U.S. patent application number 12/981823 was filed with the patent office on 2012-07-05 for on-line virtual world game.
Invention is credited to Megan Alexandria Campion Boswell, Jodi Lynn Goldberg, Todd Theodore Gundrum, Jeanette Alice Juetten, Patricia Susan Kost, William G. Ziche.
Application Number | 20120172131 12/981823 |
Document ID | / |
Family ID | 46381233 |
Filed Date | 2012-07-05 |
United States Patent
Application |
20120172131 |
Kind Code |
A1 |
Boswell; Megan Alexandria Campion ;
et al. |
July 5, 2012 |
On-Line Virtual World Game
Abstract
A method, enabled by a computer system, for providing a computer
based on-line virtual world. Steps include receiving a unique code
via an electronic network, the unique code being associated with a
purchased physical items such as a doll, granting access to the
virtual world based on the unique code, receiving user input, via
the electronic network, sufficient to define characteristics and
personality traits of an avatar in the virtual world that is
associated with the doll, to move the avatar to one of a plurality
of venues within the virtual world, to play a selected game at the
one of the plurality of venues, and to control aspects of the
selected game. Further steps include awarding certificates to the
avatar upon attainment of predetermined levels within the selected
game, awarding medals to the avatar based on information received
via the electronic network from a user, the information being
responsive to a series of questions posed to the user, and
presenting any awarded certificates and medals via a Yearbook
presentation subsystem that aggregates any awarded certificates and
medals, and presents the same on a display for the user.
Inventors: |
Boswell; Megan Alexandria
Campion; (Middleton, WI) ; Goldberg; Jodi Lynn;
(Mazomanie, WI) ; Gundrum; Todd Theodore; (Cross
Plains, WI) ; Juetten; Jeanette Alice; (Sun Prairie,
WI) ; Kost; Patricia Susan; (Madison, WI) ;
Ziche; William G.; (Belleville, WI) |
Family ID: |
46381233 |
Appl. No.: |
12/981823 |
Filed: |
December 30, 2010 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/532 20130101;
A63F 2300/5553 20130101; A63F 13/63 20140902; A63F 2300/575
20130101; A63F 13/825 20140902; A63F 13/795 20140902; A63F 13/69
20140902; A63F 13/71 20140902; A63F 2300/69 20130101; A63F 13/87
20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for providing a computer based on-line virtual world,
comprising the steps of: receiving a unique code via an electronic
network, the unique code being associated with a purchased physical
item; granting access to the virtual world based on the unique
code; receiving user input, via the electronic network, sufficient
to define characteristics and personality traits of an avatar in
the virtual world; receiving user input, via the electronic
network, to move the avatar to one of a plurality of venues within
the virtual world; receiving user input, via the electronic
network, to play a selected game at the one of the plurality of
venues; receiving user input, via the electronic network,
sufficient to control aspects of the selected game and awarding a
first type of reward to the avatar upon attainment of predetermined
levels within the selected game; awarding a second type of reward
to the avatar based on information received via the electronic
network from a user, the information being responsive to a series
of questions posed to the user; and presenting any awarded rewards
via an aggregation presentation subsystem that aggregates the any
awarded rewards, and presents the same on a display for the
user.
2. The method of claim 1, wherein the item is a physical toy.
3. The method of claim 1, wherein the item is a physical doll.
4. The method of claim 3, wherein default characteristics of the
avatar substantially match the physical doll.
5. The method of claim 1, wherein the virtual world is modeled on a
university campus.
6. The method of claim 1, further comprising recording scores
attained by the avatar while playing a selected game and presenting
the scores via the aggregation presentation susbsystem.
7. The method of claim 1, further comprising generating a student
identification card for the avatar and presenting at least portions
of the student identification card via a profile page presented via
the aggregation presentation susbsystem.
8. The method of claim 1, further comprising requiring the user to
accept a pledge prior to allowing access to the virtual world.
9. The method of claim 1, further comprising receiving input from a
user indicative that the user desires to befriend another
avatar.
10. The method of claim 9, further comprising adding the another
avatar to a Friend list that is accessible to the user.
11. The method of claim 10, further comprising adding the another
avatar to a list of avatars with which the user's avatar can
communicate via virtual email.
12. The method of claim 1, further comprising presenting
non-playing characters at selected venues within the virtual world,
and displaying the non-playing characters via the aggregation
presentation subsystem.
13. The method of claim 12, further comprising allowing the avatar
to approach one of the non-playing characters within the virtual
world and receive a challenge, the completion of which results in
awarding the second type of reward.
14. The method of claim 12, further comprising requiring the user
to earn a predetermined number the first type of rewards before
being eligible for the second type reward.
15. The method of claim 1, further comprising adding a
predetermined number of points to a point total when the user
completes or attains a new level in the selected game.
16. The method of claim 15, further comprising exchanging some of
the points in the point total for at least one of clothes for the
avatar or decorative items for a room in the virtual world
belonging to the avatar.
17. The method of claim 1, wherein the aggregation presentation
subsystem is presented to the user as a Yearbook with numerous
selectable display pages.
18. The method of claim 1, further comprising providing an
indication via the aggregation presentation subsystem that selected
rewards have not yet been earned.
19. The method of claim 1, wherein the first type of reward is a
certificate and the second type of reward is a medal.
20. The method of claim 1, further comprising enabling a friend of
the user within the on-line game to comment on selected rewards
presented via the aggregation presentation subsystem.
Description
FIELD OF THE INVENTION
[0001] The present disclosure is directed generally to a computer
or on-line game, and, more specifically, to an on-line game that
enables an avatar, closely associated with an actual purchased
doll, figure, or other item to be controlled within the on-line
game, to collect points and awards, learn skills, develop, and to
complete an online repository, aggregation location or presentation
subsystem (hereinafter a "Yearbook") with, among other things,
indicia of selected accomplishments.
BACKGROUND OF THE INVENTION
[0002] Children enjoy physical toys and games. As a result, there
is very large commercial market for these products. In light of
this large commercial market, toy and game manufacturers and
distributors have a desire to continually increase customer
satisfaction, connection with brand name, and repeat customer
purchases.
