U.S. patent application number 12/941356 was filed with the patent office on 2011-05-12 for system and method for providing real world value in a virtual world environment.
Invention is credited to J. David Thompson, Scott Edward THOMPSON.
Application Number | 20110112662 12/941356 |
Document ID | / |
Family ID | 41133746 |
Filed Date | 2011-05-12 |
United States Patent
Application |
20110112662 |
Kind Code |
A1 |
THOMPSON; Scott Edward ; et
al. |
May 12, 2011 |
SYSTEM AND METHOD FOR PROVIDING REAL WORLD VALUE IN A VIRTUAL WORLD
ENVIRONMENT
Abstract
A system and a method is provided wherein real world monetary or
cash values are placed on virtual world avatars, avatar possessed
or avatar purchasable virtual world items, environmental virtual
world items and virtual world computer generated non-player
characters (NPCs), such as slayable beasts, monsters, creatures, or
humanoids. These NPCs or other avatars (i.e., other players'
avatars) have the ability to defeat and collect the cash value of
avatars and their gear, thus gaining cash value for the NPC or the
avatars. This cash value is then winnable by any avatar with the
skill to best the NPC or other avatar. In this system and method, a
real world cash value of an avatar is established and can be
increased or decreased based upon the avatar's interaction with
other avatars, the virtual world environment and/or a player's
investment of real world cash value.
Inventors: |
THOMPSON; Scott Edward;
(Hatfield, PA) ; Thompson; J. David;
(Sellersville, PA) |
Family ID: |
41133746 |
Appl. No.: |
12/941356 |
Filed: |
November 8, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12061188 |
Apr 2, 2008 |
7824253 |
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12941356 |
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Current U.S.
Class: |
700/91 |
Current CPC
Class: |
A63F 13/822 20140902;
A63F 2300/5553 20130101; G07F 17/32 20130101; A63F 2300/57
20130101; A63F 13/12 20130101; A63F 13/792 20140902; A63F 13/35
20140902; A63F 2300/5513 20130101; A63F 2300/513 20130101; A63F
2300/558 20130101 |
Class at
Publication: |
700/91 |
International
Class: |
G06F 19/00 20110101
G06F019/00 |
Claims
1. A method of providing an online tournament, comprising:
providing a first avatar with an associated cash value; providing a
competition by which a designated portion of the first avatar's
associated cash value is transferred to a second avatar;
transferring the designated portion of the first avatar's
associated cash value to the second avatar; and providing real
world cash value associated with the designated portion of the
first avatar's associated cash value to the player who is playing
the second avatar.
Description
[0001] Virtual worlds are computer-based simulated environments
intended for its players to inhabit and interact via avatars.
Avatars in virtual worlds can be virtual images or representations
such as humanoids, or any other representation of a player, and can
be in the form of two or three-dimensional graphical
representations. Virtual worlds are generally purposed for
interaction between players with one another and with
computer-based simulated environments.
[0002] Massively Multiplayer Online Role Playing Games (MMORPG)
utilize virtual worlds and can include millions of players who
often play these games, rather than playing single player
stand-alone computer games on their personal console, because of
the player interaction. Examples of MMORPGs include Second
Life.TM., There.TM., World of Warcraft.TM., and ActiveWorlds.TM.,
etc.
[0003] In these virtual worlds, the players within the world
primarily interact with each other, and interaction with computer
systems often occurs to provide tools for interaction between the
players. For example, the virtual world platform can be used as a
toolbox, wherein the computer system creators, designers, etc. can
provide tools to allow the players to build and customize their
avatars, as well as items for use by their avatars, such as clothes
or houses, etc. Basically, the computer system allows customization
of the universe, or "metaverse," as desired by the player within
the confines of the computer-based simulated environments.
BRIEF DESCRIPTION OF THE DRAWING FIGURES
[0004] FIG. 1 illustrates an exemplary embodiment of a computer
network including local computers and servers.
