U.S. patent application number 13/430518 was filed with the patent office on 2012-09-27 for system and method for cross-platform and cross-game virtual asset creation and management.
Invention is credited to EDWIN BRAUN.
Application Number | 20120244950 13/430518 |
Document ID | / |
Family ID | 46877802 |
Filed Date | 2012-09-27 |
United States Patent
Application |
20120244950 |
Kind Code |
A1 |
BRAUN; EDWIN |
September 27, 2012 |
SYSTEM AND METHOD FOR CROSS-PLATFORM AND CROSS-GAME VIRTUAL ASSET
CREATION AND MANAGEMENT
Abstract
A system for cross-platform virtual asset creation and
management comprises a first computer game having a first set of
virtual assets denominated in a first currency, a second computer
game having a second set of virtual assets denominated in second
currency and a gamer set of virtual assets denominated in a third
currency. The games are accessible through a centralized server
connected to a communications network. The system includes a
currency exchange engine which permits the gamer to play a first
game denominated in the first currency, win assets in that first
currency and then exchange those assets for assets denominated in
the third currency. Therefore, the gamer can play one game, win
assets and then exchange the assets using the currency exchange
engine for assets used on a second game and denominated in another
currency.
Inventors: |
BRAUN; EDWIN; (Victoria,
CA) |
Family ID: |
46877802 |
Appl. No.: |
13/430518 |
Filed: |
March 26, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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61468028 |
Mar 27, 2011 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/85 20140902;
A63F 13/792 20140902; H04L 63/102 20130101; A63F 13/533 20140902;
A63F 2300/575 20130101; A63F 13/92 20140902; A63F 13/35 20140902;
A63F 13/71 20140902; A63F 13/332 20140902; G07F 17/3244
20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for cross-platform virtual asset creation and
management comprising: a. a first computer game operating on a
first gaming platform and providing a first set of virtual assets
denominated in a first currency; b. at least a second computer game
operating on a second gaming platform and providing a second set of
virtual assets denominated in a second currency; c. a centralized
server accessible by a gamer and comprising a computer processor
which operates said first gaming platform and said second gaming
platform, a memory for storing the first gaming platform in a first
file and the second gaming platform in a second file and a software
program executable by said computer processor for translating said
first set of virtual assets into said second set of virtual assets;
d. a currency exchange engine for exchanging said first currency
into said second currency; e. a centralized server authority for
controlling access by said gamer to said centralized server; f. a
communications network connecting the centralized server to; g. a
device through which the gamer can access the server.
2. The system of claim 1 wherein the first gaming platform and the
second gaming platform are downloadable onto said device for game
play.
3. The system of claim 1 wherein the device is one of a portable
cellular telephone having a display screen and a computer
keyboard/monitor combination.
4. The system of claim 1 wherein the said memory stores in a third
file a gamer virtual asset account denominated in a third
currency.
5. The system of claim 1 wherein said currency exchange engine
includes a weighting sub-routine which ensures an appropriate
exchange rate between said first, second and third currencies.
6. The system of claim 5 wherein said appropriate exchange rate is
dependent upon a relative difficulty between the first computer
game and the second computer game and a level of play selected by
the gamer.
7. The system of claim 1 wherein said communication network is one
of a wireless cellular communications network and a hard-wired
global computer network.
8. The system of claim 1 wherein said centralized server authority
provides the gamer access to the server through an encrypted
portal.
9. The system of claim 8 wherein the gamer possesses a unique
identifier issued by the centralized server for entering said
encrypted portal.
10. The system of claim 9 wherein said unique identifier permits
the gamer to access said gamer virtual asset account.
11. The system of claim 10 wherein the centralized server authority
provides the gamer access through said encrypted portal on a fee
for use basis.
12. The system of claim 11 wherein said fee for use basis is
operable using credit card payment means.
13. The system of claim 1 further comprising a plurality of
computer games operating on a respective plurality of operating
platforms stored on the centralized server.
