing contact information or the like).
[0028] Also, as shown, the data storage 174 may be used by
processor 162 to store player records 190 that are linked to the
player via an ID field 191 (e.g., the player's ID of the card 156
and/or the toy ID 152, which may be the same or different). The
player record 190 may also be used to store avatar information or
game character information 192 for the game, and this may include
selected characteristics (e.g., a player may be able to design the
avatar or at least change aspects such as color, textures,
clothing, and so on), fitness level (e.g., some embodiments vary
the fitness of the avatar based on the amount of exercise or
fitness activities participated in by the player as may be stored
in record 190 at 196), and an avatar name. The record 190 may also
be used to store game data 194 such as parameters/values 195
including present level/state of one or more online games, earned
rewards, chosen or associated sponsors, and chosen or associated
charities.
[0029] The system 100 may also include a number of
sponsor/participant systems 141 that may be physical locations that
a player may visit to perform a desired activity. For example, a
system 141 may be provided at a park or zoo to encourage a player
to get outdoors and to visit endangered animals. In other cases,
the participant system 141 may be provided at a physical store. The
system 141 may be adapted for communicating with game server 160
via network 130 such as to update a player's game data,
fitness/exercise/activity data 196, to update/access a player's
bank records 180, or the like. The system 141 includes a CPU 143
that runs I/O devices 145, executes a game interface module 147 to
interact/communicate with the game server 160, and operates a
reader 151 to read data 158 from player ID badge or card 156 (e.g.,
to identify the player based on their carried and/or presented card
156).
[0030] With the above description of system/network 100 understood,
it may now be useful to provide in more detail specific online game
methods and operations that may be provided by embodiments of the
invention (e.g., by operation of the system 100 or the like) so as
to provide integration of offline activities with online activities
such as playing an online game. It may be noted that a goal of a
provider or operator of a game server such as server 160 may be to
encourage environmentally friendly (or green), socially responsible
lifestyles that are healthy and sustainable. This may be provided
via integration of online and offline environments, with some
emphasis on certain age groups such as children, tweens (e.g.,
people from 6 to 14), and older populations (such as those that may
wish to remain active and fight memory loss or memory-related
issues). The online game may be provided as a method of educating a
population in a fun and compelling manner on ways to reduce global
climate change, to protect wild species and their habitats, and to
go green at home and in the world at large. Some online games may
be directed toward older generations and provide a focus on memory
retention to help retard the onset of Alzheimer's disease and
memory loss in general. The online games may be adapted to
encourage players to participate in certain activities such to go
outdoors (to experience nature), to visit a particular location
(such as a national park, a zoo, a store, or the like), to attend
an educational or other event, and/or to exercise to help combat
the obesity epidemic and remain healthy.
[0031] The online gaming website may be designed for tweens, aged
between 6 and 14 for example, but the online games may have wider
appeal such as for older players. In some embodiments, online
memory retention games are provided that are effective in fighting
memory loss. The incentives/rewards may also be chosen to motivate
players of all ages to go outside more often and to exercise
indoors or outdoors such as by providing the players with
downloadable activity forms/sheets that encourage particular
activities (e.g., particular interactions with nature or particular
exercises to perform). The offline activities may be electronically
tracked (such as with an exercise monitor 120) or be entered/logged
by the player, and these activities may be linked to the online
game to provide a fun and unique gaming experience for players (or
website members).
[0032] For example, certain amounts of exercise each week may
result in an avatar's fitness level (level 193 shown in FIG. 1 in
the player's record 190) being increased, which may be visually
reflected in the way the avatar is animated to provide visual
feedback. For example, the avatar may get thinner and/or more
muscularly toned with increased exercise and heavier and/or less
muscularly toned when exercise falls below some preset level. In
another case, tracked activities such as exercise or visiting a
particular location may result in green bucks being rewarded that
may be used in a variety of ways to obtain rewards (such as
sponsor's products, an invitation to visit an online Green Mall,
coupons to make purchases of products/services,
changes/improvements in an avatar, trigger other's donations to a
charity/organization, and so on).
[0033] Access to the online gaming website or a particular portion
or a game may be controlled by the game server by requiring a
player to enter a pass code or ID, and this pass code or ID may be
obtained, for example, by purchasing a particular toy or product
(or paying a membership fee in some cases). For example, a player
may purchase a stuffed toy such as a plush animal, e.g., a plush
endangered species (e.g., a mammal, a reptile, a fish, an insect,
or the like). In some implementations, a percentage of the purchase
price for the product ("plushie") or membership may be donated
automatically to a charity. The charity may be linked to the
particular product (e.g., if you purchase a whale, the donation may
be related toward ending whale hunting or saving oceans; if you
purchase a desert lizard, the donation may be toward saving desert
habitat; if you purchase a panda, the donation may be toward saving
areas of their natural range; and so on) while in other cases the
purchaser/player may be able to select the recipient of the
donation (e.g., associate their purchase and/or later game play and
earning of green bucks with a particular charity or recipient). In
other words, the habitat that may be protected with a donation may
be linked to where the animal represented by the plushie lives,
while in other cases purchasers may choose a particular cause to
donate to at the point of purchase (or later by visiting the game
server website such as via a pulldown list/menu of endangered
species, endangered habitat, energy conservation, reduction/control
of global climate change, or other
causes/charities/organizations).