[0005] FIG. 2 illustrates an exemplary embodiment of a method of
providing an online tournament.
SUMMARY
[0006] A system and a method is provided wherein real world
monetary or cash values are placed on virtual world avatars, avatar
possessed or avatar purchasable virtual world items, environmental
virtual world items and virtual world computer generated non-player
characters (NPCs), such as slayable beasts, monsters, creatures, or
humanoids. These NPCs or other avatars (i.e., other players'
avatars) have the ability to defeat and collect the cash value of
avatars and their gear, thus gaining cash value for the NPC or the
avatars. This cash value is then winnable by any avatar with the
skill to best the NPC or other avatar. In this system and method, a
real world cash value of an avatar is established and can be
increased or decreased based upon the avatar's interaction with
other avatars, the virtual world environment and/or a player's
investment of real world cash value.
[0007] Additionally, virtual world items, such as weapons, armor,
etc., can be assigned or can earn cash values, and thus can be
bought from, traded to, taken by, or sold to other avatars. These
virtual world items, as well as the cash value of the avatars, can
be taken by other avatars through competition and tournaments. In
other words, some or all of an avatar's cash value and the avatar's
virtual world items can be won or lost to another avatar or a
NPC.
[0008] Also, an avatar's cash value and virtual world items can be
placed in a bank or turned into real world money and withdrawn from
the game as desired by a player, wherein the cash value of that
particular avatar can be decreased if desired. Alternatively, real
world cash value can be added to an avatar's real world cash value
via a real world cash value deposit, for example, or the avatar can
acquire virtual world items from other players or the environment,
as other examples.
[0009] Competitions, such as individual tournaments, can be
provided, wherein avatars compete for real world money. In these
competitions, for example, at least two individual players enter
their avatars into a competition and in the end one of the avatars
is declared the champion.
[0010] Other competitions, such as head-to-head duels, team vs.
team or a free-for-all multiplayer arena, are also contemplated,
wherein teams (i.e., two or more avatars) can be formed and can
compete for real world money, wherein at least two competitors
enter into a team competition, for example, and at least two teams
compete using their avatars and in the end one team of avatars is
declared the champion.
[0011] Victory can be accomplished in several different ways. For
example, victory can be achieved by surviving a multiplayer arena
type setting, or victory can be achieved by fulfilling a game
requirement.
[0012] Prize winnings can also vary as desired. For example,
avatars can have the ability to enter unique tournaments in which
each avatar starts with its own unique bounty value, competes, and
wins instant cash that cannot be lost even if the avatar is
defeated and regardless of the round of play the avatar leaves the
game.
[0013] Disclosed is a system for providing real world monetary
values in a virtual world environment, comprising: a computer for
storing real world monetary values of an avatar; a computer for
storing real world monetary values on virtual world items; and a
computer for hosting a competition between avatars in a virtual
world environment, wherein a first avatar can defeat a second
avatar and the real world monetary values and the virtual world
items of the second avatar are transferred to the first avatar.
[0014] Also disclosed is a method for providing real world monetary
values in a virtual world environment, comprising: providing real
world monetary values on an avatar; providing real world monetary
values on virtual world items; and providing a competition, wherein
a first avatar can defeat a second avatar and the real world
monetary values and the virtual world items of the second avatar
are transferred to the first avatar.
DETAILED DESCRIPTION
[0015] As used herein, the terms "player" and "competitor" are
synonymous and are utilized to signify a person who is playing on
the system provided herein and/or utilizing the method provided
herein.
[0016] As used herein, the term "avatar" is utilized to signify the
virtual world representation of the player or competitor.
[0017] As used herein, the terms "real world monetary value," "real
world cash value" and "cash value" are synonymous and are utilized
to signify actual cash, such as United States dollars or other
legal tender.
[0018] As used herein, the term "computer" is utilized to signify a
computerized system, such as a server, which operates to implement
the exemplary embodiment systems and methods described herein.