[0003] With the advent of the personal computer, computer games and
on-line gaming have also become increasingly popular. While there
have been attempts to co-market physical toys and games with
computer and on-line games, there continues to be a desire to find
an appropriate balance between play with a physical toy and play
with a corresponding or associated computer or on-line game. From a
marketing perspective, keeping a consumer engaged with a particular
brand with a steady and high degree of satisfaction is of prime
importance. Accordingly, there continues to be a desire for
physical toy and computer and on-line gaming co-marketing
opportunities.
SUMMARY OF THE INVENTION
[0004] Described herein is a method, enabled by a computer system,
for providing a computer based on-line virtual world or on-line
game. Steps include receiving a unique code via an electronic
network, the unique code being associated with a purchased physical
items such as a doll, granting access to the virtual world based on
the unique code, receiving user input, via the electronic network,
sufficient to define characteristics and personality traits of an
avatar in the virtual world that is associated with the doll, to
move the avatar to one of a plurality of venues within the virtual
world, to play a selected game at the one of the plurality of
venues, and to control aspects of the selected game. Further steps
include awarding certificates, or other first types of rewards, to
the avatar upon attainment of predetermined levels within the
selected game, awarding medals, or other second types of rewards,
to the avatar based on information received via the electronic
network from a user, the information being responsive to a series
of questions posed to the user, and presenting any awarded
certificates and medals via a Yearbook presentation subsystem that
aggregates the any awarded certificates and medals, and presents
the same on a display for the user.
[0005] In an embodiment, the virtual world is based on a university
campus. Avatars can meet and befriend each other and thereafter
engage in email messaging using predetermined or canned messages.
Avatars earn points by playing games and completing challenges, and
can subsequently exchange those points for clothes, hairstyles, or
items for their dormitory-style rooms.
[0006] These and other features of embodiments of the present
invention will be more fully appreciated upon a reading of the
following detailed description in conjunction with the several
associated drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 is a block diagram of components of a system for
supporting an on-line game in accordance with an embodiment of the
invention.
[0008] FIGS. 2A-2Z are screenshots of successive display screens
shown to a user during a registration process for the on-line game,
in accordance with an embodiment of the present invention.
[0009] FIG. 3 is a screenshot of a map of a virtual university
campus in accordance with an embodiment of the present
invention.
[0010] FIGS. 4A-4D are screenshots of an example virtual dormitory
house and room in accordance with an embodiment of the present
invention.
[0011] FIG. 5 is a screenshot of an entryway to the Starlight
Library, one of the venues on the virtual university campus, in
accordance with an embodiment of the present invention.
[0012] FIGS. 6A and 6B are screenshots of respectively, the
entryway to the Star Student Center, another venue on the virtual
university campus, and a game high score listing that is accessible
at this venue, in accordance with an embodiment of the present
invention.
[0013] FIG. 7 is a screenshot of the entryway to Sparkle Studios,
still another venue on the virtual university campus, in accordance
with an embodiment of the present invention.
[0014] FIG. 8 is a screenshot of the entryway to the Good Sports
Center, yet another venue on the virtual university campus, in
accordance with an embodiment of the present invention.
[0015] FIG. 9 is a screenshot of the entry way to Blue-Sky Nature
Center, another venue on the virtual university campus, in
accordance with an embodiment of the present invention.
[0016] FIGS. 10A-10D are screenshots of the Real Spirit Center
venue, a game that can be played there, and a certificate that can
be earned from the game, in accordance with an embodiment of the
present invention.
[0017] FIGS. 11A-11E are screenshots of the Rising Star Stables
venue, a game that can be played there, and a certificate that can
be earned from the game, in accordance with an embodiment of the
present invention.
[0018] FIGS. 12A-12E are screenshots of the of the U-Shine Hall
venue, a game that can be played there, and a certificate that can
be earned from the game, in accordance with an embodiment of the
present invention.
[0019] FIGS. 13A and 13B are screenshots of the Starfire Boathouse
venue of the on-line game, in accordance with an embodiment of the
present invention.
[0020] FIGS. 14A and 14B are screenshots of the Market venue of the
on-line game, in accordance with an embodiment of the present
invention.
[0021] FIGS. 15A-15E are screenshots of the Shopping Square venue
of the on-line game, including the entryways to multiple different
stores in which purchases can be made, in accordance with an
embodiment of the present invention.
[0022] FIG. 16 is a screenshot of the Five-Points Plaza venue of
the on-line game, where avatars can meet, in accordance with an
embodiment of the present invention.
[0023] FIG. 17 is a screenshot of a Friends list in accordance with
an embodiment of the present invention.
[0024] FIGS. 18A and 18B are screenshots of an emailing application
list in accordance with an embodiment of the present invention.
[0025] FIG. 19A-19J are screenshots of a medal challenge feature of
the on-line game in accordance with an embodiment of the present
invention.
[0026] FIGS. 20A-20M are screenshots of the Yearbook functionality
in accordance with an embodiment of the present invention.
[0027] Like reference numerals have been used to identify like
elements throughout this disclosure.
DETAILED DESCRIPTION
[0028] Embodiments of the present invention are directed to an
on-line game that becomes fully accessible to a user upon the
purchase of an associated toy or doll (hereinafter "doll") that is
identified by a unique code that is employed during a registration
process for the on-line game. The on-line game described herein is
designed for young girls and their particular interests. However,
those skilled in the art will appreciate that other on-line game
themes and features could also be designed for young boys, as well
as all adults.
[0029] A user with a purchased doll can enroll her doll in
"Innerstar University," an on-line "world," that includes a virtual
university campus where the purchased doll is represented as an
avatar within the on-line game. The user can control the avatar to
meet new friends, play games, purchase items, collect awards, and
maintain a Yearbook, among other features.
[0030] Each location or venue in the Innerstar University virtual
world is designed to appeal to different strengths and interests so
that girls can meet contemporaries who share their likes while also
having fun and receiving advice about how to build important
qualities including, but not limited to, bravery and
self-confidence.
[0031] To enroll in the virtual world, and in an effort to advance
co-marketing opportunities, users may first be required to already
own or purchase a physical doll. The physical doll may be
customizable to match a user's own hair color, eye color, and hair
style, and may be bought via a separate on-line transaction, in a
conventional retail store, or via phone call to a call center.