[0034] FIG. 2 illustrates a method 200 for integrating an offline
activity that may be performed by a gamer/player with their online
gaming activities. The method 200 starts at 204 such as by
providing the system 100 of FIG. 1 and hosting an online game with
game server 160 and providing one or more systems/locations 140 for
purchasing toys or plushies 150. At 210, a player or gamer may
access the game website via a client device 110, such as by using a
link and pass code provided with the toy/plushie 150 as shown at
154 or with their badge 156.
[0035] At 220, the game server 160 may provide a game or game GUI
118 on the gamer's client device 110 over the network 130, and the
GUI or game may include incentives or instructions for the gamer to
perform a particular offline activity to cause an effect within the
game and/or to earn points/green bucks. For example, a game may
include a stage or level in which a gamer is instructed to turn off
their computer and go outside to exercise for 30 minutes. In
another example, the gamer may be instructed to log off from the
website and go to a zoo or a museum to hear a lecture on endangered
species. In yet another example, a player may be encouraged via the
GUT/game to visit a partner/sponsor store to perform an activity
such as listen to a talk on the environment, view a screening of a
wildlife movie, or exercise (e.g., climb an indoor or outdoor rock
climbing wall or the like). With these examples in mind, it will be
clear that the number and variety of offline activities that can be
prompted or incented at 220 are nearly limitless, with a main point
being that the gamer/player is encouraged to perform some task or
function that is outside the web-hosted online game/website and
that action is then tracked/monitored to cause an effect within the
online game/website/environment.
[0036] At 230, the method 200 waits (e.g., the online game may be
paused or held at a particular state/level) until the gamer
performs the offline activity. Once the player performs the
activity, at 236, the method 200 involves determination of whether
the online activity performed was a sponsored activity (such as
visiting a zoo or the like) or self-monitored activity (such as
exercise, visiting a local park, building a snowman, swimming in a
lake, and so on). If sponsored/partnered, at 240, the method 200
includes operating a sponsor/partner system 141 to identify the
gamer/player as being at a sponsor facility such as by reading data
158 from a badge/card 156 carried/presented by the gamer at the
sponsor's reader 151. For example, a gamer may present the badge
156 at a store and/or take other actions to authenticate that they
are the gamer and are there to take part in an offline activity
that will be integrated with the online game/website game data.
[0037] At 250, the sponsor/participant system 141 may be operated
to monitor gamer's performance of a particular sponsor-related
activity. For example, the sponsor may have a climbing wall in
their store, and the gamer may participate in a climbing session
for a particular length of time. At 260, the sponsor system 141 may
be operated to communicate with the game server 160 to update the
player's record 190 such as by updating fitness/exercise/offline
activity data 196 or a portion of the game data 194 such as to
enter a reward 195. In other cases, step 260 may involve increasing
the player's bank records 181 to increase their earned bucks 182 in
response to their participation/performance of a sponsored offline
activity. At 290, the integration process 200 may be ended.
[0038] At 236, when the activity is determined to be
self-monitored, the method 200 continues at 270 with the gamer
performing one or more offline activities. For example, at 220, the
player may download and/or print out an activity form that
instructs the player to perform a particular offline activity such
as ride your bicycle down to the local library and check out a book
on a South American rainforest (or nearly any other offline
activity that may be directly or indirectly related to an online
game environment presented by a game server 160). At 274, the gamer
may return to their client device 110 and access the game server
160, and the gainer may then enter their activity data. In some
cases, this may involve using an exercise monitor 120 to provide
exercise data 124 via the client device.
[0039] At 278, the game server 160 operates to update the player's
record 190 such as to update the player's offline activity data
196. At 278, the fitness determination mechanism 168 may operate to
determine a fitness level 193 of a player's avatar 192, e.g., to
increase the character's muscle tone or health level in response to
the offline activity performed by the gamer. For example, FIGS. 3A
to 3C show a screen shot of a garner's avatar 320 as it may appear
during game play in game or website GUI (or a screen shot of an
online game) 310. A fitness level may also be indicted with a
screen icon as shown at 330, and a video/image portion 340 may be
included to show (with or without accompanying audio
streams/outputs) educational or entertainment content of the online
game/website. FIG. 3A shows the avatar 320 in an initial health
state or fitness level 330 at the beginning of an online game. FIG.
3B shows the avatar 320 after its health state or fitness level 330
has increased in response to one or more offline activities being
performed by the gamer. In contrast, FIG. 3C shows the avatar 320
after its health state or fitness level 330 has decreased in
response to the gamer's failure to perform a suggested or
recommended offline activity (e.g., a gamer may not take the time
to stop the online game and exercise). Integration at 278 of the
offline activity may also include the earnings
monitoring/determination mechanism 170 acting to update a player's
bank records to increase (or decrease) their earned bucks based on
their performance (or lack of performance) of an offline activity
at 270. The gamer may then spend the bucks 182 as described herein
(e.g., to visit a Green Mall to obtain coupons/discounts to
online-available or brick-and-motor store-offered products/services
and so on) to enjoy the reward/incentive of performing the offline
activity.
[0040] As can be seen from FIGS. 2 to 3C online and offline
activities may be functionally interconnected or integrated. For
example, such integration may include modifying a look and/or
fitness level (and/or ability level) of a gamer's character/avatar
based on an offline activity such as exercise or proper eating. The
player may also earn green bucks, awards, credits, and other perks
by performing offline activities. By integrating offline activities
with online activities, the online gaming system and method may
accomplish particular goals such as educating the players on
particular subjects in a fun and player-accepted online game
format.