[0019] As used herein, the terms "competition" and "tournament" are
utilized to signify player vs. player interactions, such as
one-on-one, two-on-two, three-on-three, team play, etc.
Competitions and tournaments can be formalized single round or
multiple round events or can be informal individual or team
activities. Competitions and tournaments can be based on any type
of games, for example, battle or war type games, sports games,
strategy games, etc.
[0020] As used herein, the term "virtual world item" is utilized to
signify items within the virtual world that can be possessed by
avatars and can include real world cash values associated
therewith, if desired. Virtual world items include those that can
be: purchased from or sold to vendors within the game, crafted
using materials from within the game, or acquired through
interactions with the virtual world environment, such as by looting
the items off of NPCs or from drops from the environment, such as
items collected from the environment.
[0021] In one exemplary embodiment, a system is provided, wherein
tournaments or other competitions are held between avatars, wherein
players' skills can be tested against other players in a
winner-take-all type of competition. The attributes of the avatars,
including their real world monetary values and their virtual world
items, can be stored on a computer. The values of the avatars and
their possessions can be displayed such that avatars with higher
values may be challenged more often than those with lower values.
On the other hand, avatars with lower values can take on other
avatars with lower values in order to raise their values. In other
words, the value of an individual avatar can be increased by taking
the values, in terms of their cash value and/or their virtual
possessions, as a prize for beating another avatar in a
competition.
[0022] Avatars have the ability to enter unique tournaments in
which each avatar starts with its own unique bounty value,
competes, and wins instant cash that can not be lost even if the
avatar is defeated and regardless of the round of play the avatar
leaves the game.
[0023] For example, a tournament can be held, wherein each
competitor puts all of their avatar's cash value, as well as their
avatar's items, on the line in a winner-take-all competition. The
winning avatar would gain the entirety of the cash value and/or all
of the virtual items of the losing avatar and the losing avatar
would be left with no cash value and/or virtual items. The
tournament can be hosted on a computer providing an environment in
which a competition between competitors, by ways of their avatars,
can be conducted and the cash value of the losing avatar can be
transferred to the winning avatar.
[0024] One example of how access to a competition or tournament is
illustrated in FIG. 1. As illustrated in FIG. 1, a system 100
including a MMORPG server 110, an external content server 120, such
as a tournament server and/or a cash value storage memory, a
network 130, and local computers 140 can be provided.
[0025] First, a player can select a tournament to play by selecting
it through their local computer 140. Next, the local computer 140
can connect 150 to the network 130, wherein the network 130 can
send the signal to the MMORPG server 110 and the external content
server 120. The external content server 120 further connects 160 to
the MMORPG server 110.
[0026] Second, a signal including personal information about the
player, such as their name or other identifier and payment
information, can be forwarded 170, 180 to the MMORPG Server 110
and/or the external content server 120. Alternatively or
additionally, information about the player's avatar can be
forwarded. The forwarded information can be provided as a local
signal 150 to the network 130 from a local computer 140 and in turn
be forwarded through the network 130 to the MMORPG server 110
through a first signal 170 or to the external content server 120
through a second signal 180 to the external content server 120. It
is noted that other information can be carried in the local signal
150, the first signal 170 and the second signal 180.
[0027] Third, the player can be charged by the external content
server 120 for the entry fee for a tournament or other real world
cash value, as desired. This can occur by a computer process of
authorizing payment to the external content server 120 or
recognizing a player and the player's corresponding account,
etc.
[0028] Fourth, tournament or competition content 130 can be
transmitted from, for example, an internal database within the
virtual world (e.g., the MMORPG server 110 or databases linked
thereto) or an external database networked to the virtual world
system 100 (e.g., the external content server 120 or databases
linked to the system 300) containing the available content. The
transmission, if provided by an external database, can be
transferred in the form of an interactive content stream 160 to the
MMORPG server 110. Thus, the virtual world location where the
player's avatar is located can receive the content, wherein the
content can be uploaded into the virtual space where the player's
virtual viewing device is located.