[0032] Along with the purchased doll, the user receives, in one
implementation, a unique access code that enables her to access
Innerstar University and begin engaging in a fun and safe virtual
environment. In addition, a doll code (e.g., 2 digits) may be
supplied with the purchased doll. The two digits, when supplied to
the on-line game will configure the avatar consistent with the look
of the purchased doll. However, as is described below, features and
characteristics of a user's avatar can be modified to be different
from the features and characteristics that might be associated with
the 2 digit doll code.
[0033] Within the on-line game of Innerstar University, a user can
create an avatar based on her purchased doll. The user can control
both the personality and the look of the avatar, including being
able to decide the avatar's hair, eye and skin color as well as the
avatar's personality traits including whether she is, e.g., sporty,
spirited, creative, and so on. Default traits or characteristics of
the user's avatar may be configured to match the purchased doll
(i.e., by employing the doll code). In some embodiments, and as a
way to maintain some level control over user choices, a
predetermined number of different combinations of "looks" may be
implemented.
[0034] Once enrolled in the virtual world, a user has a variety of
choices for things to do. She can walk around to explore the
virtual campus, "friend" other participants by using an e-mail
system, create and maintain a Yearbook full of awards earned and
records of things accomplished at Innerstar University, play games
designed to nurture different qualities, and read tips and advice
for how to "do your best" in life. Details of the system that
enables the on-line game, the registration process, game playing
and Yearbook functionality are explained below.
[0035] FIG. 1 shows a block diagram of components of a system in
accordance with an embodiment of the invention. On-line game system
100 comprises multiple components including Server 102, a Database
104, a Registration system 106, a Virtual world game subsystem 120,
which itself includes multiple subsystems including, e.g., Games
subsystem 122, Activities subsystem 124, Projects subsystem 126,
and Yearbook subsystem 128. Server 102 may be a physical computer
including electronically accessible memory and one or more
processors. Database 104 may likewise take the form of a physical
device such as a hard drive or other non-volatile memory device.
The several other modules or subsystems may be implemented as
hardware or software or combination thereof.
[0036] Server 102 is connected to an electronic network 130 such as
the Internet or other publicly accessible electronic network. A
user computer 110 is also connected to the electronic network 130.
When a user purchases a doll, that doll includes a unique
identification (or access) code 112. To register to play the
on-line game, a user accesses a world wide web website that may be
identified on the doll or packaging material in which the doll was
received. That website may be hosted by Server 102.
[0037] FIG. 2A is an example flow chart depicting a series of steps
consistent with a registration process performed by Registration
system 106 in combination with, at least Server 102 in accordance
with an embodiment of the present invention. Screen shots
associated with the several steps described below in reference to
FIG. 2A are described further below. The registration process
comprises, at Step 202, entering a doll identification (or access)
code at the website hosted by, e.g., Server 102. Step 204 enables a
user to configure the physical features of the avatar. Step 206
enables a user to configure the personality traits of the avatar.
At step 208 a user is given the opportunity to select a name for
the avatar. At step 210, as part of the on-line game, a user is
presented with a pledge that is accepted by the user. At step 212,
the user is given the opportunity to create and enter a unique
password that will enable the user to subsequently access the
virtual world without having to enter the unique identification (or
access) code associated with the purchased doll, which may be
difficult to remember.
[0038] At step 216 a question of the week is presented to the user.
Such questions may be presented to the user at different times
during the playing of the game, but this first question of the week
is presented during registration to enable the user to become
familiar with some of the features of the game even during the
initial registration process. After the question of the week is
presented at Step 216, a separate welcome message, at step 218, may
be presented to the user. Ultimately, at Step 220, the user is
given access to the on-line game, and in particular to the
Innerstar University campus.
[0039] FIGS. 2B-2Z are corresponding on-line browser game
screenshots of the multiple registration process steps described
with reference to FIG. 2A. FIG. 2B is a first screenshot for
configuring the physical characteristics or features of any avatar
235. In this particular screenshot the user is given an option as
to whether the avatar should have freckles or not. Two buttons are
provided near the bottom of the screen. The first button 240, can
be selected by a user if the avatar 235 is not the avatar that is
desired by the user. If the avatar 235 shown is the desired avatar
then the user would select button 241 as shown in FIG. 2E.
[0040] Assuming the user selected button 240, then the screenshot
of FIG. 2C would be shown. This screenshot is entitled "find my
American girl" and includes a pull down menu 243 via which a user
can select any hair color for the avatar, which is a basic physical
feature of all avatars in the on-line game. Once a hair color is
selected a user can select the Next button resulting in the
screenshot of FIG. 2D to be presented to the user via her computer
display. FIG. 2D presents a plurality of avatars from which the
user can select. As shown, a scroll bar is disposed on the
right-hand side of the screen enabling the user to view even more
than the eight avatars that are shown in the frame. The user can
then select one of the avatars using a pointing device such as a
mouse and then select the Next button at the bottom of the
screen.
[0041] The screenshot of FIG. 2E would then be displayed. As noted,
FIG. 2E is substantially identical to FIG. 2B, except now the user
has selected a different avatar from the one initially displayed in
the screenshot of FIG. 2B. Once again the user has the option of
selecting whether or not her avatar will have freckles. And, again,
the user has the option of selecting buttons 240 or 241 to continue
with the initial configuration process. In this case, the user
selects button 241 indicating that the avatar 235 shown in the
screenshot is in fact the "basic" avatar that the user would like
to create and use in the virtual world and the on-line game.
[0042] Once the basic avatar is selected in this screenshot shown
in FIG. 2E, the screenshot of FIG. 2F is presented to the user.
This screenshot enables the user to choose accessories for her
avatar. Specifically, the avatar can be configured uniquely by
deciding whether the avatar should have glasses, braces or
earrings. Once these options are selected by selecting the "Yes" or
"No" options using a mouse, the "Next" button at the bottom of the
screen may be selected. The screenshot of FIG. 2G might then be
presented to the user. This screenshot enables the user to choose
an outfit color for her avatar. As shown, multiple colors are
available for selection.