[0041] In some embodiments, the exercise monitor 120 may take the
form of a step counter type device that may be provided or
purchased by the garners. The step counter 120 may fit into a shoe
or be worn in or on clothing or otherwise provided on the gamer's
body. As they exercise, the counter records the number of steps or
performance of an offline activity such as over a 30-minute or
other time period as may be suggested on downloaded exercise
sheets/forms. When the game player then allows the monitor 120 to
communicate with their client device, the steps or exercise may be
entered into their activity data 196 (e.g., into an exercise meter
or Exermeter that may be found in a portion of the online game such
as in a Check-In Clinic or the like). At this point, the game
program may automatically check to see if the player has played
other games or performed other activities such as memory retention
games. If so, the two or more offline activities may be considered
in conjunction by the earnings monitoring/determination mechanism
170 to formulate a game score or earnings level for the offline
activity and give the player game points/credits and/or green bucks
(e.g., by updating their bank record 180 to include more bucks
182).
[0042] As discussed above, to enter an online gaming environment or
website, a player may adopt or purchase a toy or product such as a
plush wild species either online at the game or another website or
at a retail store or other facility or get pre-coded tickets for
online use at zoos, parks, and other venues. In some cases, the
game server may provide a list of sponsors or charities/non-profit
groups that are associated with the online game (e.g., non-profit
groups that may be endorsed for their efforts to save species
and/or habitats and/or in other ways support green or other
causes). The player or purchaser may select one of these groups
(such as stored in records 178, 179 of storage 174 in or accessible
by game server 160) for receiving a portion of the
toy/product/ticket purchase price (and/or for later receiving a
portion of the green bucks they earn by online and/or offline
activities). In some cases, the sponsors/charities may have a
connection to the online game play, e.g., an online game may be
associated with a rainforest and a non-profit rainforest
restoration group may receive donations based on green bucks earned
by playing that sub-game or performing a particular online or
offline activity associated with this portion of the online
game.
[0043] The toy/product (e.g., plush wild species) may have a pass
code that may be used by the game server to allow the
purchaser/player to go online and explore the web site or online
game such as to access a virtual wild world or website as a game
player. The game player or garner may construct an avatar to
represent them as they navigate the website. The avatar may have
characteristics that the gamer may select such as race, gender,
clothing, appearance, size, hair color, and the like, and the
appearance of the avatar may be changed by the player and/or by the
game software in response to the player's health level or other
game data (e.g., to integrate offline activities, to reflect
purchases of avatar abilities or characteristics with green bucks,
and the like). A gamer may be presented an adoption certificate or
similar form in some cases that may allow the gamer to name a wild
species or animal/insect they have adopted/purchased (e.g., their
toy/product or plushie), to state its age and gender, and to
associate it with a particular charity/sponsor (for donation of
portion of the purchase price and/or later gamer earnings). In some
cases, the avatar will at least initially take the form of or be
based on the adopted or purchased plushie/toy. A card/badge such as
smart card or the like may be provided with the toy/product
purchase such as on a key chain, and this card/badge may be carried
by the game player so as to provide identifying information (e.g.,
player ID data via a bar code, a magstripe, a chip, an REID tag, or
the like) at or to access offline activities sponsored by or
associated with the online gaming environment.
[0044] FIG. 4 illustrates a main or first screen 410 that may be
displayed on a gamer's client device, and this GUI or game screen
may include the player's avatar 320 (or this character 320 may be a
guide that shows the player the options available at the gaming
site such as by taking the player/gamer on a guided tour of the
website beginning at screen 410, for example). As shown, in this
example of an online gaming environment, the gaming environment 410
includes a global access portion 420, a game arcade tent or portion
430, an avatar or body building portion 440, a health clinic
portion 450, and a bank/green buck access portion 460.
[0045] When a player selects (e.g., moves their avatar 320, clicks
on with a mouse, or the like) the global access 420, the player may
visit global destinations. For example, the player may spin the web
globe and then click on or select a location they wish to visit.
After selection, the game may provide video/audio/animation or
other content related to the selected location such as information
about animals and habitat for that region of the world and/or
information about how to help a particular wild species and/or
environments of the selected geographic location. For example, the
virtual worlds/regions may include a rainforest roundup, a coral
chasm, an Arctic access, an Antarctic alley, prairie pioneers, park
preservation (e.g., information on national, state, and local
parks), and the like.
[0046] When a player selects the game arcade tent, the player may
be able to play one or more online game, which may result in them
earning green bucks that may be saved in the bank 460 or spent in
the world 410 (such as to support a charity, to purchase products
from a sponsor at a discount, to improve their avatar, and so on).
For example, fun and educational games (e.g., games of skill) may
be presented such as green games to teach players how they can
personally take a role in reducing global climate change or effects
(e.g., how to live green at home and in the world at large). Gaines
may also be provided that are educational such as math and science
games. In some embodiments, the games may be altered or modified by
the gamer such as to add, delete, or change some portion of the
game components to make the experience more interesting or
compelling to them, and some of these player-created games may then
be made available to other players or to the gamer on their
return/next visit to world 410.
[0047] In the avatar shop 440, the game players may create or
modify their personal avatar 320 that they use to navigate the
website, and, in some cases, green bucks that are earned online or
offline may be used to create or change their avatar and/or
performance of offline activities such as exercise or eating
healthy may be used to automatically modify the avatar (e.g.,
reflect levels of exercise of the gamer, reflect a current weight
of the gamer in the real world that may be entered as part of the
game data, and so on).