[0029] As an exemplary embodiment, a method of providing an online
tournament is illustrated in FIG. 2. As illustrated in FIG. 2, the
method can include providing a first avatar with an associated cash
value 210, providing a competition by which a designated portion of
the first avatar's associated cash value is transferred to a second
avatar 220, transferring the designated portion of the first
avatar's associated cash value to the second avatar 230, and
providing real world cash value associated with the designated
portion of the first avatar's associated cash value to the player
who is playing the second avatar by allowing the player to withdraw
cash value if so desired 240.
[0030] Game avatars can, for example, have real cash bounties
placed on their heads. The value of an avatar can increase with
each opponent bested and bounty won. As one exemplary embodiment, a
scenario wherein portions of an avatar's value can be maintained is
provided. For example, one third of a bounty (or any fraction of
the bounty) won can be immediately transferred and can remain as
earned cash even if the avatar is slain immediately after the
posted bounty win. As further contemplated, the next third of the
won bounty can be added into the winning avatar's cumulative cash
bounty which can be the total cash value of the avatar or some
fraction thereof as predetermined by the rules of the competition
or tournament or individually selected by the player(s). This cash
bounty can be immediately winnable, in total or by fractions, by
other competing players though their avatars. The last third can be
added to the character's over-all bounty or cash value. This
over-all bounty can be revealed or broadcasted, as desired, the
next time the winning avatar enters a new tournament.
[0031] As a result, avatars having separate and unique cash values
at the start, middle, and end of any tournament can be provided.
Additionally, their cash value can be altered throughout a
tournament and can thus create new and exciting ways to play
tournaments. For example, a player's goal can be to take out an
adjacent avatar that is worth $100 instead of going for cumulative
cash kills. As an alternative strategy, a player could decide to
hang back and snipe at the backs of those avatars that have
targeted the $100 value avatar.
[0032] In an exemplary embodiment, an avatar is provided that won
$150 total in a previous tournament can start a new tournament with
a $50 bounty (1/3 the $150) on his head. His high level of skill
allows him to beat off three immediate attackers (at the start of
the tournament) that attempt to score his $50 bounty. He adds the
bounties of the three defeated avatars (for example, if each of the
three attackers were worth $10 each, totaling $30) to his account,
the player can pocket $10 immediately, while $10 goes to his
cumulative cash bounty (now totaling $60), and $10 goes toward a
bounty he can use to start the next future tournament. If he is
defeated, he still keeps the $10 he won earlier and the $10 toward
the future tournament. The avatar which defeated him wins his
cumulative bounty of $60 with $20 going immediately to cash in her
pocket, $20 is added to her cumulative bounty, and the last $20 of
the $60 goes toward a bounty that she can use to start a future
tournament.
[0033] Other types of tournaments are also contemplated herein. For
example, tournaments based on survival rather than conquering can
be implemented. Games such as a "King of the Hill" type can used as
tournament formats.
[0034] For example, combat tournaments using medieval weaponry,
military weaponry, or futuristic weaponry, for example, can be the
basis for a survival type tournament. In one example, a field of
battle can disintegrate around a perimeter of the playing field
forcing combat inward toward the field of battle's center. Any
avatar caught in the disintegrating areas is eliminated from the
competition. The disintegration may be a floating chunk of land
that crumbles inward or merely a moving visual indicator. Avatars
may be thrown or pushed into the disintegrated zone to be
eliminated, or can simply fall away as the land crumbles. Falling
characters may still fight and kill other characters that are
falling with them--right up until they are terminated, for example,
they could take fall damage and die.
[0035] Similarly, a field of battle may be a stepped pyramid in a
valley that is filling up with lava. The rising lava forces avatars
up the pyramid until only one can remain standing in a "King of the
Hill" type of winning scenario. Also, combat may occur in a city
where falling buildings crush avatars that remain on the outskirts
of combat for too long. Crashing buildings force avatars into the
center until only one remains standing.