[0043] After the selection is made and the "Next" button is
selected, the screenshot of FIG. 2H is presented to the user. The
screenshot of FIG. 2H is a first screenshot that corresponds to
Step 206 of FIG. 2A in which the avatar's personality is
configured. Notably, in accordance with an embodiment of the
invention, personality traits of the avatar can be defined by
answering one or more questions. Thus, for example, the screenshot
of FIG. 2H asks the question: "During my American Girl's free time,
her favorite thing to do is:" and then provides four selectable
answers. In this case, the fourth answer is selected, "play with
one friend, a couple of friends, or lots of friends." Upon
selecting the "Next" button at the bottom of the screenshot of FIG.
2H, the screenshot of FIG. 2I reveals that the personality trait
corresponding to the fourth answer in the screenshot of FIG. 2H is
"FRIENDLY."
[0044] By selecting the "Next" button at the bottom of the
screenshot of FIG. 2I, the avatar personality configuration process
continues with the screenshot of FIG. 2J. In a similar fashion to
the screenshot of FIG. 2H, the screenshot of FIG. 2J asks another
question about how to cheer up a friend. Selecting one of the four
answers and clicking on the "Next" button results in the screenshot
of FIG. 2K, which reveals that the fourth answer from the
screenshot of FIG. 2J corresponds to a personality trait of
"RELIABLE."
[0045] The screenshot of FIG. 2L shows still another question that
may be posed to a user in an effort to associate a particular
personality with the user's avatar. As before, several answers are
available for selection in response to a question about how the
avatar should behave when confronted with a new situation. In this
case, the user has selected the first answer in the screenshot of
FIG. 2L and by selecting the "Next" button at the bottom of the
screen the avatar's personality trait of "ADVENTUROUS" is revealed
in the screenshot of FIG. 2M. The screenshot of FIG. 2N provides
yet another opportunity to select a personality trait for the
user's avatar. The screenshot of FIG. 20 reveals that the
personality trait corresponding to the selection in the screenshot
of FIG. 2N is "GIRLY."
[0046] Ultimately, after responding to all of the questions and
obtaining corresponding personality traits for an avatar, the
screenshot of FIG. 2P is presented to the user. This screenshot
summarizes the personality traits that have been associated with
the user's avatar. As shown, the user has an opportunity to click
on or select a "Back" button at any stage of the process described
thus far to change any one or more of the selected personality
traits. The user may also simply change a trait by selecting from
the pull down menu. In an alternative embodiment, a user may simply
be presented with a list of personality traits from which the user
may select without having to respond to multiple questions. In
either embodiment, data associated with the personality traits of
the avatar are stored in database 104 that is in communication with
Server 102, which itself is in communication with user computer 110
on which the foregoing screenshots are displayed in succession.
[0047] The screenshot of FIG. 2Q may be displayed after the
screenshot of FIG. 2P to, for example, reconfirm that the
personality of the user's avatar is as desired. If so, the user may
choose or select the "Next" button at the bottom of the screen
thereby leading to a screenshot associated with Step 208 in FIG.
2A. Specifically, the screenshot of FIG. 2R enables a user to
choose a name for her avatar. In one embodiment, the names of the
avatars are preselected and the user must select from the plurality
of list of names. Also, rather than selecting a name herself, a
user can instead have the on-line game select the name for her.
[0048] After selecting a name, the overall registration process of
FIG. 2A proceeds to Step 210 where the user is asked to take a
"pledge," an example of which is shown in FIG. 2S. This pledge,
has, in the overall theme of the Innerstar University virtual
world, a "can-do" spirit with a goal of exciting the user and
making the user want to play and enjoy the on-line game.
[0049] The screenshot of FIG. 2T is then presented. This screenshot
allows the user to enter a password with which the on-line game can
be accessed. The password may be a phrase that is more memorable
then, e.g., the original unique code that was provided with the
purchased doll.
[0050] In one embodiment, the screenshot of FIG. 2U is then
presented. This screenshot requests the entry of an email address
maintained by a parent. In this way, information about the game may
be supplied to a parent via a different channel, i.e., via email,
rather than via the on-line game itself. Also, the password that a
child user might supply in the screenshot of FIG. 2T may be emailed
to the parent for safekeeping.
[0051] The screenshot of FIG. 2V notifies the user that she has
successfully registered her avatar and that she is "enrolled at
Innerstar University." A personalized ID card is shown and can be
printed by selecting the print button near the bottom of the
screen. FIG. 2W is an example of a printed student ID in accordance
with an embodiment of the present invention. The printed version of
the student ID includes the original unique access code (Star Code)
112, the password to be used to access the on-line game and the
parent's email address, among other information readily seen in the
figure.
[0052] The question of the week may then be presented via the
screenshot shown in FIG. 2X. This information may also appear on
the on-line game version of the student ID. Notably, the screenshot
of FIG. 2X is the first screenshot thus far that depicts, in the
background, one of the basic on-line game screens, details of which
are provided later herein. This background is now presented since
the registration process is substantially complete and the on-line
game is effectively available to play by the user.
[0053] Once the question of the week is answered, a welcome message
is presented to the user, as shown in the screenshots of FIGS. 2Y
and 2Z. A Get Started button is selectable to begin to play the
on-line game of Innerstar University.
[0054] The on-line game itself is centered around a virtual campus
of Innerstar University. The virtual campus offers an array of
locations for a user's avatar to visit, each with its own
"Innerstar guide" to help a user navigate the virtual world on-line
game, and obtain a "challenge," if so desired. Virtual campus
locations include:
[0055] Brightstar House (where a user's avatar maintains its own
room that a user can decorate, and where she can try on outfits,
get a pet, and look at her Yearbook).
[0056] Starlight Library (where she can visit a Help Desk, learn
strategies for getting homework done, and borrow books full of
activities and advice).
[0057] Star Student Center (where the user can check overall game
high scores, design cupcakes, and shop for campus gear).
[0058] Sparkle Studios (an art studio where the user can create
artworks).
[0059] Good Sports Center (where the user can play
athletic-inspired games that can help her develop teamwork and
leadership skills).
[0060] Blue Sky Nature Center (where girls explore and learn about
the outdoors).
[0061] Real Spirit Center (a virtual yoga center where the user can
play a body balancing game meant to help her learn how to build up
her body and spirits in real life).
[0062] Rising Star Stables (where the user can play a horse jumping
game and read tips for overcoming real life obstacles).
[0063] U-Shine Hall (where a user can play a dancing game and a
music game).
[0064] Starfire Boathouse (where avatars can gather to visit).