[0048] In a clinic 450 (e.g., a check-in, cheek-up, and check-out
clinic), game players may take their avatar for a "physical" check
up. For example, the player may enter the clinic after performing
an offline activity such as exercising. The player may, for
example, log into an exercise meter (or Exermeter) that shows their
current/past exercise information, and the player may
download/enter time spent outside, time spent performing some
activity, amount exercising, and the like. The player's avatar 320
may become instantly (or gradually) more fit or "buff" with
exercise or other activities such as eating more fruit and
vegetables while the avatar may become less fit or heavier with
little or no exercise. In some embodiments, the adopted toy or
plush animal may have a separate exercise meter or fitness
levels/data to reflect how well the player is taking care of it,
e.g., enough water and food, and depictions of water, food, and
desired habitat (such as trees, grasses, and the like) may be used
to depict the species/toy as being healthy. In some cases, an
online newspaper may be provided in the world 410 to provide
feature articles about subjects related to the world 410 such as
articles about going green, about endangered species and habitats,
about winners/gamers that performed activities or won contests
sponsored by the game server/website provider, and/or
information/content (such as images/videos) provided by other
garners.
[0049] As discussed above, players may earn green bucks/points by
playing the online games and/or performing offline activities. The
more online games and offline activities they perform the more
bucks they can earn. These green bucks may be used in a number of
ways in the world 410 and in the real world. For example, the green
bucks may be used/spent by the player to improve the habitats of
the species they "adopt" through their purchase, e.g., by actual
currency donations being directed to or credited to charities or
sponsors based on earned virtual or green bucks based on a
charity/sponsor selected by the game player. The players may also
adopt more plushies/toys to have more online characters/avatars and
the like and/or to have access to different portions of the world
410 based on which plushies they have adopted (different pass codes
may allow access to different parts of the world 420 or to
different games 430 or the like). The gamer may direct that a
portion of their green bucks be provided to a particular charity
(e.g., to save a species/habitat) or this may be done automatically
by the game software based on a player's prior
selection/association of their avatar or plushie/toy with a
charity/cause (e.g., after a player subscribes to the web
site).
[0050] The green bucks bank 460 may be operated to track the
earnings of points/green bucks for each player. Game players may be
encouraged to deposit or save their bucks in a virtual savings
account at the bank 460. Then, they may use a secret pass code or
pass word to access their virtual account where they can deposit or
withdraw their green bucks. The players may be taught about the
value of saving by providing virtual interest when the players
leave their green bucks in the bank 460 for particular/defined
periods of time, and this interest may be shown in their accounts
to allow them to readily see that their total bucks available is
greater or larger than the amount they earned by performing
activities or playing online games such that they have more to
spend at a later time A vault or stash of green stuff may also be
provided that holds all the things/items that the game players may
purchase with their green bucks or exchange for
discounts/coupons/offers for services or products. These
"purchases" may include triggering donations to charities (such as
for saving species, habitat, and other causes), virtual items such
as habitat/food for their online plushie character or
abilities/items for their character/avatar, products/coupons from
sponsors, and so on. Again, the vault may be accessed with the
player's secret pass code, and they may spend or otherwise use
their earned green bucks plus interest on available items.
[0051] The rewards (e.g., rewards 176 associated with green buck
values 177 in FIG. 1) may vary significantly to practice the
invention and may be "purchased" by players using their green bucks
(or they may be earned more directly by playing an online game,
doing an online activity, and/or performing an offline activity
that is logged into the online gaming environment). For example,
the rewards may include pins and/or buttons ("Wild Walkers") that
may be worn on shows or clothing, and these may be purchased or
provided upon reaching some game state or offline activity level
(e.g., succeeding in performing a physical activity to encourage
fitness and/or outdoor exercise or activities). The rewards may
also include endangered animal/insect related rewards such as an
"Endangered Elite" series of endangered animal pins and buttons
(which may be retired in limited edition runs) that may be worn on
shoes or clothing and purchased with green bucks or earned by the
online game player by playing online games or by the player doing
offline activities (e.g., participating in a river clean up,
visiting an educational facility, and so on). Another reward may be
certificates (e.g., "Meet, Greet, and Move Your Feet" membership
certificates or the like indicating fitness level achievements).
The rewards may also include coupons for merchandise from sponsors,
and sponsors may also provide online rewards when garners link to
their site (such as discounted merchandise). The sponsors may also
convert or accept green bucks and, in turn, make donations to
causes (such as habitat saving causes selected by the sponsor or
the player). The sponsors may also allow players to purchase their
products online or offline and by proving game ID or other
information cause the sponsor to donate a percentage of the
purchase price (such as a percentage of garners' purchases to one
or more causes/charities). In other embodiments, once a certain
level is reached, the player may be able to access a Green Mall to
access green retailers and service providers (with or without the
ability to receive discounts for earning the green bucks and
virtual interest).