[0036] Another type of tournament can be one in which teams are
formed and lead to a common goal. For example, teams can be formed
through loose associations, or can be formed as "mercenaries," in
which players are individually paid by a team owner or captain to
achieve a specific goal, wherein the prize can be allocated to the
entire team or to the team owner or captain alone.
[0037] For example, game avatars can be provided with or can earn
individual marketable skills allowing for players to be hired out
to compete and win for the benefit of a team owner or captain that
can be in the form of Warlord, for example. As characters compete,
the game keeps track of their combat stats. Players may choose to
publish their abilities and previous achievements, and thus can
make a living as a mercenary. As contemplated herein, mercenaries
are capable of being hired by other players under an agreement, for
example, that services rendered are for an up front fee in exchange
for all game winnings going to the purchaser of the mercenary's
services. Alternatively, a mercenary can be provided with a portion
of the winnings for further incentive to join a particular team and
to win. The net result of this could be a hired army fighting for
the top cumulative posted prize.
[0038] As another exemplary embodiment, a captain of a ship can
offer $20 to individuals to entice them to sign up and become
members of his crew, wherein the individuals would crew the
captain's ship and guns. As contemplated herein, the captain can
select and pay each of these crew members based on their
negotiations and records from previous battles, wherein stellar
players may be paid more than average players and certain
positions, such as steersman, might be paid more than other
positions, such as gunmen.
[0039] As envisioned, members of the crew can sign on, by literally
taking $20 cash and joining the captain's team, for example, in
exchange for waiving all or a portion of their claim to the
winnings. The ship can then set sail for a tournament at sea after
the crew is selected. It is envisioned that filling the crew can
take minutes, days, weeks, or months depending upon the tournament
outline. In one exemplary embodiment, 1000 Tall ships, each with
their own captains and crews, can be set to compete for supremacy
of the sea. Each crew member can contribute a small portion of
their bounty to the captain's over-all bounty in exchange for their
joining the ship. The ships can go to war, blowing each other apart
with cannon fire as crew kills crew with muskets and rapiers all
the while trying to board and capture opposing ships. Experienced
captains can be higher bounty targets as they may have a higher
cumulative bounty of the crew (because better players may want to
join this particular captain due to the captain's superior skill or
perhaps higher payments to the crew members) and perhaps previously
won bounties from other tournaments that could add to a higher
residual value for that ship. Killing the captain, sinking a ship,
or stealthily capturing a ship's flag can all be victory conditions
with the transfer of losing ship's avatar values being transferred
in the conquering ship and the conquering ship's captain and/or
crew members.
[0040] As another example, a warlord could offer $20 to mercenaries
who will protect him through a combat tournament, with all winnings
going to the warlord. He can select and pay each of these
mercenaries based on their skills, experience, and/or game
statistics from other battles. Similar to the crew members
discussed above, these mercenaries can sign on, for example, by
literally taking $20 cash, in exchange for all winnings, wherein
the mercenaries have the incentive to win based upon their own
reputation for future hiring, as well as the enjoyment of being
selected by a superior warlord.
[0041] Additionally, as another example, a "Capture the Flag" type
of game can be utilized. For example, teams can divide their forces
into defense and attack groups and move through city or country
environments with the goal of taking out opposing forces, capturing
the flag, and returning it to their base. Players can win cash by
killing opposing team members and taking the cash values of the
defeated opposing team members and/or win a cash prize of an amount
from the losing team or an entry fee value should they capture the
flag.
[0042] Alternatively, teams or groups can be loosely associated
with one another for the purpose of achieving a goal. For example,
a group of avatars can work in concert to invade or defend a
castle's walls to take or defend the castle (or a flag therein, for
example). In this example, a time limit can be set that forces the
invaders to invade. Failure to take the walls by the expiration of
the time bank leads to victory for the defenders. Players fight to
the death, with those avatars still alive at the end from the
winning team taking the cash prize of the value of the opposing
team's avatars. Play can open with a cannon fire bombardment
launched from both sides. Players may choose to hide and let others
die so the reward is higher when entering combat for the win, or
they may choose to be at the front of the action where they may
gain and immediately pocket a portion of the cash value of those
they slay.