[0065] The Market (where the user can play a kite-flying game while
receiving advice about how to achieve great things in her own
life).
[0066] The Shopping Square (where as user can "shop" with stars
points she has collected for items like new virtual doll outfits,
as well as visit a salon to get a new hairstyle, pet sit, and
obtain decorative items to change the look of her dorm room at
Brightstar House).
[0067] Five-Points Plaza (where avatars can meet to visit and get
to know each other better).
[0068] Each of these venues is described in more detail below.
[0069] Preliminarily, however, and referring again briefly to FIGS.
2X-Y, several buttons can be seen at the bottom of the screen. A
Room button 270, a Map button 272, a Friends button 274, E-mail
button 276 (covered by the question of the week window), a Projects
button 278, and a Yearbook button 280. These buttons provide
overall hierarchical control of the on-line game to the user,
enabling the user to quickly move from one general area or function
of the game to another. Referring also to FIG. 1, the
functionality, processes or applications triggered by selecting the
foregoing buttons may be embodied in the main virtual world game
120 or any of the subsystems 122-128 connected thereto. The
database 104 and server 102 may be employed as necessary, as
well.
[0070] FIG. 3 shows a screenshot of a map of Innerstar University
that includes all of the venues listed above. A user can, using a
pointing device, roll over a section of the map to navigate
directly to any one of the venues by clicking or selecting that
area. A "star" indicia along with the words "You are here" indicate
to a user precisely where she is located within the virtual world
every time she accesses the map screen of FIG. 3. In the case of
FIG. 3, the user is located at Brightstar House, where each user
maintains a virtual dormitory-like room.
[0071] Clicking on Brightstar House brings the user to the
screenshot depicted in FIG. 4A. This is the front door to the
dormitory. The avatar Stephanie30 can be moved around the area of
Brightstar House using a pointing device. An Innerstar guide or
"non-playing character," in this case Shelby, is standing outside
of the dormitory. A non-playing character can be approached to
obtain assistance as well as to obtain projects and challenges.
More specifically, non-playing characters provide guidance
throughout the Innerstar University campus. In one particular
implementation of the on-line game, there are eight unique
Innerstar guides, each with an area of expertise within the virtual
world to facilitate learning, issue Awards and Medals, and guide
games and projects. Non-playing characters may be identified on
campus by their outfits, which are not available for purchase by
others. As well, when a non-playing character is approached, a
balloon may be displayed above her head to indicate that she is one
of the Innerstar guides around campus.
[0072] If the user of the on-line game wants to go to her dorm
room, then the user can select the Room button 270 at the bottom
left-hand corner of the screen of FIG. 4A. In response to that
selection, the on-line game presents to the user the screenshot
depicted by FIG. 4B. In this case, avatar Stephanie30 is shown
within her dorm room. The dorm room contains items such as a table,
a desk chair, and a bed in the loft including a comforter. Also
included, among other things, is a mirror over the desk as well as
shelves near the spiral stairs. In FIG. 4B, the walls are bare.
Referring now to FIGS. 4C and 4D, however, one can see that
different furniture and accessories decorate the dorm room. Also,
the walls are decorated with wallpaper. As part of the on-line
game, the user can "purchase" different items that can be used to
decorate her dorm room. Purchases are made possible by spending
star points, the number of which is available as shown near the top
of the screen. In this case, and as a default value when a user
first accesses the on-line game, the avatar Stephanie30 has 1,000
stars or star points that can be applied to purchases at selected
venues around Innerstar University. In general, star points are
accumulated by playing certain games at the several venues and
completing challenges, thereby incentivizing a user to continue to
play the on-line game in an effort to accumulate sufficient star
points to purchase items for her avatar, or her dorm room.
[0073] FIG. 5 is a screenshot of the entrance to the Starlight
Library. At the library, a user can borrow a book for reading. The
book itself may be a virtual book that is shown via the computer
display. Pages of the book may be turned using a pointing device,
and a zoom in feature may be provided to help a user more easily
read the contents of the book. In one possible embodiment a virtual
book may be the same book that is available in a real store, thus
providing motivation to the user to purchase the real version of
the book.
[0074] Another activity at Starlight Library may include a question
and answer game that incorporates one of the non-playing characters
who poses a succession of multiple-choice questions for the user's
avatar. Answering the questions correctly leads to different levels
of the game and also leads to accumulation of star points. Still
another game includes obtaining a secret code from a real-world
Innerstar University book series (e.g., that is available in retail
stores and via on-line purchase) that enables access a unique story
ending online. Thus, this is yet another mechanism by which the
virtual on-line game helps to keep a user engaged, from a marketing
perspective, with the overall brand.
[0075] FIG. 6A shows a screenshot of Star Student Center. In this
venue, a user can play a "baking" game in which points are
accumulating by properly making cupcakes. A pointing device is used
to move different utensils around and select various baking
settings. Star points are accumulated every time the user correctly
completes a step of the baking operation. In addition to baking, a
user can also launch a shopping application (supported by, e.g.,
Activities subsystem 124) in which star points may be exchanged
for, e.g., separate pieces of avatar clothing as well as entire
outfits, among other things.
[0076] Also at the Star Student Center, a user can look at a high
scores kiosk 610. By clicking on the high scores kiosk 610, the
screenshot of FIG. 6B is present to the user. This screenshot shows
a listing of all of the high scores for all of the games that are
played for a single user. In one implementation, the high scores
represent the high scores for a given period of time, e.g., a 24
hour period. A user may also click the "Games with Friends" button
to obtain a listing of the high scores for games that are played
with or by friends.
[0077] The entryway to Sparkle Studios is shown in the screenshot
of FIG. 7. At this venue, although not shown in the drawing
screenshots, a user can launch an artwork activity application to
generate colored drawings, text documents, etc. These works can be
saved to a user's Yearbook or printed to obtain a hard copy of the
work.
[0078] FIG. 8 shows a screenshot of the entryway to the Good Sports
Center. One of the games available at this venue is "Dive-In." This
aquatic diving game, in an actual implementation, is a timed
key-press game that simulates the experience of being a precision
diver at a dive competition. A user can learn a variety of dives.
Throughout gameplay, the user or her avatar earns Awards that
unlock motivation ideas and tips for conquering their nerves and
fears.