[0052] The offline experiences or activities may be driven or
directed via downloaded and/or printed out activity sheets from the
online virtual world/gaming environment provided by the game
server. Downloaded activity forms may be adapted to
encourage/define activities that the players have to complete
offline such as outdoors so as to connect the players to nature and
to encourage exercise. Some defined activities may be educational
and include science and math components while others may be
designed for play and fun indoors or outdoors. Upon completion of
the offline activity, the game player may go back online via their
client device, a network, and the game server and log in or
download the activity (e.g., the time spent outdoors, distance
traveled, amount/level/type of exercise, and so on) to earn
credits, rewards, and/or virtual green bucks. The green bucks allow
the player to integrate their offline activity with the online
gaming experience and may be utilized by: (a) receiving printed
certificates of recognition such as may be downloaded from the game
website; (b) obtaining discount or full price coupons for
products/services from partners and/or sponsors; (c) obtaining
discounts for or full entry fees to facilities such as national
parks, zoos, museums, and the like; (d) receiving badge, button,
pins, or the like to be collected and worn; and (e) earning virtual
green bucks to spend online (or offline in some cases directly at a
sponsor's facility upon reading a player's badge/card and accessing
their player account/game data) such as to improve/change their
gaming experience (e.g., to improve the habitat of the player's
online animals which may be associated with their adopted or
purchased plushies/toys).
[0053] Regarding personal/player ID data (which may be provided in
a bar code or other data storage portion of the toy/produce or an
associated card, badge, or other player ID element), game players
may be issued a personal ID in the form of a badge or card or the
like when they purchase a plushie (e.g., at a store or that may be
downloaded from the game website). The player may then use the
personal ID to identify themselves offline such as to a scanner or
reader of a sponsor's system or their personal client device, and
the computer that reads this data may record data for completion of
an offline activity such as an outdoor activity. For example, the
game website/server provider or a game sponsor may host weekly
neighborhood walks or other activities for the game players and
their friends/family. At the completion of the walk or other
activity, the player may have their personal ID scanned or read to
show that they attended the event and completed the offline
activity such as a walk or other activity. This offline activity
may then be downloaded to or credited to their online account by
communication of the data from the sponsor system or client device
to the game server over a wired and/or wireless network. In some
cases, the player's game account may be updated with more green
bucks, credits, game points, online or offline rewards/perks, or
the like so as to integrate offline activity with online gaming and
otherwise a player to participate in an offline activity and also
to more fully enjoy the online gaming experience (e.g., walking
changes their online avatar's health and so on). The personal ID or
bar code data may be used by the game player to obtain offline
rewards/perks such as discount coupons from website sponsors for
their products/services, discounted entry fees to national parks,
zoos, and other areas of interest, and/or to obtain merit
badges/recognition items (buttons, pins, and so on). The players
may also be able to raise money for their charities and the
sponsors may be added to the online gaming experience (e.g.,
recognition for sponsor donations may be indicated to all garners
and provide links to this new/added sponsor to the garners to
encourage a symbiotic relationship between game players, sponsors,
and charities).
[0054] The inventor recognizes that in some cases memory retention
may be assisted by or should be linked to offline activities such
as exercise. Research has shown 30 minutes of brisk walking every
day helps retard the onset of Alzheimer's disease or memory loss in
general. For example, offline exercise may be combined with playing
the online game described herein that may include online
memory-retention games when visiting the arcade/gaming portion 430
of the online world 410, and this integration of offline and online
activities may better control memory loss or improve memory
abilities of players. The game server may execute software to
provide functionality that monitors the online games the player
chooses to play and the completion of such games.
[0055] For example, the player may complete a memory retention
online game, and the game server would run a program to check if
the player's exercise meter or fitness/exercise data from offline
activities/exercise includes a predetermined amount/level of
exercise (e.g., based on time spent, steps, heart rate-duration, or
other parameters) completed offline (and vice versa), if a
connection is found/determined between the online and offline
activities, the game server program may computer an enhanced score
or award of green/virtual bucks because the player performed these
activities in a proper ratio/relationship (e.g., 30 minutes of
brisk walking on a day they also played one or more memory
retention games results in a higher point value or number of green
bucks than if either activity were performed on its own during a
particular time period).
[0056] The game server may provide a number of sponsors such as
park and zoo sponsors that help players to earn virtual green bucks
through offline activities. When a player attends a park or zoo
(for an example of a sponsor facility), they may have their ID
card/badge scanned to have their ID data verified and entered into
the sponsor's computer system for reporting to the game server the
date/time and duration of their visit as well, in some cases,
completion of a sponsor-provided offline activity. This information
may then be entered by the game server into the bank for increasing
the player's green bucks or game points/data or providing the
player with other on or offline perks/rewards. In some embodiments,
a sponsor may be provided for the game that allows players to use a
sponsor-provided credit card, and the players may be rewarded green
bucks when they use their credit card. These credit card
points/credits may be transferred periodically or on an ongoing
basis to the player's bank account to show their present green buck
total. In some cases, the green bucks earned in this manner may be
used to cause this or another sponsor to donate money to a charity
while in other cases the green bucks for this sponsor may be used
at the sponsor's (or another sponsor's) store or online site to
obtain discounts in purchasing the sponsor's goods/services.
[0057] In some cases, the above systems and methods may be modified
to allow a game player to use voice authentication (e.g., more
particularly, a wild species sound/call/noise (such as that made by
an animal, an insect, or the like) to authenticate and/or identify
themselves to a game server and/or another game player) and/or to
allow a parent or other third-party participant to enter
information (such as their speech for voice recognition) to verify
that an offline activity was properly or fully performed by a game
player or gamer prior to giving the gamer credit for the offline
activity (such as having a parent verify that a tween gamer
exercised a certain amount). These modifications may be considered
or include a method and system for voice print authentication of a
gamer.