14. A computer controlled method for cross-platform virtual asset
creation and management comprising the steps of: a. Providing a
centralized server accessible by a gamer wherein said centralized
server comprises a computer processor connected to a memory; b.
Providing said gamer access through said centralized server to a
first gaming platform and a second gaming platform; c. Storing
within said memory a first file comprising a set of first game
virtual assets denominated in a first currency, a second file
comprising a set of second game virtual assets denominated in a
second currency and a third file comprising said gamer's account of
virtual assets denominated in a third currency; and, d. Providing a
currency exchange engine operable by said computer processor for
exchanging between said first, second and third currencies.
15. The method of claim 14 wherein the step of providing the gamer
access to the centralized server includes the steps of: a.
Connecting the centralized server to a communications network; b.
Establishing a centralized server authority for gamer access
control; c. Providing a permission to the game player from said
centralized server authority to access the centralized server; d.
Providing an encrypted portal accessible by the gamer over said
communications network whereby the game may exercise said
permission to access the centralized server.
16. The method of claim 15 wherein the step of providing the
permission includes the step of the centralized server authority
issuing the gamer a unique identifier for entering said encrypted
portal.
17. The method of claim 16 further comprising the step of the gamer
paying for access to the centralized server by payment means.
18. A computer controlled method for cross-platform virtual asset
creation and management comprising the steps of: a. Providing a
gamer permission-based access by a centralized server authority to
a centralized server comprising at least two gaming platforms
comprising a respective file of virtual assets having a respective
currency for said at least two gaming platforms and a gamer account
file comprising a record of said gamer's virtual assets valued in a
third currency; b. Said gamer selecting a game and a level of play
from a menu of the at least two gaming platforms; c. Said
centralized server uploading an appropriate file of virtual assets
in said respective currency for said selected game; d. The gamer
executing the selected game and winning a plurality of virtual
assets pertaining to the selected game and having a value
established by the respective currency of the selected game; e. The
gamer terminating the selected game; f. Wherein said currency of
the selected game is the same as the currency of gamer's virtual
asset file; g. Adding the value of said plurality of assets won to
the gamer's virtual asset file.
19. The method of claim 18 wherein after step (18(e)) the currency
of the plurality of virtual assets won in the selected game is
different than the currency of the gamer's virtual asset file
necessitating the following steps: a. Executing a currency exchange
engine operable by the central server for translating the value of
virtual assets won from the currency of the selected game to the
currency of the gamer's virtual asset file; b. Adding the value of
the plurality of assets won to the gamer's virtual asset file.
20. The method of claim 19 whereby using said currency exchange
engine the gamer can upload a predetermined amount of gamer's
virtual assets in one currency into a game using another currency.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of U.S. Provisional
Patent Application No. 61/468,028 by the same inventor filed on
Mar. 27, 2011.
FEDERAL SPONSORSHIP
[0002] N/A
FIELD OF THE INVENTION
[0003] This invention relates to computer generated virtual reality
such as those used in computer games and virtual social networking
applications using computer graphics processing; specifically, to a
system and method for cross-platform and cross-game virtual asset
creation and management using a currency exchange engine wherein
the currency can be any form of virtual or real asset such as an
avatar and wherein virtual payment identification and authorization
may be required.
BACKGROUND OF THE INVENTION
[0004] In computing cross-platform or multi-platform is an
attribute conferred to computer software or computing methods and
concepts that are implemented and inter-operate on multiple
computer platforms. One example is being able to operate a
particular computer game designed for one gaming platform on
another gaming platform. Cross-platform software may be divided
into two types: one that requires individual building or
compilation for each platform that it supports; and, the other one
that can be directly run on any platform without special
preparation, e.g., software written in an interpreted language or
pre-compiled portable byte code for which the interpreters or
run-time packages are common or standard components of all
platforms.
[0005] For example, a cross-platform application may run on
Microsoft Windows on the x86 architecture, Linux on the x86
architecture and Mac OS X on either the PowerPC or x86 based Apple
McIntosh systems. A cross-platform application may run on as many
as all existing platforms, or on as few as two platforms.