[0079] The diving game may be implemented as a modular game with
multiple levels of difficulty. The moves that the user has to
execute can be randomized, so playing a given level is never
completely the same. "Photographs" of happy and sad moments
experienced during play can be saved to the user's Yearbook (such
photographs can be captured during other games as well). A user
receives points for performing moves and finishing a given game
level. As with other games, when a player finishes the game (loses
or quits) she receives stars points. The more game-play points a
player earns, the more stars points a player receives.
[0080] FIG. 9 is a screenshot of the entryway to the Blue Sky
Nature Center. A scavenger type game may be implemented at this
venue that might have the effect of teaching the user about
nature.
[0081] FIG. 10A is a screenshot of the entryway to the Real Spirit
Center, a virtual yoga center where a user can play a body
balancing game meant to help learn how to build up her body and
spirits in real life. FIG. 10B is a screenshot of one of the games
that can be played in the virtual yoga center. In this particular
game, the user is asked to keep the pointing device within the
glowing circle that follows the plurality of dots that follow a
shape consistent with a yoga pose. As shown at the top right of the
screen shot of FIG. 10B, the "cat" pose is highlighted and the
avatar is in a cat pose. Like other games, the user can complete
successive levels of the game. FIG. 10B shows that the user has
attained level 02 and has accumulated 538 points. At a later time,
as shown in FIG. 10C, the user has attained level 04 and has
accumulated 1,851 points.
[0082] FIG. 10D depicts an award certificate 1000 that is earned as
a result of playing the body balance game. This certificate is then
available to see in the user's Yearbook.
[0083] FIG. 11A shows the entryway to the Rising Star Stables. This
virtual venue hosts the "Jump for Gold" game, a horse-jumping game
as depicted in FIGS. 11B and 11C. In the game, a user learns how to
guide a horse, via keystrokes and mouse input, through a course and
jump a horse over gates. Medals and certificates can be earned as a
player progresses through the game. The game itself emphasizes
timing and precision. In one embodiment, a player must get to know
the jumping courses in order to succeed; in a sense she must learn
the landscape and how to guide a horse through it. There is a
strong analogy to personal motivation and self-discipline that is
experienced by guiding a horse through the course.
[0084] Although a player can learn to get the horse through the
course quickly, mastering the course takes practice and precision.
The player must learn the horses and how they behave on the course
in order to truly be a great rider. As in other games, special
horse-riding moments may be captured via, e.g., a photographic-type
snapshot, and viewed later in the user's Yearbook.
[0085] FIGS. 11D and 11E depict an award certificate 1100 that may
be earned by a user in the course of playing the horse-riding game.
This certificate may also be stored and subsequently seen in the
Yearbook.
[0086] FIG. 12A is a screenshot of the entryway to U-Shine Hall.
FIGS. 12B-12E are screenshots of a music game that can be played at
this venue, as well as an award certificate that can be earned. In
one implementation of the music game, arrows scroll across the
bottom of the screen from right to left, and the user must press
the corresponding arrow key on her keyboard as a given arrow passes
through the highlighted window. As the same tune is successively
played, selected arrow indicia are removed (and replaced with a
question mark) such that the user must remember which arrow key to
press. Points are accumulated and then turned into star points upon
exiting the game. The award certificate 1200 of FIGS. 12D and 12E
can be viewed in the Yearbook. Note also the connection between the
non-playing character "Neely" on the award certificates of FIGS.
12D and 12E and Neely who is standing outside of U-Shine Hall in
the screenshot depicted by FIG. 12A. The non-playing characters, as
mentioned, are assigned to venues and provide a further connection
with the overall texture of the virtual world of Innerstar
University.
[0087] FIGS. 13A and 13B show screenshots of Starfire Boathouse.
This venue is a gathering place for avatars to, e.g., make friends,
and a place to obtain challenges from, in this case, non-playing
character "Emmy."
[0088] FIGS. 14A-14B depict screenshots of the Market venue. At
this location, users can play a kite-flying game based on a
pointing device that helps to improve eye-hand coordination.
[0089] FIGS. 15A-15E depict screenshots of the Shopping Square
venue. Each of the figures depicts screenshots showing a different
store that can be patronized by the user and avatar. When the user
directs her avatar to a store, a game is launched that enables the
user to purchase items for her avatar, as well items for her dorm
room. When purchases are made, star points are deducted from the
user's total that appears near the top of many screens of the
on-line game. The avatar can also, among other possible purchasing
activities, obtain a new hair style or agree to pet sit a pet for
period of time. In the latter case, the user is prompted to shop
for specific items for her dorm room to allow the pet to be brought
back to the room. Note that FIG. 15E includes the non-playing
character Isabel.
[0090] FIG. 16 depicts a screenshot of a portion of Five-Points
Plaza. This venue, similarly to the Boathouse venue, provides a
meeting location for avatars to meet and make friends with one
another.
[0091] Friends
[0092] In the context of the virtual world, "friends" refers to any
relationships between avatars or users. These relationships are
primarily tied to a messaging functionality (e.g., email), but may
also be presented in other situations. The screenshot of FIG. 17 is
relevant to the following discussion.
[0093] In order to add an avatar to a list of friends (accessible
by clicking the "Friends" button 274), a user has two options:
[0094] 1. Clicking on a visible avatar in the virtual world. This
action launches a context menu with information about the selected
avatar, and interface buttons that allow the user to create a
relationship with that avatar, such as "Send Friend Request".
[0095] 2. In a friends list that is maintained for each user/avatar
(FIG. 17), an "Invite Friend" button allows the user to send a
friend request by typing in an avatar's unique name. This is useful
because it allows users to add friends even when they can not see
them in the virtual world. In this way, a user's real-life friend
who may also have an avatar in the on-line game can become friends
within the on-line game without "seeing" one another in the virtual
world.
[0096] The receiving party must approve all friend requests. If the
recipient is online when she receives a new friend request, she may
be prompted with, e.g., an alert box indicating that someone has
asked to be her friend. This box may present two buttons "Accept"
and "Deny", which accepts or denies the request, respectively. If
the recipient is not online when the friend request is sent (this
can only happen if the user sent the request using method #2
above), then she may be presented with an alert box upon signing in
to Innerstar University.