[0043] By providing a variety of competition formats, relationships
for strategies can be formed. For example, alliances between
superior players can be formed, wherein players may make on the
spot alliances in the last few moments before a tournament begins,
vowing to cover each other's backs until they are the last ones
standing. This situation can be mutually beneficial and can likely
be a winning strategy.
[0044] On the other hand, other strategies with less cooperative
relationships can also be implemented. For example, a beginner
avatar may sneak along behind a very experienced fighter, plying
his bow and arrows to kill an avatar that the experienced fighter
had been fighting, thus stealing the kill and winning the defeated
avatar's cash value. This would probably not go unnoticed by the
experienced fighter for very long, and could end up an eventual
competition between the two, wherein the beginner avatar may still
end up making cash.
[0045] One example of a smaller team setting tournament can be an
assassination team vs. defense team type of play. For example, 2
groups of avatars can enter a game by paying an entrance fee. The
entrance fee for the assassination team can be posted as both a
bounty on each of their heads and a cumulative sum that can be won
by the defense team in charge of keeping the assassination target
alive. The defense team can also post their entry fee which can
similarly be divided as a bounty and over-all win value should the
target they are defending be killed. The assassination target, for
example, must be delivered to a predetermined zone within the game,
such as a courthouse, before a time limit expires for the defense
team to win.
[0046] As envisioned herein, any number of ruses can be utilized to
disguise the assassination target. For example, an assassination
team may disguise themselves as NPCs in the game. A wide variety of
weapons can be used on both sides, such as explosives for exploding
buildings, and various hand-held weapons (guns, knives, etc.). The
defense team may mark a likely assassinators and have NPC police
characters investigate suspicious characters. The assassination
team may take out NPCs such as the police and civilians as they see
fit, but with the risk of marking themselves as a assassinators for
defenders to eliminate and having the entire police force descend
upon him for defenders to eliminate. Avatar values can be split
into 2 parts, those immediately won when killed, and a cumulative
cash pool should your team lose to the opposition, for example.
[0047] As another example, an avatar can attempt to make it through
an obstacle course in the fastest time while defending itself
against attacks from other players and NPCs. Avatar cash values can
again be divided into a bounty and a cumulative win amount.
Eliminating an avatar scores the bounty and is pocketed instantly
by the winner regardless of how the player places in the race. This
can open up a whole new level of competition in that players may
decide to just plant themselves in front of the running crowd and
take out as many as possible to score as much instant cash as
possible. On the other hand, other players can decide to run as
fast as possible to try to make it to the end and win the
cumulative cash for the race. Yet still others can hang back, allow
those that wish to fight to become engaged with other characters,
then run by or join the melee from behind.
[0048] As an alternative to warlike games, sports games, such as
golf as mentioned above, can also be implemented herein. For
example, avatars can start off with a winnable cash amount each.
All players can play simultaneously and know the value of the other
players, as well as the prize for the winning or lasting through
each round. Money can be won or lost (i.e., subtracted or added to
an avatar's value) based on accuracy of shots such as prizes for a
longest drive, eagles, birdies, first on green bonuses, and speed
of hole completion. Bonuses can be pocketed immediately and can be
made perpetual throughout the tournament in that the bonuses cannot
be lost even if the player is eliminated in the round.
Additionally, eliminations can occur based on speed of round
completion and cut off stroke scores (Par for the hole) to set up
side games for further competition. For example, players may choose
to focus only on scoring bonuses and cashing out immediately, or
can play in a rushed manner to get to the green first regardless of
stroke count. Alternatively, a player may choose to take their time
to make sure they maintain an optimum low stroke count to move up
in the game's levels where higher cash values can be won.