[0006] In order for software to be considered cross-platform, it
must be able to function on more than one computer architecture or
operating system. This can be a time-consuming task given that
different operating systems have different application programming
interfaces or APIs (for example, Linux uses a different API for
application software than Windows does).
[0007] Just because a particular operating system may run on
different computer architectures does not mean that the software
written for that operating system will automatically work on all
architectures that the operating system supports. For instance, as
of August 2006 OpenOffice.org did not natively run on the AMD64 or
Intel 64 lines of processors implementing the x86-64 64-bit
standards for computers. This has since been changed and the
OpenOffice.org suite of software is "mostly" ported to these 64-bit
systems. Furthermore, just because a program is written in a
popular programming language such as C or C++ it does not mean it
will run on all operating systems that support that programming
language or even on the same operating system on a different
architecture.
[0008] Cross-platform is a term that can also apply to video games
released on a range of video game consoles and specialized
computers dedicated to the task of playing games. Examples of
cross-platform games include: [0009] Miner 2049er [0010] Phantasy
Star Online [0011] Tomb Raider: Legend [0012] FIFA Series
[0013] Each has been released across a variety of gaming platforms,
such as the Nintendo Wii, PlayStation 3, Xbox 360, personal
computers (PCs), and mobile devices.
[0014] The characteristics of a particular system may lengthen the
time taken to implement a video game across multiple platforms. So
a video game may initially be released on a few platforms and then
later released on remaining platforms. Typically, this situation
occurs when a new gaming system is released because video game
developers need to acquaint themselves with the hardware and
software associated with the new console.
[0015] Several developers have implemented means to play games
online using different platforms. Epic Games, Microsoft, and Valve
Software all possess technology that allows Xbox 360 and
PlayStation 3 garners to play with PC garners, leaving the decision
of which platform to use to consumers.
[0016] A virtual asset is a representation of currency (real and
simulated) and wealth in some environment or situation. Currency
can be defined as either a medium of exchange or a property that
has value in a specific environment such as a real world monetary
value, a video game or a financial trading simulation exercise.
Monetary virtual assets are often called virtual currency.
[0017] Within the world of gaming, virtual assets also include
tokens that give the player greater privileges or abilities, such
as a special sword or a magic potion. Like the gold and money in
games these assets can be traded for real world currency.
[0018] With present technology, and not withstanding efforts at
making games playable on a variety of platforms, there is still a
deficiency in gaming technology with respect to exchanging the
currency of one game for the currency of another game.
Specifically, it is not possible to earn virtual assets from on one
gaming platform using one currency and transfer these virtual
assets to the real world or another gaming platform using another
currency.
OBJECTS AND ADVANTAGES OF THE INVENTION
[0019] Accordingly, it is an object of the present invention to
provide a system of cross-platform virtual asset creation and
management.
[0020] Another object of the invention is to permit players of a
first game to earn virtual assets playing a second game and then
transferring those assets to the first game using a currency
exchange engine.
[0021] A further object is to permit a player of one game to play
that game on a variety of platforms.
[0022] Still another object is to permit a player of one game to
play that game over a cellular telephone communications
network.
SUMMARY OF THE INVENTION
[0023] The invention is a system for cross-platform and cross-game
virtual asset creation and management using a currency exchange
engine. The invention permits cross-platform management (that is
using multiple devices) and cross-game (using multiple games) asset
management. A virtual asset, once registered in a centralized web
environment, may be used on different game titles. The invention
creates an open platform for all types of virtual assets.
[0024] In the context of virtual asset creation and by way of
example, a virtual asset such as a 3-D car model may be modeled by
a hobby artist and distributed, that is, sold through the system of
the invention. This virtual asset may be used and imported into a
new game by any game developer. The system of the invention will
save the game developer time, effort and expense in modeling and
creating virtual assets for a game. Smaller developers can benefit
from an unlimited number of virtual assets created and sold through
the system of the invention.
[0025] The invention is a currency exchange engine or a virtual
asset "translation terminal" that permits the handling of virtual
assets cross-platform and cross game.