[0097] In one possible embodiment, in addition to friend
relationships, a user can also have the option of creating "ignore
relationships." This type of relationship creates an email
"barrier" between the two users, such that a friend request would
never even be received from an avatar for which an ignore request
was sent. For example, if User A sends an ignore request with
respect to User B, then user A will never see any messages sent by
user B. Ignore requests do not need to be approved by the receiving
party. Sending ignore requests may be initiated by the user in the
same fashion described in connection with a friend request.
[0098] At any time in the world, the user, by clicking on the
Friends button 274 at the bottom right hand side of many game
screenshots, can bring up a panel (FIG. 17) that lists her friends
(and wherein implemented, ignored users). These lists can be
displayed separately--for example, with a tabbed interface. The
list can also display all of the users who have accepted a friend
request from the user. If the friend is currently offline, their
name may be dimmed out to so indicate this status. In addition to
the functionality depicted by the screenshot of FIG. 17, contextual
icons may be provided that allow a user to: [0099] Remove a friend
from her list [0100] View information about a friend (e.g., her
student ID, whether she is presently active in the world, orher
yearbook in its entirely or selected portions thereof). [0101]
"Warp" to the location of a friend (only applies to friends) [0102]
Visit a friend's dorm room
[0103] In one embodiment of the on-line game, a user can "warp" to
the same location in the world that one of her friends is currently
in. This can only be done if the friend is online and in the
virtual world (i.e., on campus, versus playing a separate game,
etc.). The player may warp to any of her friends locations by
clicking them in the friend list and/or using a context menu, or a
button in the friend list interface. Warping involves sending a
player to the same worldview and instance that the selected player
is in, or in other words, to the same general venue in which the
friend is presently located.
[0104] E-Mail Messaging
[0105] In one implementation of the on-line game, a user can only
send e-mail messages to avatars with whom she is friends. The
e-mail application provides a user with an interface for selecting
recipients from their friends list to whom to send messages as
described more fully below.
[0106] FIGS. 18A and 18B show screenshots of an example
implementation of e-mail functionality provided by the on-line
virtual game. By clicking on the e-mail button 276 (for example as
shown in FIG. 4A), the e-mail feature is launched and the window of
FIG. 18A is presented to the user. If the "To" button is selected,
then a list of the user's friends is displayed, enabling the user
to select one or more friends to whom to send a message. Because
the on-line game may be targeted for younger users, there is a
deliberate effort to control the type of messages that can be sent
from one user to another. In this regard, both the subject and the
message may be "canned" such that, for example, no actual personal
information from a user can be sent to other players. FIG. 18B
shows a menu of possible messages that can be selected for the
message portion of the e-mail message. As shown, the selectable
messages are meant to be benign and, accordingly, not provide an
unreasonable amount of personal information about the user. Once
the message is complete, as shown in FIG. 18A, it can be sent or
cancelled (deleted) by selecting the appropriate button on the
screen. New messages received from other users are listed on a
screen that is presented to the user upon triggering the e-mail
function.
[0107] Throughout the discussion thus far there have been
references made to medals, award certificates, and the like. As
mentioned, to be awarded an award certificate, ribbon or plaque (or
a first type of reward) within the on-line game, users can play the
several games discussed and shown herein (as well as others that
those skilled in the art will appreciate can be added to the
on-line game) and attain a next level in a game or accumulate a
predetermined number of points.
[0108] Medals (or a second type of reward) are, on the other hand,
obtained through medal challenges, which can be received from
non-playing characters. In a particular implementation, medal
challenges are available only after winning a predetermined number
of first types of awards, i.e., perhaps two awards must be first
obtained in order for a user to be eligible for a medal challenge.
Thus, if non-playing character Amber is approached and selected in
the virtual world, the screenshot of FIG. 19A is displayed to the
user, enabling the user to select "Projects", "Medals" or "World
Info," the latter of which provides information about the
non-playing character that is being engaged.
[0109] If the Medal button is selected (and any pre-requisite
awards have already been earned), then the screenshot of FIG. 19B
is shown, giving the user an opportunity for a medal challenge. The
challenge itself, in this case, is a series of multiple choice
questions, examples of which are depicted in FIGS. 19C-19I. These
questions, again in the context of the theme of the on-line game,
attempt to promote good values and learning for younger players.
Thus, in this example set of questions, the user is asked questions
that have the effect of teaching the user how to care for and be
loyal to a pet. At the end of the series of questions, at the
screenshot of FIG. 19J, the user is awarded a "Loyal" medal 1900.
This medal is preserved in the user's Yearbook for later
viewing.
[0110] If the user had, within the on-line game screenshot depicted
in FIG. 19A, selected the Projects button, then the user would be
presented with a specific project to accomplish. Projects are tasks
or a series of tasks on campus, and, for example, may be presented
as a scavenger hunt. For instance, one project might be to meet
each of the non-playing characters around campus. Another project
might be to play a certain game. In an embodiment, the on-line game
may be configured such that only one project can be in progress at
a given time. That is, only upon completion of a project is an
avatar able to obtain a new project. However, in other embodiments,
multiple projects may be running in parallel. The incentive to
complete a project, other than the fun of the challenge itself, may
be to earn stars points or objects (e.g., clothes, items for the
user's dorm room, etc.). New projects may be made available on a
weekly or daily basis, depending on the demand by users.
[0111] Yearbook
[0112] FIGS. 20A-20L depict a series of screenshots from an
implementation of the on-line game in connection with the Yearbook
functionality. The Yearbook helps to solidify the idea of the
InnerStar University on-line game as a school by providing a place
for memories, connections and accomplishments. The Yearbook
enhances this theme by creating artifacts such as the Student ID,
Profile Page, Friends Pages, and Awards pages for medals and
certificates. In one embodiment, the Yearbook creates a path to a
tangible commercial good that users will want to acquire (e.g., a
real framed award certificate, ribbon, plaque or medal).
[0113] New items appear in the Yearbook as a user continues to play
the various games, win awards, and complete medal challenges within
the virtual world. As well, users can look back at early images of
her avatar on the site, and also discover which certificates and
medals she still might want to pursue/win.