[0058] In one specific embodiment, a gamer may be requested to
authenticate themselves to a game server or a sponsor's system in
addition or in place of simply having their ID information read
from their badge/card. Specifically, the game server or sponsor
system may receive wild species' sounds originating from an
identified user to authenticate the gamer (or verify the player's
identification based on their voice print in combination with the
particular animal sound). The voice print/wild species sound
authentication may be associated with the online and offline game
applications and, in some embodiments, may be independent from game
website, such as a cell phone or communication device application
using a method and system for voice print authentication using wild
species sounds originating from an identified user (note, "wild
species" may also, of course, include animals and other living
creatures that are considered or are domesticated).
[0059] For example, the client device 110 of system 100 may include
a microphone or other devices for allowing audio input from a user
(such as a player or guardian/third party making an animal noise or
speaking) and this audio signal/information (e.g., a species sound
input from a gamer/third party verifier) may be transferred as a
digital signal to the game server. The game server would use its
CPU 162 to execute software/code devices (not shown but part of
game control module 166, for example) to analyze the input audio
authentication information, such as by comparison to an earlier
provided/recorded signal from the gamer/third party verifier (e.g.,
a stored biometric voice print) stored in data storage 174, to
verify the gamer or third party is who they claim to be prior to
entering particular game data (such as offline activity completion
data that may help the gamer to earn green bucks).
[0060] For example, a gamer may be prompted to make a wild species
noise/sound, the game server would receive an authentication signal
from the client device, and the game server would authenticate the
user based on the voice print (voice recognition) in combination
with the particular sound/noise (e.g., by comparison with a
previously stored wild species call/sound from the player such that
the player may not be authenticated if they roar when they are
expected to make a pig noise and would not be authenticated if they
are the wrong person but make the correct wild species noise). A
player may have more than one avatar or game character, and the
game server or its software may choose the avatar/game character
based on the wild species sound made by the player. For example,
the player may have a lion and an elephant avatar, and, based on
processing of the wild species sound received from the client
device, the game server may retrieve the proper avatar upon
authenticating the game player. In this manner, the game server may
act as a voice authentication server accessing player profiles that
may include biometric voice prints along with a wild species sound
that may be used in combination to authenticate the game player or
a parent/third-party verifier. The specific technique used for
performing voice authentication is not limiting to the invention,
and it may be performed as taught in U.S. Pat. No. 7,536,304 to Di
Mambro, which is incorporated herein by reference in its
entirety.
[0061] In one embodiment, a computer-based method and computer
system/network is provided for authenticating a user-provided wild
species' sounds as they are related to game play or activity
related to online game activities and/or to offline activities for
the website/game server's subscribers and/or subscriber's parents,
relatives or authorized persons reporting for the subscriber
("guardian") to report game activities and accumulated time spent
for the activity of the subscriber. The method may include sending
one or more spoken wild species' sounds from an identified game
subscriber or guardian (third-party verifier). The method may
continue with identifying that wild species' sound (player/verifier
authentication input) as belonging to the subscriber or their
guardian. The method may also include identifying whether a
biometric voice print associated with that person matches that
player/verifier from the input one or more spoken wild species'
sounds. Then, the method may include authenticating the
user/verifier based on the wild species' sounds and the biometric
voice print belonging to that wild species' sound as criteria for
granting access to one or more online or offline activities such as
to determine when the player may receive Green Bucks earned to
obtain "rewards" provided by merchant vendors that are sponsors to
an online site such as coupons/discounts, to determine when the
player may be invited to the Green Mall, and so on as discussed
above.
[0062] To ensure that subscribers/players of a game server/online
game actually "earn" their green bucks, a system of verification
may be used such that a sponsor can trust that bucks. For example,
wild species sound-based voice authentication may be used to show a
sponsor such as a merchant vendor who provides the "rewards" can
rely on an authenticated system of reporting detailing a
subscriber's activities. This verification can be supported by one
or more of the techniques discussed below.
[0063] The game server may be used to identify the gamer/subscriber
and/or their guardian (or a third party verifier), and then the
game server may act to verify or determine that this
subscriber/gamer has completed an online or offline game and
activity time as reported to the merchant vendor or as entered into
the game server. Each subscriber/player may select a guardian, for
example, as a third party verifier to verify their time spent on
games and activities associated with the gaming website. For
example, a responsible parent or adult of the subscriber (guardian)
can call into a designated call center or other biometric voice
print/animal sound collection repository. Then, using their
selected wild species sound to denote their identity they may
provide a baseline voice/sound print that is stored in the game
server data storage for later comparison with a received
verification input.
[0064] Then, as part of an online/offline activity reporting
process, the call center/game server may verify the ID of the
guardian in conjunction with their wild species' sound and only
when authenticated act to credit the time or online/offline
activity being reported by the guardian or player to the
subscriber's/player's account. The call center/game server could be
accessed via cell phone or any wireless communication system (such
as using their iPhone, Droid, a PDA, a wireless computing device,
via a satellite system, or the like), via a landline or wired
communication device such as a phone or computer (e.g., via Skype
or similar services over the Internet) or via a sponsor/partner
facility such as a store location of a selected merchant vendor. A
calendar time-frame for reporting may be established or predefined
for earning green bucks based on online/offline activities, and the
vendor/sponsor may provide or define how many hours of activity or
green bucks are needed for a "reward" such as a discount when they
make other purchases or the like. When the designated number of
hours or green bucks are achieved, the subscriber/gamer is eligible
to obtain the "reward." Typically in any of the applications
described herein, the sender of the wild species' sound can change
the wild species sound as often as they like (e.g., from one
animal/insect to another for use with their voice print in
authentication of their identity and right to access a game server
or enter completion of an offline activity).