[0026] The invention system includes a centralized database will
contain definitions of virtual assets such as the racing car
virtual asset noted above. The data format may also contain various
features of the virtual asset that may increase the value of the
virtual asset:
1. 3D Model data for car body including color and texture; 2. 3D
Model Data for wheels; 3. 3D Model Data for dynamic system (shocks,
suspension, center of mass); and, 4. Value of the virtual
asset.
[0027] The system data format is an open and expandable system
similar to XML that has a hierarchical structure. The format can be
extended and adjusted to any kind of possible virtual asset. It
will be able for example to hold a virtual living object such as a
plant as well as a sword or armor. A plant might have properties
like growth rate (cm per day or hour) an armor might have a hit to
failure ratio and a sword may have a damage value and a weight. The
system of the invention will in all cases allow a game developer to
take advantage existing virtual assets created by others and
registered on the database of the invention.
[0028] The system includes a communications network. In one
embodiment the communications network is the Internet. In another
embodiment, the communications network is a cellular telephone
network.
[0029] In the context of virtual asset management by a gamer, the
invention further includes a central server that is accessible by
players of the game over the communications network. The server
acts as a bridge between gaming platforms and between games. For
example, in one embodiment of the invention, a player may commence
a game on an XBOX platform at home using the XBOX console. During
play, the player is attempting to win or gather virtual assets in
an XBOX currency that will allow the player to advance in the game.
These virtual assets can be stored on the central server under the
player's identity in that particular currency. The centralized
server is platform independent and so any virtual asset from a
number of games can be stored on the centralized server. The player
would undergo a registration process with a central server
authority in order to have permission to store and access virtual
assets. In one embodiment of the invention a subscription fee can
be charged to the player by the central server authority. Away from
the XBOX platform, the player may access the same database of
virtual assets in the XBOX currency by communicating with the
central server over a cellular telephone network using, for
example, an iPhone or iPod. The XBOX platform based game can be
accessed from the server and the player's virtual assets can be
unlocked for continued play. In this manner, the player can
continue to play the same game and accumulate virtual assets. New
assets accumulated can be stored on the remote server under the
player's identity.
[0030] To prevent fraudulent use of the centralized server and
potential theft or corruption of a player's virtual assets stored
on the centralized server, player must enroll with the centralized
server authority and be provided with a unique identify code to
gain access to the central server.
[0031] The enrolment process may include the completion of the
following data fields:
1. Name of the player; 2. Name of the games to be accessed by the
player; 3. Version of the games to be accessed by the player; and,
4. Game assets to be made available to the player and an initial
value of those game assets.
[0032] Once the enrolment process is complete the player would be
issued a unique user identifier which would be used to access the
centralized server and unlock virtual assets.
[0033] In another embodiment of the invention a player can
accumulate virtual assets in a first game denominated in a first
currency by playing a second game denominated in a second currency.
Virtual assets in the second game currency can be valued and
exchanged for virtual assets in the first game currency using a
currency exchange engine. The second game need not be as difficult
or require the same set of skills as the first game. Therefore, the
virtual assets accumulated by playing the second game will have
less value than similar assets accumulated by playing the first
game. Hence, the currency exchange engine has a programmable
weighting algorithm to ensure a fair exchange. For example, if the
first game is a game where the virtual asset to be won is an
automobile there may be a requirement for extensive play to
accumulate the points or score to purchase or win the automobile.
Through the present invention, a player can access a second game on
the centralized server. The second game does not require the same
skill set as the first game and so the accumulation of points is
easier. These points can be converted using the currency exchange
engine to assets for the purchase of the automobile in the first
game. Therefore, first game virtual assets denominated in first
game currency can be accumulated through the central server and the
currency exchange engine without having to play the first game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0034] FIG. 1 is a schematic of one embodiment of the
invention.