[0114] Because the Yearbook is an aggregation location within the
overall on-line game, the Yearbook is preferably made accessible
directly from the campus and dorm room screens (as opposed to
separate games screens). Referring back to FIG. 2X, the "Yearbook"
button is designated by reference numeral 280. In general, a user
can view only her own Yearbook in its entirety, and can view a
friend's "profile" and "awards" pages of their Yearbooks.
[0115] In one implementation, the first screenshot that is
presented to a user upon selecting the Yearbook button 280 is that
depicted in FIG. 20A. This screenshot shows the user's student ID
card and the original pledge she took upon registration. Also
indicated is a date that she first became a student, i.e., since
her avatar was registered in the on-line game.
[0116] The Yearbook itself may, as shown, have a tabbed design
enabling a user to hover over one of the tabs (seen on the right
hand side of the yearbook in FIG. 20A) and then click or select
that tab, resulting in another page or aspect of the Yearbook to be
shown to the user. These other pages or aspects of the Yearbook are
explained below.
[0117] FIG. 20B is a screenshot of a "Profile" page highlighting
"Your Achievements" within the Yearbook. The achievements listed
are those corresponding to the different levels of games that the
user has attained. As shown, a list of the games and the levels
attained along with the date when the level was attained are
provided in the list. A scroll bar is located on the right side of
the list to enable the user to easily scroll down the list.
[0118] FIG. 20C is a screenshot of friend's achievements page
within the Yearbook. This is one area in which friends' information
is shared. As can be seen in the screenshot, a list of the avatar's
friends is provided on the left hand side of the presented screen,
and on the right hand side a list of the achievements is provided
for a selected one of the friends in the friends list.
[0119] FIG. 20D is a screenshot of the Innerstar Guides or
non-playing characters that can be found throughout the virtual
world stationed at different venues. FIGS. 20E and 20F are two
example screenshots for two different non-playing characters, when
so selected, on the Yearbook page of FIG. 20D. The screenshots of
FIGS. 20E and 20F provide "personal" details about each of the
indicated non-playing characters so that a user can acquire a
better understating of these characters in the context of the
virtual world.
[0120] FIG. 20G is a screenshot of a Medals page within the
Yearbook and presents the medals that have been awarded to the
user's avatar. In one embodiment, as shown in the drawing, when a
user rolls over the medal on the page, an expanded view of the
medal is depicted along with additional details provided in text
form, and the date on which the medal was earned. As can be seen,
several of the spots for medals are merely shown in outline form,
thereby indicating to the user that more medals can be earned
within the on-line game. Multiple pages of the medals page may be
provided as indicated by the "Previous" and "Next" buttons near the
bottom of the page.
[0121] FIG. 20H shows a screenshot of an Awards page within the
Yearbook. As mentioned previously, an award (e.g., certificate,
ribbon or plaque) may be issued at intervals throughout the games,
completing a level in a game or, in some embodiments, upon
completing a project or. As an award is earned, an award icon is
automatically added to the Awards page of the user's Yearbook. Like
the medals page, the Awards page may also include outlines of
awards that may still be available to be earned by the user. Also,
in the implementation shown in FIG. 20H, the awards may be
categorized by game. In this case, awards earned in the diving game
are depicted. By clicking on the "Previous Game" or "Next Game"
buttons, a user can view awards earned in other games. FIG. 20I
depicts a screenshot of a result of selecting one of the award
certificates depicted. A new screen provides further details about
the selected award certificate including the title of the award
along with, e.g., a useful tip that is, preferably, in the same
context or category as the award.
[0122] FIG. 20J is a screenshot of the user's scores page within
the Yearbook showing the user's score in each of the several
individual games that can be played in the virtual world/online
game. Some of the scores are denoted as team scores. In such a
case, the games played were played in teams (perhaps with
friends).
[0123] FIG. 20K is a screenshot of a parent page within the
Yearbook. This page provides a quick view of a user's latest
accomplishments within the virtual world/on-line game. With this
function, a parent can quickly navigate via the Yearbook button and
a click on the "Mom's View" tab to bring up the awards and medals
that their child has, perhaps, most-recently earned.
[0124] FIG. 20L is a screenshot of a Settings page within the
Yearbook. On this page a user can change their password and/or
email address.
[0125] In addition, and as shown by FIG. 20M, the Yearbook may also
collect or store "photographs" of avatar's at selected times
through out game play, e.g., when playing selected games or at the
time medals or certificates are awarded. A photograph may capture
the outfit that the avatar was wearing at the time of the award. As
well, art work may be stored (or viewed) within the Yearbook
context, and permit the user to print hard copies thereof. Finally,
the Yearbook may function as a portal to real world purchase
transactions. For instance, a contextual menu may be provided in
connection with viewing medals and awards that enables a purchase
transaction for a "real" version of the medal or award being
viewed.
[0126] In still another embodiment of the present invention, the
Yearbook may be enhanced with the ability for friends in a user's
list to comment on achievements that the user has earned. Further,
a "My Tips" section or tab may be provided. Tips might be
suggestions made at certain periods times in on-line play that are
pertinent to a particular game that the user is playing, and that
may have real world applicability, e.g., suggestions for types of
clothes to wear or suggestions for exercise routines. The tips may
be stored in connection with the Yearbook for review by the
user
[0127] While embodiments of an on-line game/virtual world have been
particularly shown and described, many variations may be made
therein. This disclosure may include one or more independent or
interdependent embodiments directed to various combinations of
features, functions, elements and/or properties. These and other
combinations and sub-combinations of features, functions, elements
and/or properties may be claimed later in a related application.
Such variations, whether they are directed to different
combinations or directed to the same combinations, whether
different, broader, narrower or equal in scope, are also regarded
as included within the subject matter of the present disclosure.
Accordingly, the foregoing embodiments are illustrative, and no
single feature or element, or combination thereof, is essential to
all possible combinations that may be claimed in this or a later
application.
[0128] Each example defines an embodiment disclosed in the
foregoing disclosure, but any one example does not necessarily
encompass all features or combinations that may be eventually
claimed. Where the description recites "a" or "a first" element or
the equivalent thereof, such description includes one or more such
elements, neither requiring nor excluding two or more such
elements. Further, ordinal indicators, such as first, second or
third, for identified elements are used to distinguish between the
elements, and do not indicate a required or limited number of such
elements, and do not indicate a particular position or order of
such elements unless otherwise specifically stated.
* * * * *