[0065] To allow for easier reporting of time/completion of an
offline activity and to bypass the vendor, a designated "partner"
phone company or other service may record and ID the wild species'
sound of the subscriber or guardian to record the time spent by the
subscriber on a monthly bill sent to the subscriber. This bill,
authenticating the hours accumulated, can then be taken to the
selected merchant vendor, and the "reward" can be obtained as
described above.
[0066] The guardian or third party verifier may call into the game
server or related phone call center where their authentication
baseline will be stored including recording the wild species'
sound, ID or link it to the caller, and then keep a log of the
subscriber's/gamer's accumulated hours or offline activity data.
This activity "log" may in some implementations be downloaded by
the client or the sponsor/vendor such that it may be taken, to a
merchant vendor (or accessed by the vendor) to determine when a
player has obtain/earned a "reward." The sponsor/vendor may update
the player's account upon "purchase" of a reward to reduce their
number of activity points or green bucks available for rewards or
the purchase may be forwarded/communicated to the game server to
take such action or record keeping of the player's virtual bank
account.
[0067] In some embodiments, a game method and system is provided to
support subscriber/player involvement in team activity via an
online game. Some of online games and online/offline activities
provided in a game system such as system 100 of FIG. 1 may be
designed to require team play. For example, the game may be a MORPG
(multi-player, online, role playing game) application with multiple
players. In such cases, it may be important to keep track of each
subscriber's online time and activity, as green bucks for "rewards"
can be awarded to winning teams and not just for individual play.
To ensure that a particular subscriber is involved in the activity,
the subscriber can log onto the online site, applying their wild
species' sound that identifies them via voice print, using Skype,
an iPhone or other wireless communication device, or other
microphone or cell or land phone device that will automatically
record their ID and time, and show that they are online and playing
or working at the activity. When they complete the activity, or end
their online time, they again call-in to designate that they are
ending their participation. This call-in of and authentication of
the identity of the subscriber/gamer, using their chosen wild
species' sound for example, can also be used to alert their online
team members that they are now "in the game or activity," and they
are available to work with other team members or that they are
leaving the game-play.
[0068] Subscribers/game players can apply their identifying animal
sounds to their own, selected, virtual wild species involved in the
online game play. For example, a game server may provide a gaming
environment in which players designate which wild specie or animal
that they want to be associated with and then themselves by calling
out the wild sound. Then, this sound is ID'd or linked to the
subscriber/games as the owner of that wild species, which may be
represented in the game by a game character or the player's or
game-driven avatar. In this manner, the wild species can now
"belong" to a specific player-subscriber or team and participate as
an active "member" in the game play to "rack-up" team points or to
make specific actions in the play. The species' recognition ID is
important for it shows the location of the wild species in the
game, which team or subscriber the wild species belongs to, what
wild species is involved in the game to show the characteristics of
the species in game-play (wild birds, for example, may do a
"poop-dump" or other action on a foe, whales can create huge ocean
waves for defense, and so on) and in other ways gather green bucks
for game points for "rewards" or invitations to a Green Mall.
[0069] In some cases, a game method and/or system is provided for
offline activities used in conjunction with or integrated with
online components of the gaming environment or experience. For
example, offline activities may include outdoor exploration, with
math and science downloaded sheets to assist in the exploration, to
reconnect subscribers to nature and to promote exercise to curb
obesity. Activities can be used alone or in conjunction with family
and friends and in a team-based format. When the activity is
completed, the subscriber/garner and/or a guardian/third party
verifier may go online to the gaming website or other designated
repository to record the time they spent outdoors to complete the
activity or to otherwise enter offline activity data. An online
"exermeter" or example may be provided for each subscriber that
denotes, in avatar form with a bar graph or the like, the
cumulative time the subscriber has spent outdoors or level of
exercise or completion amount of an activity. In some cases, no or
little time shows the avatar becoming "fatter" while ascending time
shows the avatar becoming "buff." Green bucks may be earned for the
effort the subscriber expends and these green bucks can be
deposited, earning interest, in an online, virtual bank. These
green bucks can be exchanged for actual "rewards" (sports
equipment, books, and so on at a discounted price in some cases)
from merchant vendors/sponsors that display their merchandise on a
site.
[0070] In some cases, the gaming method and system may be used in
conjunction with a wireless communication device such as cell phone
(e.g., an iPhone or similar product) during outdoor play such as
using games downloaded onto a subscriber's/gamer's cell phone or
communication/client device. Instead of using downloaded sheets,
for example, a game may be downloaded or provided to the client
device (e.g., a game application provided on a cell phone) to be
used in solo or team game-play. Subscribers use their wild species
sound, used to verify their ID, to alert team players that they are
"in the game" and ready to engage activity, which may be indicated
to each player via the game GUI/game screens with participating
player icons/small avatar images/or the like. When they are
finished, they sign-out, again (optionally) using their wild
species' sound. They also use their wild species' sound, verifying
their ID, to designate the start and stop time of their solo
play.