DESCRIPTION OF THE INVENTION
[0035] Our invention (100) is a system for cross-platform virtual
asset creation and management. The system comprises a first
computer game operating on a first gaming platform (102) and
providing a first set of virtual assets denominated in a first
currency. There is also a second computer game operating on a
second gaming platform (104) and providing a second set of virtual
assets denominated in a second currency. By way of example, the
description will describe a system comprising two games but the
invention can be used for a plurality of games and gaming platforms
(106). There is further a centralized server (108) accessible by a
gamer. The centralized server is also accessible by a game creator
using the same centralized authority discussed below. Virtual asset
creators can create virtual assets, post them on the server and
list them for sale to game creators using a posted price list.
[0036] The server comprises a computer processor (110) which
operates the first and the second gaming platform. The server also
comprises a memory device (112) for storing the first gaming
platform in a first file and the second gaming platform in a second
file. Another accessible file will store virtual assets created by
other for sale to game creators through the central server. A
software program (116) executable by the computer processor (110)
is programmed for translating the value of the first set of virtual
assets into an equal value of the second set of virtual assets.
This is accomplished by a currency exchange engine (120) which
exchanges the first currency into the second currency. The currency
exchange engine can also be used by virtual asset creators and game
creators in selling and buying virtual assets stored on the central
server.
[0037] For security, the invention further comprises a centralized
server authority (122) for controlling access by the gamer, virtual
asset creator or game creator to the centralized server (108). The
centralized server is connected to a communications network (124)
connecting to a device (130) through which the gamer can access the
server and play a selected game.
[0038] In one embodiment of the invention, the first gaming
platform and the second gaming platform are downloadable onto the
gamer device (130) for game play. The device may be one of a
portable cellular telephone having a display screen and key
functionality for game play or a computer keyboard/monitor
combination.
[0039] Since the gamer will already have assets, these assets can
be stored on the server in another memory file (132) accessible by
the gamer through the central server. The gamer assets can be
denominated in the first currency, the second currency or in a
third currency. The currency can be virtual currency or real world
currency. If the gamer has been playing one of or both of the games
accessible from the server then the gamer assets would most likely
be denominated in either the first or second currency. However, if
the gamer is trying to accumulate assets for use in a third game
then his or her assets can be denominated in a third currency.
[0040] The exchange engine (120) is capable of converting the value
of the assets of one game into the value of the assets of another
game or into a real currency value so that the gamer can play
different games and accumulate asset wealth in a favoured game. To
ensure that the exchange rate is equitable the currency exchange
engine includes a weighting sub-routine or algorithm (140) which
ensures an appropriate exchange rate between said first, second and
third currencies.
[0041] Understandably, some games may be easier to play than
others. Therefore, if the gamer wishes to obtain assets that are
easily obtainable in a game having a relatively easy skill level
and convert them into assets for a game that demands a higher skill
level, the weighting algorithm ensures that currency exchange does
not take place on a one-to-one basis. The exchange rate or
weighting is dependent upon a relative difficulty between the first
computer game and the second computer game and a level of play
selected by the gamer.
[0042] The gamer using the gamer device (130) accesses the server
over a communication network (124) which can be a wireless cellular
telephone communications network, wireless Internet access or a
hard-wired global computer network. The system of the invention
includes an encrypted portal (142) through which the gamer obtains
access to the central server. Gamer access to the server is
permission-based and hence there is a central server authority
(122) that provides for gamer enrolment (144) onto the server and
provides the gamer a unique identifier for entering the encrypted
portal. Game creators and virtual asset creators will access the
centralized server in a similar manner with similar enrollment
requirements.
[0043] The gamer's virtual asset account can also be placed on the
server and can be secured by the same unique identifier so that
only the gamer having permission to access the account is able to
use that virtual asset account.
[0044] In one embodiment of the invention gamer access to the
central server is on a fee for use basis (150). Therefore, the
system provides for a payment scheme such as a credit card payment
scheme or some similar e-payment scheme.