[0049] In exemplary systems and methods, the cash value of an
avatar can also be raised or lowered by a real world cash deposit
or withdrawal, in that the player of the avatar can put real world
money into or take real world money out of the cash value of their
avatar. For example, after a victory over a high value avatar is
completed, a player can withdraw some or all of their winnings, as
well as some or all of their avatar's overall value, before another
competition is held. Alternatively, after a loss, a player can
deposit more cash value into their avatar to continue playing (if
the competition is not a single elimination tournament, for
example).
[0050] Additionally, real world money can be used to increase the
abilities of the avatars, such as by purchasing better equipment
for the competitions. By purchasing improved armor and/or weapons,
improved viability of the avatar's damage causing abilities, as
well as the avatar's survivability in a competition or tournament
can be provided. In other words, real world cash investments can be
made in order to increase an avatar's probability of defeating
another avatar.
[0051] Additionally, real world money can be used, for example, to
purchase packages of gear that alter as needed so a player can use
them across a wide variety of games. These packages can be bought
or sold to any game's shop. For example, a "Level 1" package might
include starter gear for a new Customer/Avatar. For a combat game,
this gear might include a starter weapon, and a piece of light
armor, then when a customer enters a different game, such as a golf
game, that Level 1 equipment is accessible in the form of a starter
driving club, a starter chipping club, and a starter putter
club.
[0052] Similarly, if a "Level 5" package is purchased, access to
premium gear can be provided. For example, a Level 5 package might
include superior weapons and armor for a combat game, or expert
level clubs and golf clothing for a golf game. Alternatively, a
Level 5 package might include access to all lower levels such that
any weapons, armors, or equipment available in Levels 1 through 4,
as well as additional Level 5 items, are accessible.
[0053] Also, all levels of players can be encouraged to compete
based upon their level of skill. For example, players of higher
skill can seek out other players of higher skill by looking for
increased avatar values and increased avatar possession values.
Conversely, players of lower skill can seek out other players of
lower skill by looking for decreased avatar values and decreased
avatar possession values. Alternatively, players of higher skill
could reduce their avatar's values and appear to be avatars of
lower skill and challenge other avatars with lower values; however,
the rewards for success would be diminished compared to taking on
higher valued avatars. Alternatively, these "reduced cash value"
avatars can compete with higher cash value avatars with reduced
risk and increased rewards, if so desired.
[0054] In another exemplary environment, informal individual
competitions can be held between competitors without a formalized
tournament. For example, a competitor can be playing in a player
vs. environment setting, and then can be offered a competition by
another player. If accepted, the avatars of the competitors can do
a head-to-head competition with a set prize, such as a fixed amount
of real world cash or particular virtual items, or with a
winner-take-all prize.
[0055] Competitions can be held between competitors in any number
of platforms. For example, in the WORLD OF WARCRAFT.RTM., a duel
can be requested between competitors, wherein the winner can be
determined based upon a match in which the winner reduces the
loser's health down to 1% of their total health. Competitors are
allowed to utilize any and all of their attributes and abilities,
but a limited size zone and time limit are provided. Other avatars,
and thus the people playing the other avatars, can watch the
competition but are not allowed to assist either competitor.
[0056] As another example of a competition, a tournament can be
conducted in which competitors can be eliminated or can be
handicapped based upon the previous competitions. For example, a
winner-take-all bracket competition can be conducted in which a
large field of competitors competes one-on-one through various
rounds until a single winner is determined. In this example, the
winner of the competition would then have all of the real world
cash value, as well as the virtual world items, of each player that
entered into the tournament.
[0057] Alternatively, percentages of each win can be transferred to
the winner such that winners of the first round, second round,
etc., who do not end up winning the entirety of the tournament are
still awarded values based upon the values of those competitors
they defeated.