[0071] A monthly cell phone bill may be sent to the
subscriber/gamer that designates the time the subscriber spent in
game or solo-play and may track the number of green bucks earned to
date/in the prior billing period. The subscriber's guardian can
verify, using their own wild species' voice ID sound, and calling
in to a designated center, that the subscriber actually earned
their green bucks for the merchant vendor's "reward" as discussed
above. A ring tone voice ID using a subscriber's wild species
sound/input may be changed as desired by the player/subscriber. The
cell phone subscriber/garner may use their designated wild species'
sound, voice ID to make a connection to a designated receiver for a
response to engage in game play or chat or text, to plan new game
play, or just to socialize.
[0072] Although the invention has been described and illustrated
with a certain degree of particularity, it is understood that the
present disclosure has been made only by way of example and that
numerous changes in the combination and arrangement of parts can be
resorted to by those skilled in the art without departing from the
spirit and scope of the invention, as hereinafter claimed.
Embodiments (such as the system shown in FIG. 1, the methods
described and shown in attached figures, and the UIs/screen shots
of the figures) of the subject matter and the functional operations
described in this specification may be implemented in digital
electronic circuitry, or in computer software, firmware, or
hardware, including the structures disclosed in this specification
and their structural equivalents, or in combinations of one or more
of them.
[0073] Embodiments of the subject matter described in this
specification can be implemented as one or more computer program
products, i.e., one or more modules of computer program
instructions encoded on a computer-readable medium for execution
by, or to control the operation of, data processing apparatus. For
example, the modules used to provide the online game and its
functionality may be provided in such computer-readable medium and
executed by a processor or the like. The computer-readable medium
can be a machine-readable storage device, a machine-readable
storage substrate, a memory device, a composition of matter
affecting a machine-readable propagated signal, or a combination of
one or more of them. The system (such as system 100 of FIG. 1) can
include, in addition to hardware, code that creates an execution
environment for the computer program in question, e.g., code that
constitutes processor firmware, a protocol stack, a database
management system, an operating system, or a combination of one or
more of them.
[0074] A computer program (also known as a program, software,
software application, script, or code) can be written in any form
of programming language, including compiled or interpreted
languages, and it can be deployed in any form, including as a
stand-alone program or as a module, component, subroutine, or other
unit suitable for use in a computing environment. A computer
program does not necessarily correspond to a file in a file system.
A program can be stored in a portion of a file that holds other
programs or data (e.g., one or more scripts stored in a markup
language document), in a single file dedicated to the program in
question, or in multiple coordinated files (e.g., files that store
one or more modules, sub-programs, or portions of code). A computer
program can be deployed to be executed on one computer or on
multiple computers that are located at one site or distributed
across multiple sites and interconnected by a communication
network.
[0075] The processes and logic flows described in this
specification can be performed by one or more programmable
processors executing one or more computer programs to perform
functions by operating on input data and generating output. The
processes and logic flows can also be performed by, and apparatus
can also be implemented as, special purpose logic circuitry, e.g.,
an FPGA (field programmable gate array) or an ASIC
(application-specific integrated circuit). Processors suitable for
the execution of a computer program include, by way of example,
both general and special purpose microprocessors, and any one or
more processors of any kind of digital computer. Generally, a
processor will receive instructions and data from a read-only
memory or a random access memory or both. Generally, the elements
of a computer are a processor for performing instructions and one
or more memory devices for storing instructions and data. The
techniques described herein may be implemented by a computer system
configured to provide the functionality described.
[0076] For example, FIG. 1 is a block diagram illustrating one
embodiment of a computer system 100 configured to implement the
methods described herein. In different embodiments, computer system
100 may be any of various types of devices, including, but not
limited to a personal computer system, desktop computer, laptop,
notebook, or netbook computer, mainframe computer system, handheld
computer, workstation, network computer, application server,
storage device, a consumer electronics device such as a camera,
camcorder, set top box, mobile device, video game console, handheld
video game device, a peripheral device such as a switch, modem,
router, or, in general, any type of computing or electronic
device.
[0077] Typically, a computer will also include, or be operatively
coupled to receive data from or transfer data to, or both, one or
more mass storage devices for storing data, e.g., magnetic,
magneto-optical disks, or optical disks. However, a computer need
not have such devices. Moreover, a computer can be embedded in
another device, e.g., a mobile telephone, a personal digital
assistant (PDA), a mobile audio player, a Global Positioning System
(GPS) receiver, a digital camera, to name just a few.
Computer-readable media suitable for storing computer program
instructions and data include all forms of non-volatile memory,
media and memory devices, including by way of example semiconductor
memory devices, e.g., EPROM, EEPROM, and flash memory devices;
magnetic disks, e.g., internal hard disks or removable disks;
magneto-optical disks; and CD-ROM and DVD-ROM disks. The processor
and the memory can be supplemented by, or incorporated in, special
purpose logic circuitry.
[0078] To provide for interaction with a user (e.g., with client
devices 110 of system 100 or the like), embodiments of the subject
matter described in this specification can be implemented on a
computer having a display device, e.g., a CRT (cathode ray tube) or
LCD (liquid crystal display) monitor, for displaying information to
the user and a keyboard and a pointing device, e.g., a mouse or a
trackball, by which the user can provide input to the computer.
Other kinds of devices can be used to provide for interaction with
a user as well; for example, feedback provided to the user can be
any form of sensory feedback, e.g., visual feedback, auditory
feedback, or tactile feedback; and input from the user can be
received in any form, including acoustic, speech, or tactile
input.
* * * * *