[0045] A computer controlled method for cross-platform virtual
asset creation and management system is also disclosed in the
invention. The method comprises the steps of: [0046] a. Providing a
centralized server accessible by a gamer comprising a computer
processor connected to a memory; [0047] b. Providing the gamer
access through the centralized server to one of a first gaming
platform and a second gaming platform; [0048] c. Storing within the
memory a first file comprising a set of first game virtual assets
denominated in a first currency, a second file comprising a set of
second game virtual assets denominated in a second currency and a
third file comprising said gamer's account of virtual assets
denominated in a third currency; and, [0049] d. Providing a
currency exchange engine operable by said computer processor for
exchanging between the first, second and third currencies.
[0050] For secure gamer access to the central server the method of
the invention comprises the following steps: [0051] a. Connecting
the centralized server to a communications network; [0052] b.
Establishing a centralized server authority for gamer access
control; [0053] c. Providing a permission to the game player from
the centralized server authority to access the centralized server;
[0054] d. Providing an encrypted portal accessible by the gamer
over the communications network whereby the game may exercise
granted permission to access the centralized server.
[0055] The method of the invention includes the central server
authority issuing the permission in the form of a unique identifier
for entering the encrypted gaming portal.
[0056] The method of the invention also anticipates that the gamer
will pay for the use of the server and so payment means are
included.
[0057] In one embodiment of the invention, the method of the
invention there is a computer controlled method for cross-platform
virtual asset creation and management comprising the steps of
[0058] a. Providing a gamer permission-based access by a
centralized server authority to a centralized server comprising at
least two gaming platforms comprising a respective file of virtual
assets having a respective currency for the at least two gaming
platforms and a gamer account file comprising a record of the
gamer's virtual assets valued in a third currency; [0059] b. The
gamer selecting a game and a level of play from a menu of the at
least two gaming platforms; [0060] c. The centralized server
uploading an appropriate file of virtual assets in the respective
currency for said selected game; [0061] d. The gamer executing the
selected game and winning a plurality of virtual assets pertaining
to the selected game and having a value established by the
respective currency of the selected game; [0062] e. The gamer
terminating the selected game; [0063] f. Wherein the currency of
the selected game is the same as the currency of gamer's virtual
asset file; [0064] g. Adding the value of the plurality of assets
won to the gamer's virtual asset file.
[0065] When the currency of the plurality of virtual assets won in
the selected game is different than the currency of the gamer's
virtual asset file following steps are necessary: [0066] a.
Executing a currency exchange engine operable by the central server
for translating the value of virtual assets won from the currency
of the selected game to the currency of the gamer's virtual asset
file; [0067] b. Adding the value of the plurality of assets won to
the gamer's virtual asset file.
[0068] By using the currency exchange engine the gamer can upload a
predetermined amount of gamer's virtual assets in one currency into
a game using another currency.
[0069] For a virtual asset creator and a game creator, the system
can be used to post and sell virtual assets that may have a value
that is denominated in a virtual currency or in a real currency. In
this embodiment of the invention the system comprises a plurality
of virtual assets created by a virtual asset creator and a game
creator. The virtual asset creator and the game creator may be
developing virtual assets using a first gaming platform and a
second gaming platform respectively. The value of the assets
created by the virtual asset creator may be denominated in a first
currency and the gamer may wish to purchase a virtual asset for use
in a second denomination. The game creator and the virtual asset
creator will have access to a system centralized server accessible
by prior registration and enrollment and by using a
permissions-based access module. The system will further comprise a
computer processor which can operate the first gaming platform and
the second gaming platform. A memory device is included for storing
the first and second gaming platforms. The memory device will
comprise files for storing the virtual assets created by the asset
creator and uploaded to the central server for sale to a game
creator. The system further comprises a software program executable
by the computer processor for translating a first currency value of
the virtual asset for sale into a second currency value desired by
the purchasing game creator. There may also be a system facility
for bidding on-line for the virtual asset. The system includes a
currency exchange engine or translation module for exchanging the
first currency into the second currency.
[0070] While the invention has been described with respect to
specific examples including presently preferred modes of carrying
out the invention, those skilled in the art will appreciate that
there are numerous variations and permutations of the above
described systems and techniques that fall within the spirit and
scope of the invention.
* * * * *