[0058] As another exemplary embodiment, the real world cash values
of avatars can be increased through the virtual world itself. In
other words, real world cash values can be placed on environmental
virtual world items and virtual world computer generated NPCs. For
example, a real world cash value can be placed on virtual world
items that can be collected, such as parts needed to craft weapons
and/or armor. Alternatively, a real world cash value can be placed
on the slaying of monsters, wherein higher cash values can be
associated with higher difficulty monsters.
[0059] As another exemplary embodiment, the real world cash value
can be held in the virtual world or in the real world. Access to
the real world cash value can be fluid between the virtual world
and the real world similar to a pair of linked accounts. These
accounts can be like ordinary bank accounts that accrue interest
and are available for additional deposits and withdrawals.
[0060] As another exemplary embodiment, stores and shops can be
provided wherein purchasable items can be acquired using real world
cash value or can be sold back to the stores and shops for real
world cash value. These stores and shops can have fixed values or
fluctuating values as desired. Additionally, virtual world items
could be transferred between avatars and can be sold between
avatars.
[0061] One method of implementing this system is to assign unique
identifier codes to avatars, items and virtual world NPCs. Thus, in
order to verify the existence and value of avatars, items and
virtual world NPCs, the unique identifier code can correspond to a
particular set or fluctuating value that can be made inaccessible
to players in that virtual world and can be controlled by a system
administrator. This allows for the accuracy of the real world cash
values of the avatars, items and virtual world NPCs on an
individual basis and can be utilized to reduce possible fraud.
[0062] In another embodiment, the real world cash values can be
converted into virtual world currency or can remain in real world
cash value. For example, a virtual world currency can have a direct
or indirect relation to real world cash value, and either can be
used for the purchase or sale of items, wherein real world cash
value can be withdrawn from the virtual world as desired.
[0063] As another example of a competition, a tournament can be
conducted in which competitors can win crowd favor. Crowd favor,
measured by cheering vote, adds combat power to their champion.
[0064] Cash prizes can also be so large as to create media
attention. These specialized tournaments can be televised or
streamed by computer devices for the enjoyment of all, including
those not subscribed to the game.
[0065] A number of different payment methods could be used, as
mentioned above. For example, the player can input a financial card
(e.g., a debit card, credit card or gift card) number within their
player account in the virtual world, can input a financial card
number directly through a pop-up standard payment interface, or can
use virtual currency as part of the virtual world for use as
payment for the viewable content. Payment methods, such as
financial cards (e.g. credit and debit cards), Internet payment
services, such as Paypal.TM., or virtual world currency, such as
Linden Dollars.TM., can be used. Once payment is made, a local
signal 150 can be transmitted to the network and in turn to MMORPG
server 110 or the content server 120, wherein upon payment, the
external content server 120 can provide a content stream 160 to the
MMORPG server 110 to provide the access to a tournament.
[0066] In order to allow for the viewable content to be provided in
the virtual worlds, a database can be employed, as mentioned above.
Any SQL compliant database could be used to design the necessary
database (e.g., Oracle, MySQL, or Microsoft SQL Servers), wherein
sending and receiving data from the database to the virtual world,
or creating any external interfaces can be done by using a
programming language. Non-limiting examples of languages that could
be used include Java, C, PHP, and ASP. Exemplary databases can
provide storage for viewable content information, such as the name
of the viewable content, the description, peer review ratings,
motion picture content ratings, the price, the duration that the
player can have access to the viewable content the methods of
communicating with the virtual world in which the content is to be
displayed, categories or genres of the available videos, to name a
few.
[0067] The viewable content can be identified by a Uniform Resource
Locator (URL). The URL can be used as a temporary URL for each
individual instance of the viewable content accessed. The URL can
then be programmed to automatically expire after the access time
has ended.
[0068] It will be appreciated by those skilled in the art
embodiments in other specific forms can be achieved without
departing from the spirit or essential characteristics thereof. The
presently disclosed embodiments are therefore considered in all
respects to be illustrative and not restricted. The scope of the
claims rather than the foregoing description and all changes that
come within the meaning and range and equivalence thereof are
intended to be embraced therein.
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